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Combat

Boman can live on the blood of cattle or other large herbi- vores, but prefer to attack humanoids. A boman attacks by landing on a victim, finding a vulnerable spot, slashing open a wound, and licking up the victim’s blood, which is kept from clotting by an anticoagulant found in the beast’s saliva.

Attach (Ex): If a boman hits with its bite attack, it uses its claws to latch on to the opponent’s body. An attached boman has an AC of 11.

Blindsight (Ex): Boman can “see” by emitting high-frequen- cy sounds, which are inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the boman to rely on its weak vision, which has a maximum range of 10 feet.

Blood Drain (Ex): A boman drains blood, dealing 1d6 points of temporary Constitution score damage each round it remains attached. Once it has drained 6 points of Constitution, it detaches and flies off to digest its meal.

Death Curse (Su): Any creature killed by a boman cannot be affected by raise

dead, resurrection, or even true resurrec- tion. Reincarnation is still an option, though.

Magical Beast: Boman do not have the Darkvision or Low-light Vision ability com- mon to most magical beasts; they use Blindsight instead.

Skills: Boman receive a +4 racial bonus to Spot and Listen checks; these bonuses are already worked into its stats, but are lost if its Blindsight is negated.

C

HEPEKWE

Medium-size Magical Beast Hit Dice: 4d10+16 (38 hp) Initiative: +1 (Dex) Speed: 30 ft.

AC: 17 (+1 Dex, +6 natural) Attacks: Horn +7 melee Damage: Horn 1d8+4 Face/Reach: 5 ft. X 5 ft./5 ft. Special Attacks: None

Special Qualities: Aura of Good Omen, Damage Reduction 5/+1, Low-light Vision, Spell Resistance 10, Spell-like Abilities

Saves: Fort +6, Ref +8, Will +7

Abilities: Str 16, Dex 12, Con 18, Int 14, Wis 18, Cha 14 Skills: Animal Empathy +9, Hide +4, Listen +9, Move Silently

+4, Spot +9, Wilderness Lore +9 Feats: Alertness, Iron Will, Lightning Reflexes Climate/Terrain: Warm hill and plain Organization: Solitary

Challenge Rating: 3 Treasure: Standard

Alignment: Always lawful good Advancement: 5 – 8 HD (Medium-size)

Also known as the irizima (eer-ee-ZEE-mah), the chepekwe (che-PEHK-weh) is a human-sized intelligent pachyderm with a unicorn-like horn and amazing powers. Though shy, these crea- tures are friendly to non-evil humanoids, and simply seeing one is considered good luck. Chepekwe speak Kordo and Sylvan.

Combat

Painfully shy, chepekwe avoid conflict whenever possible. If attacked, they will turn invisible and try to escape.

Aura of Good Omen (Su): A chepekwe radiates an aura of good luck as a continuous burst effect with a 30-foot radius. All good-aligned creatures within range (including the chep- ekwe) gain a +2 luck bonus

to all attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws; these modifiers are not included in the chepekwe’s statistics.

The aura is so strong that even if the chepekwe is killed or the subject moves out of range, the effect of the aura will persist for an additional 1d4 days if the subject can make a Will save DC 17. The good omen cannot be dispelled or negated by any effect less powerful than an antimagic field.

Damage Reduction (Su): A chepekwe ignores 5 points of dam- age from most weapons and natural attacks; the wounds heal immediately. A weapon with a +1 or better enhancement bonus deals full damage.

Magical Beast: Chepekwe have the Low-light Vision common to magical beasts, but not Darkvision.

Spell Resistance (Ex): To determine if a spell or spell-like ability works against a chepekwe, the spellcaster makes a level check (1d20 + caster level). If the result equals or exceeds 10, the spell works normally, though the chepekwe still gets a saving throw if the spell allows such.

Spell-like Abilities: A chepekwe can detect evil at will as a free action. Three times per day it can turn itself (not other creatures) invisible as per the spell invisibility. These abilities function as if the chepekwe were a 4th-level sorcerer.

C

HAPTER

T

HIRTEEN

Djok

Large Outsider (Chaotic, Evil) 10d8+50 (95 hp)

+6 (+2 Dex, +4 Improved Initiative)

40 ft.

19 (–1 size, +2 Dex, +8 natural) 2 claws +15 melee, bite +10 melee

Claw 2d4+5, bite 2d6+2

5 ft. X 5 ft/10 ft. Malevolence

Damage Reduction 5/+2, Electricity and Fire Resistance 15, Ethereal, Manifestation, See in Darkness, Spell Resistance 20, Spell-like Abilities

Fort +12, Ref +9, Will +9 Str 20, Dex 15, Con 20, Wis 15, Int 18, Cha 6

Animal Empathy +11, Climb +13, Handle Animal +10, Hide +8, Intuit Direction +12, Jump +15, Listen +14, Move Silently +12, Search +13, Spot +14, Swim +13, Wilderness Lore +12

Alertness, Dodge, Improved Initiative

Any warm land or underground Solitary

12 None

Always chaotic evil 11 – 20 HD (Large)

Kerit

Large Outsider (Chaotic, Evil) 10d8+33 (78 hp)

+0

30 ft., climb 30 ft. 18 (–1 size, +9 natural)

2 claws +14 melee, bite +9 melee

Claw 1d6+5, bite 1d8+7

5 ft. X 5 ft./10 ft.

Fire Breath, Lethargy Howl Damage Reduction 5/+2, Electricity Resistance 15, Immunity to Fire, See in Darkness, Spell Resistance 20, Spell-like Abilities

Fort +12, Ref +7, Will +9 Str 21, Dex 10, Con 17, Int 7, Wis 14, Cha 17

Climb +23, Hide +9, Intimidate +8, Jump +10, Listen +12, Move Silently +10, Search +3, Spot +7

Great Fortitude, Power Attack, Toughness

Warm land and underground Solitary

10 Standard

Always chaotic evil

11 – 15 HD (Large), 16 – 20 HD (Huge)

Ngojama

Medium-size Outsider (Chaotic, Evil) 8d8+16 (52 hp)

+3 (Dex)

30 ft.

19 (+3 Dex, +6 natural) 2 Claws +15 melee (critical 19 – 20), gore +10 melee

Claw 1d4+6 (x4 critical), gore 1d6+3

5 ft. X 5 ft./5 ft. Palm Fangs, Rage

Damage Reduction 5/+2, Energy Resistance 15, See in Darkness, Spell Resistance 18, Spell-like Abilities

Fort +8, Ref +9, Will +9 Str 23, Dex 16, Con 14, Int 14, Wis 17, Cha 7

Bluff +6, Climb +14, Hide +11, Intimidate +6, Jump +13, Listen +10, Move Silently +11, Search +10, Spot +10, Swim +7

Improved Critical (claws), Weapon Focus (claws)

Any land or underground Solitary

8 Standard

Always chaotic evil

9 – 12 HD (Medium-size), 13 – 16 HD (Large)

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EMONS OF

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YAMBE Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement: