Haemophore
This small humanoid has webbed hands and feet. Its mouth is almost beak-like, with a W-shaped opening. It has two rows of small sucker-like rings down the front of its torso.HAEMOPHORE (CR 1)
XP 400
N Small monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +5
N Small monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +5
Defense
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 1 (2d10)
Fort +0, Ref +6, Will +3
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 1 (2d10)
Fort +0, Ref +6, Will +3
Offense
Speed 30 ft.
Melee bite +6 (1d4-2)
Special Attacks attach, blood drain
Statistics
Speed 30 ft.
Melee bite +6 (1d4-2)
Special Attacks attach, blood drain
Statistics
Str 7, Dex 17, Con 11, Int 10, Wis 10, Cha 10
Base Atk +2; CMB -1 (+3 grapple); CMD 12
Feats Weapon Finesse
Skills Perception +5, Stealth +12
SQ bloating
Base Atk +2; CMB -1 (+3 grapple); CMD 12
Feats Weapon Finesse
Skills Perception +5, Stealth +12
SQ bloating
Ecology
Environment moist rocky areas
Organization solitary or pair
Treasure standard
Special Abilities
Attach (Ex) A haemophore that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached haemophore loses its Dexterity bonus to AC and thus has an AC of 11. An attached haemophore can be struck with a weapon or grappled itself. To remove an attached haemophore, the opponent must achieve a pin against the creature.
Bloating (Ex) For every 3 points of Constituion that a haemophore inflicts while draining blood, its movement is reduced by 5 ft. At 0 ft., the haemophore is too bloated to take any further actions, and releases its prey. It regains 5 ft. of movement for every hour that it does not drain blood.
Blood Drain (Ex) A haemophore drains blood form 1d3 points of Constitution damage each round that it remains attached.
A haemophore is named for its habit of filling up on blood before a migration. It will suck blood from a victim until it is monstrously bloated and unable to move. While on the hunt, however, it is cunning and quiet, and will take time to gauge the strength and suitability of potential prey before attacking.
Attach (Ex) A haemophore that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached haemophore loses its Dexterity bonus to AC and thus has an AC of 11. An attached haemophore can be struck with a weapon or grappled itself. To remove an attached haemophore, the opponent must achieve a pin against the creature.
Bloating (Ex) For every 3 points of Constituion that a haemophore inflicts while draining blood, its movement is reduced by 5 ft. At 0 ft., the haemophore is too bloated to take any further actions, and releases its prey. It regains 5 ft. of movement for every hour that it does not drain blood.
Blood Drain (Ex) A haemophore drains blood form 1d3 points of Constitution damage each round that it remains attached.
A haemophore is named for its habit of filling up on blood before a migration. It will suck blood from a victim until it is monstrously bloated and unable to move. While on the hunt, however, it is cunning and quiet, and will take time to gauge the strength and suitability of potential prey before attacking.
Spider Hound
This creature's body looks like a cross between that of a dog and an insect. It moves on six multi-jointed legs, and has two smaller forelegs with grasping claws. Its head resembles that of a cockroach, and it has a long stinger where a dog's tail would be.SPIDER HOUND (CR 2)
XP 600
N Medium aberration
Init +2; Senses darkvision 60 ft., scent; Perception +5
Aura frightful presence (30 ft., DC 10)
N Medium aberration
Init +2; Senses darkvision 60 ft., scent; Perception +5
Aura frightful presence (30 ft., DC 10)
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 16 (3d8+3)
Fort +2, Ref +3, Will +4
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 16 (3d8+3)
Fort +2, Ref +3, Will +4
Offense
Speed 30 ft.
Melee bite +5 (1d6+3 plus trip), 2 claws (1d4+1), sting +3 (1d4+1 plus poison)
Special Attacks poison
Speed 30 ft.
Melee bite +5 (1d6+3 plus trip), 2 claws (1d4+1), sting +3 (1d4+1 plus poison)
Special Attacks poison
Statistics
Str 16, Dex 14, Con 12, Int 7, Wis 13, Cha 8
Base Atk +2; CMB +5 (+9 grapple); CMD 17 (25 vs. trip)
Feats Multiattack, Skill Focus (Survival)
Skills Acrobatics +6 (+14 jumping), Perception +5, Stealth +7, Survival +5 (+9 tracking by scent); Racial Modifiers +8 Acrobatics to jump, +4 Survival to track by scent
Ecology
Str 16, Dex 14, Con 12, Int 7, Wis 13, Cha 8
Base Atk +2; CMB +5 (+9 grapple); CMD 17 (25 vs. trip)
Feats Multiattack, Skill Focus (Survival)
Skills Acrobatics +6 (+14 jumping), Perception +5, Stealth +7, Survival +5 (+9 tracking by scent); Racial Modifiers +8 Acrobatics to jump, +4 Survival to track by scent
Ecology
Environment any cold land
Organization solitary, gang (2-4), or pack (5-8)
Treasure none
Special Abilities
Poison (Ex) Sting--injury; save Fort DC 11; frequency once; effect paralysis 1d10 days; cure 1 save.
Spider hounds inhabit empty regions in the far north of the Dreamlands. They are intelligent, and use pack tactics to full advantage. While tracking prey, spider hounds are silent, but when they have a creature cornered, they emit a droning hiss to distract and madden their victims. This hissing gives them a frightful presence aura when active. Spider hounds attempt to grab prey with their mandibles, fling the victim to the ground, then inject poison to immobilize it. These monsters reply on their natural attacks in combat, but have been known to pick up weapons dropped by victims. (Their forelegs are capable of using tools, but they are not proficient with any manufactured weapons.)
Poison (Ex) Sting--injury; save Fort DC 11; frequency once; effect paralysis 1d10 days; cure 1 save.
Spider hounds inhabit empty regions in the far north of the Dreamlands. They are intelligent, and use pack tactics to full advantage. While tracking prey, spider hounds are silent, but when they have a creature cornered, they emit a droning hiss to distract and madden their victims. This hissing gives them a frightful presence aura when active. Spider hounds attempt to grab prey with their mandibles, fling the victim to the ground, then inject poison to immobilize it. These monsters reply on their natural attacks in combat, but have been known to pick up weapons dropped by victims. (Their forelegs are capable of using tools, but they are not proficient with any manufactured weapons.)