Ilmuktan Charger

Large Animal
Hit Dice: 4d8+16 (33 hp)
Initiative: +2
Speed: 50 ft. (12 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Hoof +8 melee (1d6+6)
Full Attack: 2 hooves +8 melee (1d6+6) and bite +1 melee (1d4+3)
Space/Reach: 10 ft./5 ft.

Summonables: Summon Monster II

One of the hardest things about using summon monster spells if you're a new player or DM (or even if you're experienced) is that you have to apply templates to most of the creatures you can summon with these spells. And if your character has the Augment Summoning feat, then you also have to recalculate anything in the creature's stat block that has to do with Strength or Constitution.

Summonables: Summon Nature's Ally I

Like summon monster, the summon nature's ally spell chain is tricky to use because it summons a wide variety of different beasts that may need to be modified if the caster possesses the the Augment Summoning feat from the Core Rules.

Summonables: Summon Monster I

The summon monster spell chain is useful, but it's challenging to players and Dungeon Masters alike because it summons a lot of different creatures, applying the celestial or fiendish templates many of them. The Augment Summoning feat from the Core Rules additionally modifies the summoned creature's Strength and Constitution scores, which changes its hit points, Fortitude save, and usually its grapple modifier, attack and damage modifiers, and skill check modifiers as well.


Garid (gah-REED) are avian humanoids, resembling athletic humans with the heads of eagles. Wings sprout from their backs, enabling them to fly as easily as they walk.

Most of the garid race are members of semi-nomadic tribes. They prefer to dwell in hilly or mountainous country, especially when there are open plains nearby to provide easy hunting opportunities.

Abzorbenon (Incense Elemental)

Abzorbenon (Incense Elemental)

Large Elemental (Air)
Hit Dice:
10d8+40 (85 hp)
Initiative: +5

Speed: Fly 100 feet (Perfect) (20 Squares)
Armor Class: 21 (-1 size, +5 dex, +7 natural), touch 14, flat footed 16
Base Attack/Grapple: +7 /+14
Attack: Slam +9 (2d6+3)

Full Attack: 2 Slams +9 (2d6+3)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Aura of incense, overpowering odor
Special Qualities: Elemental traits, odor absorption, scent

Saves: Fort +7, Ref +12, Will +6
Abilities: Str 16, Dex 21, Con 19, Int 13, Wis 16, Cha 12
Skills: Escape Artist +18, Listen +13, Search +7, Spot +13
Feats: Ability Focus (Overpowering Odor), Dodge, Flyby Attack, Mobility

Environment: Anywhere where smoke or other strong odors are in abundance
Organization: Solitary or Gang (5-8)
CR: 8
Treasure: None

Alignment: Usually Neutral
Advancement: 11-18 (Large) 19-20 (Huge)
Level Adjustment: -

A mass of cinnamon colored air swirls inside of an invisible membrane. The mass’s form is impossible to determine and it appears that the coloration is made up of countless tiny particles never seeming to stay in the same place; however, it is not the appearance that is most distinct, it is the smell. The air has a sweet and pleasant aroma that has a clean quality to it, but is so thick that at times it overwhelms the senses. The fragrance is reminiscent of the most beautiful and aromatic flower, burned into an invisible smoke that embodies its purest form. The scent is complete, in that nothing else in the world besides the source of this singular odor touches the olfactory sense.

An abzorbenon is literally a mass of air and fumes, tied together by an innate energy. The mass has no particular shape, but takes up about 128 cubic feet of space and usually stretches no longer than ten feet across at any given angle. This mass weighs forty pounds. The form itself is translucent, but within it are many different sized particles, which are of various colors, but as a whole give the mass a brown tint. The mass is wholly capable of flight and can do so without any noticeable shift in its form. The coloration of an abzorbenon can change with its environment. One that lives in a swamp might have a greenish-brown tint, for example.

Being fast and having the ability to fly, the abzorbenon rarely has to fight anything. When it does fight, it is usually with other abzorbenon over a source of particulates. Otherwise, it may be out of the “hunger” created by a lack of particulates.

Tactically, the form uses its speed and attacks quickly in hit and run patterns. It always activates its aura of incense when fighting, which is a sign that it is angry or scared. The creature’s odor keeps its opponents off balance and only if one opponent appears to be particularly vulnerable will it concentrate on a single target rather than moving in ways where it is least likely to get hit. As it normally lives in cityscapes, the creature uses alleys, gaps between rooftops, bystanders and bridges alike as cover while it battles.

Aura of Incense (Su): The abzorbenon radiates a 30 foot aura of incense. This ability can be activated or deactivated as a free action once per turn. Any creature inside of the aura must make a DC 19 Fortitude save at the beginning of its turn or become sickened for d6 rounds. This save must be taken every round unless the character is currently sickened. Passing the save one round does not prevent the effect thereafter. This save is constitution based. Creatures which do not breathe, such as undead and constructs, are immune to this ability

Overpowering Odor (Su): Any creature struck by the abzorbenon’s slam attack must take a DC 21 Fortitude save or become nauseated for 1 round and sickened for d6 rounds afterwards. This save must be taken every round a creature is struck with the abzorbenon’s slam attack even if the character has previously passed the save. This save is constitution based. Creatures which do not breathe, such as undead and constructs, are immune to this ability

Odor Absorption (Ex): Any creature within 30 feet of the abzorbenon loses the scent ability. Nothing inside of the aura can be detected using scent and no one in the area can use scent to detect anything outside of it. Spells and abilities that rely upon smell or odor, such as stinking cloud do not function within the area. The abzorbenon is immune to this ability and may use its scent ability normally.

Abzorbenon have no natural role in the world. These creatures live in areas heavy in odor producing fumes, particularly those with a variety of smells. Abzorbenon prefer large cities when they can find them, but settle for volcanoes and swamps. Their daily routine is to wander the air above these places and simply absorb the odors and particulates from the air, leaving the area with a pleasant smell.

Needing no food, water or sleep, the only thing the abzorbenon desires is odors. These are vital to the creature’s reproduction. As the creature takes in more and more odors, it slowly gains more substance, growing in size and density. The creature binds more particulates to its form as well as more air along with it and its shapeless mass swells. When the creature reaches a critical size, it splits in half, forming two equally sized and sweet smelling elementals. In swampy areas, the creature rarely reproduces, splitting once a year if the area is particularly contaminated. In a volcano or small town, it is more often, about twice a year. In a large city, however, the creature can split as often as weekly.

When an abzorbenon first enters a city, it is looked upon as a blessing: the creature cleans the air and makes things more pleasant. However, this blessing can soon become a curse as the abzorbenon reproduces and the offspring begin fighting over prime odors, such as the smoke from a smithy. In very large cities, this problem can escalate quite quickly, as a great many of the creatures will start fighting with no regard to the surrounding population. The activation of the aura of incense during fights between these creatures chokes the air with overwhelming smells that disrupt activities in the area. These strong creatures also often cause great property damage, slamming each other into buildings trying to shatter there opponent’s form.


Abzorbenon have no society of their own: indeed they often compete with one-another for the same resources. Often a group of abzorbenon shares an area with abundant odors out of convenience, but these arrangements rarely last. Each such creature is very egotistical, making it impossible for two abzorbenon to agree.

The creature is quite intelligent and even though it has no language of its own is completely capable of understanding the languages of any species it has regular contact with. Their very free-willed nature makes them almost impossible to make deals with, but if sufficiently cowed or shown something it wants (a large quality of noxious fumes), an abzorbenon can be dealt with, at least in the short-term before it thinks it can find something better. Many human cities keep one around, as they keep the air smelling fresh, but if not careful they soon regret there decision as the creature splits and starts causing chaos as they fight over precious smoke. Adventurers have in the past made deals with these creatures to help clean up battlefields, combat fires and investigate dungeons infested with filth-loving creatures.

Originally all abzorbenon were completely identical, but differences in particulates absorbed and experiences have given them unique outlooks and appearances, although there motivation is always find new fumes and particulates to absorb.

Reproduction Notes

The stats given are for a newly split abzorbenon. As the creature takes in more particulates and expands, it gains more hit dice, using the normal rules in the Monster Manual for advancement. This process of synthesis of the new materials takes some time, so the creature will never gain hit dice during a battle. When the creature reaches 20 Hit Dice, it will split into two 10 Hit Die abzorbenon after it sates itself on enough fumes. The process only takes one minute and the creature is helpless during it, so it makes sure to hide while doing it.

Source of the Creature
Unlike most elementals, abzorbenon are not extraplanar beings. Archmage Marlow is credited with the creature’s discovery. As a well-to-do and famous mage, Archmage Marlow was tired of his laboratory smelling so terrible. All of the experiments he had involving such unpleasantness such as purple worm feces and digester bile made the place practically unworkable. Prestidigitation would not cover up the smell and he had lost two of his weaker stomached apprentices to the conditions. With his research in jeopardy, Archmage Marlow did something reckless. He started a completely new project: he would create a spell that could bind the energies of the Elemental Plane of Air both to clean and to freshen his laboratory.

After many nights of research, Archmage Marlow had finished his spell and his binding item. A beehive, crafted out of gold, adorned the end of a scepter. Activating his new creation’s power, Marlow watched as the device hummed and buzzed but failed to produce any effect. For many months the scepter sat inertly under a pile of scrolls.

A huge battle of a major war struck dangerously close to the tower of Archmage Marlow. From his window, he saw the carnage and when it was over, the aftermath. Thousands of bodies lined the grassy plains. Marlow had little interest in the matter, until the victors decided that burying the dead was a waste of effort and set a great blaze to burn the corpses. The smell was unimaginable and Archmage Marlow despised it. Digging through his failed items, he retrieved the beehive scepter. Activating it again, the thing hummed, buzzed and than shown brightly. A wave of elemental energy flew out of the device, towards the field of burring corpses. The energy began drawing in the smoke and the odors, growing by the second. The magnitude of the situation made the energy expand into a huge orb of blue energy. Archmage Marlow was nervous, as that was not supposed to happen. The orb burst apart into four amorphous blobs of air and sick colored smoke. Archmage Marlow attempted to dismiss these forms back to the Plane of Air, but the matter they were created of, the air and the smoke, were native. Only the energy that catalyzed their forms was foreign and now these things had grown self-sufficient. Interested, Archmage Marlow used his powerful magic to compel one to return to his tower while the other three went their own ways, leaving clean air and a sweet perfume smell where the wretched miasma of burning corpses should have been.

The creature is rare and appears sporadically in populated areas, causing trouble. Archmage Marlow named the creature “abzorbenon” for its ability to absorb fumes, but its more common name is the “Incense Elemental,” of course chosen for the creature’s sweet aroma.

An Abzorbenon Adventure?
This creature can help flesh out a unique adventure for mid level characters. A large city may be become overrun by these creatures. In an effort to get rid of them, they tried cutting there use of firewood, but because of this the creatures have only become more aggressive, attacking each other, causing collateral damage and choking bystanders. The party must chase these creatures out of town or eliminate them, but they are extremely difficult to catch. The adventure can take place on roof tops and alleyways, as the PCs try to figure out new ways to catch a monster that doesn’t want to fight them, but won’t go away either.

Misc. Note:
The creature’s abilities include sicken/nauseate, but not because of poison or horrible smell. The creature actually smells very pleasant. However, its aura makes a smell so strongly that the air itself becomes difficult to breathe. The sickened/nauseated condition represents the characters’ loss of breath and gagging as the air they are breathing is filled with the byproducts of the creature’s absorption.


Folklore holds that death by treachery, particularly if it is followed by improper burial rites or no rites at all (or if proper--and usually evil--burial rites are used, in some cultures), can cause a dead person to rise again to walk the night. The exact nature of the walking dead varies by culture; zombies, vampires, ghosts, and other undead creatures are purported to roam the night from New Orleans to London, and beyond. One of the less well known variations on the theme of unquiet corpses hails from Scandinavia, where a strange creature known as the draugr.

Waterbringer Hare

Tiny Magical Beast Hit Dice: ½d10 (2 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat footed 13
Base Attack/Grapple: +1/-11
Attack: bite -1 melee (1d3-4) or dehydrating touch -1 melee
Full Attack: bite -1 melee (1d3-4) or dehydrating touch -1 melee

Azerothian Naga

Azerothian Naga, 1st-Level Fighter
Medium Monstrous Humanoid (Aquatic)
Hit Dice:
1d10+1 (6 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+1 natural, +4 scale mail), touch 10, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Trident +4 melee (1d8+3)
Full Attack: Trident +4 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -

Dread Moth

Small Aberration
Hit Dice:
5d8 (22 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 30 ft. (poor)
Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/-–3
Attack: Bite +5 (1d6–-2 plus 1d6 acid) or slam +5 (1d3-–2)
Full Attack: Bite +5 (1d6–-2 plus 1d6 acid) or slam +5 (1d3-–2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acidic saliva, attach
Special Qualities: Damage reduction 5/-, disturbing appearance
Saves: Fort +1 Ref +2 Will +4
Abilities: Str 6, Dex 12, Con 10, Int 10, Wis 10, Cha 13
Skills: Intimidate +3, Hide +12, Listen +3, Spot +4
Feats: Flyby Attack, Weapon Finesse
Environment: Any land or underground
Organization: Solitary, swarm (6-–20), or nest (40-–80)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 6–-10 HD (Small); 11–-15 HD (Medium)
Level Adjustment: -

This oversized grey moth has two feathery antennae that twitch as if agitated. With surprising speed, it drops down from the air.

It is an understatement to say that dread moths are terrible to behold. They appear as a dark grey moth the size of an eagle. Their sickening bodies are covered with short hair reminiscent of mold. Their large mandibles constantly tap together, producing a distinct, eerie chittering sound. The origin of dread moths is unclear. Many claim they come from Hades, but the creatures have become such a widespread nuisance amongst the planes that it is impossible to tell.

While sometimes encountered alone, dread moths are more often than not found in large nests containing several dozen individuals. A single nest can be as large as a small castle and house nearly a hundred dread moths, lead by a single queen (a medium-sized dread moth of 15 hit dice). Their motives are unclear; although they have no established society as far as scholars can tell, dread moths have a habit of dissecting their dead prey, sometimes examining the body for hours before disposing of it. It is believed by some that the moths somehow learn the anatomy of their foes through this procedure, although most find the idea laughable.

A typical dread moth has a wing span of 3 to 4 feet, although its small, segmented body is only about 1 foot long, and it weighs about 10 pounds. They cannot speak.

A dread moth typically emerges at night, where it can hide on top of buildings and other structures and swoop down on unsuspecting victims, using its powerful jaws and acidic saliva to quickly eliminate its prey.

Acidic Saliva (Ex): Upon a successful bite attack, a dread moth deals an extra 1d6 points of acid damage in addition to its normal bite damage.

Attach (Ex): If a dread moth hits with a bite attack, it uses its powerful mandibles to latch onto the opponent’s body and automatically deals bite and acid damage each round it remains attached. An attached dread moth loses its Dexterity modifier to Armor Class and has an AC of 14.

An attached dread moth can be struck with a weapon or grappled itself. To remove an attached dread moth through grappling, the opponent must achieve a pin against the creature.

Disturbing Appearance (Ex): Despite its moth-like appearance, a dread moth is disturbing to behold. Anyone within 30 feet of a dread moth must succeed on a DC 13 Will save or take a -2 penalty on all attack rolls and skill checks made against the creature for as long as they remain in the affected area. Creatures that successfully save against this effect cannot be affected by the same dread moth’s disturbing appearance for 24 hours. The save DC is Charisma-based.


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