An Epic

Monsters Native to Farland

Table of Contents

Aldran Giant
Oluk Orc
Vargouille Queen
Wolf Spider

Aldran Giant

The sharp eyes of Thalan the Shadowalker scanned the horizon, roving carefully over the grassy field studded with the occasional tree, but he could see nothing. Satisfied, he motioned for his two elven companions to move forward. But by then it was too late: very tall but slender creatures appeared seemingly out of nowhere, their long spears and thick clubs at the ready. The elves were surrounded. Thalan knew right away that the new-comers were Aldran Giants, notoriously rare and unpredictable creatures. He only hoped that these specimens tended toward sympathy to the cause of the elves and not that of the Wintervale...

Aldran Giant, by Neo Jiet Shern

Aldran Giant

Large Giant

Hit dice: 6d8+12 (36 hps)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size,+4 natural,+3 hide)
Base Attack/ Grapple: +4/ +12
Attack: Greatclub +8 melee (1d10 +6)
Full Attack: Greatclub +8 melee (1d10 +6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-Like Abilities, Scent
Special Qualities: DR 5/ magic, SR 16, Fire and Cold Immunity
Saves: Fort +7, Ref +2, Will +7
Abilities: Str 19, Dex 11, Con 15, Int 11, Wis 16, Cha 12
Skills: Concentration +3, Knowledge (nature) +1, Listen +6, Sense Motive +7, Spot +6, Survival +7
Feats: Improved Initiative, Iron Will, Weapon Focus (Greatclub)

Environment: Forests, mountains, and hills
Organization: Solitary, pair, gang (3-5), or clan (2-6 plus 1-5 noncombatants)
Challenge Rating: 7
Treasure: Standard items, 1/10 coins, no goods (gems, art objects, and most coins are kept in hoard)
Alignment: Any
Advancement: By character class
Level Adjustment: 3

Aldran giants are tall and slender, with skin ranging from dark grey to light tan, and hair moss green to straw yellow. They are approximately ten feet tall and weigh around 400 to 500 pounds.

Creatures of nature, Aldran Giants do not follow any single ethical bent, and different bands may be good, evil, or neutral. Sages believe that these giants were in fact descended from fey that personified the open fields and rocks, and indeed Aldran giants possess noteworthy magical powers as well as physical might. They generally live in remote fields near large trees or rock structures. They are most often spotted in the rolling plains of Zeland, though they have also been seen just south of the Belendale. Although they prefer sleeping in the open and have little care for furnishings, Aldran giants have at least one large box, barrel, chest, or similar container in which they store their valuables. This item is always loosely concealed (search check DC 13 to find) and is trapped with their fire trap ability.

Aldran giants speak Wild Blackspeech and Old Speech.


Aldrans have some melee skill but prefer to use magical assault, and they try to keep opponents out of interruption range with their superior reach.

Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Spell-Like Abilities (sp): 4/day-animal trance; 1/day- burning hands, entangle, mel's acid arrow, cure moderate wounds, entangle, faerie fire, tree shape, dominate animal, true strike, minor image, mirror image, control weather, fog cloud, lightning bolt, magic missile; once per week bestow curse, dispell magic, fire trap (Save DC 11 + spell level). Caster level 6th. The save DCs are Wisdom-based.

Racial Skills: The coloring of Aldran Giants gives them a +3 racial bonus to hide checks in their own environment, and while blending in with nearby rock formations and trees they can ignore their size penalty to hide. They have a +3 racial bonus to concentration checks due to their inner focus, and a +2 racial bonus to sense motive and survival checks.


Sir Tanarius gritted his teeth and grasped his pike tighter. He had sworn he would guard the hidden approach to the Borderhold at all costs, and he intended to do it. Plus, this attack on the fort guarding the approach was not entirely unexpected: the Far Knight scouts had warned them of the approaching orc band with ample time to spare. Having caught his breath, the knight stepped back up to the shield wall and, with an expert flick of the wrist, speared an on-rushing orc with little effort. Was this the best the Wintervale could do? Suddenly his eyes widened as he caught sight of a large force of tall, warty, muscular orc-beasts, really more trolls than orcs. Bazoks! Fiercer than any orc, and much more numerous than the dreaded trolls. The beasts tossed the smaller orcs aside like twigs as they approached the defenders, and Tanarius barely managed to duck behind the shield wall as the gigantic creatures opened their assault by casting their wicked spears. Perhaps it was time to retreat to a more defensible position, he thought desperately.

Bazok (Orc-Troll)

Medium-sized Giant

Hit dice: 2d8+6 (14 hps)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 natural, +4 scale mail, +1 dex), touch 11, flat-footed 18
Base Attack/ Grapple: +2/ +7
Attack: Greatsword +8 melee (2d6 +7)
Full Attack: Greatsword +8 melee (2d6 +7) or longspear +3 ranged (1d8 +5) or 2 claws +7 (1d6 +5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend
Special Qualities: Fast Healing 5, Darkvision 60 ft., scent
Saves: Fort +7, Ref +2, Will -1
Abilities: Str 21, Dex 12, Con 17, Int 7, Wis 8, Cha 6
Skills: Intimidate +2, Listen +2, Spot +2
Feats: Weapon Focus (greatsword)

Environment: Any land and underground
Organization: Solitary, pair, gang (2-4), squad (5-8), or band (11-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: 3

A cross between the largest Oluks and trolls, Bazoks look like gigantic (7 1/2 foot tall) orcs with thick muscles and green, warty skin. They only obey oluk orcs, whom they have been taught since birth to respect, and will destroy any other humanoid that annoys them if oluks are not present to restrain them. They even hate trolls, although they fear them. They have no culture and are generally kept locked in pens between fights. Bazoks are smart enough to resent this.


Bazoks begin combat by throwing their long spears. On the next round they draw their greatswords and charge into melee. Their regenerative ability gives them courage in battle, but they are not completely fearless and have been known to flee, especially if their oluk commanders have been slain.

Rend (Ex): If the Bazok hits with both claw attacks against the same opponent, it latches on and rends the flesh. This attack automatically deals 2d4+7 additional hit points of damage.

Scent (Ex): A Bazok can detect approaching enemies, sniff out hidden foes, and track by sense of smell as if it had a Survival skill of 5 and the track feat.


Gogdor paused, relief registering in his limited brain. He had managed to slip away from the ambush when the cursed dark elves had slain his brothers, and his years in the Dark Deeps had taught him the skills he needed to disguise his trail so that even those cursed, sharp-eyed drow could not track him. His yellowed, broken fangs jutted out as he smiled, gloating at his escape. Now, where was he? The orc's musings were cut short, however, by the sound of scales rasping on rock as something... nightmarish slithered from the side tunnel. It was a terrifying thing, with the lower body of a serpent and the head of a feral drow elf. As the creature swayed toward him, Gogdor could feel his sanity slipping away...

Drasp, by S. Baker


Large Aberration

Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+10
Attack: Dagger +5 melee (1d6+2/19-20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)
Full Attack: 2 daggers +3 melee (1d6+2/19-20, 1d6+1/19-20); bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)
Face/Reach: 10 ft./5 ft.
Special Attacks: Spells, spell-like abilities, poison
Special Qualities: Darkvision 60 ft., SR 17
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills: Balance + 6, Climb +14, Concentration +9, Hide +10, Listen +13, Move Silently +8, Spot +13
Feats: Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)

Environment: Underground
Organization: Solitary, pair, or clutch (1-2 plus 7-12 Medium vipers)
Challenge Rating: 7
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: 4

Drasps are horrid abominations with the upper bodies of drow elves and the lower bodies of giant snakes. Their drow features are bloated and twisted, and their speech is distorted by dripping fangs, although they speak Mordularian, a dialect of Blackspeech, and Undercommon. They are formed when their dark goddess notices and chooses to test an above average drow who has reached mid-level; failing such a test means becoming a drasp.


Drasps seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy's reach. They tend to rise up on their snake tails in the manner of cobras when they fight.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 CON. The save DC is Constitution based.

Spell-Like Abilities: 1/day-dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.

Spells: Drasps cast spells as 6th-level clerics, wizards, or sorcerers. Drasp clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a Drasp sorcerer.

Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0-daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st-mage armor, magic missile, ray of enfeeblement, silent image; 2nd- invisibility, web; 3rd-lightning bolt.

Skills: A Drasp has a +4 racial bonus on Balance, Hide, Listen, and Spot checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A Drasp has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


The Slayer knelt down and examined the dead body closely, looking especially at the teeth marks and the large white patches that surrounded them. He mused on the story of the villagers-- having met a creature they described as yellow skin, shifty eyed, cloaked. It had been slain, dispatched after a difficult fight, the villagers said. That had been several days ago. Yet a few nights later those villagers involved in the fight had begun disappearing one by one, their bodies nowhere to be found. Last night the last villager had been slain, but this time someone had stumbled upon the scene, frightening off the shifty-eyed, cloaked creature that this time smelled of death. Thus the Slayer was able to examine the body, and there was no question in his mind-- they were dealing with a Grimmen. He cursed silently.


Medium Outsider (Evil, Native)

Hit dice: 1d8+3 (7 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor class: 15 (+1 dex,+3 studded leather armor, +1 small wooden shield)
Base attack/ Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1)
Full Attack: Longsword +2 melee (1d8+1) or bite +2 melee (1d6+1) or shortbow +2 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Darkvision 60 ft., Native Outsider, Rise for Blood, SR 6
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 13, Dex 13, Con 10, Int 10, Wis 12, Cha 12
Skills: Bluff +4, Climb +2, Disguise +2, Hide +4, Listen +2, Move Silently +2, Search +4, Spot +2 (+2 racial bonus to bluff, hide, and search checks)
Feats: Toughness

Climate/Terrain: Any Land
Organization: Solitary, pair, gang (3-6), siege (2-4 plus 1-3 assorted evil humanoids), or battalion (7-13)
Challenge Rating 1
Alignment: Always Evil (Any)
Treasure: Standard
Advancement: By character class
Level Adjustment: -

Grimmen resemble thin humanoids with pale skin, grayish hair, fanged, sharp teeth, and sulphur-yellow eyes. Legends said that they were summoned ages ago by the Dweller itself to manipulate and wreak havoc in human societies.

Grimmen are a race of fiend-like creatures that prefer to mingle and dwell among humanoids. By blending in amongst them they can usually do more damage and gain more trust to betray them. They possess magical powers that aid them in deceit and battle, and they possess a unique ability to rise from the grave when slain in combat. A Grimmen that loses its evil alignment loses the subtype, along with its spell-like abilities, rise for blood, and spell resistance.

Grimmen speak abyssal, infernal, Blackspeech (Orc), and one other human language.


Although Grimmen prefer the use of trickery and disguise to achieve their ends, they have no great fear of battle due to their reanimative abilities.

Spell-Like Abilities (Sp): Once per day hypnotism, disguise self, spider climb, cause fear. Caster level 1st, save DC 12 (where applicable). The save DC is Charisma-based.

Rise for Blood (Su): When killed, a Grimmen's malice and memory remain within its wicked spirit-flesh, provided it was not reduced to -20 hp. After 1d4 nights, a slain Grimmen will rise as an undead creature, gaining the undead subtype and undead traits. In this state it loses its class levels, its racial hit die is converted to an undead hit die (though saves, skills and feats are not recalculated), and it loses its spell-like abilities and forgets all languages but abyssal and infernal. It loses its constitution score. It gets a -4 penalty to intelligence, but a +2 bonus to strength, and +2 natural armor, as well as energy resistance 10 to the energy type (if sonic, acid, fire, cold, electricity, or force) that killed it (if it was killed by energy), or DR 5/slashing if killed by slashing damage, or DR 5/piercing if killed by piercing damage, or DR/5 bludgeoning if killed by bludgeoning weapons (if it was killed by any of these types of damage). It ceases wielding manufactured weapons and attacks only with its bite, and every time it inflicts damage it triggers an energy drain attack dealing 1 temporary point of constitution damage and gaining 2 temporary hitpoints (successful fort save DC 13 negates, excess hitpoints gained may not exceed twice normal max hitpoints and they last one hour). When it has successfully dealt a number of constitution damage equal to the constitution score it had while alive, it returns to its living state the next day.

There are several ways to prevent a Grimmen from rising. Pouring a vial of holy water on the corpse is one way, as is casting a protection from evil spell. Destroying it by fire, electricity, or acid, or total dismemberment (both require destroying the corpse which has 20 hp), the last followed by burial, will also work. Finally, destroying the Grimmen in its undead state will dispatch it forever.

Oluk Orc

The Woodsman smiled as he traced the spore of the orc band. "A few orcs, probably looking for some easy pickings. This should be short work," he murmured to himself. As he cleared the trees, the motley band of orcs came into view. But as the ranger nocked an arrow, something else caught his sharp gaze. On the other side of the creatures was a taller orc. This beast was not stooped like the others, and even if they had stood upright, he would have towered over them by more than a head. The gray skin clinched it. "Damn," he cursed. "An oluk! This won't be as easy as I thought."

Oluk Orc, by S. Baker

Oluk Orc

Medium Humanoid (Orc)

Hit Dice: 2d8+4 (15 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 17 (+5 chainmail, +2 shield), touch 10, flat footed 17
Base Attack/Grapple: +1/ +4
Attack: Sword, Bastard +6 melee (1d10+4) or shortbow +1 ranged (1d6)
Full Attack: Sword, Bastard +6 melee (1d10+4) or shortbow +1 ranged (1d6)
Face/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Racial Bonus Feats
Saves: Fort +3, Ref +0, Will -1
Abilities: Str 19, Dex 10, Con 14, Int 10, Wis 8, Cha 8
Skills: Intimidate +1, Listen +2, Spot +4
Feats: Endurance, Exotic Weapon Proficiency (Sword, Bastard), Toughness, Weapon Focus (Sword, Bastard)

Environment: Any land or underground
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment: 2

Oluks are smarter and stronger than their lesser brethren, serving as captains in orcish armies and leaders in orcish societies. These great orcs are much more homogenous in appearance than normal orcs: they usually have black or gray skin, small fangs, and an upright appearance. Oluks are not bothered by sunlight. They are fierce fighters and sometimes even become clerics and spell casters. An adult male orc is 6 to 6 and a half feet tall and weighs about 200 to 225 pounds. Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Blackspeech (Orc). Some oluk orcs know a human language or other dialects of Blackspeech as well.


Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many oluk orcs who take up the warrior or fighter class also gain proficiency with the bastard sword or the greataxe. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.

Skills and Feats: An oluk orc is exceptionally hardy and skilled with weapons. Oluks gain the Endurance feat, Exotic Weapon Proficiency (Bastard Sword) feat, and toughness feat for free as racial bonus feats. They are also exceptionally frightening and alert. They get a +2 racial bonus on intimidate checks and spot checks.


As it became apparent that the wispy, dark shape was not a cloud, Glorin Deephammer's eyes narrowed in worry. "Quick, men, take cover!" he barked, diving for a rock outcropping, and wrapping his dark cloak about him. "Ready your crossbows. These foul beasts are the eyes of our enemy. If we don't take them all down, our quest is lost." He cocked his own trusty piece, and as the small flying lizards swooped down over the remnants of their campfire, he released a bolt that skewered one of them. As it crashed to the ground, he heard the twang of his companion's bows, and several other lizards plummeted from the air. The remaining creatures, with raucous cries, turned suddenly in the air and headed back to the north. The Dwarves eyed each other with apprehension. "The Dragon knows we are coming," intoned Glorin. "It is time we turned back; this scouting mission to Wawmar will have to wait."

A Spywing, by Ching-Yun Xavier Ho


Tiny Magical Beast

Hit Dice: 1d10+1 (6 hps)
Initiative: +4
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13
Base Attack/Grapple: +1/ -11
Attack: Bite +5 melee (1d4) Full Attack: Bite +5 melee (1d4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Breath Weapon
Special Qualities: Darkvision 60 ft., low-light vision, keen eyesight, limited telepathy
Saves: Fort +3, Ref +6, Will +0
Abilities: Str 3, Dex 18, Con 12, Int 6, Wis 10, Cha 6
Skills: Hide +4, Jump + 4, Spot +10
Feats: Wingover, Weapon Finesse (bite)

Environment: Temperate forests, plains, or underground
Organization: Colony (2-4), flock (5-8), or cloud (9-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral evil
Advancement: - Level Adjustment: -

Spywings look like a cross between tiny, deformed red dragons and common lizards. They were created by the draconic Lord of Greed to be his spies and scouts in the wastelands around his kingdoms, as well as the vast caverns within his home of Wawmar. They have since appeared in the service of other Lords of Sin as well. They are nearly perfect spies. A Spywing's body is about 1 foot long, with a wingspan of about 2 feet. They weigh about 1 pound.


Spywings only fight if ordered to by their master or if cornered. They begin a fight by using their breath weapon, then resorting to biting.

Breath Weapon (Ex): A Spywing can breath a burst of fire in a cone out to a distance of 10 feet. The fire does 1d8 points of damage. A REF save DC 12 halves the damage. The Spywing can only use its breath 1/day.

Keen Eyesight: A spywing gets a +4 racial bonus to spot checks.

Limited Telepathy (Su): Spywings can communicate with their master up to a distance of 30 feet. They answer all of their master's questions within their limited intelligence. Spywings, however, have a surprisingly accurate sense of geography and distance.

To train a spywing, a character must be present when it hatches and must feed it at least every three days over a course of a three month period. At the end of this period, the trainer makes a DC 15 Handle Animal check. If the check is successful, the Spywings will remain loyal to the character unto death, unless exceptional circumstances interfere. If two characters are competing for the Spywing's loyalty, the highest handle animal check wins.

Vargouille Queen

Like a foul daemon rising from the depths of hell, a wingless seven foot wide floating mass of tentacles emerged from the pit in the centre of the cave. Each of its scaled, slimy appendages ended in a hideously distorted human-like head with scaly skin and glowing green eyes. Not having time to count, but feeling sure that there are at least eight such heads, Sebastian instinctively ducked away from the loathsome creature's slavering distended jaws as the beast suddenly lurched forwards through the air and hissed angrily!

After sprawling across the damp cavern floor in a bid to distance himself from the thing, Sebastian jumped nimbly to his feet and drew his rapier with a cold metallic ring that echoed throughout the gloomy chamber. As the beast watched him curiously with eight pairs of beady green glowing eyes, the unfortunate adventurer wondered to himself for the hundredth time why he hadn't taken his father's advice and become a farmer like his other five brothers...

Vargouille Queen

Large Outsider (Evil, Extraplanar)

Hit Dice: 6d8+12 (36 hp)
Initiative: +6
Speed: Fly 30 ft. (average)
Armor Class: 16 (-1 size, +2 Dex, +5 Natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/ +11
Attack: Bite +7 melee (1d4+1 plus poison)
Full Attack: 8 x Bite (only two attacks in each fighting arc) +7 melee (1d4+1 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cacophonous Shriek, Hissing Despair, Multiple Kiss, Poison
Special Qualities: Darkvision 60 ft., Outsider Traits
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 12, Dex 14, Con 14, Int 5, Wis 12, Cha 8
Skills: Hide +7, Listen +12, Move Silently +10, Search +6, Spot +14
Feats: Weapon Finesse, Improved Initiative

Environment: An evil-aligned plane
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 7-10 HD (Large); 11-15 (Huge)
Level Adjustment: -

The vargouille queen speaks Infernal but very rarely chooses to do so. Rumored to have leaked from another plane of existence, a vargouille queen is a terrifying beast to behold. Although at some point this creature was dubbed a vargouille "queen," this creature is the ruler of nothing. If fact the term queen can be quite misleading, as the beast is gender neutral and reproduces asexually. When an outbreak of vargouilles emerges in a certain area, it is a safe bet that there is a vargouille queen hidden somewhere that is the root cause of the outbreak.


The vargouille queen attacks by biting with her many sets of jagged teeth. In addition to her multiple attacks, her special attacks make her even more dangerous. Although a vargouille queen has eight heads, due to her awkward shape and size she can only bring two heads to bear in any one arc (i.e. two attacks to the front, two to the side, two to the back, etc). The vargouille queen's natural weapons are treated as evil-aligned for the purpose of overcoming damage reduction.

Cacophonous Shriek (Su): Instead of biting, as a standard action the vargouille queen can open its many distended mouths and let out a terrible ear piercing shriek. Those within 60 feet (except other vargouilles or vargouille queens) who hear the shriek and can clearly see the creature must succeed on a DC 16 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille queen's kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille queen's shriek for 24 hours. The shriek is a mind-affecting fear effect. The save DC is Constitution-based and includes a +1 racial bonus.

Multiple Kiss (Su): A vargouille queen can kiss as many paralyzed targets with a successful melee touch attack as she threatens (up to a maximum of eight, and only two in each arc). An affected opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all of the victim's hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease. Only a humanoid, monstrous humanoid, or giant can be affected by this ability. The save DC is Constitution-based and includes a +1 racial bonus.

Poison (Ex): Injury, Fortitude DC 16 or be unable to heal the vargouille queen's bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing. The save DC is Constitution-based and includes a +1 racial bonus.

Hissing Despair (Su): A vargouille queen emits a constant distracting hiss that fills all around her with a profound feeling of hopelessness. Whenever a creature other than a vargouille or a vargouille queen within 15 ft. hears the hissing it must succeed at a Will save DC16 or be subject as if to the bane spell (-1 moral penalty on attack rolls and saves against enchantment and fear). The vargouille queen uses this ability as a free action unless she has used her Shriek ability in the same round. The Hissing Despair is a mind affecting effect. The save DC is Constitution based and includes a +1 racial bonus.

Many eyes, Many Ears (Ex): Due to the vargouille queen's many sets of eyes and ears, she receives a +4 racial bonus on spot, search and listen checks.

Wolf Spider

His breath came in quick panting gasps, revealing the terror that clutched his heart like a cold hand. Batair knew he was a doomed man-any slave that killed an Orcish Hoth would be-but as he had left Thetak and fled North towards the Great River, he had entertained hopes that he would be able to make it. It would be a long, arduous journey to the liberated kingdom of Kelerak-over 100 miles-but a man with hope in his heart could overcome almost any hardship to be free. But then he had heard the gurgling howls, and all hope died. That meant the Hounds were on his track, and with them always came those scuttling, monstrous horrors they called Slave Hunters. The thought made him shudder uncontrollably. Still, what could he do but push on, forcing himself to put one foot in front of the next? Suddenly, however, even that became impossible: he had stumbled into a nearly invisible mesh of webbing covering the ground! The abominations with their accursed speed had gotten in front of him. He began to struggle frantically, hacking at the webbing with the Hoth's stolen scimitar. No good. Motion from the trees to his left caught his eye, and out of the shadows clambered one of the beasts, moving easily over its web. It had the huge, bloated body of a spider but a ferocious wolf-head replaced the insectile head one expected. The wolf-jaws of the beast opened in slavering anticipation as it leaped towards him, and the sword dropped from his nerveless grasp...

Wolf Spider, by Neo Jiet Shern

Wolf Spider

Large Abberation

Hit Dice: 7d8+18 (50 hp)
Initiative: +2
Speed: 50 ft. (10 squares), climb 30 ft.
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/ +16
Attack: Bite +11 melee (1d8+10 plus poison)
Full Attack: Bite +11 melee (1d8+10 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip, Poison, Web
Special Qualities: Dark vision 60 ft., improved scent
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 25, Dex 17, Con 17, Int 2, Wis 10, Cha 6
Skills: Balance +4, Climb +10, Hide +4, Jump +17, Listen +7, Move Silently +5, Spot +10, Survival +5
Feats: Alertness, Run, Track

Environment: Temperate forests, plains, or underground
Organization: Solitary or pack (2-6)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: 8-18 HD (Huge)
Level Adjustment: -

Created in the deep delvings and hideous pits below the palace of the Lord of Envy in Orland City, these abominations against nature are the result of crossing a dire wolf with a monstrously large hunting spider. The Drow Lord, jealous of any freedom and desiring to maintain an iron grasp over his populace, gave these horrors to his special ranger contingent the Hounds. The primary use of the Blood Hounds is to hunt slaves attempting to escape from the kingdom of Orland, and these new creatures were particularly suited to this purpose. They are trainable to a certain extent, and their quick speed, debilitating poison, and lethal cunning make them perfect servants to the Hounds. Thus these creatures are also called Slave Hunters, and a pack of them are often unleashed upon the trail of a troublesome slave, leaving their Hound masters to follow along behind and collect the helpless victim-if the Wolf Spiders have restrained themselves from eating him. Wolf Spiders are 10 feet long and weigh 1000 pounds. They have the body of a large spider, albeit covered with a shaggy gray or black hair, but they have the heads of dire wolves. A green ichor drips from their slavering jaws, and perhaps most horribly, their eyes, set in their wolfs' heads, are those of spiders.


Wolf Spiders are capable of howling and often do so when first setting out on the hunt; their howl sounds like a wolf choking on liquid. They always end the hunt or enter combat in silence, however. Few can stand the sight of these creatures bearing down upon them.

Trip (Ex): A Wolf Spider that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Wolf Spider.

Poison (Ex): A Wolf Spider has a poisonous bite. The initial and secondary damage is 1d6 Str, and the save DC is 13. The save DCs are Constitution-based.

Web (Ex): Wolf Spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A Wolf Spider is a hunter and not a web-spinner, so it cannot throw its web. It can, however, create sheets of sticky webbing up to 50 feet square. It almost always uses its animal cunning to lay these webs on the ground and trap fleeing creatures, usually slaves. Approaching creatures must succeed on a DC 20 Spot check to notice the web; creatures that fail their save or otherwise enter the areas by moving over the ground become trapped as if affected by a web spell with the exceptions noted below, although the Wolf Spider's web provides no cover. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, a break DC of 17, and an Escape Artist DC of 13; sheet webs have damage reduction 5/-. The strands of the web are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. A Wolf Spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Improved Scent (Ex): A Wolf Spider has a +6 racial bonus on Survival checks when tracking by scent.

Skills and feats: A Wolf Spider gets the Alertness feat for free and has a +2 racial bonus on Hide, Listen, and Move Silently, a +8 racial bonus on Spot checks, and a +10 racial bonus on jump checks.