Awakened Shadesteel Golem



AWAKENED GREATER SHADESTEEL GOLEM CR 14?
N Large Construct (Extraplanar);
Init +2; Senses darkvision 120 ft.,
superior low-light vision, Listen +44, Spot +44;
Languages Common, Undercommon, plus any 13 others;

DEFENSE
AC 33, touch 11, flatfooted 31 (-1 size, +2 Dex, +22 natural);
hp 205 (27d10+30+27);
Fort +9, Ref +11, Will +18;
DR 15/adamantine and magic;
Defensive Abilities Magic Immunity;
Resist acid 5, cold 30, electricity 30, fire 30, sonic 5
Immune construct traits;

OFFENSE
Speed 30 ft., fly 30 ft. (perfect);
Space 10 ft.; Reach 10 ft.;
Base Atk +20; Grp +36;
Typical Full Melee unarmed strike +31/+26/+21/+16 (3d6+4d8+18)
    and 2 slams +31/+26/+21 (4d8+6);
Special Attacks Negative Pulse Wave;

STATISTICS
Str 34, Dex 14, Con —, Int 36, Wis 36, Cha 36;
Feats Ability Focus [Negative Energy Wave], Beast Strike, Darkstalker, Hammer Fist, Improved Multiattack, Improved Natural Attack [slams], Improved Rapidstrike [slams], Improved Toughness, Improved Unarmed Strike, Rapidstrike [slams], Superior Unarmed Strike, Multiattack; (1 more feat needed)
Skill Tricks Collector of Stories;
Skill Ranks Balance 5 ranks, Bluff 8 ranks, Concentration 30 ranks, Escape Artist 15 ranks, Hide 30 ranks, Knowledge (any 11) 15 ranks, Listen 30 ranks, Move Silently 30 ranks, Psicraft 15 ranks, Search 15 ranks, Sense Motive 15 ranks, Spellcraft 15 ranks, Spot 30 ranks, Tumble 20 ranks, Use Magic Device 25 ranks;
Synergy +3 Balance, +2 Disguise (to act), +8 Diplomacy, +3 Gather Information, +2 Intimidate, +3 Jump, +2 Sleight of Hand, +3 Spellcraft, +4 Spellcraft (with scrolls), +3 Survival, +3 Use Magic Device (with scrolls);
Racial +12 Hide, +16 Move Silently;
Size Modifiers -4 Hide, +4 Intimidate;
SQ Shadow Blend

ABILITIES
Magic Immunity (Ex): A shadesteel golem is immune to any effect that allows spell resistance, with exceptions as noted below.
    Any spell or effect with the light descriptor or using positive energy, that would normally affect a shadowsteel golem directly, causes the golem to speed up as if affected by haste for 2d4 rounds. Any spell or effect with the darkness or shadow descriptor that would normally affect a shadesteel golem directly, instead heals it for number of hit points equal to its effective spell level. These benefits occur only once for any given spell or effect, regardless of its duration.
Negative Pulse Wave (Su): The shadesteel golem can radiate a burst of inky black negative energy as a free action every 1d4+1 rounds. The pulse deals 12d6 damage to all living creatures within 40 feet of the golem (Fort DC 25 half). Undead creatures within the area are instead healed of 12d6 points of damage, and any turning effect they are under is broken. A death ward or similar effect can protect a creature from this ability. The save for this ability is Constitution-based.
Shadow Blend (Su): In any conditions other than full daylight, a shadesteel golem can disappear into the shadows, giving it total concealment. Artificial illumination, even a lightor continual flame spell, does not negate this ability, but a daylight spell will.

NOTES
Note A spellcaster with at least 4 levels in the dweomerkeeper prestige class (CD), and the capability of casting awaken construct (SpC 21) in tandem with the Intensify Spell epic feat, is required to produce this creature.
Note Energy resistances were added to the golem, with consideration to its material composition compared to that of living flesh.

Khrovarius

Under Construction

Purposefully meant to be primordial god-like beings.

Khrovarius CR 95
CN Colossal Outsider (Chaotic, Extraplanar);
Init +54 (+19 Dex, +35 Int); Senses blindsight 500 ft., darkvision 1,000 ft.,
Scent, superior low-light vision, Mindsight, tremorsense 500 ft.,
See in Darkness, Farsight, greater arcane sight, steadfast perception,
superior darkvision, true seeing, Listen +35, Spot +35;
Languages Common, plus any 35 others, speak with animals,
speak with plants, tongues, telepathy 1,000 ft.;

DEFENSE
AC 156, touch 56, flatfooted 156 (-8 size, +19 Dex, +100 natural, +35 Wis);
hp 4,800 (100d8+4,000);
Fort +92, Ref +87, Will +87;
DR 40/magic, 20/epic and lawful and cold iron; SR 107;
Defensive Abilities AC Bonus, Detection Resistant,
Evasion, Mettle, Fast Healing 55, Impetuous Endurance,
Learned Magic Immunity, Regeneration 55,
Reign of Fury, Touch of the Divine, Uncanny Dodge;
Immune ability damage, ability drain, blindness, critical hits,
deafness, death effects, death by massive damage, disease,
drowning, energy drain, fire, involuntary mind-affecting effects,
nausea, paralysis, petrification, poison, involuntary polymorph effects,
sleep, stunning, suffocation;
Resist acid 30, cold 30, electricity 30, sonic 30, force 10;

OFFENSE
Speed 180 ft., fly 450 ft. (perfect), burrow 60 ft., climb 150 ft., swim 150 ft.;
Space 30 ft.; Reach 30 ft.;
Base Atk +100; Grp +161;
Full Melee unarmed strike +137/+132/+127/+122 (8d6+12d8+67)
and 2 claws +137/+132/+127 (12d8+22)
and 2 wings +137 (6d8+22) and gore +137 (8d8+22);
Special Attacks Epic Cold Iron Strike,
Frightful Presence, Pounce, Reaving Strikes, Rend;
Spell-like Abilities (CL 95th, Cha-based DC 45 + spell level)
Constant—greater arcane sight, blood wind, death throes, foresight, freedom of movement, ghost trap, speak with animals, speak with plants, superior darkvision, tongues, true seeing; At will—align fang, barghest's feast, dimensional anchor, discern location, false sending, feather fall, interplanar telepathic bond, planar tolerance, greater plane shift, regenerate, remove curse, resurgence, greater teleport; 1/minute—freedom, mage's disjunction, magic miasma, summon monster IX; 1/hour—alter fortune, commune, reality maelstrom, greater restoration, unbinding, vision;
Psi-like Abilities (ML 95th, Cha-based DC 45 + power level)
Constant—schism, steadfast perception; At will—psionic disintegrate, energy ray, exhalation of the black dragon, restore extremity; 1/minute—breath of the black dragon, concussive detonation, energy ball, vigor; 1/day—psionic dominate, metafaculty;

STATISTICS
Str 100, Dex 48, Con 90, Int 81, Wis 81, Cha 81;
Feats Beast Strike, Blind-Fight, Combat Reflexes, Hammer Fist, Improved Bull Rush, Improved Multiattack, Improved Natural Weapon [claws], Improved Rapidstrike [claws], Improved Unarmed Strike, Insightful Reflexes, Knockback, Multiattack, Power Attack, Rapidstrike [claws], Robilard's Gambit, Superior Unarmed Strike, Versatile Unarmed Strike, Way of the Scorpion, Zen Archery; (19 nonepic feats so far) (7 nonepic and 27 epic feats)
Epic Feat Ignore Material Components, Spellcasting Harrier;
Racial Bonus Feats Aquatic Spellcasting, Darkstalker, Eschew Materials, Mindsight, Worldly Focus;
Skill Ranks Balance 0 ranks, Bluff 0 ranks, Concentration 0 ranks, Hide 0 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 0 ranks, Move Silently 0 ranks, Listen 0 ranks, Search 0 ranks, Sense Motive 0 ranks, Spellcraft 0 ranks, Spot 0 ranks, Survival 0 ranks, Tumble 0 ranks;
Synergy +0 Balance, +0 Diplomacy, +0 Disguise (acting), +0 Intimidate, +0 Jump, +0 Knowledge (nature), +0 Sleight of Hand, +0 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
Size Modifiers -16 Hide, +16 Intimidate;
SQ Breathless, Change Shape, Earth Glide, Frozen Glide, Manifest Chaos, Mastery of Elements, Unleashed Chaos;
Advancement undetermined;

ABILITIES
AC Bonus (Ex): When unarmored and unencumbered, a khrovarius may add its Wisdom bonus (if any) to its AC. This bonus to AC applies even against touch attacks and when the khrovarius is flat-footed. This bonus is lost whenever a khrovarius is immobilized or helpless, when it wears any armor, when it carries any shield, or carries a medium or heavy load.
Change Shape (Su): As a standard action, a khrovarius can assume the form of any ooze, ranging in size from Small to Colossal, or return to its original form.
Detection Resistant (Ex): A khrovarius is always considered to have cast a nondetection spell on itself with an effective caster level equal to its HD.
Earth Glide (Ex): A khrovarius can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing khrovarius flings it back 30 feet.
Epic Cold Iron Strike (Su): A khrovarius's natural attacks, unarmed strikes, as well as any weapons it wields, are considered epic and cold iron for the purpose of overcoming damage reduction.
Farsight (Ex): A khrovarius enjoys great visual acuity. They suffer 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, they take only half the normal penalty on ranged attacks per range increment (-1 per range increment, rather than -2).
Frightful Presence (Ex): A khrovarius can unsettle foes with its mere presence. The ability takes effect automatically whenever the khrovarius attacks or charges. Enemies that can see the khrovarius within 120 feet are subject to the effect if they have fewer HD than the khrovarius. A potentially affected creature that succeeds on a Will save (DC 95) remains immune to that khrovarius’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become frightened for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds.
Frozen Glide (Ex): A khrovarius can glide through snow and ice as easily as a fish swims through liquid water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move snow and ice spell cast on an area containing a burrowing khrovarius flings it back 30 feet.
Impetuous Endurance (Ex): A khrovarius does not automatically fail a saving throw on a roll of 1. It might still fail the save if its result fails to equal or beat the DC.
Learned Magic Immunity (Su): After a khrovarius is affected by a particular effect produced by a particular creature, provided that the effect is subject to spell resistance, the khrovarius may then choose to gain unlimited spell resistance thereafter, against that same effect when produced by that same creature.
Manifest Chaos (Su): The area around a khrovarius is affected as though by the wild magic planar trait (DMG 149), out to a maximum radius of 25 feet + 5 ft./2 Hit Dice. Once per round, as a free or immediate action, a khrovarius may choose to dismiss or reactivate this ability, and also decide how far it extends.
Mastery of Elements (Ex): A khrovarius can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.
Mettle (Ex): A khrovarius can resist magical and unusual attacks with great willpower or fortitude. If it makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), it instead completely negates the effect. An unconscious khrovarius does not gain the benefit of Mettle.
Pounce (Ex): A khrovarius can make a full attack at the end of a charge, but only the first attack made gains the benefits associated with charging.
Reaving Strikes (Ex): A khrovarius's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Rend (Ex): If a khrovarius hits the same creature with both claw attacks, it latches on and tears the flesh, This automatically deals the base damage of both claws, plus 1-1/2 times its Str bonus. A given creature can only suffer this damage once per round.
Regeneration (Ex): Lawful weapons and effects deal normal damage to a khrovarius. If a khrovarius loses a limb or body part, the lost portion regrows in 1d6 rounds. The creature can reattach the severed member instantly by holding it to the stump.
Reign of Fury (Ex): The area threatened by a khrovarius is considered difficult terrain for its opponents.
See in Darkness (Su): A khrovarius can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Touch of the Divine (Ex): A khrovarius has maximum hit points for its Hit Dice.
Unleashed Chaos (Su): The moment any khrovarius is killed, each creature with the chaotic subtype in existence at that time possessing an unaltered Intelligence score of at least 3, gains the following spell-like abilities: freedom, limited wish, unbinding (CL equals their own HD, save DCs are Cha-based). Each ability remains available to each recipient until they successfully cast it, at which point they lose that particular ability.

TYPICAL GEAR
???

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

EPIC SPELLS

CHAOS AGENT'S URGENT SHADOWSPELL
Illusion (Shadow)
Spellcraft DC: 149
Components: None
Casting Time: 1 immediate action
Range: see text
Target, Effect or Area: see text
Duration: see text
Saving Throw: see text
Spell Resistance: see text
To Develop: 1,341,000 gp; 27 days; 53,630 XP. Seeds: shadow (DC 23). Factors: duplicate one arcane or divine spell up to 15th level (+80 DC), duplicated spell may be of any school (+14 DC), immediate action casting time (ad hoc +35 DC), no vocal or somatic components (+4 DC).
Mitigating Factors: suffer 3d6 backlash damage (-3 DC).

    Upon casting this spell, its caster suffers 3d6 backlash damage.
    Upon its casting, this spell may duplicate any single arcane or divine spell of any school, with a total effective spell level no greater than 15th level, except that it is considered an epic spell for all intents and purposes. If the spell to be duplicated has an XP cost, then the caster must pay that cost upon casting this spell. Anyone physically interacting with the effect created by this spell, gains a Will save to disbelieve. A successful save allows one to recognize the effect as an amalgam of shadows, though its results remain unchanged.

Reaping Horror

Under Construction

The scarred and stitched form of a reaping horror, typically stands thirty feet tall with a generally humanoid anatomy. The humanoid nature of its anatomy deviates with regard to the two sets of arms that emerge from the sides of its upper torso, and three pairs of spiked tentacles mounted down its backside. The larger set of arms end in curved blades of bone that function like scythes. The smaller set of arms placed below the larger ones, are more akin to those of most humanoids, although these end in clawed hands. A reaping horror also wears a gaunt face, with deep eye sockets and an unusually wide toothy maw.

Reaping Horror CR 21
CE Huge Outsider (Chaotic, Evil, Extraplanar);
Init +6 (+6 Dex); Senses blindsight 60 ft., darkvision 300 ft., Scent,
superior low-light vision, tremorsense 60 ft., Listen +5, Spot +5;
Languages Abyssal, Common, Celestial, Draconic,
Infernal, Undercommon; telepathy 100 ft.;

DEFENSE
AC 37, touch 14, flatfooted 31 (-2 size, +6 Dex, +23 natural);
hp 368 (21d8+273);
Fort +25, Ref +18, Will +17;
DR 15/good and cold iron; SR 29; Resist cold 15, electricity 15;
Defensive Abilities Fast Healing 1, Regeneration 1;
Immune acid, death effects, death by massive damage,
involuntary mind-affecting effects, poison;
Weakness Light Blindness;

OFFENSE
Speed 60 ft., fly 120 ft. (average), climb 50 ft., swim 50 ft.;
Space 15 ft.; Reach 15 ft.;
Base Atk +21; Grp +45;
Full Melee 2 scythe-arms +35/+30/+25 (6d6+16/15-20/x5) and
2 claws +35 (2d6+8) and 6 spiked tentacles +35 (2d6+8) and bite +35 (3d6+8);
Special Attacks Acid Breath, Acidic Blood, Augmented Critical,
Chaotic Evil Cold Iron Strike, Reaving Strikes;
Spell-like Abilities (CL 21st, Cha-based DC 22 + spell level)
Constant—blood wind, camouflage, ghost trap, nondetection; At will—barghest's feast;

STATISTICS
Str 43, Dex 23, Con 37, Int 20, Wis 20, Cha 34;
Feats Improved Critical [scythe-arms], Improved Natural Weapon [scythe-arms], Improved Rapidstrike [scythe-arms], Rapidstrike [scythe-arms], Power Attack, Improved Bull Rush, Knockback;
Epic Feat Spellcasting Harrier;
Racial Bonus Feats Blind-Fight, Brutal Throw, Combat Reflexes, Multiattack, Improved Multiattack;
Skill Ranks Balance 0 ranks, Bluff 0 ranks, Concentration 0 ranks, Hide 0 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 0 ranks, Move Silently 0 ranks, Listen 0 ranks, Search 0 ranks, Sense Motive 0 ranks, Spellcraft 0 ranks, Spot 0 ranks, Survival 0 ranks, Tumble 0 ranks;
Synergy +0 Balance, +0 Diplomacy, +0 Disguise (acting), +0 Intimidate, +0 Jump, +0 Knowledge (nature), +0 Sleight of Hand, +0 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
Size Modifiers -8 Hide, +8 Intimidate;
SQ Amphibious;
Advancement undetermined;

ABILITIES
Acid Breath (Su): As a standard action, a reaping horror may breathe a 120-ft.-line of acid that deals 1d6 points of acid damage for every 2 Hit Dice (Ref DC 33 half). This save DC is constitution-based. A reaping horror must wait 1d4 rounds after using this ability, before it can be used again.
Acidic Blood (Ex): Whenever a creature threatened by a reaping horror, deals piercing or slashing damage to it with a melee or ranged attack, the reaping horror may instantly spray some of its blood upon that attacking creature using one of its attacks of opportunity for the round. This is considered a ranged touch attack with an absolute range equal to the reaping horror's natural reach, that deals an amount of acid damage equal to 1d6 plus the reaping horror's constitution bonus (if any).
Amphibious (Ex): A reaping horror can breathe air and water equally well.
Augmented Critical (Ex): A reaping horror's scythe-arms threaten a critical hit on a natural attack roll of 18-20, dealing quintuple damage on a successful critical hit.
Regeneration (Ex): In addition to fire, good weapons and effects deal normal damage to a reaping horror. If a reaping horror loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Chaotic Evil Cold Iron Strike (Su): A reaping horror's natural weapons and unarmed strikes are considered chaotic and evil-aligned, as well as cold iron, for the purpose of overcoming damage reduction.
Reaving Strikes (Ex): A reaping horror's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a reaping horror for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area.

TYPICAL GEAR
???

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

Nether Troll

Under Construction

Nether Troll CR 9
CN Medium Outsider (Chaotic, Extraplanar);
Init +8 (+8 Dex); Senses darkvision 180 ft., Scent,
superior low-light vision, See in Darkness, true seeing,
superior darkvision, see invisibility, Listen +10, Spot +10;
Languages Common, Giant, Undercommon;

DEFENSE
AC 20, touch 18, flatfooted 20 (+8 Dex, +2 natural);
hp 50 (9d8+9);
Fort +7, Ref +14, Will +6;
Racial Save Modifiers +4 fear;
DR 5/lawful; Resist cold 15;
Defensive Abilities Evasion, Uncanny Dodge, Regeneration 1;
Immune death effects, death by massive damage,
petrification, involuntary polymorph effects;

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +9; Grp +9;
Full Melee 2 claws +17 (1d4) and bite +12 (1d4);
Special Attacks Magic Chaos Strike, On Demand Weaponry, Sneak Attack +5d6;
Spell-like Abilities (CL 9th, Cha-based DC 15 + spell level)
Constant—deep breath, find traps, golem strike, grave strike, hunter's eye, nondetection, see invisibility, shadow phase, superior darkvision, true seeing, veil of shadow, vine strike; At will—summon weapon, vital strike; 1/minute—lion's charge, wraithstrike; 3/day—darkness, shadow walk; 1/day—deeper darkness;

STATISTICS
Str 11, Dex 27, Con 13, Int 15, Wis 10, Cha 21;
Feat Weapon Finesse;
Pathfinder Feat Shadow Strike;
Racial Bonus Feat Darkstalker;
Skill Ranks Balance 5 ranks, Bluff 5 ranks, Concentration 12 ranks, Escape Artist 6 ranks, Gather Information 5 ranks, Hide 10 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 1 rank, Move Silently 10 ranks, Listen 10 ranks, Search 10 ranks, Sense Motive 10 ranks, Spellcraft 5 ranks, Spot 10 ranks, Survival 5 ranks, Tumble 10 ranks;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting), +2 Intimidate, +2 Jump, +2 Knowledge (nature), +2 Sleight of Hand, +2 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
SQ Hide in Plain Sight, Shadow Blend;
Advancement by character class;

ABILITIES
Nether trolls are proficient with all weapons it can summon using its summon weapon spell-like ability, in addition to any other weapons for which it gains proficiency normally.
On Demand Weaponry (Su): Any weapon summoned by a nether troll using its summon weapon spell-like ability is a masterwork weapon made of any functional material it chooses. While the effect lasts, any melee weapon summoned becomes a +1 aquatic shadow-striking weapon.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a nether troll. If a nether troll loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Magic Chaos Strike (Su): A nether troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.
See in Darkness (Su): A nether troll can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Hide in Plain Sight (Ex): A nether troll can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Shadow Blend (Su): In any conditions other than full daylight, a nether troll can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Sneak Attack (Ex): A nether troll possesses the Sneak Attack ability of a rogue with an effective class level equal to its racial Hit Dice.

TYPICAL GEAR
medium masterwork nightscale armor
    (+2 AC, +10 max Dex, -0 check penalty, 5% AF, 3 lbs.);

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

Bane Troll

Under Construction

Bane Troll CR 12
CN Large Outsider (Chaotic, Extraplanar);
Init +3 (+3 Dex); Senses darkvision 90 ft., Scent,
low-light vision, Listen +13, Spot +13;
Languages Common, Giant;

DEFENSE
AC 23, touch 12, flatfooted 20 (-1 size, +3 Dex, +11 natural);
hp 138 (12d8+84);
Fort +15, Ref +11, Will +11;
Racial Save Modifiers +4 fear;
DR 5/lawful; Resist cold 10;
Defensive Abilities Regeneration 7;
Immune death effects, death by massive damage,
petrification, involuntary polymorph effects;

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.;
Space 10 ft.; Reach 10 ft.;
Base Atk +12; Grp +24;
Full Melee 2 claws +19 (1d6+8) and bite +14 (1d6+4);
Special Attacks Magic Chaos Strike, On Demand Weaponry, Rebounding Weaponry;
Spell-like Abilities (CL 12th, Wis-based DC 13 + spell level)
Constant—camouflage, deep breath, nondetection; At will—greater energy surge, returning weapon, summon weapon; 1/minute—mass align weapon;

STATISTICS
Str 27, Dex 16, Con 25, Int 8, Wis 17, Cha 10;
Feats Brutal Throw, Quick Draw;
Custom Feats Off-Hand Fighting, Improved Off-Hand Fighting, Strong Off-Hand Fighting;
Racial Bonus Feats Darkstalker, Track;
Skill Ranks Balance 6 ranks, Bluff 5 ranks, Concentration 12 ranks, Hide 8 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 1 rank, Move Silently 8 ranks, Listen 10 ranks, Search 6 ranks, Sense Motive 5 ranks, Spellcraft 5 ranks, Spot 10 ranks, Survival 10 ranks, Tumble 13 ranks;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting), +2 Intimidate, +2 Jump, +2 Knowledge (nature), +2 Sleight of Hand, +2 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
Size Modifiers -4 Hide, +4 Intimidate;
SQ Flawless Stride, Swift Tracker, Alter Regeneration;
Advancement by character class;

ABILITIES
Bane trolls are proficient with all weapons it can summon using its summon weapon spell-like ability, in addition to any other weapons for which it gains proficiency normally.
On Demand Weaponry (Su): Any weapon summoned by a bane troll using its summon weapon spell-like ability is a masterwork weapon made of any functional material it chooses. While the effect lasts, any thrown weapon summoned becomes a +1 aquatic returning weapon with a bane ability keyed to any single creature type chosen by the bane troll upon summoning the weapon.
Rebounding Weaponry (Su): When thrown by a bane troll, a weapon with the returning special ability returns immediately after the attack is resolved, back to the hand that threw it so that it may be used again that turn.
Flawless Stride (Ex): Bane trolls can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
    This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
Swift Tracker (Ex): Bane trolls can move at their normal speed while following tracks without taking the normal -5 penalty. They take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a bane troll. If a bane troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Alter Regeneration (Ex): As a standard action that does not provoke attacks of opportunity, a bane troll may alter its physiology, so that acid deals normal damage to it instead of fire. This change persists for a number of rounds equal to 1d4 + its constitution score, or until dismissed as a swift action.
Magic Chaos Strike (Su): A bane troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.

TYPICAL GEAR
large masterwork studded leather
    (+3 AC, +5 max Dex, -0 check penalty, 15% AF, 160 lbs.);
large +1 aquatic adamantine cutting wheel
    (1d8+1 piercing and slashing Dmg, 19-20/x2 Critical, 20 ft. Range Inc, 8 lbs.)
    +2 bonus on opposed attack rolls to avoid being disarmed;
large +1 aquatic adamantine sai
    (1d6+1 bludgeoning Dmg, x2 Critical, 20 ft. Range Inc, 8 lbs.);
    +4 bonus on opposed attack rolls to disarm enemy...
        and to avoid being disarmed if you fail

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

Taunting Troll

Taunting Troll CR 3
CN Small Outsider (Chaotic, Extraplanar);
Init +5 (+5 Dex); Senses darkvision 90 ft., Scent,
low-light vision, Listen +3, Spot +3;
Languages Common, Giant;

DEFENSE
AC 19, touch 16, flatfooted 19 (+1 size, +5 Dex, +3 natural);
hp 19 (3d8+6);
Fort +5, Ref +8, Will +2;
Racial Save Modifiers +4 fear;
DR 2/lawful; Resist cold 5;
Defensive Abilities Evasion, Uncanny Dodge, Regeneration 1;
Immune death effects, death by massive damage,
petrification, involuntary polymorph effects;

OFFENSE
Speed 40 ft. climb 20 ft., swim 20 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +3; Grp -1;
Typical Full Melee 2 claws +4 (1d3) and bite -1 (1d3);
Special Attacks Magic Chaos Strike, Skirmish (+1d6/+1 AC);
Spell-like Abilities (CL 3rd, Cha-based DC 12 + spell level)
Constant—blood wind, blur, deep breath, swift haste, lightfoot; At will—instant diversion, mindless rage;

STATISTICS
Str 11, Dex 21, Con 15, Int 10, Wis 8, Cha 15;
Feats Expeditious Dodge, Point Blank Shot;
Racial Bonus Feats Darkstalker;
Skill Ranks Balance 5 ranks, Bluff 5 ranks, Craft (trapmaking) 6 ranks, Concentration 5 ranks, Hide 4 ranks, Move Silently 4 ranks, Listen 4 ranks, Sense Motive 5 ranks, Spot 4 ranks, Survival 1 rank, Tumble 5 ranks;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting), +2 Intimidate, +2 Jump, +2 Sleight of Hand;
Racial +8 Climb, +4 Craft (trapmaking), +8 Swim;
Size Modifiers +4 Hide, -4 Intimidate;
SQ Nimble;
Advancement by character class;

ABILITIES
Skirmish (Ex): A taunting troll has the Skirmish ability of a scout (CAd 10) with an effective level equal to its racial Hit Dice, which stack with any class levels that advance the Skirmish feature.
Nimble (Ex): As a full-round action, a taunting troll can move before and after it takes any standard action, provided the distance moved doesn't exceed its speed.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a taunting troll. If a taunting troll loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Magic Chaos Strike (Su): A taunting troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

Gaunt Troll

Gaunt Troll CR 30
CN Colossal Outsider (Chaotic, Extraplanar);
Init +2 (+2 Dex); Senses darkvision 180 ft., Scent,
low-light vision, blindsight 60 ft., Mindsight, true seeing,
superior darkvision, see invisibility, Listen +38, Spot +38;
Languages Common, Giant, Undercommon; tongues, telepathy 100 ft.;
Aura Improbable Command;

DEFENSE
AC 44, touch 4, flatfooted 42 (-8 size, +2 Dex, +40 natural);
hp 1,475 (50d8+1,250);
Fort +52, Ref +29, Will +52;
DR 15/epic and lawful, 5/adamantine; SR CR + 8;
Defensive Abilities Fast Healing 5, Regeneration 10;
Resist acid 30, cold 30, electricity 30, sonic 30;
Immune death effects, death by massive damage,
fear, petrification, involuntary polymorph effects;

OFFENSE
Speed 120 ft., swim 60 ft.;
Space 30 ft.; Reach 40 ft. (30 ft. bite);
Base Atk +50; Grp +91;
Typical Full Melee unarmed strike +75/+70/+65/+60 (12d6+37) and
    2 claws +75/+70/+65 (4d6+12) and bite +75 (3d6+12);
Special Attacks Pounce, Rend, Reaving Strikes, Epic Chaos Strike, Frightful Presence, Improved Grab, Swallow Whole, Trample;
Spell-like Abilities (CL 30th, Cha-based DC 19 + spell level)
Constant—greater cloak of bravery, decomposition, deep breath, ghost trap, nondetection, see invisibility, superior darkvision, tongues, true seeing; At will—freedom, panacea, regenerate, remove curse, resurgence, wingbind; 1/minute—mass bull's strength, mass death ward, imperious glare, lion's roar, maddening whispers, maw of chaos, plague, mass restoration, tactical teleportation, mass true seeing, mass lesser vigor; 1/day—gate, teleportation circle, unyielding roots;

STATISTICS
Str 60, Dex 15, Con 60, Int 13, Wis 17, Cha 29;
Feats Blind-Fight, Brutal Throw, Endurance, Steadfast Determination, Insane Defiance, Multigrab, Greater Multigrab, Power Attack, Rock Hurling, Improved Rock Hurling, Fling Ally, Fling Enemy, Rapidstrike (claws), Improved Rapidstrike (claws), Improved Natural Attack (claws), Improved Unarmed Strike, Superior Unarmed Strike, Beast Strike, Versatile Unarmed Strike, Hammer Fist, Mutliattack, Improved Multiattack, Combat Reflexes, Improved Bull Rush, Knockback;
Epic Feats Spellcasting Harrier;
Racial Bonus Feat Mindsight;
Skill Tricks Collector of Stories;
Skill Ranks Appraise 10 ranks, Balance 15 ranks, Bluff 15 ranks, Concentration 35 ranks, Diplomacy 10 ranks, Hide 15 ranks, Gather Information 10 ranks, Intimidate 15 ranks, Move Silently 15 ranks, Listen 35 ranks, Knowledge (arcana, dungeoneering, nature, planes, religion) 25 ranks, Knowledge (geography, local) 15 ranks, Search 25 ranks, Sense Motive 35 ranks, Spellcraft 20 ranks, Spot 35 ranks, Survival 15 ranks, Tumble 15 ranks;
Synergy  +3 Balance, +10 Diplomacy, +3 Disguise (to act), +3 Gather Information, +3 Knowledge (nature), +3 Intimidate, +3 Jump, +3 Sleight of Hand, +4 Spellcraft, +4 Survival (to get along, track), +3 Survival (to navigate);
Racial Modifiers +8 Swim;
SQ Improbable Command, Last Stand, Gangly Arms;
Advancement by character class;

ABILITIES
Improbable Command (Su): Allies with the chaotic subtype, gain full control over any rage effects upon them and may ignore any penalties they impose, while they are able to see and hear the gaunt troll within 120 feet.
Last Stand (Ex): While a gaunt troll's hit point total is less than 5 times its Hit Dice, it gains a +8 morale bonus to Strength and an immunity to involuntary mind-affecting effects, removing those in effect upon the gaunt troll itself.
Gangly Arms (Ex): The natural reach of a gaunt troll in its true form, equals that of a creature one size larger than its actual size. A colossal gaunt troll has a natural reach of 40 ft. The natural reach of its bite attack however, remains unaffected.
Pounce (Ex): A gaunt troll can make a full attack at the end of a charge, but only the first attack made gains the benefits associated with charging.
Rend (Ex): If a gaunt troll hits the same creature with both claw attacks, it latches on and tears the flesh, This automatically deals the base damage of both claws, plus 1-1/2 times its Str bonus. A given creature can only suffer this damage once per round.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a gaunt troll. If a gaunt troll loses a limb or body part, the lost portion regrows in 5d6 rounds. The creature can reattach the severed member instantly by holding it to the stump.
Reaving Strikes (Ex): A gaunt troll's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Magic Chaos Strike (Su): A gaunt troll's natural weapons and unarmed strikes are considered epic and chaotic for the purpose of overcoming damage reduction.
Frightful Presence (Ex): A gaunt troll can unsettle foes with its mere presence. The ability takes effect automatically whenever the gaunt troll attacks or charges. Enemies that can see the gaunt troll within 80 feet are subject to the effect if they have fewer HD than the gaunt troll. A potentially affected creature that succeeds on a Will save (DC 44) remains immune to that troll’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become frightened for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds.
Improved Grab (Ex): If a gaunt troll hits with a claw or bite attack, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
    This works only against opponents at least one size category smaller than the gaunt troll. The gaunt troll has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a no penalty on grapple checks (due to feats) , but is not considered grappled itself; the gaunt troll does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
    Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. When the gaunt troll gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Swallow Whole (Ex): If a gaunt troll begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. The opponent must be at least two size categories smaller than the gaunt troll.
    Once inside, the opponent takes 3d6+25 points of crushing damage plus 25 points of acid damage per round from the gaunt troll’s gizzard. It must also hold its breath while inside or suffocate. A swallowed creature is considered to be grappled, while the gaunt troll is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing 150 damage to the gizzard (AC 10 + 1/2 the gaunt troll's natural armor bonus) against which the gaunt troll's damage reduction applies, or it can just try to escape the grapple. If a swallowed creature cuts its way out, muscular action closes the hole, and another swallowed creature must cut its own way out. If a swallowed creature escapes the grapple, success puts it back in the gaunt troll’s mouth, where it may be bitten or swallowed again. A gaunt troll's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or 2,048 Diminutive or smaller creatures.
Trample (Ex): As a full-round action, a gaunt troll can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. It merely has to move over the opponents in its path; any creature whose space is completely covered by the gaunt troll's space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the gaunt troll moves over all the squares it occupies. If the gaunt troll moves over only some of a target’s space, the target can make an attack of opportunity against it at a -4 penalty. A gaunt troll that accidentally ends this movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
    This attack deals bludgeoning damage to each trampled target, equal to 3d6 + 1-1/2 times the gaunt troll's strength modifier. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
    The save DC against a gaunt troll’s trample attack is strength-based (DC 60 half). A gaunt troll can only deal trampling damage to a given creature once per round, no matter how many times its movement takes it over that creature.

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action
Note In some cases where this creature would have been entitled to an epic feat, two non-epic feats were chosen to replace it.

Frost Trolls

Frost Troll CR 3
CN Medium Outsider (Chaotic, Cold, Extraplanar);
Init +3 (+3 Dex); Senses darkvision 90 ft., Scent,
low-light vision, Listen +5, Spot +5;
Languages Common, Giant;

DEFENSE
AC 17, touch 13, flatfooted 14 (+3 Dex, +4 natural);
hp 28 (3d8+15);
Fort +8, Ref +6, Will +3;
Racial Save Modifiers +4 fear;
DR 2/lawful; Defensive Abilities Regeneration 1;
Immune cold, death effects, death by massive damage,
petrification, involuntary polymorph effects;
Weakness vulnerability to fire;

OFFENSE
Speed 40 ft. swim 20 ft., burrow 10 ft. (snow);
Space 5 ft.; Reach 5 ft.;
Base Atk +3; Grp +6;
Typical Full Melee 2 claws +6 (1d4+3 plus 1 cold) and bite +1 (1d4+1 plus 1 cold);
Special Attacks Rend, Frost Fever, Magic Chaos Strike, Death Throes;
Spell-like Abilities (CL 3rd, Wis-based DC 11 + spell level)
Constant—deep breath, snowshoes, snowsight; 1/minute—ice dagger, ice slick;

STATISTICS
Str 17, Dex 16, Con 21, Int 6, Wis 13, Cha 8;
Feats Blind-Fight, Power Attack;
Racial Bonus Feats Darkstalker;
Skill Ranks Balance 5 ranks, Concentration 5 ranks, Hide 5 ranks, Intimidate 5 ranks, Move Silently 5 ranks, Listen 5 ranks, Spot 5 ranks, Survival 1 rank;
Racial +4 Hide (ice,snow), +8 Swim;
Advancement by character class;

ABILITIES
Rend (Ex): If a frost troll hits the same creature with both claw attacks, it latches on and tears the flesh, This automatically deals the base damage of both claws, plus 1-1/2 times its Str bonus.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a frost troll. If a frost troll loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Magic Chaos Strike (Su): A frost troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.
Frost Fever (Su): Whenever a frost troll injures a living creature with any of its natural weapons, the creature must make a Fortitude save (DC 16 negates) or contract a supernatural disease known as frost fever. Every minute after contracting this disease, the afflicted creature must make a Fortitude save at the same DC or suffer 1d6 cold damage. The disease persists until the affected creature succeeds at two consecutive saving throws against it. After taking damage from this disease, a creature is fatigued until that damage is healed. This save DC is constitution-based.
Death Throes (Ex): When a frost troll is killed, its body instantly evaporates as it absorbs heat, dealing 1d4 cold damage per Hit Die to everything within a 60-ft.-radius spread (Fort DC 16 half). At that time, other frost trolls in the area gain one additional saving throw against each mind-affecting effect currently upon them. At the start of their next turn, each of those same frost trolls must enter a rage matching that of a Barbarian with an effective class level equal to their racial Hit Dice, stacking with any class levels that advance the Rage class feature. A frost troll cannot end this rage prematurely and becomes fatigued as normal afterwards. This rage does not count against other uses of rage a frost troll might have. This save DC is constitution-based.

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

Revised Martial Maneuvers

The initial versions of the following martial maneuvers can be found in the 3.5 manual entitled Tome of Battle: The Book of Nine Swords. This sample is still incomplete.

Fiery Assault
Desert Wind (Stance) [Fire]
Level: Swordsage 5
Prerequisite: Two Desert Wind maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
Waves of intense heat limn you and your weaponry, simmering malevolently.

While you are in this stance, every melee attack you make deals an extra 1d6 points of fire damage. This stance is a supernatural ability.

Entangling Blade
Devoted Spirit (Strike)
Level: Crusader 3
Prerequisite: One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
You hack into your foe’s limbs, forcing its movement to slow and resolution to falter.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 1d6 + your initiator level. In addition, provided your target is dealt damage from this attack, all of its extraordinary movement speeds are reduced by half until the end of its next turn, during which time it cannot run or charge.

Foehammer
Devoted Spirit (Strike)
Level: Crusader 2
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You pour great fervor into an attack that goes unhindered by any resistance to harm your opponent might have to offer.

As part of this maneuver, you make a single melee attack. If it hits, this attack automatically overcomes the target's damage reduction and deals extra damage equal to 1d6 + your initiator level.

Martial Spirit
Devoted Spirit (Stance)
Level: Crusader 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
You capture the momentum of your fighting spirit, so you may later channel it towards recovery.

While you are in this stance, you gain 1d4 momentum points each time you make a successful melee attack that deals damage to an opponent posing a threat to you or your allies in some direct or immediate way.
    Momentum points are cumulative, but they expire all at once for a given creature when it fails to gain more of them for a consecutive number of rounds equal to 10 + its initiator level + its Charisma modifier. As a standard action that does not provoke attacks of opportunity, a creature with momentum points may spend any number of them to restore an equal number of hit points in themselves or another single creature they touch. Momentum points cannot be spent in excess of what it takes to restore a creature to its full normal maximum hit point total.

Iron Heart Endurance
Iron Heart (Boost)
Level: Warblade 6
Prerequisite: Two Iron Heart maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You push aside the pain of your injuries and fight on past mortal limits.

You recover 1d4 hit points per initiator level. Upon recovering these hit points, those that carry your current total of actual hit points above half your normal maximum, are instead gained as temporary hit points that last for 1 round.

Leaping Dragon Stance
Tiger Claw (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: One Tiger Claw maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
The state of your relationship with gravity improves by leaps and bounds.

You may enter this stance only when you are upon a firm surface that you can jump from without penalty. While you are in this stance, you may reroll each Jump check once, and keep the best result. In addition, you may use your Dexterity or Strength modifier for any Jump check you make, and all jump checks you make are considered running jumps. Any falling damage you suffer while in this stance is reduced by half and rounded down.

Rabid Bear Strike
Tiger Claw (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: Two Tiger Claw maneuvers
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You drop your guard a little to make a powerful lunge attack against a nearby opponent.

As rabid wolf strike, except this strike deals extra damage equal to 10d6 + your initiator level.

Rabid Wolf Strike
Tiger Claw (Strike)
Level: Swordsage 2, Warblade 2
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You drop your guard a little to make a powerful lunge attack against a nearby opponent.

As part of this maneuver, you make a single melee attack. You gain a +4 bonus on this attack roll and if it hits, it deals extra damage equal to 2d6 + your initiator level. After finishing this maneuver, you also suffer a -4 penalty to AC until the start of your next turn, as you are taken off balance.

Battle Leader's Charge
White Raven (Strike)
Level: Crusader 2, Warblade 2
Prerequisite: One White Raven maneuver
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
You rush an opponent with elusive alacrity and attack with calculated momentum.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals extra damage equal to 2d6 + your initiator level.

War Leader's Charge
White Raven (Strike)
Level: Crusader 5, Warblade 5
Prerequisite: Two White Raven maneuvers
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round
You rush an opponent with elusive alacrity and attack with calculated momentum, briefly unbalancing them upon success.

As battle leader's charge, except that a successful charge attack deals extra damage equal to 8d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it suffers a -1 penalty to attack rolls, skill checks, ability checks, AC and Reflex saves for 1 round.

War Master's Charge
White Raven (Strike)
Level: Crusader 8, Warblade 8
Prerequisite: Three White Raven maneuvers
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round
You rush an opponent with elusive alacrity and attack with calculated momentum, briefly unbalancing them upon success.

As battle leader's charge, except that a successful charge attack deals extra damage equal to 14d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it suffers a -2 penalty to attack rolls, skill checks, ability checks, AC and Reflex saves for 1 round.

White Raven Hammer
White Raven (Strike)
Level: Crusader 7, Warblade 7
Prerequisite: Three White Raven maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
You deliver a powerful blow capable of knocking your foe senseless.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 3d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it is also dazed for 1 round.

White Raven Strike
White Raven (Strike)
Level: Crusader 4, Warblade 4
Prerequisite: One White Raven maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You aim a well placed attack that seeks to expose your opponent to attack from others nearby.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 2d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it instantly provokes an attack of opportunity from every other creature that currently threatens it.

New Martial Maneuvers

The initial body of published martial maneuvers can be found in the 3.5 manual entitled Tome of Battle: The Book of Nine Swords. The following sample of maneuvers are drafted here to offer additional options and flexibility.

Spellbreaking Strike
Diamond Mind (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: One Diamond Mind maneuver
Initiation Acton: 1 standard action
Range: Melee
Target: One creature or object
You briefly limn yourself in a layer of disruptive ki energy as you attack an opponent, bypassing and possibly negating various forms of magic protecting that opponent.

As part of this maneuver, you make a single melee attack. This attack ignores any bonuses to AC the target might have from ongoing spells and spell-like abilities in effect upon it and its possessions. If this attack hits and deals damage to the target, you instantly and automatically dispel all ongoing spells and spell-like abilities in effect upon it and its possessions, which grant a bonus to AC.

Iron Heart Vitality
Iron Heart (Boost)
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You momentarily gird yourself with a rush of vital energy and tolerance to harm.

You gain 1d4 temporary hit points per initiator level, which last for 1 round.

Blackfrost Barrage
Shadow Hand (Stance) [Cold]
Level: Swordsage 5
Prerequisite: Two Shadow Hand maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
A thin layer of frost forms upon you and your weaponry, glimmering malevolently.

While you are in this stance, every melee attack you make deals an extra 1d6 points of cold damage. This stance is a supernatural ability.

Freezing Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 4
Prerequisite: One Shadow Hand maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ice shards swarm about you and bond to the wounds you score upon your foes.

For the rest of your turn, your melee attacks deal extra cold damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Glacial Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 7
Prerequisite: Three Shadow Hand maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Particles of frozen atmosphere, weave misty trails in the wake of your attacks.

For the rest of your turn, your melee attacks deal extra cold damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Grace Incarnate
Shadow Hand (Stance)
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
You achieve a state of increased bodily awareness, enabling you to better coordinate your movements.

While in this stance, you may reroll each Dexterity-based skill check once, and keep the best result.

Shivering Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ice particles form to flurry about you, gathering in the wounds you score upon your foes.

For the rest of your turn, your melee attacks deal extra cold damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Discharging Torrent
Storm Scion (Stance) [Electricity, Sonic]
Level: Swordsage 8
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
Electricity pulsates through you and your weaponry, thrumming malevolently.

While you are in this stance, every melee attack you make deals an extra 1d4 points of electricity damage and an extra 1d4 points of sonic damage. This stance is a supernatural ability.

Flash Bang Breach
Storm Scion (Strike) [Light, Sonic]
Level: Swordsage 1
Initiation Acton: 1 standard action
Range: As weapon (see text)
Target: One creature
Area: 20-ft.-radius burst centered on target (see text)
Duration: 1 round
You focus your ki into an attack that hits with the sight and sound of the coming storm.

As part of this maneuver, you make a single melee attack. Alternatively, you can instead choose to make a single ranged attack by throwing any weapon associated with the Storm Scion discipline. If this attack hits and deals damage to the target, that creature and any flat-footed creatures within the area of effect, become dazzled and deafened for 1 round. This maneuver is a supernatural ability.

Howling Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 4
Prerequisite: One Storm Scion maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Muted echoes rumble about you to unhinge upon your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Lightning Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 7
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Bolts of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Pandemonium Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 7
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Cacophonous curtains of energy lie in wait about you, to break through your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Roaring Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Fierce vibrations thrum about you and crash into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Shocking Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 4
Prerequisite: One Storm Scion maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ribbons of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Zapping Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Threads of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Deep Imaskari Revision

This deep imaskari revision focuses on their desire to remain hidden, elusive and secretive, both by practice and successive alterations to their physiology over time. They've also been given a penchant for being more self-sufficient, due to having fewer practitioners of divine magic to rely upon within their private, less diverse communities. Their previous Spell Clutch racial feature could only be used by spellcasters with spell slots, so I replaced it with a feature that works for characters regardless of their chosen class levels.

DEEP IMASKARI (link)
  • Humanoid (Human): Despite their marble and granite skin tones, deep imaskari are humanoids with the human subtype.
  • +2 Intelligence, –2 Dexterity: Deep Imaskari are bright and quick to learn arcane lore, but they lack the balance and agility of most other humanoid races.
  • Medium: As Medium creatures, deep imaskari have no special bonuses or penalties due to their size.
  • Deep imaskari base land speed is 30 feet.
  • Low-Light Vision: Deep imaskari can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Nondetection (Su): Deep imaskari have a continuous nondetection ability, as if each of them had cast the spell upon him or herself, as a wizard with an effective caster level equal to their Hit Dice.
  • +4 racial bonus on saving throws against divination and mind-affecting spells and effects, as well as any others that might affect one or more mental ability scores, those that offer control of the subject's actions, and those that provide information from or about the subject.
  • +2 racial bonus on Hide checks, which improves to +4 underground.
  • +2 racial bonus on Escape Artist, Heal, Move Silently and Survival checks.
  • Automatic Languages: Common and Roushoum. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Terran, Undercommon.
  • Favored Class: Wizard. A multiclass deep imaskari's wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Deep Imaskari Height:
[ 4'10" ][ +2d10" ] (Male)
[ 4'5" ][ +2d10" ] (Female)
Deep Imaskari Weight:
[ 120 lbs. ][ +1d6 lbs. for each additional inch rolled ] (Male)
[ 85 lbs. ][ +1d6 lbs. for each additional inch rolled ] (Female)
Deep Imaskari age according to the following progression (in years):
Adult @ 20 // Middle Aged @ 60 // Old @ 120 // Venerable @ 200 // Maximum Age +4d%

The Imaskari Enclaves

Since the fall of the old Imaskar Empire on the world of Toril and the subsequent founding of Deep Imaskar far beneath its surface, some of the deep imaskari (revision) have been covertly scrying upon and expanding to other planets using powerful portal terminals as a means of transportation. Each of these devices are capable of establishing a two-way portal with almost any other observed or visited location that isn't properly warded or subjected to adverse magical conditions, be it on another plane or planet. The portal magic of the imaskari has its roots in the reverse engineering of ancient batrachi devices that they first discovered starting sometime between -8,100 and -8,000 DR. Upon traveling to each of these distant, often untamed worlds, the imaskari quickly established a well warded, concealed and sustained subterranean settlement for which they soon built at least one other portal terminal, eventually creating a vast network throughout the cosmos.

The imaskari arcanists always establish perpetual wards (mythals) using potent ritual magic to cover each enclave, helping sustain the populace, reinforcing the structures and protecting the area against both divination and undesired intrusion. In addition, extensive numbers of interconnected magic circles, and monoliths inscribed with powerful diagrams, are also used to the same effect.

Beneath magically altered and carefully attended bio-luminescent oak trees, potent earth nodes permeate the centers of nearly every imaskari enclave. These nodes help gather and amplify leyline energies drawn from the living subterranean depths of the host planet, as well as from the ethereal vapors and protomatter that lie along the local planar veils. Citizen spellcasters and psions alike, often train to make good use of these nodes to help them amplify and modify their capabilities.

Imaskari enclaves also use permanent extra-dimensional spaces, to expand the interior of various structures and chambers, making the most of their often limited subterranean environments. They also supplement the available space with modest demiplanes, created with controlled environments suitable for cultivating a variety of plants and livestock found throughout the cosmos.

The above summary is written for the purpose of being inserted into a typical medieval high-fantasy setting and does not account for the level of technology available with more advanced settings in which the Imaskari Enclaves might appear, or how said technology might mingle with their existing magical disciplines. Additional links regarding these enclaves can be found in the Imaskari Index.

New Spells

Solid Undertow
Transmutation
Level: Druid 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Four 10-ft.-square solid surfaces / level (S)
Duration: 1 round/level and Instantaneous (D) (see text)
Saving Throw: Will negates
Spell Resistance: Yes

Creatures upon the affected surfaces are pulled through them to another location on the same body of solid matter.

While this spell lasts, each creature that touches one of the affected surfaces must make a Will save or be instantaneously transported in an unbroken path through solid matter to another locale you designate on the same body of solid matter, as if affected by master earth (SpC 139). If no such path exists between an affected surface and the designated location, that surface is not affected.
When this spell is first cast, creatures closest to the point of casting are affected first. Each creature affected after the first, appears in a random space located 5 x 1d6 feet away from the creature affected just before it, in a way that doesn't break line of sight between them. If that space is occupied, then it is shunted harmlessly to the nearest unoccupied space that can accommodate it, without breaking its line of sight with the creature affected just before it.
An unwilling creature that makes its Will save, cannot be affected by that same casting of this spell while it lasts, unless they choose to be.

Elan Revision

Elan are not born, they are made. Living humans are selected from a pool of applicants and screened by a special elan council. Those who pass muster undergo a secret psionic process in one of several hidden elan enclaves, where they abandon their humanity for a new, psionically energized existence. Thus, elans don't reproduce biologically, but rather psionically, through a mysterious psionic ritual known only to elans. Even then, their children are usually already fully formed human adults. Nonhuman elans are never created, and it could be that the ritual simply doesn't work for any creatures that weren't originally human.

ELAN
  • Elans retain the appearance, size, speed, ability scores, languages and favored class they possessed before their transformation, but lose the humanoid type and all other traits of their former base race.
  • Aberration: Despite their human appearance, elans are aberrations and thus not subject to spells and effects that affect only humanoids, such as charm person or dominate person.
  • -2 Charisma. Elans typically find themselves preoccupied with their altered state of being.
  • Low-Light Vision: An elan can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Darkvision: Elan can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and elans can function just fine with no light at all.
  • Naturally Psionic: Elans gain 2 bonus power points. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
  • Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
  • Reverie: Elan do not sleep. Elans that trance for 4 hours gain the same benefit a human does from 8 hours of sleep. A creature in trance may make Listen checks with half the penalty that sleeping creatures do (normally -10 for sleeping creatures).
  • Additional Favored Class: Psion. In addition to their original favored class, a multiclass elan’s psion class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +0.



Elan Height & Weight:

Elan retain the height and weight the possessed before their transformation.
Elan age according to the following progression (in years):
Adult @ 15 // Middle Aged @ 200 // Old @ 400 // Venerable @ 1,000 // No Maximum Age
Humans that undergo the process to become an elan, emerge as individuals at the start of their current age category.

The Nord of Caledon


The nord are a type of human found primarily on the world of Caledon, and are currently the dominant race within the Caledonian Empire. While they have many similarities with normal humans, there are some distinct differences. The nord stand between 6' to 8' tall, have pale blue markings over most of their bodies, and are highly gifted in magic. The nord however prefer the warrior skills to magic, and few nord are known to focus solely on magic. They are natural warriors, and because of this warrior nature, they retain their youthful appearance their entire lives, only showing aging when they are advanced in age. Another difference in the nord from normal humans is their lifespan. While humans can live a little over 100 years in an advanced society, the nord have been known to reach ages of 600 years. Not even the nord themselves know their true lifespan, as most nord die between their fourth and fifth centuries of life. This is caused mainly by condition that is common for all nord, and it is known as the Warrior's Fate. When this condition occurs, affected nord disappear into the most dangerous regions of the planet their own, and very few are heard from again. It has been speculated that the longing to revisit past glories drives them to seek untold perils, and this is one reason why the nord are fewer in number than typical humans.

NORD
  • Humanoid (Human): Despite their extraordinary stature and improved faculties, nord are humanoids with the human subtype.
  • +6 Strength, -2 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom.
  • Medium: As Medium creatures, nord have no special bonuses or penalties due to their size.
  • Nord base land speed is 40 feet.
  • Weapon Group Proficiency: Nord are proficient with any one group of weapons in addition to any others.
  • Powerful Build (Ex): The physical stature of nord lets them function in many ways as if they were one size category larger. Whenever a nord is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the nord is treated as one size larger if doing so is advantageous to him. A nord is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A nord can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Nord are immune to all disease, including supernatural disease.
  • Automatic Languages: Common and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass nord takes an experience point penalty, her highest-level class does not count.
  • Level Adjustment: +2.


Nord Height:
[ 6'4" ][ +2d10" ] (Male)
[ 6'0" ][ +2d10" ] (Female)
Nord Weight:
[ 210 lbs. ][ *2d4 lbs. ] (Male)
[ 170 lbs. ][ *2d4 lbs. ] (Female)
Nord age according to the following progression (in years):
Adult @ 15 // Middle Aged @ 200 // Old @ 300 // Venerable @ 400 // Maximum Age +2d%
Nord Racial and Regional Feats:
Ancestral Knowledge (Ros 136), Battle Hardened (RoS 137), Blooded (PGtF 35), Bullheaded (PGtF 37), Dreadful Wrath (PGtF 38), Fearless (PGtF 38), Lightbringer (RoF 166), Strong Soul (PGtF 44), Tireless (PGtF 46)