Echinodaemons are rarely seen, sticking to the deepest chasms of Abaddon’s foul seas. Embodying death by crushing pressure at the ocean floor, echinodaemons only rarely follow other daemons into battle, cleaning up already weakened opponents and devouring the corpses of the fallen.
An echinodaemon’s body is almost entirely mouth, its slavering maw filled with two rows of shark-like teeth and balanced on two spindly legs. Tentacles resembling a cross between a squid’s and a spiny starfish’s emerge from its lumpish body at random points. It has no eyes.
Echinodaemons are not very intelligent and are of limited use to other daemons, so their role in battle is limited to taking up flanking positions to aid more powerful fiends. Left to their own devices, they scavenge whatever they can find in Abaddon’s putrid oceans. They are not capable swimmers, instead simply walking or climbing along the ocean floor.
ECHINODAEMON
CR: 8
XP: 4,800
NE Large outsider (aquatic, daemon, evil, extraplanar)
Init: +5; Senses: Tremorsense 60 ft.; Perception +12
Aura: Nauseating (30 ft.)
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AC: 21, touch 11, flat-footed 20 (+1 Dex, +11 natural, -1 size)
hp: 105 (10 HD)
Fort +10, Ref +8, Will +8
DR 10/good or silver; Immune: Acid, blind, bottom dweller, death effects, disease, poison; Resist: Cold 10, electricity 10, fire 10; SR 19
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Speed: 30 ft., climb 30 ft.
Melee: Bite +15 (1d8+6), 4 tentacles +10 (1d6+3)
Space: 10 ft.; Reach: 10 ft. (5 ft. with bite)
Special Attacks: Rend (2 tentacles, 2d6+9 plus infernal wound)
Spell-Like Abilities (CL 8th, concentration +8):
1/day - Summon (level 5, 1 echinodaemon, 40%)
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Str 22, Dex 13, Con 20, Int 6, Wis 8, Cha 11
Base Atk: +10; CMB: +17; CMD: 28
Feats: Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack
Skills: Climb +14, Escape Artist +14, Perception +12, Stealth +10, Swim +19
Languages: Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ: Amphibious
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Environment: Any aquatic (Abaddon)
Organization: Solitary, cluster (3-5), or tangle (7-12)
Treasure: Standard
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Blind (Ex): An echinodaemon is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Bottom Dweller (Ex): Echinodaemons are immune to water pressure damage and nonlethal damage from hypothermia. Although echinodaemons have the aquatic subtype, they do not have a swim speed.
Infernal Wound (Su): The damage an echinodaemon deals as it rends with its terrible hooked tentacles causes persistent wounds. Any creature injured by the echinodaemon's rend attack takes 1 bleed per round. The wound does not heal naturally and resists healing spells. The bleed can be stopped by a DC 20 Heal check, a cure spell, or a heal spell; however, a creature attempting to cast a cure or heal spell to heal such a wound must succeed on a DC 20 caster level check, or the spell fails. The save DC is Constitution-based.
Nauseating Aura (Su): Creatures within 30 feet of an echinodaemon must succeed at a DC 20 Fortitude save or become nauseated for 1 round, Daemons are immune to this effect. The save DC is Constitution-based.
Neither quite fish nor frog, reptile nor human, kuo-toas are degenerate ichthyoids that inhabit the deep places of the world.
The kuo-toas are an ancient race whose history stretches back before the memory of the surface races. Their primeval empire, coexistent with the prehistoric cultures of the serpentfolk and troglodytes, was once powerful and sophisticated, but due to external pressures and internal conflicts, the kuo-toas have been reduced to scattered tribes wallowing in brutality and insanity.
Kuo-toa settlements function as city-sized temples to their alien goddess and her merciless priests, known as whips, are absolute rulers. Enforcing the whips' edicts are orders of monks known as monitors who act as secret police, punishing the insufficiently servile and corralling the insane into gibbering mobs. Squads of elite fighters protect the settlement's outskirts and raid other subterranean races for slaves. Kuo-toas must live near water to lay their eggs, but most of their settlements are above ground to house their air-breathing slaves, with only the hatcheries and central shrine fully submerged.
To the kuo-toas, all other races are inferior and exist only as potential slaves. The sole exception are the drow, with whom the kuo-toa have a lucrative slave trade, though they will enslave lone dark elves without hesitation. Svirfneblin, duergar, orcs, mongrelmen, and vegepygmies are common targets for kuo-toa slave raids. The only race they never enslave are the skum, whom they destroy on sight.
Kuo-toas originated in the Sightless Sea of darkest Orv, but driven out in a genocidal war by the monstrous aboleths, they spread throughout Golarion's Darklands, and even into the deepest crevices of the surface oceans. The aboleths cursed the kuo-toas with near-contagious insanity that has prevented them from rebuilding their ancient empire. Furthermore, the aboleths are thought to have bred kuo-toas with humans to create their slave race, the ulat-kini, known on the surface as skum. Kuo-toas despise skum above all other enemies and will not suffer the deep ones to live.
KUO-TOA
CR: 3
XP: 800
NE Medium monstrous humanoid (aquatic)
Init: +0; Senses: Darkvision 60 ft., keen sight; Perception +13
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AC: 16, touch 10, flat-footed 16 (+6 natural)
hp: 30 (4 HD)
Fort +5, Ref +4, Will +6
Defensive Abilities: Slippery; Immune: Paralysis, poison; Resist: Electricity 10
Weakness: Light blindness
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Speed: 20 ft., swim 50 ft.
Melee: Spear +6 (1d8+3/x3), bite +4 (1d4+2)
Ranged: Spear +4 (1d8+2/x3/20 ft.)
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Str 15, Dex 10, Con 15, Int 13, Wis 14, Cha 8
Base Atk: +4; CMB: +5; CMD: 15
Feats: Great Fortitude, Multiattack
Skills: Craft (any one) +8, Escape Artist +12, Perception +13, Stealth +7, Swim +16; Racial Modifiers: +8 Escape Artist, +4 Perception
Languages: Aquan, Undercommon
SQ: Amphibious, weapon familiarity
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Environment: Temperate ocean or underground
Organization: Patrol (2-4 plus 1 3rd-level cleric), squad (6-11 plus 1 or 2 3rd-level clerics, 1 or 2 4th-level monks, and 1 8th-level fighter), band (20-50 plus 100% noncombatants plus 2 3rd-level clerics, 2 8th-level fighters, and 1 10th-level fighter), or tribe (40-400 plus 1 3rd-level cleric per 20 adults, 1 4th-level monk, 4 8th-level fighters, 1 10th-level cleric, and 2 10th-level fighters)
Treasure: Standard
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Keen Sight (Ex): Kuo-toas have excellent vision thanks to their two independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects avoid their notice.
Slippery (Ex): Kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs, magical or otherwise, don't affect kuo-toas, and they gain a +8 racial bonus on Escape Artist checks.
Weapon Familiarity (Ex): Kuo-toas treat pincer staffs as martial weapons.
ADVANCED KUO-TOAS
Kuo-toas have two abilities that grant benefits to individuals with class levels. The adhesive special quality is of use to kuo-toas of any class that grants proficiency with shields, while the lightning bolt special attack is usable only by kuo-toas with cleric levels.
Adhesive (Ex): Kuo-toas use their own body oil and other materials to give their shields a finish almost like flypaper, holding fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a kuo-toa holding a shield must succeed on a Reflex save (DC 10 + 1/2 the kuo-toa's racial Hit Dice + the kuo-toa's Constitution score; DC 14 for a standard kuo-toa), or the attacker's weapon sticks to the shield and is yanked out of the wielder's grasp. Creatures using natural weapons are automatically grappled if they get stuck.
A kuo-toa requires 1 hour and special materials costing 20 gp to coat a shield with adhesive. The adhesive remains good for up to three days until it actually catches someone or something (in which case the shield can trap no additional items, since the adhesive is used up). Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check.
Lightning Bolt (Su): Two or more kuo-toa clerics, operating together, can generate a stroke of lightning every 1d4 rounds. The clerics must join hands to launch the bolt but need merely be within 30 feet of one another while it builds. The lightning bolt deals 1d6 points of electricity damage per cleric, but a successful Reflex save (DC 13 + number of clerics) halves this amount.
PINCER STAFF
A pincer staff is an exotic two-handed weapon that costs 8 gp and weighs 8 lb. Many kuo-toa fighters and all clerics of 7th level or higher wield this weapon. A pincer staff deals 1d10 points of bludgeoning damage, threatens a critical hit on a natural 20, and deals double damage on a critical hit. It has a 10-foot reach and cannot be used against an adjacent opponent. A wielder that hits an opponent of at least Small but no larger than Large size with a pincer staff can attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder wins the grapple check, the staff establishes a hold and grabs the opponent, dealing 1d10 points of damage each round the hold is maintained.
More commonly known simply as "demon rays", ixitxachitl (pronounced "ish-it-SHACH-itl") are manta-shaped slavers and murderers fanatically loyal to their creator, the demon lord Demogorgon. Outwardly, ixitxachitl are difficult to distinguish from large black rays or skates, but their fang-filled mouths give them away.
Ixitxachitl gather in vast shoals of up to two-hundred individuals, dwelling in undersea tunnel complexes dug for them by slaves gathered from other aquatic races, especially merfolk, locathahs, and aquatic elves. Smaller pods of demon rays may be found swimming freely in the tropical ocean waters they call home. Ixitxachitl often have an understanding with other evil races such as sahuagin, though alliances tend to fall apart quickly due to the demon rays' tendency to turn on their allies when sources of slaves and sacrifices dry up.
Ixitxachitl are devoted worshipers of Demogorgon and seek a constant supply of captives to sacrifice in his name; many of their kind have levels in cleric and are formidable spellcasters. Demon rays who question Demogorgon are immediately killed without mercy. Many ixitxachitl collect magical rings to wear on their tails and other magic items that do not require hands to use.
Ixitxachitl can be found throughout the warmer reaches of the Arcadian and Obari Oceans, especially the Fever Sea off western Garund, where they are a frequent danger for the pirates of the Shackles. They are most plentiful, however, in the waters off central Arcadia, whose human inhabitants gave them their name.
IXITXACHITL (Demon Ray)
CR: 1
XP: 400
CE Small aberration (aquatic)
Init: +3; Senses: Darkvision 60 ft.; Perception +6
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AC: 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp: 13 (2 HD)
Fort +1, Ref +3, Will +5
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Speed: Swim 30 ft.
Melee: Bite +3 (1d6+1), sting +3 (1d6+1)
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Str 12, Dex 16, Con 15, Int 12, Wis 13, Cha 7
Base Atk: +1; CMB: +1; CMD: 14
Feats: Dodge
Skills: Acrobatics +8, Knowledge (religion) +6, Perception +6, Stealth +12, Survival +6, Swim +9
Languages: Abyssal, Aquan
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Environment: Warm ocean
Organization: Solitary, pair, pod (5-12 plus 1 2nd-level cleric), or shoal (10-100 plus 5 2nd-level clerics, 2 5th-level clerics, and 20-200 slaves of various aquatic races)
Treasure: Standard
VAMPIRIC IXITXACHITL
Despite their name, vampiric ixitxachitl are not undead. These demon rays, slightly smaller but more robust than others, are gifted by Demogorgon with the ability to drain the life energy from their victims. Only one in a hundred ixitxachitl is born with this blessing, seemingly at random, and they inevitably become leaders and champions among their kind.
VAMPIRIC IXITXACHITL
CR: 3
XP: 800
CE Small aberration (aquatic)
Init: +3; Senses: Darkvision 60 ft.; Perception +8
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AC: 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
hp: 30 (4 HD)
Fort +3, Ref +4, Will +6
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Speed: Swim 30 ft.
Melee: Bite +8 (1d6+2 plus energy drain), sting +8 (1d6+2)
Special Attacks: Energy drain (1 level, DC 14)
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Str 14, Dex 16, Con 17, Int 12, Wis 13, Cha 15
Base Atk: +3; CMB: +3; CMD: 16
Feats: Dodge, Weapon Finesse
Skills: Acrobatics +10, Knowledge (religion) +8, Perception +8, Stealth +14, Survival +8, Swim +10
Languages: Abyssal, Aquan
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Environment: Warm ocean
Organization: Solitary, pair, pod (1-2 plus 5-12 average ixitxachitls and 1 2nd-level cleric), or shoal (1-2 plus 10-100 average ixitxachitls, 5 2nd-level clerics, and 20-200 slaves of various aquatic races)
Treasure: Standard
GREATER VAMPIRIC IXITXACHITL (CR 5)
Greater vampiric ixitxachitl have the advanced and giant simple templates plus the following abilities.
Demogorgon’s Blessing (Su): Other demon rays within 10 ft. of a greater vampiric ixitxachitl gain a +2 profane bonus on attack and damage rolls. Bonuses from multiple greater vampiric ixitxachitls do not stack.
Poison (Ex): Sting - injury; save Fort DC 17, frequency 1/round for 6 rounds, effect 1d2 Con, cure 2 saves. The save DC is Constitution-based.
I'm a little proud of myself for being able to spell "ixitxachitl" without having to look it up.
Umber hulks are massive coleopterous killers native to the deep places of the earth. They are split into two populations: lone predators of the subterranean world one one hand, willing slaves of the spiderlike neogi on the other.
Umber hulks are relentless juggernauts. They possess two sets of eyes: one pair of large, multifaceted eyes on the sides of the head that they use to see, and another smaller, uncannily humanoid pair of eyes in the center of the face that glow with a bright coruscating light. The smaller eyes give off a strange magical light that temporarily maddens and confuses those that meet their gaze, making them easier prey.
"Wild" umber hulks are the type most often encountered by humanoids. These insectile brutes tunnel through the stone of the Darklands in search of prey to terrorize in devour. They use their ability to dig through solid rock to create elaborate warrens. Umber hulks usually wait near the center of their warrens, listening for vibrations that alert them to the presence of prey and then stalking them through the mazelike tunnels, waiting for the right moment to burst through the stone and surprise the unfortunate meals. When driven by hunger, however, they go on the prowl, especially favoring dwarves, whose mines they frequently invade, giving them a dreaded reputation among the stout folk.
Though just as intelligent as humans and capable of speech, wild umber hulks rarely have anything to say. They are cruel and malicious toward their victims and spitefully destroy anything they cannot use, such as armor or weapons. They understand the value humanoids place on gems and precious metals, however, and keep a small hoard of coins and jewelry in their lairs solely for use as bait. Despite their belligerence, wild umber hulks may willingly serve powerful evil creatures if kept well fed.
VODYANOI
Vodyanoi are aquatic cousins - or perhaps forebears - of the common umber hulk. They have the aquatic subtype, the amphibious special quality, and a swim speed of 20 ft. They only have one set of eyes (the large multifaceted pair on the sides of the head) and lack the common umber hulk's confusing gaze ability.
TRULY HORRID UMBER HULK
CR: 14
XP: 38,400
CE Huge aberration
Init: -2; Senses: Darkvision 60 ft., tremorsense 60 ft.; Perception +16
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AC: 32, touch 6, flat-footed 32 (-2 size, -2 Dex, +26 natural)
hp: 230 (20 HD)
Fort +12, Ref +6, Will +15
Weakness: Light sensitivity
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Speed: 20 ft., burrow 20 ft. (10 ft. through stone)
Melee: Bite +26 (3d8+12/19-20), 2 claws +25 (3d6+12)
Space: 15 ft.; Reach: 15 ft.
Special Attacks: Confusing gaze (DC 22)
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Str 34, Dex 6, Con 23, Int 10, Wis 17, Cha 14
Base Atk: +15; CMB: +29; CMD: 37
Feats: Great Fortitude, Improved Critical (bite), Improved Natural Armor (x3), Improved Natural Attack (claw), Power Attack, Lightning Reflexes, Toughness, Weapon Focus (bite)
Skills: Climb +35, Perception +26, Sense Motive +23, Stealth +13
Languages: Terran, Undercommon
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Environment: Underground
Organization: Solitary
Treasure: Standard
Those umber hulks who survive to advanced age are truly horrid. These monstrosities kill and eat whatever they come across, even their own kind. They may be found in the service of evil dragons or mages, but are more often lone predators.