Behemoth
Large Outsider (Chaotic, Evil)
Hit Dice: 12d8+60 (114 hp)
Initiative: -1 (Dex)
Speed: 40 ft.
Armor Class: 21 (-1 size, -1 Dex, +13 Natural)
Attack: Bite 2d6+4, Gore 1d8+9
Full Attack: Bite +13 melee (2d6+4) and gore +19 melee (1d8+9)
Space/Reach: 5 ft. by 10 ft./ 10 ft.
Special Attacks: Charge, Roar
Special Qualities: Poison and lightning immunity, cold, fire, and acid resistance 20, damage reduction 20, scent
Saves: Fort +13, Ref +7, Will +9
Abilities: Str 28, Dex 8, Con 20, Int 15, Wis 13, Cha 11
Skills: Climb +21, Jump +21 Listen +5, Spot +5, Survival +13
Feats: Cleave, Great Cleave, Power Attack, Track
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 12
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement: 13-15 HD (large), 16-31 HD (huge)
Level Adjustment: --

These monstrous beasts are often used as demonic guard dogs. A behemoth is a 14-foot-long bull like creature with deep purple skin with a red to yellow mane and deadly ebony horns that shred all but the strongest armor. Behemoths understand Abyssal.

Combat

Behemoths prefer melee combat, where their great strength serves them well.

Charge (Ex):A behemoth typically begins a battle by charging at an opponent, lowering its head to bring is mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows thee beast to make a single gore attack that deals 4d6+6 points of damage.

Roar (Su): Once per day, a behemoth can bellow an ear-splitting roar. Those within 30 feet of the behemoth must succeed at a Fortitude save (DC 13) or be stunned for 1d4 rounds by this sonic attack. Stunned characters lose their Dexterity bonus and can take no actions. Foes gain a +2 bonus to hit stunned characters. Those within 10 feet of the behemoth must also succeed at a Fortitude save (DC 13) Or become deafened for 2d10 minutes. Deafened characters cannot hear, suffer a –4 penalty on initiative, and have a 20% chance of spell failure when casting spells with verbal components. They cannot make Listen checks.

Bomb
Small Elemental (fire)
Hit Dice: 2d8 (9 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft.
Armor Class: 15 (+1 size, +1 Dex, +3 Natural)
Attack: Bite +3 melee (1d4) and 1d4 fire
Full Attack: Bite +3 melee (1d4) and 1d4 fire
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Battle Growth, Burn, Fire spit, Suicide
Special Qualities: Elemental Traits, Fire subtype, Fire heal
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Improved Initiative, Weapon Finesse (bite)
Environment: Any warm land
Organization: Solitary, cinder (3-6), inferno (7-15)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: --
Level Adjustment: --

Bombs are malevolent balls of elemental fire. Fast and agile, the merest touch from their fiery bodies is sufficient to set many materials aflame. A bomb looks like a large ball of fire with small armlike appendages on each side; a huge gaping mouth with sharp looking teeth dominates the front. A bomb cannot enter water or any other nonflammable liquid. Bombs speak Ignan, though they rarely choose to do so. When one does, its voice sounds like the crackle and kiss of a great fire.

Combat

A bomb is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning creatures and objects to ash. A bomb has been known to sacrifice itself to eliminate its enemies.

Burn(Ex): Those hit by a bomb’s bite attack must succeed at a Reflex save (DC 11, 14 for medium, 17 for large) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a bomb with natural weapons or unarmed attacks take fire damage as though hit by the bombs attack, and also catch fire unless they succeed at a Reflex save.

Battle Growth (Su): When a bomb reaches half its hp and then again at one third of its hp, a bombs internal furnace increases, as does the size of the bomb becoming one size category larger as per the enlarge spell.

Flame Spit (Su): Once per round, a bomb can spit flames at one target up to 10 feet away. This attack deals 1d4 points of fire damage.

Fire Heal (Ex): Fire and heat heal a bombs wounds. For every round that the creature is exposed to flame of heat intense enough to deal at least 1 point of damage, the creature instead gains the benefit of a cure minor wounds spell (1 hit point healed). Two or more bombs touching each other provide enough heat for fire healing.

Fire Subtype (Ex): A bomb is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.

Suicide (Ex): When a bomb reaches 0 hp it performs a suicide attack. This attack destroys the bomb, but also deals one target chosen by the bomb an amount of fire damage equal to 1d10.

Grenade
Small Elemental (fire)
Hit Dice: 6d8 (25 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft.
Armor Class: 17 (+1 size, +1 Dex, +5 Natural)
Attack: Bite 1d4 and 2d4 fire
Full Attack: Bite +3 melee (1d4) and 2d4 fire
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Battle Growth, Burn, Fire spit, Suicide
Special Qualities: Elemental, Fire subtype, Fire heal
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 15, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +5, Spot +5
Feats: Improved Initiative, Weapon Finesse (bite)
Environment: Always warm land
Organization: Solitary, cinder (3-6), inferno (7-15)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: --
Level Adjustment: --

Grenades are malevolent balls of elemental fire. Fast and agile, the merest touch from their fiery bodies is sufficient to set many materials aflame. A grenade looks like a large ball of ebony fire with small armlike appendages on each side; a huge gaping mouth with sharp looking teeth dominates the front. A Grenade cannot enter water or any other nonflammable liquid. Grenades speak Ignan, though they rarely choose to do so. When one does, its voice sounds like the crackle and kiss of a great fire.

Combat

A grenade is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning creatures and objects to ash. A grenade has been known to sacrifice itself to eliminate its enemies.

Burn (Ex): Those hit by a grenade’s bite attack must succeed at a Reflex save (DC 11, 14 for medium, 17 for large) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a grenade with natural weapons or unarmed attacks take fire damage as though hit by the bombs attack, and also catch fire unless they succeed at a Reflex save.

Battle Growth (Su): When a grenade reaches half its hp and then again at one third of its hp, a grenades internal furnace increases, as does the size of the grenade becoming one size category larger as per the growth spell.

Flame Spit (Su): Once per round, a bomb can spit flames at one target up to 10 feet away. This attack deals 3d4 points of fire damage.

Fire Heal (Ex): Fire and heat heal a grenades wounds. For every round that the creature is exposed to flame of heat intense enough to deal at least 1 point of damage, the creature instead gains the benefit of a cure minor wounds spell (1 hit point healed). Two or more grenades touching each other provide enough heat for fire healing.

Fire Subtype (Ex): A grenade is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.

Suicide (Ex): When a grenade reaches 0 hp it performs a suicide attack. This attack destroys the grenade, but also deals one target chosen by the grenade an amount of fire damage equal to 5d10.

Cactuar
Tiny Plant
Hit Dice: 1d8 (6 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 14 (+2 size, +2 Dex)
Attack: Slam +1 melee (1d3-1)
Full Attack: 2 slams +1 melee (1d3-1)
Space/Reach: 2 1/2ft. by 2 1/2 ft./0 ft.
Special Attacks: Thousand Needles
Special Qualities: Plant traits, Expeditious Retreat, Flee
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 8, Dex 15, Con 11, Int 9, Wis 12, Cha 8
Skills: Hide* +3, Intuit Direction +3, Survival +7
Feats: Alertness, Run
Environment: Any Desert
Organization: Solitary
Challenge Rating: 1
Treasure: Nonstandered (double coin)
Alignment: Usually Neutral
Advancement: --
Level Adjustment: --

The cactuar are small, mobile cactus that are exceedingly nervous. Cactuar's love the desert not only for the climate but for the wide open space, which gives it plenty of options when running away. Running away is what cactuar's are good at, in fact a cactuar often does not stay till the end of battle, even if it is winning.

Combat

A cactuar is a ineffective fighter. If forced to fight, they tend to rush a single opponent. Because a cactuar has a reach of 0 feet, it must enter an opponent's space to make melee attacks.

Expeditious Retreat(Ex): At will a cactuar can cast upon itself expeditious retreat as the spell.

Flee(Ex): When a cactuar enters combat, there is a cumulative 5% chance each round that it will run from battle.

Thousand Needles(Ex): When all else fails a cactuar can shoot one thousand tiny needles from its body that worm through armor or any type of protection, although creatures with damage reduction are immune. The subject takes 2d6 damage immediately and the target takes -4 penalty on attacks, saves and checks for 1d6 rounds. A successful Fortitude save reduces the damage to half and negates the circumstance penalty. This ability is useable every 1d6 rounds.

Skills: *A cactuar receives a +4 racial bonus on hide checks when in a desert area.

Land Worm
Gargantuan Beast
Hit Dice: 16d10+40 (175 hp)
Initiative: -2 (Dex)
Speed: 20 ft., burrow 20 ft.
Armor Class: 17 (-4 size, -2 Dex, +13 Natural)
Attack: Bite 2d8+12
Full Attack: Bite +20 melee (2d8+12)
Space/Reach: 30 ft. by 30 ft./ 15 ft.
Special Attacks: Earthquake, Improved Grab, Swallow Whole
Special Qualities: Tremorsense
Saves: Fort +17, Ref +8, Will +4
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Environment: Any desert or underground
Organization: Solitary
Challenge Rating: 12
Treasure: No coins, 50% goods (stone only), no items
Alignment: Always neutral
Advancement: 16-32 HD (Gargantuan); 33-45 HD (Colossal)
Level Adjustment: --

These massive scavengers attempt to consume any organic material they find. Land worms are feared for swallowing their prey whole: Entire groups of adventurers have vanished down their gullets, one member after the other. A mature land worm is 6 feet in diameter and 70 feet long, weighing about 40,000 pounds. It has a toothy maw that has many rows of teeth. A typical land worm’s body is a dark tan to light brown. A land worm consumes great quantities of dirt and rock when tunneling. Its gizzard may hold gems or other acid-resistant items. In mineral-rich areas, land worm castings might contain unrefined ores.

Combat

In battle, a land worm ambushes its prey by bursting out of the ground, and then it strikes out when its prey is stunned by its earthquake attack with its mighty teeth.

Earthquake (Su): Minute vibrations within the beast pulse outward increasing in intensity, causing the surrounding area to tremble and shake. This ability is similar to the earthquake spell.

Improved Grab (Ex): To use this ability, the land worm must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the foe.

Swallow Whole (Ex): A land worm can swallow a single creature that is at least one size category smaller than itself by making a successful grapple check, provided it already has that opponent in its maw (see improved grab above). Once inside the land worm, the opponent takes 2d8+12 points of bludgeoning damage and 1d8 points of acid damage per round from the worm’s gizzard. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the land worm’s maw, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 20 points of damage to the stomach (AC 20) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A land worm’s gizzard can hold 2 large, 8 Medium-size, 16 Small, or 64 Tiny or smaller opponents.

Tremorsense (Ex): A land worm can automatically sense the location of anything within 60 feet that is in contact with the ground.

Magic Pot
Tiny Outsider (Neutral)
Hit Dice: 16d8+40 (168 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 50 ft. (perfect)
Armor Class: 28 (+2 size, +3 Dex, +13 Natural)
Attack: Slam 1d6
Full Attack: Slam +5 melee (1d6)
Space/Reach: 2 1/2 ft. by 2 1/2 ft./ 0 ft.
Special Attacks: Bad Mouth
Special Qualities: Pot Luck, Teleport
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 2
Treasure: Non-Standard (potions only)
Alignment: Always neutral
Advancement: 4-6 HD (Tiny)
Level Adjustment: --

Magic pots are small, imp-like creatures that live in floating pots decorated with magical runes (hence the name). Often teleporting away when encountered not much is known about these reclusive beings, including where they came from. They are never seen outside of their pots due to the fact that if ever removed from them they will die in 1d4 rounds and the pot will crumble to dust.

Combat

Magic pots are rarely aggressive, and prefers to teleport away. When encountered, a magic pot will ask for an elixir, if they party has one and give it to the magic pot it will disappear leaving a small amount of treasure behind, no one knows why they want this item or what they do with them. If provoked, a magic pot will defend itself until escape is possible.

Bad Mouth (Su): Magic pots are able to cause one opponent (Reflex 15) with a random effect. Roll 1d6 to determine the effect, re-roll on a 1, 2-6 cause one of the following: Confusion as the spell; Poison as the spell; Sleep as the spell; Shrinks to one half the original size, as the reduce spell; or take 1d8 points of damage. Each effect last 1d4 rounds.

Pot Luck (Ex): The pot that a magic pot lives in grants it a +4 luck bonus to all saving throws, plus makes the magic pot immune to all poisons, diseases, and curses.

Teleport (Ex): A magic pot can teleport away as a free action as often as it wants, as the teleport spell.

Malboro
Huge Plant
Hit Dice: 12d8+48 (102 hp)
Initiative: +0
Speed: 10 ft.
Armor Class: 16 (-2 size, +8 Natural)
Attack: Slam 2d4+9, bite 1d6+4 and 1d4 acid
Full Attack: Slam +4 melee (2d4+9) and bite +10 melee (1d6+4) and 1d4 acid
Space/Reach: 10 ft. by 10 ft./ 15 ft.
Special Attacks: Bad Breath, Improved Grab, Swallow Whole, Toxic Teeth
Special Qualities: Plant traits, Woodsense
Saves: Fort +12, Ref +4, Will +4
Abilities: Str 29, Dex 10, Con 18, Int 4, Wis 11, Cha 6
Environment: Any temperate forest or marsh
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Level Adjustment: --

A malboro is an ambulatory vegetable horror that stalks prey in forests or in swamps. These carnivorous plants are bold and rush out to attack prey. Malboro hunt during the day and become less active when the sun sets. A malboro is a large mouth with dozens of tooth like thorns within set upon many small tentacle-like roots it uses to move. Surrounding the mouth many small stalks flail around and resemble eyes but are actually the leaves of this monstrus plant that absorb the light from the sun to provide energy when food is not readily available.

Combat

A malboro has little strategy, preferring to weaken its prey with its bad breath attack and then try to swallow it whole.

Bad Breath (Su): Twice per day a malbro can emit a foul gas that causes many different status ailments. The breath’s are is a 50 foot cone (Reflex save 15), A creature hit by a malboro’s bad breath attack immediately must make a separate Fort saves (DC 16) for each or be affected by the following effects: Confusion as the spell; Poison as the spell; Sleep as the spell; Shrinks to one half the original size, as the reduce spell; and take 1d8 points of damage. Each ailment lasts 3d6+1 rounds.

Improved Grab (Ex): If a malboro hits an opponent that is at least one size category smaller than itself with a grapple as a free action without provoking an attack of opportunity (grapple bonus +26). If it gets a hold, it can transfer the opponent to its maw with another successful grapple check, dealing automatic bite damage, then try to swallow in the next round. Alternatively, the malboro has the option to conduct the grapple normally, or simply use its maw to hold the opponent (-20 penalty on grapple check, but the malboro is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam or bite damage, as appropriate.

Swallow Whole (Ex): A malboro can swallow a single creature that is at least one size category smaller than itself by making a successful grapple check (grapple bonus+26), provided it already has that opponent in its maw (see improved grab above). Once inside the malboro, the opponent takes 2d6+9 points of bludgeoning damage and 2d4 points of acid damage per round from the plant’s stomach. A successful grapple check allows the swallowed creature to climb out of the stomach and return to the malboro’s maw, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 20 points of damage to the stomach (AC 18) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A malboro’s stomach can hold 1 large, 4 Medium-size, 16 Small, or 64 Tiny or smaller opponents.

Toxic Teeth (Ex): A malboro’s bite attack also does 1d4 of acid damage.

Woodsense (Ex): A malboro can automatically sense the location of anything within 60 feet that is in contact with vegetation, even objects or creatures that are not in contact with the same vegetation as it is.

Ochu
Large Plant
Hit Dice: 6d8+6 (33 hp)
Initiative: +0
Speed: 20 ft.
Armor Class: 17 (-1 size, +8 Natural)
Attack: Tentacle rake 1d6, bite 1d4
Full Attack: 2 tentacle rakes +3 melee (1d6) and bite –2 melee (1d4)
Space/Reach: 5 ft. by 5 ft./ 10 ft. (15 ft. with tentacle)
Special Attacks: Improved Grab, Constrict 1d6, Poison Tentacle, Pollen
Special Qualities: Plant traits, Blindsight
Saves: Fort +3, Ref +2, Will +6
Abilities: Str 11, Dex 10, Con 13, Int 4, Wis 11, Cha 6
Skills: Hide +5*, Listen +6, Spot +9
Feats: Alertness
Environment: Any temperate forest
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: --
Level Adjustment: --

Ochu’s are grotesque plant monsters that lurk in deep forests. Although primarily scavengers, they never object to a meal of fresh meat when the opportunity presents itself. An ochu resembles a large bud of a flower with a wide gash filled with razor-sharp teeth for a mouth. The creature shuffles about on three thick, sturdy roots that it uses as feet, and grasps objects with two long tentacles covered in rough, thorny protrusions. The tentacles end in leaflike appendages covered in more thorny growths. A typical ochu’s body is 6 feet in diameter and weighs 500 pounds.

Combat

An ochu attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. Ochus rake and squeeze opponents with their tentacles, which they use to drag prey into their mouths. If an opponent is to strong an ohcu will use its pollen attack to put it to sleep.

Improved Grab (Ex): To use this ability, the ochu must hit a Medium-size or smaller opponent with a tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): An ochu deals automatic tentacle damage to a Medium-size or smaller opponent with a successful grapple check.

Poison Tentacle (Ex): An ochus tentacle spikes hold a minor poison (1 Dex Initial, 1d2 Str Secondary)

Pollen (Ex): As a standard action, an ochu can release a cloud of pollen that causes those caught to become sleepy (as the sleep spell). Pollen can be released either in a 120-foot spread or as a 40-foot ray against a single target. A Reflex save (DC 20, spread or 15, ray) avoids the attack.

Skills: *An ochu gains +4 to Hide checks when in any forested area.

Omega Weapon
Colossal Construct
Hit Dice: 96d10 (960 hp)
Initiative: -2 (Dex)
Speed: 60 ft. (can’t run)
Armor Class: 60 (-8 size, -2 Dex, +60 Natural)
Attack: Slam 12d6+35
Full Attack: 2 slams +99 melee (12d6+35)
Space/Reach: 40 ft. by 60 ft./ 25 ft.
Special Attacks: Frightful Presence, Omega Blast, Omega Ray
Special Qualities: Construct traits, magic resistance, resistant to blows
Saves: Fort +32, Ref +30, Will +33
Abilities: Str 80, Dex 7, Con --, Int 9, Wis 12, Cha 7
Environment: Any underground
Organization: Solitary
Challenge Rating: 40
Treasure: *Special
Alignment: Always neutral evil
Advancement: 97-288 HD (Colossal)
Level Adjustment: --

In an age long passed, the heretic Omega was struck down and cursed by the gods for his attempt to surpass them in power. All records of his existence were destroyed, and now only the ancient legend of his folly sung by bards are all that is left. Omega was a high priest of a now long dead religion. In time he grew to loath the gods he once worshiped, and secretly, started to call forth ancient powers that would grant him the power to slay and take the power of the gods themselves. The gods discovered his treachery, and cursed him with immortality and a twisted body to match his twisted soul. He was placed in a hidden dungeon he could never escape from. In his prison Omega has sat, gathering power, and waited for the day he could be free to seek his revenge upon his most hated enemies, the gods and their worshipers.

Combat

Once a calculated and cunning man, Omega Weapon try’s to eliminate all who enter his prison with unbridled anger and with all his powers, using his omega blast to wipe out his prey. Any that survive have only moments to live when Omega moves in with his omega ray to finish them off.

Frightful Presence (Ex):The Omega Weapon radiates malignancy to all living creatures, causing all who come within one mile of it to make Will saves (DC 56). Those who make their save are shaken. Those who fail by 20 points or less are frightened. Those who fail by 21 to 40 points are panicked. Those who fail by 41 points or more are cowering.

Magic Resistance (Su):Magical attacks deal only half damage to the Omega Weapon. Apply this effect before damage reduction.

Omega Blast (Su):This deadly blast extinguishes the life forces of all living creatures. Every living creature caught in the path of this immense cone of horror must make Fortitude save (DC 60). A successful save saves the creature from instant death and instead deals 50d10 points of damage. A failed save results in a death that only the gods themselves could reverse.

Omega Ray (Su):): A devastating attack of unimaginable force, tearing through creatures and objects in its path. This attack causes 60d12 (DC 72) points of damage to everything caught within its path. A Reflex save halves the damage.

Resistant to Blows (Ex): Physical attacks deal only half damage to the Omega Weapon. Apply this effect before damage reduction.

*Special:The Omega Weapon carries no treasure, but upon its defeat the spirit within is released, the body disappears and all that is left behind is the Emblem of Omega.

Tonberry
Small Dragon
Hit Dice: 10d12+30 (95 hp)
Initiative: +0
Speed: 10 ft.
Armor Class: 20 (+1 size, +9 natural)
Attack: Chef's Knife (+3 dagger) +3 melee (1d4+3)
Full Attack: Chef's Knife (+3 dagger) +3 melee (1d4+3)
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Chef's Knife, Everyone's Grudge
Special Qualities: Keen Senses, Trip
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 12, Dex 10, Con 16, Int 10, Wis 10, Cha 8
Skills: Listen +7, Move Silently +13 Survival +7
Feats: Toughness, Weapon Focus (Chef's Knife)
Environment: Usualy Underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually Neutral
Advancement: --
Level Adjustment: +3

Tonberry's are small, reptilian creatures with fine, dark green scales that are as tough as steel. Almost nothing is known about tonberry society due to the fact that when anyone approach's they are usually attacked. Standing only around two feet high and staring out with their blank, yellow eyes, tonberry's wander around ancient ruins and dungeons with seemingly no purpose. Wearing simple brown robes and armed with a copper lantern and their knife, a tonberry's knife is a +3 dagger. In the hand of any other creature other than a tonberry, the dagger is a +1 dagger.

Combat

Any novice adventure would think at first glance that they're easy prey, but the slow moving tonberry is a deadly adversary that even the most hardy veteran is pose to avoid. The ability to kill an enemy with one blow and the uncanny ability to know exactly how many other tonberry's an opponent has defeated before, these are the legends of the tonberry.

Chef's Knife(Ex): A tonberry, when attacking with his knife, adds the number of tonberrys the opponent has defeated in the past to the damage.

Everyone's Grudge(Ex): There is a 25% chance that when a tonberry uses his chef's knife ability, it instead uses everyone's grudge. When a tonberry attacks it speaks a single word that can kill an enemy with one blow. Everyone's grudge is the same as Chef's knife plus the tonberry uses the spell power word, kill.

Trip(Ex): On a tonberry's turn roll 1d6, on a natural 1 the tonberry trips on his robe and performs no action that turn.

Tonberry King
Large Dragon
Hit Dice: 10d12+30 (195 hp)
Initiative: +0
Speed: 15 ft.
Armor Class: 25 (-1 size, +15 natural)
Attack: Chef's Knife (+3 unholy dagger) +3 melee (1d4+3)
Full Attack: Chef's Knife (+3 unholy dagger) +3 melee (1d4+3)
Space/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Chef's Knife, Everyone's Grudge, Summon Tonberry
Special Qualities: Keen Senses, Trip
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 20, Dex 10, Con 18, Int 9, Wis 10, Cha 8
Skills: Listen +7, Move Silently +13 Survival +7
Feats: Toughness, Weapon Focus (Chef's Knife)
Environment: Always Underground
Organization: Solitary
Challenge Rating: 11
Treasure: Double Standard
Alignment: Usually Lawful Neutral
Advancement: --
Level Adjustment: --

Tonberry Kings's are large, reptilian creatures with fine, dark green scales that are as tough as steel. They are the supreme rulers of the tonberrys. At any one point there is only one tonberry king. Standing around ten feet high and staring out with their blank, yellow eyes, tonberry's wander around ancient ruins and dungeons with seemingly no purpose. Upon their head sits a small golden crown. Tonberry king's wear brown robes with an intricate design sewing in gold thread and armed with a copper lantern and their knife, a tonberry king's knife is a +3 unholy dagger. In the hand of any other creature other than a tonberry king, the dagger is a +1 dagger.

Combat

Tonberry king's will attack those who enter it's domain with the same blank expression as a regular tonberry. If the tonberry king feels the need it will summon its subjects to aid in battle.

Chef's Knife(Ex): A tonberry king, when attacking with his knife, adds the number of tonberrys the opponent has defeated in the past to the damage.

Everyone's Grudge(Ex): There is a 40% chance that when a tonberry king uses his chef's knife ability, it instead uses everyone's grudge. When a tonberry king attacks it speaks a single word that can kill an enemy with one blow. Everyone's grudge is the same as Chef's knife plus the tonberry king uses the spell power word, kill.

Summon Tonberry(Sp): Twice per day a tonberry king can automatically summon 1d4 tonberrys.

Trip(Ex): On a tonberry king's turn roll 1d6, on a natural 1 the tonberry king trips on his robe and performs no action that turn.

Ultima Weapon
Colossal Construct
Hit Dice: 96d10 (528 hp)
Initiative: -2 (Dex)
Speed: 50 ft. (can’t run); fly 250 ft. (poor)
Armor Class: 60 (-8 size, -2 Dex, +60 Natural)
Attack: Huge greatsword 7d6+18, 2 slams 12d6+35
Full Attack: Huge greatsword +79 (7d6+18) or 2 slams +99 melee (12d6+35)
Space/Reach: : 40 ft. by 60 ft./ 25 ft.
Special Attacks: Ultima Ray
Special Qualities: Construct traits, magic resistance, resistant to blows
Saves: Fort +32, Ref +30, Will +33
Abilities: Str 80, Dex 7, Con --, Int 9, Wis 12, Cha 7
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 33
Treasure: *Special
Alignment: Always neutral
Advancement: 97-288 HD (Colossal)
Level Adjustment: --

Ancient texts say that the earth created a guardian long before the ages of man, or elf, or dragon, or even the coming of the gods. This guardian was created to protect the earth from an evil unknown. Most believe this to be the ravings of a mad man or nothing more than a fanciful tale of the druids. In truth there does exist such a creature, one born of the earth herself. Created before the gods first touched the earth, when they arrived, a battle ensued that nearly tore the earth asunder before the guardian was banished deep underground and forgotten. Ages went by until a fallen priest found the texts and sought out this ultimate weapon for his own purposes. Upon completing the ritual to release the weapon but before completing the ritual for gaining its power the gods fell upon him. The priest Omega took the place of the guardians prison and the Ultima Weapon was once again released upon the world to eliminate all who do harm to the earth, unfortunately due to its long captivity, the guardian views all as a threat and its enemy. Massive in size, the Ultima Weapon resembles a centaur-like beast with the lower half resembling that of a metallic dragon, covered in thick armor stronger than dragon scales, wielding a massive crystal sword.

Combat

The Ultima Weapon often approaches its prey from the air, slamming down on top, and immediately letting loose its ultima ray at the strongest enemy it perceives. It then dispatches the weaker opponents with its crystalline weapon.

Magic Resistance (Su):Magical attacks deal only half damage to the Ultima Weapon. Apply this effect before damage reduction.

Resistant to Blows (Ex): Physical attacks deal only half damage to the Ultima Weapon. Apply this effect before damage reduction.

Ultima Ray (Su):A devastating attack of unimaginable force, tearing through creatures and objects in its path. This attack causes 50d12 (DC 63) points of damage to everything caught within its path. A Reflex save halves the damage.

*Special:The Ultima Weapon carries no treasure, but upon it’s defeat the huge greatsword it wielded shrinks to normal size and reviles itself to be a weapon of immense power known as the Ultimate Weapon.