Evolved

Goblins: These small humanoids, considered little more than vermin, dwell on the fringes of society amid the rats and insects. In the wild they—very rarely—form successful tribes. These goblins ride on giant hornets and pony-sized dire rats and use monstrous vermin as guards and pets.

Ghouls: Ghouls are undead that are not animated by spells but instead rise from death under a curse called “grave hunger.” Ghouls that paralyze foes also automatically infect them with grave hunger, making them want to feed on long-dead corpses (Will save [DC 20] each day to resist). When such infected victims die, they become ghouls, unless a mage successfully uses a remove curse spell before their death.

Undead: The general lack of basic undead types on this list is probably noticeable. That’s because most undead are created via the animate the dead or rouse undead spirit spells, and those undead have specific means of creation.

Undead that come about through another means—a curse, an unusual magical effect, or sheer circumstance—are usually unique creatures that a DM should tailor specifically. Instead of zombies, wights, and even liches, apply the corporeal undead template to NPCs (or even monsters).

Creating an Evolved Creature

“Evolved Creature” is a template that one can add to any living, corporeal creature. An evolved creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s size and type do not change.

Speed: Evolved creatures gain a +10 feet bonus to speed.

AC: Increase the base creature’s natural armor bonus by +2.

Attacks: The natural attacks of the creature improve by one die type (so 1d6 becomes 1d8, 1d12 becomes 2d8, and so on)

Special Attacks: An evolved creature retains all the special attacks of the base creature. Further, if the creature has any spell-like abilities, the caster level increases by +2. The saving throw DCs (if any) of any special attacks gain a +2 bonus. The range and duration of any special attacks with ranges and/or durations increase by +50 percent.

Special Qualities: An evolved creature has all the special qualities of the base creature. As with special attacks, the caster level of spell-like abilities increases by +2. Any saving throw or check DCs involved gain a +2 bonus.

Abilities: Alter from the base creature as follows: Str +4, Dex +4, Con +4, Int +2, Wis +0, Cha +0.

Feats: All evolved creatures gain the following feats for free: Improved Initiative, Sturdy, Weapon Focus (one natural weapon).

Challenge Rating: As base creature’s +1.

Level Adjustment: As base creature’s +2.

.

Creating Corporeal Undead

“Corporeal undead” is a template you can add to any non-undead, corporeal creature. The creature’s type changes to Undead. It retains all type modifiers. The undead creature uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Change Hit Die to d12.

Speed: Winged undead creatures retain the ability to fly. Now, however, the flight is magical, as the flight spell (but it still uses the creature’s original flying speed).

Armor Class: Natural armor changes to a value based on the undead creature’s size:

Size / Armor Bonus

Tiny or smaller +0 / Small +1 / Medium +2 / Large +3 / Huge +4 / Colossal +10 / Gargantuan +6

Attacks: The undead creature retains all the base creature’s natural attacks, equipment, and weapon proficiencies. A creature with hands or feet gains one claw attack per hand. The undead can strike with all its claws at its full-attack bonus. (If the creature already had claw attacks with its hands, use the undead’s attack format and damage, if they’re better.) The base creature’s attack bonuses do not change (except where affected by ability score modifications).

Damage: Natural and manufactured weapons inflict normal damage. A claw attack deals damage depending on the undead creature’s size. (Use the base creature’s claw damage if it’s greater.)

Size / Damage

Diminutive Fine 1 / Tiny 1d2 / Small 1d3 / Medium 1d4  Large 1d6 / Huge 2d4 / Gargantuan 2d6 / Colossal 2d8

Special Qualities: The undead creature retains all special qualities the base creature once had. All undead creatures gain darkvision (60-foot range) and the Undead type (and all its subsequent immunities). See the MM for details on the Undead type.

Abilities: Modify the base creature as follows: Str +2, Dex +2, Con —, Int +0, Wis +0, Cha +0.

Challenge Rating: As the base creature’s +1.

HARRID

Medium Monstrous Humanoid

Hit Dice: 4d8+8 + 1d8+2 (32 hp), dying/dead –3/–15

Initiative: +2 (Dexterity)

Speed: 30 feet

AC: 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12; or 16 (+2 Dexterity, +2 natural, +2 long shield), touch 12, flat-footed 14

Base Attack/Grapple: +4/+7

Attack: Claw +7 melee (1d4+3), or scimitar athame +8 melee (1d6+4), or mighty composite longbow (+3) +6 ranged (1d8+3)

Full Attack: 2 claws +7 melee (1d4+3), bite +2 melee (1d6+1); or scimitar athame +8 melee (1d6+4); or mighty composite longbow (+3) +6 ranged (1d8+3)

Face/Reach: 5 feet by 5 feet/5 feet (Space/Reach 5 feet/5 feet)

Special Attacks: Poisoned weapons, spell-like abilities, magic drain, athame

Special Qualities: SR 15

Saves: Fort +3, Ref +6, Will +3

Abilities: Str 16, Dex 14, Con 15, Int 16, Wis 9, Cha 17

Skills: Alchemy +10, Knowledge (ceremony) +5, Knowledge (history) +5, Knowledge (magic) +5, Knowledge (runes) +5, Sneak +9, Spellcraft +9, Spot +6

Feats: Corrupt Mage, Modify Spell, The Voice

Environment: Warm land

Organization: Solitary, band (5–8), clutch (8–18 plus one leader of 2nd to 5th level), or clan (20–200 plus 10 3rd-level mage blades, five 5th-level runethanes, and one magister leader of 5th to 9th level)

Challenge Rating: 5

Treasure: Double standard

Advancement: By character class

Level Adjustment: +3

Harrids are degenerate avian creatures who literally thrive on magic. They long ago gave up food and drink, in fact, and now subsist entirely on magic. These crafty and ingenious spellcasters love to use poisoned weapons (and poison of all kinds). Many of the worst poisons in the world are harrid concoctions.

Harrids are humanoids that stand 5 to 6 feet tall. Their bodies are hairless, although some sprout thin tufts of coarse feathery down. Twisted, skeletal arms hang low and end in surprisingly nimble four-fingered claws. The small head atop a thin, almost spindly neck sports a curved beak and two large, sunken eyes. They have been likened to sickly, deformed vultures. Their thin, warped bodies betray their strength and agility.

These creatures hail from a continent across the sea. Fair sailors, they use long galleys crewed by humanoid slaves at the oars. They come to magic-rich shores seeking enchantments and magic items to steal and magical locations to drain. They have already drained their own land of such sites, and they want more.

Though contemptuous and selfish, harrids are not cruel for cruelty’s sake. However, they are not beyond torturing captives to gain something they need. They have no pity, no empathy for others. Harrids even seem contemptuous of each other and frequently squabble among themselves.

Harrids speak their own grating language, but about half also speak Common and Giant.

The statistics here are for a 1st-level mage blade harrid.

Combat

Poisoned Weapons (Ex): Harrids always poison their weapons with toxins of their own making. These poisons have a Difficulty Class of 16, with initial damage of 1d3 points of temporary Constitution, and secondary damage of 1d4 points of temporary Constitution. Some harrids have even worse poisons. Harrids sometimes wear envenomed tips on their claws, making even their natural weapons toxic.

Magic Drain (Su): With a touch attack, a harrid can drain and

consume magic. Should the harrid touch a creature with a spell effect cast upon it, it dispels the effect (the highest-level effect, if multiple spells are active). If the creature is a spellcaster but has no spells active upon it, the harrid drains its highest-level available spell slot, as if the slot were used for that day. This ability has no effect upon non-spellcasters with no spells active upon them. A harrid can choose to touch an item rather than a creature. If the item has a spell effect upon it, it is drained just like a character’s. If it has no spell effects upon it but it is a magic item, the harrid suppresses the item’s powers for 1d4 rounds. In any case, if a harrid successfully drains some kind of magic, it gains +1d4 temporary hit points. They last until lost or for one hour, whichever comes first.

Spell-Like Abilities (Sp): At will—analyze, detect magic, detect poison, read magic; 2/day—levitate, read mind, see invisibility, whisper of madness; 1/day—empower spell, sorcerous guise, telepathy. These abilities are as the spells cast by a 10th-level magister (save DC 13 + spell level).

Spells: All harrids are (at least) 1st-level mage blades, runethanes, or magisters. They have all the appropriate abilities, saving throws, base attack bonuses, and so on added to their 4 HD of “monstrous humanoid.” The 1st-level harrid mage blade presented here normally would ready these spells:

0-level—bash, canny effort, saving grace; 1st-level—mind stab.

Kobolds: Kobolds, also called “mothborn,” result from moth asexual reproduction. Every moth can produce a single kobold. The outlook and demeanor of the kobold depends on its parent. Some moth look upon their offspring as, well, offspring—although their relative weakness makes the kobolds less than equal in the relationship. More selfish or domineering moth look upon a kobold as a servant or even a bound slave. A few might even see the kobold as sort of a “familiar,” although they wouldn’t use that term. Because of the kobolds’ odd position, people never see them in large numbers. Only in incredibly strange circumstances would one see a group of kobolds without moth present. Mostly, you see just one, and always with—or working for—a moth.