Coldsnap

Recovered and refurbished by Durekh Deeprune and his clan, this golem was found in an Imaskari ruin at the bottom of the Lorosfyr Abyss, just south of where the Deeprune Clan is settled in the underdark. He and his clan made a few changes to it over the years, and as such it possesses a few unique traits normally not found among constructs of its type.

Unique Greater Shadesteel Golem CR 16
N Large Construct (Extraplanar)
Init +2; Senses Darkvision 120 ft. superior low-light vision; Spot +10, Listen +10
Languages understands Common, doesn't speak, telepathy 120 ft.

DEFENSE
AC 33, touch 11, flat-footed 31
  (–1 size, +2 Dex, +22 natural)
HP 300 (27d10+30)
Fort +9, Ref +11, Will +9
DR 15/magic and adamantine; Immune construct traits, cold, magic (see text)

OFFENSE
Speed 30 ft. (6 squares); fly 60 ft. (perfect)
Melee 2 slams +31/+26/+21 (2d10+12)
Space 10 ft.; Reach 10 ft.
Base Atk +20; Grp +36
Atk Options Piercing Cold Wave

STATISTICS
Str 34, Dex 14, Con --, Int --, Wis 11, Cha 7
Bonus Feats Improved Rapidstrike (slam), Rapidstrike (slam)
Skills Hide +10, Move Silently +18
SQ construct traits, shadow blend

SPECIAL ABILITIES
 Piercing Cold Wave (Su): This particular shadesteel golem can radiate a burst of inky black cold as a free action every 1d4+1 rounds. The wave drains away heat within 40 feet of the golem, dealing 12d6 points of piercing cold damage. A DC 23 Fortitude save halves the damage; the save DC is Constitution-based.
  Immunity to Magic (Ex): A shadesteel golem is immune to any spell, supernatural ability, or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical effect that has the light descriptor (such as continual flame) causes the golem to speed up as if affected by the spell haste for 2d4 rounds. The golem is also hasted whenever it is subject to a positive energy effect, such as the turning attempt of a cleric. This might happen if the cleric has mistakenly identified the creature as a nightwalker or other undead, or if the golem is standing near undead.
If a shadesteel golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem ishealed of 1 point of damage per level of the spell.
  Shadow Blend (Su): In any condition of illuminationother than full daylight, a shadesteel golem can disappear into the shadows, giving it concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, though a daylight spell does.

Clockwork Spirit Vessel

This is a "very loose and liberal" interpretation of a freeform online RP character that knowingly deviates from normal D&D 3.5 guidelines.

DESCRIPTION
Imbued with the knowledge and spiritual energies from dozens of skilled combat veterans, a clockwork spirit vessel appears as a wood and metal sea-going vessel with a rounded, flat-bottom hull, measuring about 80 feet long from bow to stern, and about 36 feet wide and 43 feet tall. The flat top deck is recessed into the top of the vessel's hull with a depth of 5 feet, effectively forming a retaining wall around the deck, into which shooter crenelations have been shaped.
    The vessel's four massive prop rotor systems, affixed to either side of the forward and rear hull, are 7 feet in diameter and are up to 20 feet long. When moving under its own power, these ducts produce the necessary lift and propulsion. Each of the four ducts contains two co-axial counter-rotating prop-rotors, with several blades each. Each of these prop-rotors can vary pitch collectively, in addition to cyclic pitch control. Flight maneuvers are performed by angling the ducts independently and by controlling the collective pitch of each coaxial rotor system independently of the others.
    These vessels also feature six, adroit retractable grasping legs as well, resembling the legs of an insect, that typically hold the hull of the vessel about 10 to 20 feet off the ground when walking.  Each segment of a given limb can shorten or lengthen as they function like a piston, and the limb itself can spin indefinitely in either direction, at points just above and below each armored folding joint. The grasping mechanism on the end of each limb consists of three powerful, articulated digits arranged in a radial pattern, capable of closing in against one another to form a piercing point. Its grip is steady, very firm, and very precise in the case of handling delicate objects or creatures.
    The interior compartments feature mounted ladders on every wall, as well as ceiling hooks and rungs, all intended for tying down packed gear and reaching the access doors between the compartments.  The vessel can produce unseen servants to help pack or unpack various items, or pull up or throw down rope ladders.
    A clockwork spirit vessel often prefers to communicate by using project alternate image to project the image of a humanoid figure reflective of its personality, using it to speak verbally and convey facial expressions to others.  Despite it's sentience however, a clockwork spirit vessel remains bound by the command directives given to it by its makers.
    Note: Constant spell-like abilities may only affect the creature possessing them, and remain active indefinitely until dismissed or dispelled. If dismissed or dispelled, each one can be reactivated as a swift action.
    A clockwork spirit vessel can carry 1,884,160 lbs. as a light load, 3,768,320 lbs. as a medium load and 5,652,480 lbs. as a heavy load. A clockwork spirit vessel cannot fly with more than a light load. A clockwork spirit vessel itself only weighs about 500,000 lbs., due to its light construction materials. As usual, a creature's own weight does not count against its encumbrance.

CLOCKWORK SPIRIT VESSEL
N Colossal+ Construct
Init +13; Senses blindsight 500 ft., tremorsense 500 ft., darkvision 1000 ft.,
    battlemagic perception, ebon eyes, superior low-light vision,
    superior darkvision, detect magic, true seeing, All-Around Vision,
    moment of insight, steadfast perception, Farsight,
    Lifesense, Mindsight; Listen +40, Spot +50;
Languages Common, Gnome, Auran, Aquan, Draconic, Sylvan,
    Celestial, Infernal, Abyssal, plus up to 61 other languages;
    telepathy 1000 ft., magic mouth, enlarged summoning wind,
    enlarged extended project alternate image, tongues;

DEFENSE
AC 55, touch 11, flat-footed 55 (-8 size, -1 Dex, +44 natural, +10 Int);
hp 1610 (60d10+1280);
Fort +34, Ref +32, Will +32; SR 40; DR 20/adamantine and magic;
Defensive Abilities AC Bonus, Augmented and Reinforced,
    Evasion, Mettle, Fast Healing 1;
Immune construct traits, blindness, deafness,
    involuntary polymorph effects, petrification;
Resist acid 30, cold 30, electricity 30, fire 30, sonic 30;

OFFENSE
Speed 120 ft., climb 100 ft., fly 520 ft. (good), swim 150 ft.;
Typical Standard Melee unarmed strike +64 (16d6+16d8+42/19-20)
    and "snap kick" +64 (16d6+16d8+14/19-20);
Full Melee unarmed strikes +66/+61/+56/+51 (16d6+16d8+42/19-20)
    and 2 slams +66/+61/+56 (16d8+28/19-20);
Full Ranged thrown objects +65/+60/+55/+50 (damage varies, see text);
Space 50 ft.; Reach 50 ft.;
Base Atk +45; Grp +93;
Special Attacks Improved Grab, Sneak Attack +1d6,
    Trample or Crush (DC 48, 16d8+42), Vorpal Hatch;
Psi-Like Abilities (ML 30th)
    Constant—adapt body, dispelling buffer,
        moment of insight, steadfast perception;
    At Will—extended breathless, know direction and location;
    1/minute—adrenaline boost, deflection field,
        hustle, power claws, propelled hurling,
        restore extremity (self only, old extremity immediately disappears);
Spell-Like Abilities (CL 30th, all heightened to at least 5th level)
    Constant (Interior only)—airy water, faerie fire,
        mage's private sanctum, zone of respite;
    Constant—battlemagic perception, comprehend languages,
        dance of the unicorn, detect magic, ebon eyes, forestfold, nondetection,
        read magic, submerge ship, superior darkvision, tongues, true seeing;
    At Will—extended air breathing, extended candlelight,
        extended ease of breath, extended endure elements,
        enlarged extended featherfall, extended ghost lantern,
        extended interplanar telepathic bond, extended light,
        magic mouth (self only), make whole,
        extended enlarged twinned mass unseen servant, mystic aegis,
        planar navigation, extended enlarged planar tolerance,
        enlarged extended project alternate image (one at a time),
        enlarged quench (DC 25), extended resist planar alignment,
        twinned resurgence (self only), extended sea legs,
        sending (as a standard action), enlarged extended mass shield other,
        enlarged summoning wind (as a standard action),
        extended sustain, extended enlarged greater status,
        extended transformation of the deeps,
        extended enlarged twinned unseen crafter;
    1/minute—blood wind (self only);
Maneuvers and Stances Known (IL 30th)
    Stances
—assassin's stance (3rd), aura of chaos (6th), aura of perfect order (6th),
        blood in the water (1st), child of shadow (1st), iron guard's glare (1st),
        leading the charge (1st), pearl of black doubt (3rd), press the advantage (5th),
        punishing stance (1st), roots of the mountain (3rd), stance of alacrity (8th),
        swarm tactics (8th), thicket of blades (3rd), wolf pack tactics (8th);
    Strikes—adamantine hurricane (8th), avalanche of blades (7th),
        ancient mountain hammer (7th), crushing vice (6th),
        dazing strike (DC 43, 5th), death from above (4th), desert tempest (6th),
        diamond nightmare blade (8th), disarming strike (2nd),
        disrupting blow (DC 43, 5th), emerald razor (2nd), finishing move (7th),
        foehammer (2nd), irresistable mountain strike (DC 44, 6th),
        leading the attack (1st), lightning throw (8th),
        mountain tombstone strike (9th), pouncing charge (5th),
        steel wind (1st), swarming assault (7th),
        vanguard strike (1st), war leader's charge (6th),
        white raven hammer (8th), white raven strike (4th);
    Counters—action before thought (2nd), diamond defense (8th),
        electric riposte (2nd), fire riposte (2nd), frost riposte (2nd),
        fool's strike (8th), iron heart focus (6th), lightning recovery (4th),
        mind over body (3rd), moment of perfect mind (1st), rapid counter (5th),
        thunder riposte (2nd), wall of blades (2nd), zephyr dance (3rd);
    Boostscacophonic blade (7th), coruscating blade (7th),
        cryokinetic blade (7th), covering strike (4th),  girallon windmill flesh rip (8th),
        inferno blade (7th), iron heart endurance (6th), moment of alacrity (6th),
        quicksilver motion (7th), raging mongoose (8th), white raven tactics (3rd);
    Other—iron heart surge (3rd), order forged from chaos (6th);

STATISTICS
Str 66, Dex 9, Con —, Int 30, Wis 15, Cha 15
Feats Allied Defense, Combat Expertise, Defensive Sweep, Deadly Defense,
    Distracting Attack, Diving Charge, Imperious Command,
    Improved Combat Expertise, Improved Critical (slam),
    Improved Critical (unarmed), Improved Disarm, Improved Feint,
    Improved Grapple, Improved Initiative, Improved Sunder,
    Improved Trip, Keen Intellect, Master Linguist, Stand Still,
    Weapon Focus (unarmed), Weapon Focus (slam);
Bonus Feats Alertness, Appraise Magic Value, Aquatic Shot, Arcane Mastery,
    Area Attack, Astral Tracking, Balanced Strength, Beast Strike, Blind-Fight,
    Brutal Throw, Cleave, Combat Panache, Combat Engineer, Daunting Presence,
    Deft Strike, Distant Charge, Divine Denial, Earthquake Stomp, Far Shot,
    Ghost Attack, Goad, Great Cleave, Great Fortitude, Greater Kiai Shout,
    Greater Powerful Charge, Grenadier, Hammer Fist, Hefted Hurling,
    Improved Bull Rush, Improved Multiattack, Improved Multigrab,
    Improved Natural Weapon (slam), Improved Natural Weapon (unarmed),
    Improved Rapidstrike (slam), Improved Unarmed Strike, Insightful Reflexes,
    Intimidating Strike, Iron Will, Keen-Eared Scout, Kiai Shout, Knockback,
    Knowledge Devotion, Kung-Fu Genius, Lifesense, Lightning Reflexes,
    Mental Juggernaut, Mindsight, Multiattack, Multigrab, Naturalized Denizen,
    Occult Opportunist, Pack Feint, Pack Tactics, Point Blank Shot, Power Attack,
    Power Throw, Power Lunge, Precise Shot, Precise Swing, Psionic Meditiation,
    Rapidstrike (slam), Quick Draw, Quick Reconnoiter, Resounding Blow,
    Roundabout Kick, Run, Sense Weakness, Shock Trooper,
    Skill Focus (listen), Snap Kick, Stamp, Staggering Blow, Staggering Critical,
    Staggering Strike, Steady Concentration, Subduing Strike,
    Superior Unarmed Strike, Suprising Riposte, Telling Blow,
    Throw Anything, Thunderclap, Track, Urban Tracking, Vengeful Surge,
    Versatile Unarmed Strike, Veteran Knowledge, Wild Talent;
Optional Pathfinder Bonus Feats Antagonize, Bloody Assault, Bullseye Shot,
    Charging Hurler, Chokehold, Clustered Shots, Dazzling Display,
    Deadly Finish, Enforcer, Greater Blind-Fight,
    Greater Bull Rush, Greater Feint, Greater Sunder, Hero's Display,
    Improved Blind-Fight, Improved Charging Hurler, Intimidating Prowess,
    Moonlight Stalker, Moonlight Stalker Feint,
    Shadow Strike, Shatter Defenses, Two-Handed Thrower;
Skill Tricks Collector of Stories, Group Fake-Out, Healing Hands,
    Listen To This, Magical Appraisal, Never Outnumbered, Point it Out,
    Social Recovery, Timely Misdirection;
Skills Appraise +30, Balance +20, Bluff +40, Climb +36, Craft (shipbuilding) +40,
    Concentration +65, Diplomacy +30, Decipher Script +15,
    Disable Device +35, Heal +20, Hide +15 (+25 w/ forestfold),
    Gather Information +30, Intimidate +40, Jump +38,
    Knowledge (arcana, dungeoneering, planes, nature, local, religion) +36 each,
    Knowledge (architect/engineer, geography, history, nobility/royalty, psionics) +15 each,
    Listen +40, Move Silently +15 (+25 w/ forestfold), Perform (pipe organ) +10,
    Psicraft +28 (+31 w/ power stones), Search +39 (+45 w/ steadfast perception),
    Sense Motive +40, Spellcraft +28 (+32 w/ scrolls),
    Spot +44 (+50 w/ steadfast perception), Survival +30 (+32 following tracks),
    Swim +36, Tumble +15, Use Magic Device +26 (+30 w/ scrolls),
    Use Psionic Device +26 (+29 w/ power stones);
Racial Modifiers +8 Climb, +20 Concentration,
    +10 Jump, +4 Search, +4 Spot, +8 Swim;
Synergy +10 Diplomacy, +5 Disguise (acting), +4 Gather Information,
    +5 Intimidate, +2 Psicraft, +4 Spellcraft, +2 Survival;
SQ construct traits, Alternate Form, Combat Tactics, Command Directives,
    Essence Vault, Fluid Works, Interior Spaces, Ki Power, Mobile Combat,
    Partitioned Mind, Pipe Organ, Powerful Build, Reaving Strikes, Reign of Steel,
    Sense Link, Stance Mastery, Steady, Strong Slams, Trapfinding;

SPECIAL ABILITIES
A clockwork spirit vessel's natural weapons, unarmed strikes and special attacks overcome adamantine and magic forms of damage reduction.
AC Bonus (Ex): A clockwork spirit vessel may add its Intelligence bonus to Armor Class, so long as it is unencumbered, and wears light or no armor. This bonus to AC applies even against touch attacks or when it is flat-footed. However, it loses this bonus when it is immobilized or helpless.
All-Around Vision (Ex): A clockwork spirit vessel cannot be flanked. It can even see into its own Interior Spaces. However, it also suffers a -4 penalty to saves against gaze attacks.
Alternate Form (Su): A clockwork spirit vessel can assume the form of a medium-sized humanoid-shaped automaton (6'5" and 300 lbs.) as a standard action using the primary portion of its Partitioned Mind. This ability functions similar to the Alter Self spell with a caster level equal to that of its spell-like abilities, except the vessel retains all of its senses, abilities and normal construct traits in its new form, while it loses the following: Essence Vault, Fluid Works, Interior Spaces, Pipe Organ, Steady, Thrown Objects, Trample or Crush and Vorpal Hatch.
    In its alternate form, the vessel gains the Powerful Build ability described in this summary, and it can speak and consume potions in a humanoid manner. It retains two natural slam attacks appropriate to its new size, each of which deals 4d8 base damage (which includes benefit of feats and the Powerful Build ability). While in this form, its Strength score is reduced by 30, its Dexterity score is increased by 12, its natural armor bonus to AC is reduced by 22, its base land speed is reduced by 60 ft., and it loses all other extraordinary movement speeds associated with its true form, and loses its racial bonus to Climb, Jump and Swim checks. Whenever a vessel in its alternate form, makes an attack using one or more manufactured weapons held in its hands, it does so in place of one or both of its corresponding natural slam attacks.
    The vessel gains the following additional bonus feats, while in its alternate form: Active Shield Defense, Backstab, Bodysnap Strike, Canny Opportunist, Combat Reflexes, Deft Opportunist, Expeditious Dodge, Extra Stunning (x10), Focused Shield, Greater Combat Reflexes, Greater Mutli-Weapon Fighting, Hold the Line, Improved Combat Reflexes, Improved Multi-Weapon Fighting, Improved Precise Shot, Improved Shield Bash, Invest Armor, Mobility, Mutli-Weapon Fighting, Multi-Weapon Opportunist, Multi-Weapon Rend, Multi-Weapon Strike, Pain Touch, Paralyzing Fists, Pharaoh's Fist, Rapid Stunning (x3), Rattlesnake Strike, Robilar's Gambit, Shield Specialization, Shield Ward, Sidestep Charge, Stunning Fist, Superior Multi-Weapon Fighting, Supreme Mutli-Weapon Fighting and Vexing Flanker.
    Optional Pathfinder Feats gained by the vessel while in its alternate form include: Combat Patrol, Disorienting Blow, Improved Two-Weapon Feint, Lightning Stance, Perfect Strike, Wind Stance.
    When assuming this form, creatures within the vessel are expelled into spaces adjacent to the vessel's new form. Any amount of gear and/or items stored within the vessel's Essence Vault and/or Interior Spaces can be subsumed, while the rest may appear properly worn, equipped and/or wielded by the vessel and ready to use in its new form, as it so chooses, with any excess items appearing at its feet and in its space. A clockwork spirit vessel retains this new form indefinitely and may dismiss it at any time as a move action, again using the primary portion of its Partitioned Mind. When it reverts back to its true form, all the gear and items in its possession, may be placed back within its Essence Vault and/or Interior Spaces in any feasible configuration. If and when a clockwork spirit vessel is destroyed while in its alternate form, it immediately reverts back to its true form, dropping all of its possessions that weren't subsumed in its space.
Augmented and Reinforced (Ex): A clockwork spirit vessel adds 20 additional hit points per HD to its maximum hit point total and has a good Fortitude save progression for its racial HD.
Combat Tactics (Ex): A clockwork spirit vessel adds is Intelligence bonus to Initiative and to the number of attacks of opportunity it can make in one round. 
Command Directives (Ex): A clockwork spirit vessel may possess a special purpose, similar to how some intelligent magic items might function, given to it during the creation process by those who pay the cost of experience towards making it. Typically this special purpose is to serve and defend a specific individual, group or organization, as well as their descendants. The specific terms of this special purpose can be as lengthy or as complicated as is necessary to ensure the cooperation and loyalty of the vessel.  The vessel can be tricked however, into following commands from an imposter posing as one of those it is obligated to serve, so long as it believes those commands won't go against its special purpose. But typically, doing so is very difficult and risky.
Essence Vault (Su): A clockwork spirit vessel has the same item slots as any humanoid creature, all of which are effectively located within its essence vault. A clockwork spirit vessel can utilize any magical items that are placed within this vault, centered behind the forward wall of its upper interior compartment.
    The pair of doors to this vault open outward from a section of the wall, measuring 10 feet across and 15 feet high. There are ladders mounted on these doors. Only the vessel itself may open (or close) these doors as a free action, and a creature cannot force its way into this vault if the vessel is unwilling, and must destroy the vessel first. When closed, a Search check (DC 45) is normally needed to find these doors.
    The space within the vault is 10 feet across, 15 feet tall and 4 feet deep. A clockwork spirit vessel may use a standard action to 'unequip' one slotted item and 'equip' another, provided both items are located within its own vault. The vessel may also use any spell completion, spell trigger and/or command activated items stored within its own vault, without need of any verbal or somatic components, using the Use Magic Device skill. The resulting effects can originate from any surface of the vessel or from any image it projects using its spell-like ability. The charge from a touch effect can be held and delivered using the vessel's unarmed strikes, natural weapons or the effect of its project alternate image spell-like ability.
Farsight (Ex): A clockwork spirit vessel has great visual acuity. It suffers only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet). In addition, the vessel takes only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Fluid Works (Ex): Centered just behind its dorsal hatch on the top deck, and centered on the side wall of each compartment, are small access panels that only the clockwork spirit vessel itself can slide open (and closed) as a free or immediate action. Each of these panels (search DC 45) open to reveal a recessed suction port, any number of which can be manipulated by the vessel as a free or immediate action.
  A magic potion taken in by the vessel using one of its suction ports, subsequently affects the vessel as any other creature of its type might be affected. Other fluids taken in are simply expelled with no effect.
Improved Grab (Ex): To use this ability, a clockwork spirit vessel must hit a creature with a slam attack or unarmed strike. It can then attempt to start a grapple with that creature as a free action without provoking an attack of opportunity.
Interior Spaces (Ex): Within a clockwork spirit vessel are two compartments, one above the other. Each of them are 15 feet high, 30 feet wide and 50 feet long, although where the floor meets the wall along the sides of the lower compartment curve somewhat with the shape of the hull. A creature may board the vessel from either its central ventral or central dorsal hatch, each of which is a circular metal iris that the construct can open (or close) to any size, up to a diameter of 20 feet, as a free action. The vessel itself, can assist in loading gear and passengers, using its legs to grasp and lift them up into the central ventral hatch while it is open, or the top deck, typically as a move action.
    A creature can travel between the two compartments by using the wall-mounted ladders that cover every interior wall, and opening a set pair of access doors in any given corner. Each set pair of access doors swing open upward to create an opening 10 feet on a side. A creature cannot force its way into the vessel if it is fully closed and unwilling, and must destroy it first. When fully closed, these compartments remain air tight, but fresh air (or water) is continually provided by the construct itself.  Alternatively, a clockwork spirit vessel can, as a free action, shut its hatches and suck the air (or water) out of one or both of its interior compartments, suffocating those within the resulting vacuum.  This is typically done to rid itself of unwanted occupants. Each creature trapped inside must deal 150 points of damage to escape, at which point the hull immediately reseals itself.  Each creature must make its own way out.
    Creatures riding inside either of these compartments have cover and concealment against attacks from creatures outside the vessel when that compartment's exterior hatch is open.  When all the hatches and doors to one compartment are closed, the creatures inside it gain total cover and concealment against attacks from creatures outside. Opening or closing or adjusting the size of any hatch is a free action for the construct.  Occupants can make ranged attacks from within, through an open hatch.
    The destruction (or death) of a clockwork spirit vessel does not compromise the cover or concealment of any creature trapped inside its hull. Any creature trapped may physically break out of the destroyed vessel, each 10-ft section of which is treated as an object with 12 hardness and 150 hit points, made of darkwood and mithril.
Ki Power (Su): A clockwork spirit vessel can channel its ki to manifest special powers. It can use its ki powers a number of times per day equal to one-half its racial HD (minimum 1) plus its Wisdom bonus (if any). These Ki powers can be used only if the vessel is wearing light or no armor and is unencumbered.
    As long as a its ki pool isn’t empty (that is, as long as it has at least one daily use remaining), the vessel gains a +2 bonus on its Will saves, and may add its Wisdom bonus to Fortitude saves. (not figured in stats above)
    Martial Renewal: Once per round as a standard action, a clockwork spirit vessel may expend one daily use of its Ki power to recover any single expended martial maneuver it knows.
Maneuvers and Stances Known (Ex): A clockwork spirit vessel begins each encounter with all maneuvers it knows readied, and may use each of them once. To recover all expended maneuvers, it must refrain from making attacks of any kind for 1 minute.
Mobile Combat (Ex): A clockwork spirit vessel may take a standard action at any point during a move action, provided that both actions each count against those it may take in any given round.
Partitioned Mind (Ex): The mind of a clockwork spirit vessel is divided into two linked, yet autonomous parts, similar to the effect of the schism power, except the secondary portion of its mind may take same amount of (purely mental) actions each turn as its counterpart. This secondary portion takes no penalty when utilizing (and directing) the vessel's spell-like and psi-like abilities, or when initiating maneuvers that don't require or result in the physical movement or manipulation of the vessel's body.
Pipe Organ (Ex): Built into the clockwork spirit vessel is an elaborate masterwork pipe organ, the keys and pedals for which are centered on the rear wall of the upper interior compartment. There are no wall-mounted ladders on this portion of the wall, which is 10 feet across and 15 feet high.  Anyone playing this organ receives a +2 circumstance bonus on Perform checks. Creatures with bardic music abilities, can use this organ to utilize their abilities, affecting those on the inside and outside the vessel. When played, the various tubes open small valves located on the vessel's exterior hull, on its stern. This pipe organ has its own air supply, and works normally underwater.  The vessel can play its own pipe organ at will, requiring no action to do so.
Powerful Build (Ex): A clockwork spirit vessel in its Alternate Form, functions in many ways, as a creature one size larger than it actually is. The damage dealt by its natural weapons and unarmed strikes all increase by one step, and it may wield weapons meant for creatures one size larger, at no penalty. It may also treat itself as one size larger with regard to opposed checks or abilities that function based on size, whenever it proves advantageous. In addition, the vessel's encumbrance limits are increased by 50%.
Reaving Strikes (Ex): The natural weapons and unarmed strikes of a clockwork spirit vessel, overcome damage reduction based on any type of metallic material.
Reign of Steel (Ex): Enemies treat the area threatened by a clockwork spirit vessel as difficult terrain.
Sense Link (Su): As long as they are both within 300 feet of one another, any among the clockwork spirit vessel's designated crew can use the vessel's senses, as if he or she were the vessel itself.  During his turn, this person can switch from using its senses to using his own, or back again, as a free action. While a creature is using the vessel's senses, its own body is considered blinded and deafened.
Stance Mastery (Ex): A clockwork spirit vessel can have two stances active simultaneously. When it uses a swift action to initiate or change its stance, it can initiate or change one or both stances.
Steady (Ex): A clockwork spirit vessel remains quite steady when moving, and for those creatures aboard the vessel, the DC of skill checks to remain standing are reduced by 10. Creatures may also apply their Ride skill instead of their Balance skill to meet the DC of such skill checks. This ability does not apply when a clockwork spirit vessel uses the Tumble skill and for 1 round afterwards.
Strong Slams (Ex): A clockwork spirit vessel always adds its full strength bonus to damage when using its slam attacks.

 Object Weight Damage¹ Range Inc.Thrown Objects (Ex): Using any of its grasping legs, a clockwork spirit vessel can throw various objects, using them as improvised weapons to deal damage to creatures or objects, based on their weight. Iterative attacks are limited by the number of objects within reach.

(1) A sharp object deals damage as an object of twice its weight. A soft or malleable object, such as a gourd, deals damage as an object of half its weight, and the damage is nonlethal.
(2) If an item has no weight worth noting, it doesn’t deal any damage when used as a weapon.
 Under 2 lb.² 1d3 200 ft.
2–5 lb. 1d4 190 ft.
6–10 lb. 1d6 180 ft.
11–25 lb. 1d8 170 ft.
26–50 lb. 2d6 160 ft.
51–100 lb. 3d6 150 ft.
101–200 lb. 4d6 140 ft.
201–400 lb. 5d6 130 ft.
401–800 lb. 6d6 120 ft.
801–1600 lb. 7d6 110 ft.
1601-3200 lb. 8d6 100 ft.
3201–6400 lb. 9d6 90 ft.
6400-12400 lb. 10d6 80 ft.
12400-24800 lb. 11d6 70 ft.
24800 lb.+ 12d6 60 ft.

Trample or Crush (Ex): A clockwork spirit vessel can perform a trample attack, or a crush attack equivalent to that of a dragon equal to its size. The save DC of these abilities is strength-based, with a -20 penalty.
Vorpal Hatch (Ex): A clockwork spirit vessel that starts its turn with one or more pinned opponents in its grasp that are not merely pinned by its crush attack, can open a hatch and close it upon one of them. This attack is resolved as a free action, usable once per round, and is treated as a natural weapon. This attack deals an amount of slashing damage equal to that dealt by the vessel's trample or crush attack damage. If this attack hits, it automatically threatens a critical hit with a (x4) modifier.  Alternatively, a clockwork sprit vessel can ready an action to close a hatch upon an unwelcome creature trying to pass through it, which is resolved in the same way.

CONSTRUCTION
The main hull of a clockwork spirit vessel typically measures 80 feet long from bow to stern, and is up to 36 feet wide and 43 feet tall, with a flat top deck recessed into the top of it, to a depth of 5 feet, effectively forming a retaining wall around the deck which also includes archer crenelations. Its four rotor duct assemblies are each 7 feet in diameter and are up to 20 feet long. Its body is crafted of equal portions darkwood and mithral. The materials for its body cost 600,000 gp. Creating the body requires a DC 30 Craft (shipbuilding) check. A clockwork spirit vessel with more than 60 Hit Dice can be created, but each additional Hit Die adds 10,000 gp to the cost to create.
CL 30th; Craft Construct, Craft Epic Arms and Armor, Enlarge Spell, Extend Spell, Heighten Spell, Twin Spell; air breathing, airy water, alter self, augment object, battlemagic perception, blood wind, candlelight, comprehend languages, dance of the unicorn, deathwatch, detect magic, dimensional anchor, divine power, ease of breath, ebon eyes, endure elements, faerie fire, fear, featherfall, forestfold, greater levitate, hardening, heroics, interplanar telepathic bond, legend lore, light, limited wish, mage's private sanctum, magic mouth, make whole, mass unseen servant, mystic aegis, nondetection, planar navigation, planar tolerance, project alternate image, quench, resist energy, resist planar alignment, resurgence, sea legs, sending, shield other, greater status, submerge ship, superior darkvision, sustain, tongues, transformation of the deeps, true seeing, unseen crafter, whispering wind, zone of respite; Price 2,525,000; Cost 962,500 gp + 29,300 XP.
    Special Crafting Component: Substantial samples (examples include a pint of blood, a head of hair with a set of nail clippings, a reptilian's entire shed skin, etc.) from at least sixty different combat veterans with a collective base attack bonus of +600 from class levels alone. Ten of those veterans must each have a base attack bonus of at least +15 from class levels alone.

IN THE REALMS
Clockwork spirit vessels are typically encountered in and around the islands of Lantan, built and imbued by the gnomes and humans that live there. Most vessels that exist today serve the interests of the Lantanese, for purposes of exploration, trade and defense. Combat veterans from other lands are typically brought in to help provide the special crafting component needed to imbue each vessel with its martial knowledge and experiences. Searching for and retaining the services of such individuals can be a considerable undertaking and noteworthy expenditure. Alternatively, during times of great conflict, battlefields may be picked over for the necessary samples.

SPELLS
Below are some spell descriptions included for reference.

Project Alternate Image
Illusion (Shadow)
Level: Sor/Wiz 7
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One shadow image
Duration: 1 hour/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

As project image, except the shadow image can have the form of any creature, including your own, as visualized by you while casting.

( Spell source found here. )

Wards of Westervale

These wards using the epic spell mythal seed were created to be used for the Black Dragon Tavern setting, within the nation of Westervale.  If you enjoy online roleplaying in a high medieval fantasy setting, join The Keep and register a character, and seek the Westervale or Black Dragon Tavern rooms.
______________________________________

RAISE MYTH WESTERVALE (incomplete)
Evocation
Spellcraft DC: 33
Components: V, S
Casting Time: 20 minutes
Range: 30 ft.
Targets: One object
Area: 6000-ft.-radius emanation from object (capstone)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 297,000 gp; 6 days; 11,880 XP. Seeds: mythal (DC 25). Factors: mobile effect centered on capstone (ad hoc -0 DC), increase casting time by 10 minutes (-20 DC), increase area by 5900% (+236 DC), 8d6 backlash damage (-8 DC), thirty-three additional casters each contributing a 3rd-level spell and burning 500 exp (-330 DC), anroited, vanguard and prevalent effects (+65 DC), One prevalent minor power (+5 DC), Three prevalent medium powers (+60 DC)

Upon casting this spell, the caster takes 8d6 backlash damage.
  • The following "Anroited" spell is prevented from functioning within the area: earthquake.
  • The following "Vanguard" spells can be activated at will, using a command thought as if using a magic item, by any attuned creature within the area: silent fireward (CL 11th), silent make whole (CL 5th, capstone only),  silent greater levitate (CL 11th, capstone only).
  • The following "Prevalent" spell affects all living creatures within the area: life's grace (CL 9).
  • The following "Prevalent" spells affect all attuned creatures within the area: mind blank (CL 15th), true seeing (CL 11th).
  • The following "Prevalent" spell affects only the capstone: heightened (5th-level) augment object (CL 20th, SBG).
  • The followiing "Prevalent Minor Power" exists in the area: The capstone gains Acid, Cold, Electricity, Fire, Force and Sonic resistance 12 as well as an additional +6 resistance bonus on saving throws.
  • The following "Prevalent Medium Power" exists in the area: A blanket zone of respite (SpC 244) effect covers the entire area. Spells and effects produced by an attuned creature are exempt from this power. This power can be raised or lowered as a free or immediate action on the part of any attuned creature within the area.
  • The following "Prevalent Medium Power" exists in the area: Spells and effects with the scrying descriptor that have a target within the area automatically fail. Spells and effects produced by an attuned creature are exempt from this power. This power can be raised or lowered as a free or immediate action on the part of any attuned creature within the area.
  • The following "Prevalent Medium Power" exists in the area: A blanket telepathic link effect covers the entire area. Any attuned creature within the area, may use this power to deliver telepathic messages to any number of other attuned creatures that are also within the area.

RAISE MYTH NIFFELHEIM
Evocation
Spellcraft DC: 25
Components: V, S
Casting Time: 20 minutes
Range: 30 ft.
Area: 1-mile-radius emanation
Duration: Permanent
Saving Throw: None
Spell Resistance: No
To Develop: 225,000 gp; 5 days; 9,000 XP. Seeds: mythal (DC 25). Factors:  increase area by 5180% (+243 DC), anroited, vanguard and prevalent effects (+22.25 DC), One prevalent minor power (+5 DC), One prevalent minor power (+20 DC),  Two keyed prevalent medium powers (+80 DC).
Mitigating Factors: increase casting time by 10 minutes (-20 DC), 3d6 backlash damage (-3 DC), two additional casters contributing a 9th-level slot, burning 600 XP and suffering 3d6 backlash damage (-52 DC), eight additional casters contributing a 6th-level slot, burning 400 XP and suffering 2d6 backlash damage (-136 DC), twenty additional casters each contributing a 3rd-level spell slot, burning 200 XP and suffering 1d6 backlash damage (-160 DC).

Upon casting this spell, all the casters become attuned to the mythal it creates.
  • The following "Anroited" spell is prevented from functioning within the area: earthquake.
  • The following "Vanguard" spell can be activated at will, using a command thought as if using a magic item, by any attuned creature within the area: silent fireward (CL 11th).
  • The following "Prevalent" spell affects all living creatures within the area: life's grace (CL 9).
  • Prevalent Minor Power: This power maintains a blanket control temperature (Fr) effect that covers the entire mythal. Ambient temperatures within the area are prevented from falling below 35° F. This power has an effective caster level equal to the mythal's caster level.
  • Prevalent Medium Power: This power maintains a blanket control winds effect that covers the entire mythal. The speed of winds within the area are limited to 20 mph (moderate). This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Medium Power: This power maintains a blanket revelation (DoF 117) effect that covers the entire mythal. Spells and effects produced by an fully attuned creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any fully attuned creature within the mythal. This power has an effective caster level equal to the mythal's caster level.
  • Keyed Prevalent Medium Power: This power maintains a blanket zone of respite (SpC 244) effect that covers the entire mythal. Spells and effects produced by a fully attuned creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any fully attuned creature within the mythal. This power has an effective caster level equal to the mythal's caster level.

Neria Merkabah (Unique Solar)

This is a preliminary draft for the statistics of the character known as Neria Merkabah.

NERIA MERKABAH CR 23 (minus some equipment and possible class levels)
NG Large Outsider (good, extraplanar)
Init +7; Senses darkvision 60 ft. low-light vision, detect evil, detect snares and pits,
    discern lies (DC 21), see invisibility, true seeing; Listen +36, Spot +36
Aura protective aura

DEFENSE
AC 49, touch 28, flat-footed 42 (-1 size, +7 Dex, +11 Wis, +1 Monk's Belt, +21 natural)
hp 275 (22d8 + 176)
Fort +21 , Ref +20, Will +24 (+4 racial vs poison)
DR 15/epic and evil; SR 32; Defensive Abilities Regeneration 15, Fast Healing 3
Immune acid, cold, disease, petrification; Resist electricity 10, fire 10

OFFENSE
Speed 50 ft., fly 180 ft. (good)
Melee +5 dancing greatsword +37/+32/+27/+22  (3d6+21/19-20)
Ranged +2 comp. longbow (+5 Str bonus) +32/+27/+22/+17 (2d6+7/×3 plus slaying)
Melee slam +32 (2d8+16)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 20th, save DCs are Charisma-based)
    Constant— detect evil, detect snares and pits, discern lies (DC 21),
        see invisibility, true seeing, tounges
    At will—aid, animate objects, commune, continual flame, dimensional anchor,
        greater dispel magic, holy smite (DC 21), imprisonment (DC 26),
        invisibility (self only), lesser restoration (DC 19), remove curse (DC 20),
        remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII,
        speak with dead (DC 20), waves of fatigue;
    3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23),
        mass charm monster (DC 25), permanency, resurrection, waves of exhaustion;
    1/day—greater restoration (DC 24), power word blind, power word kill,
        power word stun, prismatic spray (DC 24), wish.
Typical Spells Prepared (CL 20th, save DC 21 + spell level)
     0—create water (2), detect magic, guidance (2), resistance (2);
    1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist (2),
         shield of faith;
    2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate (2),
         eagle’s splendor, spiritual weapon*;
    3rd—daylight, invisibility purge, magic circle against evil, magic vestment (2),
         prayer (2), protection from energy, wind wall;
    4th—death ward (2), dismissal (2), divine power* (2), neutralize poison (2);
    5th—break enchantment, control winds*, dispel evil, plane shift (2),
         righteous might (2), symbol of sleep;
    6th—banishment (2), chain lightning*, heroes’ feast, mass cure moderate wounds,
         undeath to death, word of recall;
    7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate (2);
    8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*;
    9th— etherealness, elemental swarm (air)*, mass heal, miracle (2), storm of vengeance.
    *Domain spell. Domains: Air and War.

STATISTICS
Str 33, Dex 24, Con 26, Int 24, Wis 32, Cha 25
Base Atk +0
Feats Air Hertiage, Allied Defense, Combat Expertise, Flyby Attack, Improved Combat Expertise, Zen Archery
Epic Feat Fast Healing
Skills Concentration +33, Craft or Knowledge (any five) +34, Diplomacy +34, Escape Artist +32, Hide +28, Listen +36, Move Silently +32, Search +32, Sense Motive +36, Spellcraft +32, Spot +36, Survival +11 (+13 following tracks), Use Rope +7 (+9 with bindings), Tumble +32
Languages Common, Undercommon, Celestial, Infernal, Abyssal (and 4 more)
SQ change shape

SPECIAL ABILITIES
A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.
Change Shape (Su): A solar can assume the form of any Small or Medium humanoid.
Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
Slaying Arrow (Su): A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
Typical Spells Prepared
A solar casts spells as 20th-level cleric (6/9/9/9/8/8/7/7/6/6) with access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity).

ITEMS
Monk's Belt

Scarab Scout Homunculus

SCARAB SCOUT CR 4
N Fine Construct
Init +10; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft. detect magic,
    see invisibility, ebon eyes, superior low-light vision, superior darkvision,
    Lifesense, Mindsight; Listen +8, Spot +8;
Languages Common, Undercommon, Gnome; telepathy 200 ft, magic mouth;

DEFENSE
AC 29, touch 28, flat-footed 29 (+8 size, +10 Dex, +1 natural)
hp 16 (3d10)
Fort +1, Ref +11, Will +1
DR 10/magic; Defensive Abilities Evasion, Uncanny Dodge, Fast healing 1;
Immune construct traits; Resist acid 10, cold 20, electricity 20, fire 10, sonic 20, force 5

OFFENSE
Speed 5 ft., burrow 5 ft., climb 5 ft., fly 120 ft. (perfect), swim 5 ft.
Melee bite +20 (1-5)
Space 1/2 ft.; Reach 0 ft.
Base Atk +2
Spell-Like Abilities (CL 3rd)
    Constant—detect magic, ebon eyes, remove scent, see invisibility, superior darkvision
    At will—lesser orb of cold, lesser orb of electricity, lesser orb of sound,
        magic mouth (self only), mystic aegis, sending (as a standard action to master only);

STATISTICS
Str 1, Dex 30, Con —, Int 11, Wis 11, Cha 13
Feats Point Blank Shot, Precise Shot
Bonus Feats Agile Athlete, Darkstalker, Flyby Attack, Lifesense, Mindsight,
    Quick Reconnoiter, Tactile Trapsmith, Run, Weapon Finesse
Skills Concentration +16, Climb +18, Escape Artist +18, Hide +34, Jump +10,
    Listen +8, Move Silently +18, Search +18, Spot +8, Tumble +19
Racial Modifiers +10 Concentration, +8 Escape Artist, +8 Hide,
    +8 Listen, +8 Move Silently, +8 Search, +8 Spot, +8 Tumble
SQ construct traits, Mind Link, Sense Link, All-Around Vision

SPECIAL ABILITIES
A scarab scout's natural weapons overcome damage reduction as if they were magical weapons.
Mind Link (Su): A scarab scout’s master can converse with it across any distance on the same plane. This homunculus is willing to stray farther from its master than most others of its kind, and its telepathic link to its master enables a two-way conversation of indefinite duration. Directing the scarab scout to perform specific actions requires a move action on the part of the master.
Sense Link (Su): As long as they are both on the same plane, a scarab scout's master can use its senses as if he were the homunculus itself, and during the his turn the master can switch from using its senses to using his own, or back again, as a free action. While the master is using its senses, his own body is considered blinded and deafened.
All-Around Vision (Ex): A scarab scout homunculus cannot be flanked.

CONSTRUCTION
A scarab scout is the size of a small grape when curled up, and it is constructed using pair of tiny mox gems fashioned into eyes, and various metals fashioned into tiny gears, a segmented carapace and legs, as well as gossamer wings. The materials cost 1000 gp. Creating the body requires a DC 25 Craft (jewelcrafting) check. A scarab scout with more than 3 Hit Die can be created, but each additional Hit Die adds 2,000 gp to the cost to create.

CL 9th; Craft Construct, arcane eye, cat's grace, deathwatch, detect magic, ebon eyes, lesser orb of cold, lesser orb of electricity, lesser orb of sound, mystic aegis, owl's wisdom, remove scent, resist energy, see invisibility, sending, superior darkvision, telepathic link; Price — (never sold); Cost 11,000 gp + 800 XP.

Magic Items

ALLUL’S RUNESTAFF

Price (Item Level): 50,000 gp (18th)
Body Slot: — (held)
Caster Level: 12th
Aura: Strong; (DC 21) transmutation
Activation: As spell used
Weight: 3 lb.

This red dragonbone staff of whorled crimson and blood red hues measures almost five feet in length. Upon its one end is a gaping draconic visage made of brass.

Allul’s Dragon Runestaff allows the wielder to cast any of the following spells (each three times per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher.
  • ghost lantern 
  • greater mighty wallop
  • haste
  • heroics
  • ruin delver’s fortune
In addition, one end of Allul’s Runestaff functions as a +1 eager smoking warning quarterstaff.

Prerequisites: Craft Magic Arms and Armor, Craft Staff, cat’s grace, ghost lantern, greater might wallop, haste, heroics, ruin delver’s fortune, stinking cloud.
Cost to Create: 25,000 gp, 1,976 XP, 50 days.

CLAUSTRUM'S HOVER THRONE

Price (Item Level): 12,000 gp (13th)
Body Slot: —
Caster Level: 3rd
Aura: Moderate; (DC 18) evocation and transmutation
Activation: Free (mental)
Weight: 200 lbs.

This grand throne of bone, is adorned with a line of skulls down each side of its back rest and a line of skulls down the front from the end of each armrest.  It stands upon a circular dais of black iron three feet in diameter, rimmed with outward facing skulls.  The back of the throne is lined with a wall of skulls, bisected by a twisted spinal column adorned with six inch black iron spikes coming from each vertebra.  When directed, a heat-less white flame gutters within each eye socket of each skull.

  This throne hovers up to three feet above the ground at all times, and can be mentally directed as a free action by the last person to sit in it, to move up to 30 feet in any direction as a move action.  It can climb terrain that ascends or descends at an angle of less than 45 degrees.
  As a free action, the last person to sit upon the throne may also mentally direct the throne to shed light as a torch, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. An equivalent action douses the light.
  To mentally direct the throne, the last person to sit upon it must be within 60 feet of it.
  Prerequisites: Craft Wondrous Item, Light Step (CSW 154), Continual Flame.
  Cost to Create: 6,000 gp, 480 XP, 12 days.

Fel Minion Spell

The following spell is an attempt to mimic the minions a Warlock from World of Warcraft can summon. If used in tandem with the Fel Sorcerer substitution levels presented last July, the ability damage is minimized, and then refunded in the case of when the minion is dismissed.

Some choices for the following minion's spell-like abilities, are based on how World of Warcraft behaves with regards to certain options that suddenly open up within the scope of a D&D game.  For instance, to mimic the lack of threat that a non-attacking minion poses in WoW, there's the sanctuary spell-like ability for when the minions remain close enough to you.  Certain other abilities were added so that some minions can travel in D&D's civilized areas without drawing too much attention, as they can in WoW cities of your faction. Minions don't drown when kept underwater in World of Warcraft, so there's a D&D effect (deep breath) for that as well.

As far as the actual named WoW abilities go for instance, for an imp's Singe Magic, I've given their "felspark" counterpart resurgence, which grants one creature they touch an additional save against one ongoing magical effect currently effecting them. They also have the momentary freedom effect to simulate their Flee ability.  The Evasion simulates a minion's Avoidance ability.

While none of these minions have spell resistance, they do have mystic aegis as a spell-like ability to gain spell resistance as an immediate action against one incoming spell or effect.  Their extravagant array of senses is due to the fact that in World of Warcraft, other than stealth, there are very few ways of hiding one's approach. But like anything else I create, I'm open to changing it if it proves problematic in actual play.

FEL MINION
Conjuration (Calling) [Evil]
Level: Fel 4
Components: V, S, Corrupt
Casting Time: 3 rounds
Range: Close (25 ft. + 5 ft./level)
Effect: One called creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

If this spell is cast from a sorcerer spell slot, you may call a creature from the lower planes and bind it to your will to serve as your fel minion, to the best of its ability. You may call a felsteed, felspark, voidguard, felworg or deadly desire (all detailed below) to serve as your fel minion.
    When you finish casting this spell, your fel minion immediately appears where you designate within a range and may act immediately when it does so.  Each time a fel minion is called in this manner, it appears in full health and capacity. If your fel minion dies or your fel minion is successfully forced back to its home plane, it disappears along with any gear it first arrived with, and you may not call another fel minion by any means for 5 minutes. If you die, your fel minion disappears in the same manner, except you can call another as soon as you are able if somehow revived or resurrected.
    You may have only fel minion actively serving you at any one time. Whenever you successfully call a new fel minion into your service by any means, your previous fel minion immediately disappears (as if dismissed) to wherever it was when first called, along with any gear it first arrived with. Alternatively, you may dismiss your fel minion as a free action, in which case it disappears in the same manner.  The act of dismissing a fel minion restores 1 point of any ability damage to your Wisdom score.

Any creature gains the following abilities while serving as your fel minion:
  • For the purpose of effects and abilities related to number of Hit Dice, your fel minion may use your total HD or its own normal HD total, whichever is higher.
  • Your fel minion has a maximum hit point total equal to your own (not including temporary hit points), regardless of its actual Hit Dice.
  • Your fel minion's base attack bonus equals its effective Hit Dice.
  • Each of your fel minion's base saves equals 2 + 1/2 its effective Hit Dice (rounded down).
  • For each skill, your fel minion may use its own ranks or your own ranks, whichever are greater. In either case, the fel minion uses its own ability modifiers.
  • For each spell-like ability that imposes a saving throw, your fel minion may use your ability modifier or its own, to determine the save DC, whichever is better.
  • Your fel minion's spell-like abilities are cast with a caster level equal to your caster level.
  • Fel Grace (Su): Your fel minion gains a profane bonus to AC equal to 1/3 of its effective Hit Dice (rounded down).
  • Spell Link (Su): Whenever the you cast a spell from a sorcerer spell slot with a range of touch, you may unerringly target only your fel minion and/or its possessions as if the spell had range of Close (25 ft. + 5 ft./level).
  • Telepathic Link (Su): You and your fel minion may communicate with one another via telepathy over a distance of 1 mile.
  • Passive Mode (Su): Whenever your fel minion is within 150 ft. of you, it may use sanctuary on itself as a spell-like ability, usable at will, with a caster level equal to your caster level. This effect ends prematurely if the distance between you and your fel minion ever exceeds 150 ft.
  • Soul Link (Su): Half of all hit point damage you suffer (rounded up), is transferred to your fel minion instead, but only while you are within 150 ft. of one another. You may suspend or reinstate this ability as an immediate or free action on your part.
A felsteed gains the following ability while serving as your fel minion:
  • Flight (Su): Your fel minion's fly speed improves by 10 ft. per caster level. (maximum +200 ft.)
A felspark gains the following ability while serving as your fel minion:
  • Bloodpact (Su): You and your allies gain a +2 profane bonus to Constitution while within 150 ft. of your fel minion.
A voidguard gains the following abilities while serving as your fel minion:
  • +4 bonus to Will saves.
  • +4 turn resistance.
Corruption Cost: 1d12 points of Wisdom damage.

========================================================

NEW MONSTERS
Note: Constant spell-like abilities may only affect the creature possessing them, and remain active indefinitely until dismissed or dispelled. If dismissed or dispelled, each one can be reactivated as a swift action.

FELSPARK CR 4
NE Diminutive outsider (evil, extraplanar)
Init +8; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft. low-light vision, 
    detect magic, see invisibility, See in darkness; Listen +10, Spot +10

DEFENSE
AC 23, touch 22, flat-footed 23 (+4 size, +8 Dex, +1 natural)
hp 18 (4d8)
Fort +4, Ref +12, Will +6
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 15, sonic 5, force 5

OFFENSE
Speed 15 ft., fly 50 ft. (perfect), swim 10 ft.
Melee 2 claws +16 (1d2-2)
Melee/Ranged searing orb +16 touch (1d3+4 searing fire) or
     searing orbs +14/+14 touch (1d3+4 searing fire)
Space 1 ft.; Reach 0 ft.
Special Attacks Searing Orbs, Sneak Attack +1d6, Skirmish +1d6
Spell-Like Abilities (CL 6th)
    Constant—accelerated movement, deep breath, detect magic,
        pass without trace, remove scent, see invisibility, undetectable alignment
    At will—faerie fire, mystic aegis, mystic surge (fire spells only),
        nerveskitter, resurgence
    1/minute—momentary freedom

STATISTICS
Str 7, Dex 26, Con 10, Int 13, Wis 15, Cha 15
Base Atk +4
Feats Flyby Attack, Two-Weapon Fighting
Bonus Feats Agile Athlete, Darkstalker, Tactile Trapsmith, Weapon Finesse,
Skills Balance +13, Bluff +7, Climb +8, Concentration +14, Diplomacy +6,
    Disable Device +9, Escape Artist +13, Hide +31, Intimidate +4,  Jump +12,
    Knowledge (any six) +2 each, Listen +10, Move Silently +18, Search +13,
    Spellcraft +4, Spot +10, Sense Motive +7, Sleight of Hand +12,
    Survival +6 (+8 following tracks), Tumble +17
Racial Modifiers +8 Concentration, +4 Escape Artist, +4 Hide, +4 Jump
    +2 Listen, +4 Move Silently, +4 Sleight of Hand, +2 Spot, +8 Tumble, +4 Survival
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.

SPECIAL ABILITIES
A felspark’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Searing Orbs (Su): As an immediate or free action while in its true form, a felspark can fill one or both of its hands with a ball of white flame. It may hold up to two orbs at one time, and use them as light weapons to make melee touch attacks. Alternatively, it can use them to make ranged touch attacks within 150 ft., generating new orbs as often as it can attack using two hands. Each orb deals searing fire damage equal to 1d3 + the felspark's Hit Dice, dealing double damage on a critical hit.
    This a supernatural evocation [fire] effect that works normally underwater and extends into the ethereal plane. Searing orbs give off light like a torch, and they last until dismissed as a free action or they strike a surface after being released. A felspark cannot be harmed by its own searing orbs.

NEW SPELL:
MOMENTARY FREEDOM
Abjuration
Level: Asn 3, Brd 3, Pal 3, Rgr 3
Components: None
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

As freedom of movement, except as detailed above.

ECOLOGY
Felsparks resemble imps or quasits, except they are much smaller. They stand no taller than a foot in height, with naturally iridescent grey skin, leathery wings, green eyes, and slightly oversize hands and feet. Although they don't possess a poison attack or the ability to assume alternate forms, like imps and quasits do, they are nonetheless regarded as being a lot more nimble and mentally acute. They often hired as scouts, thieves and skirmishers, by both demons and devils, to fill positions on both sides of the blood war. Given their varied assignments and errands, felsparks are have a surprising span of basic knowledge.

DEADLY DESIRE  CR 4
NE Medium outsider (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft. low-light vision, 
    detect magic, see invisibility, See in darkness; Listen +7, Spot +7

DEFENSE
AC 18, touch 18, flat-footed 18 (+4 Dex, +4 deflection)
hp 18 (4d8)
Fort +4, Ref +8, Will +5
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 30 ft., fly 60 ft. (average), swim 20 ft.
Melee 2 claws +8 (1d3)
Melee netherlash +8 touch (1d6+4 unholy)
Space 5 ft.; Reach 5 ft. (10 ft. with netherlash)
Special Attacks Netherlash, Sneak Attack +2d6
Spell-Like Abilities (CL 6th)
    Constant—accelerated movement, bladeweave (DC 16), comprehend languages, 
        deep breath, detect magic, see invisibility, tongues, undetectable alignment
    At will—beckoning call (DC 16), dream lock (DC 16), invisibility (self only), 
        mystic aegis, phantom threat (DC 15), resurgence (self only), summon weapon

STATISTICS
Str 11, Dex 19, Con 10, Int 13, Wis 13, Cha 19
Base Atk +4
Feats Combat Reflexes, Urban Tracking
Bonus Feats Agile Athlete, Darkstalker, Tactile Trapsmith, Weapon Finesse
Skills Balance +11, Bluff +13, Climb +4, Concentration +15, Diplomacy +15,
    Disable Device +5, Escape Artist +8, Gather Information +16, Hide +6,
    Intimidate +6, Jump +4, Knowledge (any six) +2 each, Move Silently +6,
    Listen +7, Search +11, Sleight of Hand +6, Sense Motive +12,
    Spellcraft +5, Spot +7, Survival +5 (+7 following tracks), Tumble +9
Racial Modifiers +2 Balance, +4 Bluff, +8 Concentration, +6 Diplomacy,
    +2 Escape Artist, +6 Gather Information, +2 Listen, +2 Search,
    +2 Sleight of hand, +6 Sense Motive, +2 Spot, +4 Survival, +2 Tumble
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.
SQ Alternate Form (small or medium humanoid), Grace, Uncanny Dodge

SPECIAL ABILITIES 
A deadly desire’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Alternate Form (Su): A deadly desire may assume the form of any Small or Medium humanoid as a standard action, retaining its own physical ability scores when doing so. It may return to its true form as an immediate or free action. While using this ability, a deadly desire gains a +10 circumstance bonus on disguise checks.
Grace (Su): A deadly desire gains a deflection bonus to AC, equal to its charisma modifier.
Netherlash (Su): As an immediate or free action, a deadly desire may create an immaterial whip of pulsating purple energy appropriate to its size, that sheds light equivalent to a candle. The whip lasts for as long as it is held, dissipating immediately if it ever leaves the deadly desire's possession (although it can always create a new one to replace it). Attacks with this whip are melee touch attacks that deal unholy damage equal to 1d6 + the deadly desire's Hit Dice, dealing double damage on a critical hit. This is a supernatural evocation [evil] effect that extends into the ethereal plane. A deadly desire cannot be harmed by its own netherlash, and it may only have one such whip at a time.

ECOLOGY
Deadly desires were magically bred by arcanaloths from pairing exceptional mortal sires with both erinyes and succubi, and indeed... some have leathery wings and while others have feathered wings.  Deadly desires come in both genders, and possess the same variety of features and coloration found in mostly elves and humans. If it weren't for their tails and wings, they could easily hide their physical fiendish characteristics with mundane disguises, similar to how many teiflings get by. Bred, educated and groomed by their masters, they possess an aptitude for social interaction, manipulation and intrigue.

VOIDGUARD CR 5
NE Medium elemental (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., detect magic,
    see invisibility, superior low-light vision, see in darkness; Listen +5, Spot +5

DEFENSE
AC 21, touch 14, flat-footed 21 (+4 Dex, +7 natural)
hp 34 (4d8+16)
Fort +5, Ref +8, Will +0
DR 5/- Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune elemental traits; Resist acid 5, cold 15, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 60 ft., fly 60 ft. (perfect), swim 60 ft.
Melee 2 slams +8 (1d6+5 plus 1d4 piercing cold)
Space 5 ft.; Reach 5 ft.
Special Attacks Sprint, Suffering
Spell-like Abilities (CL 6th)
    Constant—accelerated movement, detect magic, 
        see invisibility, shadow phase, undetectable alignment
    At will—darkness, mindless rage (DC 15), mystic aegis, resurgence (self only)
    1/minutefalse life
Maneuvers and Stances Known (IL 5th)
    Stances—iron guard's glare (1st), thicket of blades (3rd)
    Strikes—disarming strike (2nd), leading the attack (1st), vanguard strike (1st)

STATISTICS
Str 21, Dex 19, Con 19, Int 6, Wis 8, Cha 17
Base Atk +3
Feats Deft Opportunist, Hold The Line
Bonus Feats Combat Reflexes, Darkstalker, Defensive Sweep, Stand Still
Skills Concentration +17, Escape Artist +12, Listen +5, Spot +5,
    Hide +12, Move Silently +12, Sense Motive +5, Tumble +13
Racial Modifiers +8 Concentration, +8 Escape Artist, +8 Hide,
    +6 Listen, +8 Move Silently, +6 Sense Motive, +6 Spot, +8 Tumble
Languages Abyssal, Infernal; telepathy 150 ft.
SQ Dark Harrier, Flexible Form, Hide in Plain Sight, Reign of Darkness,
    Shadow Mastery, elemental traits

SPECIAL ABILITIES
A voidguards’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Dark Harrier (Su): Enemies that a voidguard threatens while in its true form, suffer a profane penalty to Concentration checks, Tumble checks and attack rolls made against targets other than a voidguard and/or its gear, equal to 2 + 1 for every 6 Hit Dice the voidguard has.
Flexible Form (Ex): A voidguard in its true form can squeeze, mold and shape itself into an area half as wide or half as tall as its normal space, with no penalties to movement, attack rolls or AC. In addition, it can move freely through spaces occupied by creatures only one size larger than it is.
Hide in Plain Sight (Ex): A voidguard can hide even while being observed, except in an area of bright light (such as sunlight or that caused by a daylight spell or similar effect).
Maneuvers and Stances Known (Ex): A voidguard begins each encounter with all maneuvers it knows readied, and may use each of them once per encounter.  It must rest and meditate for 5 minutes to recover all expended maneuvers.
Reign of Darkness (Ex): Enemies treat the area threatened by a voidguard as difficult terrain.
Shadow Mastery (Ex): A voidguard gains a +1 bonus on attack and damage rolls if both it and its foe are in an area of darkness or shadowy illumination. While in an area of bright light (such as sunlight or that caused by a daylight spell or similar effect) voidguards suffer a -4 penalty on attack rolls.
Sprint (Ex): Once per minute as a free action while in its true form, a voidguard may increase its land speed by 60 ft., its fly speed by 200 ft. and its swim speed by 60 ft for 1 round.
Suffering (Su): While in its true form, a voidguard's slam attacks resolve as melee touch attacks, gain the ghost touch ability and overcome all damage-type, alignment-based and material-based forms of damage reduction.

ECOLOGY
Infused with the last echoes of discarded simulacrums, the mind of this dark elemental has been overthrown to make for a more pliable servitor. Beyond that, it has been empowered with necromantic unlife and made ready to impart the untold ages of fury that have drawn so many wronged warriors to their doom. Whatever gives rise to these abominations will likely never be found in the endless depths of the shadow plane.  The tormented creatures known as voidguards are relatively easy to mentally manipulate, so those who employ them usually seek a means of bolstering their mental defenses after assuring that they have established control over them.

FELWORG CR 5
NE Medium outsider (evil, extraplanar)
Init +7; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., scent,
    low-light vision, detect magic, see invisibility, see in darkness; Listen +11, Spot +11

DEFENSE
AC 19, touch 13, flat-footed 19 (+3 Dex, +6 natural)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +7
DR 10/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 10, cold 10, electricity 10, fire 10, sonic 10, force 5

OFFENSE
Speed 50 ft., fly 60 ft. (good), swim 40 ft.
Melee bite +8 (2d6+6 plus shadow bite and trip)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Lock, Sprint
Spell-like Abilities (CL 6th)
    Constant—accelerated movement, battlemagic perception, detect magic, deep breath,
        karmic aura (DC 13), nondetection, see invisibility, undetectable alignment
    At will—mystic aegis, resurgence (self only), warning shout
    1/minute—arcane turmoil (DC 14), magical backlash (DC 14)

STATISTICS
Str 19, Dex 17, Con 17, Int 6, Wis 16, Cha 15
Base Atk +4
Feats Improved Initiative, Improved Natural Attack (bite)
Bonus Feats Darkstalker, Quick Reconnitor, Quick Recovery, Track
Skills Climb +8, Concentration +15, Escape Artist +7, Hide +10, Listen +11,
    Move Silently +10, Psicraft +5, Sense Motive +5, Spellcraft +5, Spot +11,
    Survival +13 (+15 when tracking by scent), Tumble +8
Racial Modifiers +4 Climb, +8 Concentration, +4 Escape Artist, +2 Hide, +2 Listen,
    +2 Move Silently, +2 Spot, +2 Sense Motive, +2 Spellcraft, +2 Psicraft, +6 Survival
    +4 Tumble
Languages Abyssal, Infernal, Worg, Goblin; telepathy 150 ft.
SQ Flight, Goblinoid Relations

SPECIAL ABILITIES
A felworg’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flight (Su): A felworg may cease or resume flight as a free action.
Goblinoid Relations: Goblinoids receive a +2 circumstance bonus on all charisma-based skill checks involving felworgs.
Mind Lock (Su): As an immediate action while in its true form, a felworg may discharge a torrent of arcane energies against one creature within 100 ft. That creature must succeed at a Will save (DC 14) or be unable to cast spells, spell-like abilities, or activate supernatural abilities, spell completion, spell trigger or command items for 1 round. The save DC is charisma-based. This is a supernatural abjuration effect. A felworg must wait 5 rounds after using this ability, before it can be used again.
Shadow Bite (Su): While in its true form, a felworg's bite attack resolves as a melee touch attack, gains the ghost touch ability and overcomes all alignment-based and material-based forms of damage reduction. Any creature harmed by a felworg's shadow bite must make a Will save (DC 15) or suffer 1 point of ability damage to each mental ability score. For each point of ability damage it inflicts with its shadow bite, the felworg heals 1 hit point. This attack cannot reduce any ability score to less than 3, possibly reducing the healing received as a result. The save DC is consitution-based. This is a supernatural necromancy effect.
Sprint (Ex): Once per minute as a free action while in its true form, a felworg may increase its land speed by 70 ft., its fly speed by 200 ft. and its swim speed by 40 ft. for 1 round.

ECOLOGY
Identical in appearance to normal worgs, felworgs were originally created by a cabal of half-fiend blue goblin psions and barghests to help various groups of goblinoids counter the spellcasting element of nations that have kept their warrens from thriving over the ages. Although they still prefer goblinoids over the company of other humanoids, felworgs will still fight for anyone who seeks to put down spellcasters of any race.

FELSTEED CR 3
NE Large outsider (evil, extraplanar)
Init +6; Senses darkvision 120 ft., low-light vision, scent,
    See in darkness; Listen +10, Spot +10

DEFENSE
AC 19, touch 13, flat-footed 19 (+4 Dex, +6 natural, -1 size)
hp 28 (3d8+15)
Fort +8, Ref +7, Will +8
DR 5/magic; Defensive Abilities Mettle, Evasion, Uncanny Dodge, Fast healing 1;
Immune poison; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5, force 5

OFFENSE
Speed 80 ft., fly 120 ft. (good)
Melee bite +2 (1d4+2) and 2 hooves +7 (1d6+5 plus 1d4 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks Heated hooves
Spell-like Abilities (CL 6th)
    Constant—undetectable alignment
    At willfeatherfall, resurgence (self only)

STATISTICS
Str 20, Dex 18, Con 21, Int 3, Wis 15, Cha 12
Base Atk +3
Feats Quick Reconnitor, Steadfast Determination
Bonus Feats Endurance, Expeditious Dodge, Quick Recovery, Run
Skills Concentration +15, Jump +10, Listen +12, Spot +12, Survival +7
Racial Modifiers +8 Concentration, +4 Listen, +4 Spot
Languages Abyssal, Infernal; telepathy 150 ft.
SQ Reduce Self, Flight

SPECIAL ABILITIES
A felsteed’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flight (Su): A felsteed may cease or resume flight as a free action.
Heated Hooves (Su): As a free action, a felsteed may cause its hooves to glow with infernal heat, giving off light as a torch and branding any target struck by one for an additional 1d4 fire damage.  While a felsteed's hooves may burn, they don't set anything aflame. A felsteed can dismiss this ability as a free action. This ability functions normally underwater.
Reduce Self (Su): A felsteed may reduce its size by one step (or dismiss this ability) as a swift action once per round. Make the following adjustments when the felsteed assumes Medium size when using this ability.
  • reduce its natural armor by 2
  • drop the -1 size penalty to attack rolls and AC
  • reduce its base land speed to 60 ft. 
  • reduce the size of its natural attacks by one step
  • reduce its space to 5 ft
  • -4 strength, +2 dexterity