Affinity (Ex) A pokemon who has access to a sorcerer bloodline gains access traits it's bloodline as two levels higher for all sorcerer spells and class abilities. Pokemon who have access to a cleric domain can use their domain powers and spells at +1 caster level. At a GM's approval, this evolution can apply to other class-based traits that are selected by the player at level 1 and cannot be changed, like witch patrons or shaman spirits.
Aura of Despair (Su) A fye continually emanates an aura of despair in a 10-foot radius. Any creature within or entering this area must succeed on a DC 15 Will save or take a -2 penalty on attack rolls, saving throws, ability and skill checks, and weapon damage rolls for as long as they remain within the area. A creature that successfully saves is immune to the aura of despair of that fye for one day. The save DC is Charisma-based.
Aura of Doom (Su) The death coach’s aura acts like an aura of doom with a radius of 30 feet. A creature that succeeds at its save is immune to that death coach’s aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Aura of Misfortune (Su) Every creature within 10 feet of the pokemon must roll twice to confirm a critical hit. Also, when these creature attack with a weapon and roll a natural 1, they provoke an attack of opportunity from it's target, even if that creature would not otherwise be entitled to make one. If the creature is wielding a manufactured weapon, it drops it and needs to take a standard action to pick the weapon back up. This provokes another free attack of opportunity from its target. This effect lasts as long as they remain within range of the aura. Furthermore, the affected creature takes a –4 penalty on all checks and saving throws.
- Misfortune Aura (Su) When a living creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 10 feet of a lesser death, it must roll two d20s and take the lowest roll before applying any modifiers.
Aura of Sobs (Su) All of the voices that this pokemon steals linger around it in an invisible but audible aura of unnerving childlike whimpers, songs, and sobs. Any living creature that enters this area loses the benefit of all bardic performances affecting it and takes a –1 penalty on all attack rolls, damage rolls, and Will saving throws. The pokemon can suppress or reactivate its aura as a free action. This aura is a sonic, mind-affecting effect.
Bleeding Nail (Ex) A Hellcrown attacks by throwing nails. These nails are ranged attacks with a 20 ft. range increment. If a Hellcrown hits with a nail, the target takes 1 point of bleed damage and 1 point of strength damage unless it succeeds on a DC 14 fortitude save. Multiple nail strikes stack. As a move action, a creature can remove the nail to end the bleed damage and remove the strength damage.
Bloodthirst (Su) A leechroot can absorb blood directly from its victims’ cuts and from the soil on which that blood has dripped. The leechroot gains fast healing equal to the number of creatures with the bleed condition within its reach (if any).
Bloody Sap (Su) The viscous resin that exudes from a leechroot’s tentacles is infused with negative energy, preventing both natural and magical healing. The DC of the Heal check to stop the bleeding from a leechroot’s attacks increases by 2. While the bleed damage persists, any magical healing requires a successful DC 15 caster level check or the spell or ability has no effect on the bleeding creature.
Bump in the Night (Su) A bogeyman can create a phantasmagoric image in the mind of a single creature within 200 feet. Such images cause the victim to see and hear things that are not really there or to see and hear things differently than they actually are. Things such as following footsteps, bumps and thumps from an unknown source, a gnarled tree with outstretched limbs scratching on a window or reaching for someone, the idea that someone or something is lurking around the corner, in the closet, or under the bed, and so on. A creature affected by the images takes 1d4 points of Wisdom damage if it fails a DC 19 Will save. The save DC is Charisma-based and includes a +2 bonus from the bogeyman’s Ability Focus feat. The bogeyman can use this ability once every 1d4 rounds. A creature who drops to Wisdom 0 is affected as if by an insanity spell (caster level 8th) until at least 1 point of Wisdom is restored.
Channel Energy (Su) The monster gains the channel energy class feature. As a standard action, the monster releases a burst of energy that affects either all living creatures or all undead creatures in a 30-foot radius. The burst either deals 1d6 points of damage (from negative energy) or heals 1d6 points of damage (from positive energy). A creature that would take damage from this effect can attempt a Will save (DC = the monster’s ability DC – 5) to halve the damage. A monster can use this option 8 times per day. Increase the damage or healing by 1d6 per every two hit die.
- Channel Negative Energy (Su) As a standard action, a hollow serpent can channel negative energy in a 30-foot burst as a 16th-level evil cleric. This ability requires no divine focus. The save DC is Charisma-based.
Channel Resistance (Su) An creature becomes less easily affected by the channel energy ability of clerics or paladins. The creature gains a +2 bonus on any saves that are made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). At 7 HD, this bonus is increased to +4. These creatures are usually Undead, or have the traits of Undead.
Charisma Drain (Su) A creature struck by a hupia’s slam attack must succeed at a DC 18 Fortitude save or take 1 point of Charisma drain. A creature already suffering a fear effect instead takes 1d4 points of Charisma drain on a failed save, or 1 point of Charisma drain on a successful save. The save DC is Charisma-based.
Child’s Needs (Su) An infantis is all that remains of the dying consciousness of a small child. The Infantis suffers a -1 morale penalty on attack rolls, skill checks and saving throws when within 30 ft. of a visible crib, toy, child-sized clothing or a nursing or pregnant woman.
Command Wights (Su) A dread wight gargoyle can automatically command all normal wights within 30 feet as a free action. Normal wights never attack a dread wight unless compelled.
Constitution Drain (Su) A llorona causes 1d4 points of Constitution drain on a hit. A successful DC 23 Fortitude save negates this drain. The save DC is Charisma-based.
Corrupting Gaze: The monster has a gaze attack (as the universal monster rule) with a range of 30 feet. The attack deals 2d10 points of damage and 1d4 points of Charisma damage. A successful Fortitude save negates the Charisma damage.
Corrupting Touch: A monster must be incorporeal to have this ability. The monster can make a touch attack. If it hits, the target supernaturally ages and takes 1d6 points of damage per CR the monster possesses (Fortitude half ). Targets immune to magical aging are immune to this damage.
Create Spawn: The monster can create spawn out of those it slays. The victim rises from death as the kind of monster that created it in 1d4 days and is under the command of the monster that created it, remaining enslaved until its master’s destruction. The monster can have enslaved spawn whose HD total no more than 2 × the monster’s CR; any spawn it creates that would exceed this limit become free-willed. The monster can free an enslaved spawn in order to create a new enslaved spawn, but once freed, a creature cannot be enslaved again.
- Create Spawn (Su) Any creature killed by a dread wight gargoyle’s energy drain ability rises as a dread wight in 1d4 rounds. A dread wight created in this manner is under the command of its creator and remains so until either it or the creator is destroyed.
Death Rattle (Ex) Once every 1d4 rounds as a standard action, this creature can vibrate its carapace to produce a clicking noise that sets up vibrations in all creatures within 30 feet. Creatures that fail a Fortitude save takes 1d6 damage. Since the effect stems from the vibrations set up in a victim’s body and not from the clicking noise itself, silence offers no protection against this attack. Likewise, a creature that cannot hear can still be affected. A successful save renders the target immune to that creature’s death rattle for 24 hours. The save DC is Constitution-based. This ability can be taken multiple times to increase the damage by 1d6.
Death Throes (Ex) When the creature is reduced to 0 or fewer hit points, it explodes. All creatures within a 20-foot burst take 2d6 points of piercing and slashing damage per every four hit die, and 1d6 points of bleed damage. A successful DC 18 Reflex save results in half damage and negates the bleed effect. The save DC is Constitution-based.
Deathless Spirit (Ex) Members of this creature's race gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Demanding Aura (Su) All creatures within a 30-foot radius that can see a cursed king must succeed at a DC 20 Will save or be terrified into subservience. A creature that fails its saving throw gains the cowering condition for 1d4 rounds. A creature that successfully saves is not subject to the same cursed king’s demanding aura for 24 hours. This is a mind-affecting fear effect, and the save DC is Charisma-based.
Desecration Aura (Su) A herecite’s very existence is an embodiment of blasphemy and heresy, and as such it exudes a 30-foot-radius aura of desecration. It and all undead within this area gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and the DC to resist negative channeled energy in the area increases by 6. The herecite gains 2 hit points per Hit Die (+24 hit points for most herecites). All of these benefits are calculated into the above statistics, and while they do not stack with those granted by desecrate spells, neither do they vanish if the herecite enters an area under the effect of a consecrate spell.
Desiccation Aura (Su) A cloud of moisture-draining dust fills the air in a 30-foot radius around a hollow serpent. Living creatures within this area must make a DC 26 Fortitude save or take 1d6 points of Strength damage as water is leached from their flesh. Whether or not the save is successful, a creature cannot be affected again by the same hollow serpent’s desiccation aura for 24 hours. Creatures without fleshy bodies are immune to this aura, while creatures with the aquatic or water subtypes take a -4 penalty on the saving throw. The save DC is Constitution-based.
Desiccating Touch (Su) As part of its incorporeal touch attack, a cinderghost draws the moisture from its opponent’s body, causing the victim to wither into ash. The target must succeed at a DC 19 Fortitude check or take 1d8 points of Constitution damage.
Devour Soul (Su) A baykok can take a standard action to devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a DC 19 Fortitude save. If it fails, the target is instantly slain. If the creature is already dead, it does not make a saving throw, although the body cannot be more than 1 hour dead. A creature subjected to this attack cannot be brought back to life via raise dead (resurrection and more powerful effects work normally). When a baykok devours a soul in this way, it heals 5d6+10 points of damage and becomes hasted for 4 rounds (as if affected by haste). This is a death effect. The save DC is Charisma-based.
Deadlights (Su) As a standard action, a gator ghoul can cause a 60 ft. cone of bright light to emit from its eyes for up to 1 minute. All living creatures in the area must succeed a DC 17 Will save or be dazed as long as the light shines on them, unable to move or take any actions. A creature so affected can attempt a DC 17 Will save on its turn as a full round action to break out of the daze. This daze effect is broken the round the creature takes damage from any source. A creature that succeeds its initial saving throw is immune to the deadlights of that gator ghoul for the next 24 hours. A gator ghoul can stop this ability as a swift action on its turn, and can use this ability three times per day. This is a mind-influencing compulsion effect, and the save DC is Charisma based.
Deadspeech (Ex) A goemul has the ability to converse with the dead as if subject to a continual speak with dead spell, and most corpses greet them with an attitude of friendly or helpful.
Dimming Aura (Su) As a swift action, the mulgwishin can emit a dimming aura. This darkness causes the illumination level in a 20-foot-radius burst to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This has no effect in an area that is already dark. Creatures that start their turn within 5 feet of the aura have their speed reduced by 10 feet for 1 round. This lasts until it is reduced to 0 hit points or turns it off on its turn.
Energy Bite or Energy Claw (Su) The pokemon’s natural attack damage deals 1d6 extra points of negative energy damage.
Energy Drain: This monster bestows 1 negative level with its attacks (or attacks of a particular type) and gains 5 temporary hit points for each negative level bestowed. The number of negative levels bestowed increases to 2 at CR 10 and 3 at CR 20.
- Kiss (Ex) If a drowned maiden successfully pins an opponent up to Large size that her tresses have successfully grappled, she can embrace it to deadly effect. On each round that the drowned maiden embraces a creature in this manner, she kisses it. Victims kissed by a drowned maiden take 1d4 Strength drain (Fort DC 20; Cha-based).
Energy Explosion: Once per day as a standard action, the monster can create a 20-foot-radius negative energy burst within 60 feet. This deals an amount of damage equal to 1d6 + the monster’s HD of the chosen type to all creatures in the burst. A successful Reflex save halves the damage.
Energy Infusion: Choose a damage type. Each time the monster uses a spell, spell-like ability, or supernatural ability that deals energy damage, it can choose to change the energy damage type dealt by that ability to the chosen type instead.
Ethereal Hop (Su) A gøgelid is able to turn incorporeal for a number of rounds equal to its hit dice as a swift action. After turning incorporeal, a gøgelid cannot use ethereal hop for 1d4+1 rounds. A gøgelid can end an ethereal hop as a free action.
False Humanity (Su) During the day, a huecuva is cloaked in an illusion that makes it look, sound, and feel like the living creature it once was. This effect functions similarly to disguise self—if a creature interacts directly with a huecuva, it can attempt a DC 12 Will save to see through the illusion. Regardless, the huecuva’s scent never changes—it always exudes a faint stench of grave dust and decay. Creatures with the scent ability receive a +4 bonus on any Will saving throw made to see through this illusion. At night (regardless of whether the huecuva itself knows night has fallen) this illusion fades and reveals the creature for what it truly is. The save DC is Charisma-based.
Fear Light (Su) A lantern goat can emit an ugly yellow light from the lantern around its neck as a free action. All creatures within 60 feet that view this light must succeed on a DC 17 Will save or be panicked for 1d4+4 rounds. A creature that succeeds on its save is immune to the fear light of that lantern goat for one day. The save DC is Charisma-based.
Fear Sense (Su) A hupia can detect a creature with the shaken, frightened, or panicked condition within 100 feet as if it had blindsight.
Feed on Fear (Su) Any time an atoth is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 10.
Fell Magic (3 EP) Members of this creature's race gain +1 to the DC of any saving throws against necromancy spells that they cast. Members of this creature's race with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level): 1/day—bleed, chill touch, detect poison, touch of fatigue. The DC is equal to 10 + the spell’s level + the user’s Wisdom modifier.
Foresee Doom (Su) The gwishin can sense impending danger. This works like the foresight spell, but with a duration of 10 minutes.
Gaseous Form: As a standard action, the monster can use gaseous form at will, and it can remain in this form indefinitely. While it does, it has a fly speed of 20 feet with perfect maneuverability.
Ghost Touch (Su) A festering spirit can manipulate corporeal objects that weigh up to 25 pounds as if those objects had the ghost touch special ability.
- Ghost Touch Jaws (Su) A drocha swarm’s many biting jaws are considered to have the ghost touch special ability. This allows it to deal its swarm damage to corporeal foes, and to deal normal damage to incorporeal creatures such as ghosts, shadow demons, and even other drocha swarms.
Grasping Hands (Su) Despite being incorporeal, a llorona can perform grapple combat maneuvers against Medium or smaller creatures. She adds her Charisma modifier to her grapple combat maneuver checks. Using this ability doesn’t provoke attacks of opportunity. If a llorona successfully maintains a grapple, she automatically deals 4d6 points of negative energy damage and 2d4 points of Constitution drain upon her victim. A creature can reduce the Constitution drain to 1d4 points with a successful DC 23 Fortitude save. When a llorona causes Constitution drain in this manner, she has 5 hit points restored. The save DC is Charisma-based.
Hypnotic Lights (Su) The corpse candle possesses the ability to create a dancing, twisting pattern of ever-shifting lights that slowly change colors. The corpse candle can create these lights within 20 feet of itself, covering an area in a 10-foot radius spread (usually underwater). Creatures viewing the pattern within 50 feet must make a successful Will save (DC 18) or become fascinated. If the save is successful, that creature cannot be affected again by that corpse candle’s hypnotic lights for one day. The lights remain for as long as the corpse candle concentrates plus 1 minute. The save DC is Charisma-based and includes a +2 racial bonus. A fascinated victim moves toward the lights, taking the most direct route available at its normal movement rate. The creature avoids certain dangers (walking off a cliff, walking through fire, etc.) and skirts around such obstructions if possible, but it will swim towards the light if necessary, paying no heed to the need for air. If no path to the light is available, the fascination is broken. Any living creature within the area of light at the end of its turn takes 1d2 points of Constitution damage. This is a death effect.
Immunity to Death Effects (Ex) These creatures are immune to any effect that instantly slays it, such as finger of death, slay living, and so on.
Incorporeal (Su) As a standard action, a darnoc can become incorporeal for up to 10 minutes each day. While incorporeal, the darnoc has AC 14 (+2 Dex, +2 deflection) and can use its slam attack as an incorporeal touch against corporeal targets dealing 1d6+1 points of negative energy damage as well as curse of the grave.
Jagged Maw (Su) A lovelorn’s bite threatens a critical hit on a roll of 19–20. If a lovelorn confirms a critical hit with its bite, it also inflicts a negative level. This negative level can be removed with a successful DC 15 Fortitude save. The save DC is Charisma-based.
Kiss of Death (Ex) If a breathless one succeeds at a grapple check against an adjacent opponent, it clamps its mouth over the opponent’s nose and mouth to suffocate it. Each round the breathless one maintains a grapple and its target fails a DC 21 Fortitude save its condition worsens: it becomes staggered for 1 round, it falls unconscious and is reduced to 0 hp, it drops to -1 hp and is dying, it dies. The save DC is Charisma-based.
Lesser Breath Weapon (Su) The pokemon gains a breath weapon that fires a tiny glob of energy, inflicting 1d6 points of negative energy damage on a single target within 30 feet after making a successful touch attack. This power may be used at will, but must wait 1d4 rounds between uses. At fourth level, and every three levels thereafter, the lesser breath weapon increases its damage by +1.- Breath Weapon (Su) This pokemon breathes a stream of energy which does 1d6 negative energy damage for every 2 levels (minimum 1). This breath weapon has a range of either 60 ft or a 10ft cone, and requires a reflex save to halve the damage. The pokemon can use this ability twice per day (although it must wait 1d4 rounds between uses). Breath weapon does not replace lesser breath weapon.
Life-Draining Coils (Su) A hollow serpent seethes with negative energy capable of sapping the life force of creatures trapped within its coils. Every time a creature takes constriction damage from a hollow serpent, it gains one negative level. The hollow serpent also gains 5 temporary hit points for each negative level it bestows.
Lifebound (Ex) Members of this creature's race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Lifesense (Ex) An creature can pinpoint living creatures with ease. The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight evolution. The creature must possess the undead appearance evolution to take this evolution. This is a supernatural ability.
Lifesense (Su) A lantern goat notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Light and Dark (1 EP) Members of this creature's race gain the following supernatural ability: Once per day as an immediate action, a member of this creature's race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
Malevolence (Ex) Once per round, the monster can attempt to merge its body with a creature within its reach. The target can resist the attack with a successful Will save. A target that succeeds at its save becomes immune to the monster’s malevolence for 24 hours. This ability is similar to magic jar, except that it doesn’t require a receptacle.
Misdirected Appearance (Su) The first time a creature sees a hupia, instead of a frightening undead monster it sees either the form the hupia had in life or that of someone dear to the creature. An observer can see past this illusion with a successful DC 18 Will save. A creature immune to mind-affecting effects or that has other protections against creatures reading its mind is immune to this effect. The save DC is Charisma-based.
Negative Energy Affinity (Ex) The creature is alive, but is treated as undead for all effects that affect undead differently than living creatures, such as cure spells and channeled energy. Format: negative energy affinity; Location: Defensive Abilities. Format: negative energy affinity; Location: Defensive Abilities.
Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (with a DC equal to the lich’s save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Bewildering Touch (Su) Any living creature a psychic lich hits with its touch attack must succeed at a Fortitude saving throw or be permanently confused as its nervous system continuously sends false signals. The creature doesn’t automatically attack the psychic lich if it is targeted by further attacks. Calm emotions or any spell that can remove a curse can free the victim (see the bestow curse spell description) with a DC equal to the bewildering touch’s save DC. As a full-round action, a creature that rolls a result of “act normally” can attempt a new saving throw to end this effect.
Phase Lurch (Su) An ectoplasmic creature has the ability to pass through walls or material obstacles. To use this ability, the ectoplasmic creature must begin and end its turn outside of whatever wall or obstacle it’s moving through. An ectoplasmic creature cannot move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.
Project Death (Su) As a standard action, a drocha swarm can target a creature within 30 feet and cry mournful wails that fill the listener with images of its own death. The targeted creature must succeed at a DC 18 Will save to steel itself against this morbid onslaught. If that save fails, the victim must succeed at a Fortitude save or die from fear. Even if the Fortitude save succeeds, the victim takes 4d6 points of damage. A creature that successfully saves against the initial Will save is not subject to the same drocha swarm’s project death ability for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Reanimation (Su) When reduced to 0 hit points or less, a cadaver is not destroyed; rather it falls inert and begins the process of reanimating by regaining 1 hit point per round. Hit points lost to magical weapons or spells are not regained. When the creature reaches its full hit point total (minus damage dealt by magical attacks and weapons), it stands up, ready to fight again. If the creature is destroyed by channeled positive energy, it cannot reanimate. If a cleric casts gentle repose on the cadaver when it is reduced to 0 hit points, it cannot reanimate. A bless spell delays the reanimation, causing the creature to regain hit points at half the normal rate (i.e. 1 hit point every other round).
Rejuvenation (Su) Once destroyed or killed, the monster restores itself after a set period of time (typically 1d10 days). The specific means for permanently destroying the monster and the time it takes before reforming vary between monsters.
- Rejuvenation (Su) After being destroyed, a hupia reforms at the site of its death in 1d6 days. To permanently destroy a hupia, a special ritual must be performed involving a personal item of the hupia and 100 gp worth of rare herbs that are burned during the ceremony.
- Rejuvenation (Su) When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it. The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40. Other forms of phylacteries can exist, such as rings, amulets, or similar items.
Resist Level Drain (Su) Prerequisites: Negative energy affinity racial trait. Benefit: Members of this creature's race take no penalty from energy-draining effects, though a member of this creature's race can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a member of this creature's race has accrued are removed without the need for any additional saving throws.
Sacrilegious Aura (Su) The monster emits an aura of intense evil and negative energy in a 30-foot radius. The aura functions as the desecrate spell cast on an altar. In addition, any creature that attempts to use a positive energy effect in this area must succeed at a concentration check or the positive energy has no effect.Shadow Blend (Su) (2 EP) In any condition of illumination other than bright light, the creature disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The creature can suspend or resume this ability as a free action.
Shadow Form (Su) The creature’s body becomes shadowy and more indistinct. This shadow form grants the creature constant concealment (20% miss chance), and its melee attacks affect incorporeal creatures as if it had the ghost touch weapon property. The creature’s melee attacks deal only half damage to corporeal creatures.
Shadow Shift (Su) A bogeyman has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A bogeyman can shift up to a total of 80 feet each day in this way; this may be a single jump of 80 feet or multiple jumps of 10 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Shriek of Hunger (Su) A target who is damaged by an infantis’ shriek ranged attack must succeed at a DC 13 Will save or become fatigued. This fatigue cannot be removed by any means until the target eats at least a day’s worth of rations. If the target is already fatigued, they become exhausted instead. Exhausted targets fall unconscious for 2d6 hours, or until roused.
Spectral Strangulation (Su) An apparition attacks an opponent by implanting a suggestion in the victim’s mind, convincing it that it is being strangled by the apparition’s bony claws. The apparition must be on the same plane as the target creature to use this ability. The target of the spectral strangulation feels the bony, claw-like fingers of the apparition at its throat—even through armor. The target must succeed on a DC 16 Will save to disbelieve the suggestion. A creature that successfully saves cannot be affected again by the same apparition’s suggestion for one day. On a failed save, the victim must immediately succeed on a DC 16 Fortitude save or die from fright due to heart failure. If the Fortitude save succeeds, the victim acts as if affected by a fear spell for 1d4 rounds. A creature protected by magic circle against evil or protection from evil cannot be affected by an apparition’s spectral strangulation. This is a mind-affecting fear effect. The save DCs are Charisma-based.
Soul Capture (Su) Any living creature reduced to below 0 hit points while within 60 feet of a lantern goat must succeed on a DC 17 Will save or have its soul drawn into the lantern goat’s lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at -3 hit points must save at DC 20). Once captured, the lantern goat slowly digests the creature’s soul over a period of 1 hour, using it to fuel its dark energies. A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature. If the lantern goat is slain and the lantern destroyed, the soul is released back to the body if still living. The lantern cannot be destroyed or removed until the lantern goat is destroyed. The save DC is Charisma-based.
Spell-Like Abilities (Sp) Upon taking this trait, the creature gains access to a number of spell-like abilities according to it's hit die bracket. It gains access to one spell from the following list according to its hit die bracket, which become usable once per day. If the creature has more than 4 hit die and knows at least one spell from the HD bracket one step lower, those spells will be usable three times per day. If it is higher than 9 hit die, the spells that it knows from the the HD bracket two steps below its own become usable at will. This ability can be taken multiple times to learn new spell abilities from any hit die bracket it has access to.
Spiritual Defense (Su) A bul gishwin gains a deflection bonus to AC equal to its Cha bonus (minimum +1).
Trap the Soul (Su) As a standard action with a range of 300 feet, a demilich can imprison the soul of a living creature within one of 10 special gems embedded in its skull. If the target succeeds at a DC 24 Fortitude save, it gains two permanent negative levels. If it fails, its soul is immediately drawn into one of the gems in the demilich’s skull. The soul remains trapped within the gem, visible as but a gleam except under true seeing. The soulless body corrupts and decays rapidly, reducing to dust in a single round. As long as the dead creature’s soul remains trapped in the gemstone, it cannot be restored to life via any means save direct divine intervention. Gems with souls trapped in them can be retrieved from a destroyed demilich, at which point they can either be crushed to release any souls within to their afterlife or used in the place of the usual material components to restore the soul and body with resurrection or true resurrection. After 24 hours, the demilich can choose to consume any soul trapped in a gem, healing it 1d6 hit points per Hit Die of the soul, at which point only miracle or wish can restore the dead creature to life. The save DC is Charisma-based, and includes a +2 bonus for the Ability Focus feat.
- Devour Soul (Su) By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC 22 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the devourer’s chest. The creature cannot be brought back to life until the devourer’s destruction (or a spell deflection—see below) releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell’s level (for sake of ease, spell levels for its spell-like abilities are included in its stats in superscript). At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained—these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish. The save DC is Charisma-based.
Turn Undead (Su) As a standard action, this monster forces each undead creature within 30 feet of it to attempt a Will save (DC = the monster’s ability DC – 5). On a failed saving throw, the target flees from the monster for 1 minute as if panicked. Intelligent undead receive a new saving throw each round to end the effect.
Undead Appearance (Ex) An creature appears as an undead creature, and mimics some of an undead creature’s abilities and weaknesses. Negative energy heals the creature, and positive energy (including a cleric’s channel energy ability) harms it. Spells and effects that target undead or have specific effects against undead (such as Command Undead, hold (halt?) undead, and searing light) affect the creature as if it were undead. The creature gains a +2 bonus on saves against disease, exhaustion, fatigue, paralysis, poison, sleep effects, and stunning. At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).
Undead Mastery (Su) As a standard action, the monster can choose one undead creature within 50 feet. That creature must succeed at a Will save or fall under the monster’s control. This control is permanent for unintelligent undead; an undead creature with an Intelligence score can attempt an additional saving throw each day to break free. A creature that succeeds at its saving throw cannot be affected again by the same monster’s undead mastery for 24 hours. A monster can control a number of undead creatures with a combined CR equal to its own CR. If this limit is exceeded, the excess undead become uncontrolled in order from longest-controlled to most recently controlled.
Undead Resistance (Ex) Members of this creature's race gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Undead Scent (Su) A gøgelid’s otherworldly nose is particularly talented at picking out the scent of other undead creatures. A gøgelid’s scent ability ignores the first 5 ft. of any non-magical barrier to detect the presence of undead creatures.
Unliving Nature (Ex) Although a living creature, the creature is treated both as undead and as it’s normal type and subtype for the purposes of spells and effects (for example, it can be detected with detect undead and rendered immobile by either halt undead or hold person). A creature never takes a penalty on Disguise checks to disguise itsself as an undead creature. These creatures gain a +4 racial bonus on saving throws against mind-affecting effects.
Unnatural Aura (Su) A creature is obviously of unnatural origin. Normal animals do not willingly approach the creature it makes a DC 25 Handle Animal, Ride, or wild empathy check. Furthermore, it takes a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward this creature is one step worse than normal.
Vulnerable to Consecration (Ex) This pokemon is staggered within the area of a consecrate effect.
Wear Skin (Su) An ecorche can steal the skin of a dead Small, Medium, or Large humanoid and wear it as its own. When it does this, the ecorche takes on the creature’s size and appearance and gains a +10 bonus on Disguise checks made to impersonate the victim. While wearing a stolen skin, an ecorche cannot use its frightful presence. This stolen skin is preserved while the ecorche wears it, but is destroyed if the ecorche takes more than 10 points of damage or if the ecorche chooses to destroy the skin as a standard action. Those within 60 feet who see an ecorche’s stolen skin destroyed are immediately subjected to its frightful presence and take a -5 penalty on the related Will save. An ecorche reverts to its normal size if its stolen skin is destroyed.
- Seize Skin (Su) Whenever an ecorche damages a target with its rend ability, the target must succeed at a DC 25 Fortitude save to resist being skinned alive. Those who fail the save become staggered and take 1 point of Constitution drain per round. Both of these effects are permanent but can be removed with a regenerate or heal spell (or 1 round of regeneration). The ecorche can use its wear skin ability to don a skin stolen in this way as a full-round action. The save DC is Dexterity-based.
Wail (Su) As a standard action, a llorona can unleash a somber wail. Any creature within 120 feet that can hear this wail must succeed at a DC 23 Will save or be compelled to enter the nearest body of water and attempt to drown itself. This effect automatically fails if there isn’t a body of water large enough to drown in within 120 feet. At the end of any round an affected creature is completely submerged in water, it can attempt a new DC 23 Will save to end the effect and cease its attempt to drown itself. This is a sonic mind-affecting compulsion effect. The save DC is Charisma-based.