Skills: The lizard folk gains 4 x (2 + Int modifier) skill points at level 1. Its class skills are Balance(Dex), Jump(Str), and Swim(Str). At level 2 the Lizard folk gains 2 + Int modifier skill points. A Lizardfolk does not gains any skill points at level 3.
Weapon and Armor Proficiency: A lizardfolk is proficient with simple weapons and shields.
Racial Skill Bonuses: At level 1 a lizard folk gains +2 racial bonus to swim checks. This bonus increases to +4 at level 3. At level 2 a lizard folk gains a +2 racial bonus to both jump and balance checks. These bonuses increase to +4 at level 3.
Natural Armor: At 1st level a lizard folk has a +1 Natural Armor bonus. This increases by 2 at each level, thus at 2nd level the natural armor bonus is +3 and at 3rd level it is +5.
Natural Weapons: At Level 1, a lizard folk has 2 claw attacks (1d4 damage). At level 3 a lizardfolk gains a bite attack (1d4 damage).
Hold Breath: At level 3 a lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Automatic Languages: Common, Draconic.
Bonus Languages: Aquan, Goblin, Gnoll, Orc.
Favored Class: Druid
Myconid Racial Traits
Racial Traits:
Tiny Plant
-2 Str, +2 Dex, -2 Int, +2 Wis.
Land speed 20 feet.
Plant Traits:
Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Plants breathe and eat, but do not sleep.
Automatic languages: none. Bonus languages: common, terran, undercommon, drow sign language. Myconids have no mouths and so cannot speak any language that requires speech, but they can understand, read, and write any language they know. Some take the time to learn drow sign language, to communicate with outsiders without using rapport spores.
Class Skills: Diplomacy, Intimidate, Knowledge (nature), Listen, Move Silently, Profession (farmer), Profession (herbalist), Sense Motive, Spot, Survival.
Proficiencies: Slam attack only. Not proficient with any armor.
Feats: All characters gain a feat at first level and every three hit dice thereafter. A myconid with no class levels will gain these feats at 1st, 5th, and 11th levels.
Age Range: Myconids are unlike other monster classes in that they advance through hit dice by age.
If a character’s age is below the lower age limit for a level in the myconid monster class, they may not take that level, and must take a player class level instead.
If a character’s age is over the upper age limit for their current myconid level, they may not take levels in any class other than the myconid class.
Slam Attack: At 1st level, a myconid has a slam attack which does 1d3 damage. The damage for this slam attack increases as indicated at levels 3, 4, and 7.
Size Change: At 1st level, a myconid is Tiny, with a space/reach of 2.5/2.5, a size bonus of +2 to attacks and AC, a size bonus of +8 to Hide checks, and a penalty of -8 to bull rush, grapple, overrun, and trip attempts.
At 3rd level, the myconid grows to Small. Its space/reach increases to 5/5, its size bonus to attacks and AC drops to +1, its size bonus to Hide checks drops to +4, and its penalty to bull rush, grapple, overrun, and trip attempts drops to -4.
At 4th level, the myconid grows to Medium. Its size bonuses to attacks and AC, Hide checks, and penalty to bull rush, grapple, overrun, and trip attempts are all reduced to 0.
At 7th level, the myconid grows to Large. It gains a size bonus of +4 to bull rush, grapple, overrun, and trip attempts, a penalty of -1 to attack and AC, and a penalty of -4 to Hide checks.
Spores: As a standard action, a myconid of 2nd level or higher can release a cloud of spores. At 3rd, 5th, 6th, 8th, and 9th level, a myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the myconid’s total Hit Dice (including class levels). A level 5 myconid, for example, has the first three spores (distress, reproduction, and rapport), and it can use each variety three times per day. The DC for saves to resist the effect of spores is equal to 10 + the myconid’s Wisdom modifier. Spores can be released either in a 120-foot spread or as a 40-foot ranged touch attack against a single target, as noted in the individual descriptions.
Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.
Reproduction: These spores eventually germinate into new infant myconids. They are released as a 120-foot spread and have no detrimental effects on nonmyconids. A dying myconid of 3rd level or higher will automatically release reproduction spores.
Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw negates the effect, but it is harmless. Rapport last for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ranged touch attack. Regardless of the release area, communication range is 120 feet once rapport is established.
Pacification: These spores are released as a 40-foot ranged touch attack. The target must make a Fortitude saving throw or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take move actions that don’t involve attacking. This is a mind-affecting compulsion effect.
Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour.
Animation: When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. After 1d4 days, the corpse reanimates as a servant under the control of the myconid. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks a myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust.
Potion Making: A myconid of 9th level or higher may choose the Brew Potion feat, even if it is not a caster (this is not a bonus feat). It can duplicate the following effects as a cleric or druid once per day (but only for the purpose of brewing potions): bull’s strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements.
Subtypes: A ghaele has the Chaotic and Good subtypes.
Low-Light Vision: Ghaeles 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.
Saves: +4 racial bonus on saving throws against poison.
Favored Class: Whatever class you take for your first base class level.
Outsider Traits:
Darkvision: Ghaeles can see in the dark up to 60 feet.
Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Automatic languages: Celestial, Infernal, and Draconic. Bonus languages: Any.
Class Skills: The ghaele's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (any three, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).
+2 Str, +2 Con, greater ghaele powers 1/day or at will, spell resistance (13+level), SLA caster level +2
Proficiencies: Ghaeles are proficient with all simple and martial weapons, but not with armor or shields.
Feats: All characters gain a feat at first level and every three hit dice thereafter. A ghaele with no class levels will gain these feats at 1st, 3rd, 7th, and 12th levels.
Lesser Ghaele Powers (Sp): A ghaele can use the following spell-like abilities once per day each: aid, alter self, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, and see invisibility. At fifth level he can use them three times per day, and at eighth level he can use them at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
Spells: Beginning at 2nd level, a ghaele in humanoid form casts spells as a cleric of his ghaele level minus 1 (so cleric casting is progressed at every level other than 1st). A ghaele has access to any two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity).
Natural Armor (Ex): Beginning at second level, a ghaele has natural armor equal to his ghaele level minus one.
Spell Resistance (Ex): At third level, a ghaele gains spell resistance equal to ghaele levels plus 8. At fifteenth level, this increases by 5, to ghaele levels plus 13.
Tongues (Su): Beginning at fourth level, a ghaele can speak with any creature that has a language. The ghaele's caster level for this effect is his ghaele level minus one. This ability is always active.
Resistance (Ex): At fifth level, a ghaele gains resistance 5 to cold, fire, and electricity. At eighth level, he gains immunity to electricity and petrification. At eleventh level, his resistances to cold and fire increase to 10.
Ghaele Powers (Sp): Beginning at sixth level, a ghaele can use the following spell-like abilities once per day: chain lightning, charm monster, dispel magic, hold monster, improved invisibility (self only), major image, and wall of force. At eighth level he can use any of these except chain lightning and wall of force three times per day, and at tenth level he can use any of them except chain lightning and wall of force at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
Protective Aura (Su): Starting at 6th level, as a free action a ghaele can surround himself with a nimbus of light having a radius of 20 feet. This light acts as a magic circle against evil (but providing +4 bonuses instead of +2 bonuses). At ninth level, the protective aura also functions as a lesser globe of invulnerability. The ghaele's caster level for these effects is his Racial Hit Dice (i.e., HD from ghaele levels). The aura can be dispelled, but the ghaele can create it again as a free action on his next turn.
Alternate Form (Su): Upon reaching 7th level, as a standard action a ghaele can assume the form of an incorporeal globe of color 5 feet in diameter. In humanoid form, he cannot fly or use his light rays, but he can use his gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, he can fly (at a speed of 150 feet with perfect maneuverability), use his light rays, and use spell-like abilities, but he cannot cast spells or use his gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form. The ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability used to view a ghaele with this ability, however, reveals both forms simultaneously.
Light Ray (Ex): A ghaele in globe form can project two light rays per round with a range of 300 feet, dealing 2d6 damage at seventh level, 2d8 damage at tenth level, or 2d12 damage at twelfth level.
Gaze (Su): At seventh level, a ghaele gains a gaze attack in his humanoid form that can kill or cause fear. The range of the attack and the maximum HD of creatures it can affect increases as the ghaele attains higher levels. Evil creatures of the indicated HD or less must succeed on a Will save (DC 10 + 1/2 ghaele's RHD + ghaele's Cha modifier) or die instantly. Those that succeed are affected as though by a fear spell for 2d10 rounds. Nonevil creatures of the indicated HD or less and evil creatures with more than the indicated HD must succeed on a Will save or suffer the fear effect.
Damage Reduction (Ex): Beginning at 9th level, a ghaele gains DR 5/evil or cold iron. At fourteenth level, this improves to DR 10/evil and cold iron.
Greater Ghaele Powers (Sp): Beginning at eleventh level, a ghaele can use prismatic spray and greater teleport (self plus 50 pounds of objects only) once per day each. At thirteenth level, he can use greater teleport three times per day, and at fifteenth level he can use greater teleport at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
Starting Ability Score Adjustments: +2 Dex, +6 Cha
Speed: Succubus land speed is 30 feet.
A succubus has the Chaotic and Evil subtypes.
Poison Immunity: Succubi are native to a plane where poison is omnipresent.
Skills: +8 racial bonus on Listen and Spot checks
Favored Class: Whatever class you take for your first base class level.
Outsider Traits:
Darkvision: Succubi can see in the dark up to 60 feet.
Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Succubi gain satisfaction from using their Energy Drain ability, but not true sustenance.
Automatic languages: Abyssal, Celestial, and Draconic. Bonus languages: Any.
Class Skills: The succubus's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (any 1, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), and Spot (Wis).
Feat, +2 Cha succubus powers 3/day, electricity immunity
9th
6d8
+6/+1
+5
+5
+5
--
+2 Str, +2 Cha, energy drain at will, succubus powers at will, DR 10/cold iron or good, summon vrock (30%)
Proficiencies: Succubi are proficient with all simple and martial weapons but not with armor or shields.
Feats: All characters gain a feat at first level and every three hit dice thereafter. A succubus with no class levels will gain these feats at 1st, 4th, and 8th levels.
Claws: A succubus has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus.
Tongues (Su): A succubus can speak with any creature that has a language. The succubus's caster level for this effect is her Racial Hit Dice (i.e., Hit Dice from succubus levels) x 2. This ability is always active unless the succubus chooses to disable it as a free action. The effect can be dispelled, but the succubus can create it again on her next turn as a free action.
Spell Resistance (Ex): A succubus has spell resistance equal to 6 + her Racial Hit Dice (i.e., Hit Dice from succubus levels). At 7th level, this increases to 12 + Racial Hit Dice.
Change Shape (Su): At first level, a succubus chooses one Small or Medium humanoid form, and can use the Change Shape ability to assume this form at will. At third level, the succubus chooses two additional forms, and can change between these forms at will. At fifth level, the succubus can assume the form of any Small or Medium humanoid at will.
Resistances (Ex): At first level, a succubus has resistance 5 to acid, cold, electricity, and fire. At sixth level, this resistance increases to 10.
Natural Armor (Ex): A succubus has natural armor equal to her succubus level.
Telepathy (Su): At second level, a succubus gains telepathy. She may communicate telepathically with any creature within 100 feet that has a language.
Lesser Succubus Powers (Sp): At second level, a succubus can use the following spell-like abilities once per day each: detect good, detect thoughts, and suggestion. At fourth level she can use them three times per day, and at sixth level and higher she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.
Flight (Ex): At third level, a succubus gains a fly speed of 50 with average maneuverability.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The Will DC to negate the effect of the suggestion and the Fortitude DC to remove the negative level is 10 + 1/2 the succubus's RHD (i.e. HD from succubus levels) + the succubus's Charisma modifier. The succubus can use this ability once per day at fifth level, at will at ninth level.
Succubus Powers (Sp): Beginning at seventh level, a succubus can use charm monster, ethereal jaunt (self plus 50 pounds of objects only), and greater teleport (self plus 50 pounds of objects only) once per day each. At eighth level, she can use these abilities three times per day, and at ninth level, she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.
Electricity Immunity (Ex): At eighth level, a succubus is immune to electricity.
Damage Reduction (Ex): At ninth level, a succubus gains DR 10/cold iron or good.
Summon Vrock (Su): At ninth level, once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.