# Creature Types # Creature Subtypes ### Abomination Abominations are mistakes—the unwanted, unforeseen offspring of misguided deific concourse. Abortions of spirit, abominations live on, nurtured by their quasi-deific powers and pure, undiluted hate of their forebears and all naturally formed creatures. Misshapen, grotesque, and horribly marked from their godly birth-throes. Abominations come in an overwhelming variety of forms, all terrible. Accursed of heaven and hell, abominations are sealed away for eons at a time. But over the course of time, abominations are sometimes accidentally freed or manage to escape on their own. An abomination’s appearance can panic nations, worlds, or entire planes of existence. Thankfully, most abominations remain securely locked away by higher deific decree. Abominations posses the spark of godhood. As such, they are virtually immortal unless slain. Abominations have the following traits unless otherwise noted: * Blindsight 500 ft. * Constant _nondetection_ and _true seeing_ * Damage reduction 30/epic * Divine Rank 0 * Immune to polymorph, petrification, or any form-altering attack. * Immune to energy drain, ability drain, or ability damage. * Immunity to mind-affecting effects * Maximum hit points per hit die. * Resistance to cold 20 and fire 20 * Spell resistance equal to 11 + CR * Telepathy 1000 ft. * Except where otherwise noted, abominations speak Abyssal, Celestial and Infernal ### Behemoth (?) Note: This will need to be renamed and perhaps expanded to include other animal paragons. Behemoths are outsiders in animal form that are of epic proportions, even larger and more powerful than dire animals. Behemoths resemble natural animals in almost all respects, but they are grossly larger than their natural counterparts, hailing from beyond the Prime Material plane. They are more intelligent than their mundane counterparts, and their otherworldliness confers a level of magical fortitude not found in earthbound versions. Behemoths have the following traits unless otherwise stated: * Crushing Grip (Ex): A behemoth that succeeds on a grapple attempt deals damage equal to its grabbing attack plus 1-1/2 times its strength modifier. Creatures damaged by this ability must succeed on a Fortitude save or be exhausted. The save DC is Strength-based. * Crash Through (Ex): A behemoth’s movement is not impeded by undergrowth, trees, rubble, and similar difficult terrain; by Medium or smaller creatures; or by allies of any size. A behemoth can attempt a combat maneuver to overrun a Colossal or smaller opponent as a swift action that does not provoke attacks of opportunity. * Behemoths with a fly speed greater than their ground speed gain the following: ### Deathless Deathless are creatures that have died but returned to a kind of spiritual life. They are similar in many ways to both living creatures and undead. However, while undead represent a mockery of life and a violation of the natural order of life and death, the deathless merely stave off the inevitability of death for a short time in order to accomplish a righteous purpose. While undead draw their power from the Negative Energy plane, the deathless are strongly tied to the Positive Energy plane, the birthplace of all souls. In fact, the deathless are little more than disincarnate souls, sometimes wrapped in material flesh, often incorporeal and hardly more substantial than a soul in its purest state. Deathless gain the following traits: * Aura of good of equivalent power of an undead's aura of evil. * Considered living creatures for any spell or effect that specifically affects undead, or has different effects on undead creatures, with the following exceptions: * _Hide from undead_ works against deathless creatures. * _Detect undead_ and _deathwatch_ reveal deathless, and allow the caster to distinguish deathless creatures from ordinary undead. * _Undeath to death_ affects deathless as if they were undead. * Considered living creatures for purposes of positive energy effects, such as from _cure_ spells, or a good clerics channel energy ability. * Damaged by unholy water as undead are by holy water. * Gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. * Subject to energy drain, and are affected as living creatures by negative energy (such as from _inflict_ spells, or an evil cleric channel energy ability). * _Resurrection_ and _true resurrection_ can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless. ### Eladrin * Immunity to electricity and petrification * Energy Resistance (cold and fire) 10 * Truespeech ### Energon ### Kython * eyeless * blindsight 60 ft. * immune to acid and cold * energy resistance (fire, electricity) 10 * **Feats** [[Multiattack]]<sup>B</sup>, [[Weapon Finesse]]<sup>B</sup> **Kython Weaponry (Ex):** Kythons grow their weapons and devices from eggs similar to those that spawn their young. When a kython lays an egg, it can choose whether the egg will hatch into a broodling or an organic weapon. A kython using any of these weapons substitutes the weapon's attack for one of its claw attacks. Nonkythons cannot make these weapons function. |d100|Weapon|CR| |---|---|---| |01—20|Acid spitter|+0 |21—50|Bone shard crossbow|+0 |51—60|Boneblade|+0 |61—70|Extra armor|+0 |71—80|Mouth launcher|+1 |81—90|Mucus pod|+0 |91—100|Phase organ|+1 *Acid Spitter:* This handheld weapon makes ranged touch attacks with a range increment of 10 feet and a maximum range of 50 feet. Those struck by the glob of acid take 3d6 points of damage. It bears a vague resemblance to a repeating crossbow, although it has a bulbous green membrane attached to its top. *Bone Shard Crossbow:* This weapon resembles a repeating crossbow made of carapace and cartilage. It fires a single bone spike with a range increment of 20 feet. It deals damage as a shiruken, and carries the same venom that the kython using it produces. *Boneblade:* This Medium-size slashing melee weapon is considered masterwork (adds +1 to attack roll) and deals damage as a longsword. It is bone-white with thin red and blue veins covering its sides. *Extra Armor:* Extra chitinous plates are fitted to the kython's body, adding +2 to its existing natural armor bonus. *Mouth Launcher:* This weapon, which attaches to the back of a kython's mouth, looks like a worm with a sphincter-like mouth. As an additional attack made at the kython's highest attack bonus, the mouth launcher can shoot out at a foe, making an improved grab attack that deals 1d4 points of damage (plus the kython's Strength bonus). If it gets a hold, the foe is pulled into the kython's mouth for an automatically successful bite attack on that same round. The mouth launcher continues to hold the foe, allowing automatic bite attacks each round until the foe breaks free. Add +1 to the Challenge Rating of a kython with this weapon. *Mucus Pod:* This gray and red membrane sac, filled with yellow fluid, attaches to a kython's arm. When the kython makes a successful claw attack with that arm, the attack also sprays mucus out of a tube that runs from the sac to the claw. A creature hit by the claw must succeed at a Reflex saving throw (DC 18) or be entangled in the mucus for 1d6+4 rounds. Alcohol will wash the substance off a victim. Otherwise, there is no means of disentangling before the duration is up. *Phase Organ:* This small fleshy pod fits upon the forehead of the kython, grafting into place permanently. It allows the kython to become incorporeal (or corporeal again) as a swift action. Add +1 to the Challenge Rating of a kython with this device. ### Slaad Slaadi are well-known representatives of planes of unstable form and energy, though the more powerful white and black slaadi are less recognized. Like their lesser cousins, white and black slaadi are creatures of chaos, and somewhat resemble humanoid toads of terrible aspect. Some black and white slaadi have variant physical features. All slaadi speak their own language, Slaad. White and black slaadi also speak Abyssal, Common, Celestial, and Infernal, and in addition can communicate telepathically. **Immune** sonic; **Resist** acid 10, cold 10, electricty 10, fire 10 Summon Slaad (Sp): ### Spirit