Vulnerability to Compulsion (Su) AEMON, BLIGHTDAEMON BLIGHTDAEMON CR 4 XP 1,200 Init Senses DEFENSE Fort Ref Will Immune Resist Weaknesses OFFENSE

Similar documents
THE CLASS HACK For Use With The Black Hack

Combined Armoured Fighting Vehicle Forces

A 5E Primer To. Pistols. One Dwarf Army Games

Mummy s Mask Part 1 The Half Dead City Monster Stat Blocks for PFS

A Baker's Dozen of Witch Hexes

DRACONIANS IN PATHFINDER

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

14: Dragon Disciple. Written By Michael R. Kimmel NEW FEATS

Supplemental Lore. Additional Class for Swords & Wizardry. Bard. Bard Class abilities

Runesmithing Expanded The Animator Archetype Interjection Games

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

Supplemental Lore (White Box)

THE SHADOW CRYPTS- MODULE A5

THE TEMPLE OF TRAYTH- MODULE A4

Zero Edition Fantasy

CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4

DramaSystem Character Creation Cap System by Justin Alexander May 28 th, 2018

Great City original writing, design and development team Lou Agresta, Rone Barton, Tim Hitchcock, John E. Ling, Greg Oppedisano, Brendan Victorson.

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE

Elana Yuna Cosplay Gladiator

Perram s Goblins. Introduction. Team Tactics. Treasure and Gold

Wyre of Shadowglade Preview. By Nate Petersen

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

# of minis. Minis. Base Size. Vulture. Small Medium Medium Medium Large Large Medium Large. Bandits Dogs Horses. Part. Part 2. Part Part Part.

CONDITIONAL MODIFIERS

Str 9, Dex 15, Con 18, Int 10, Wis 12, Cha 17 Skills: Concentration +8, Escape Artist +4, Hide +4, Jump +1, Spellcraft +7

First Edition Barbarian. The Barbarian Character Class for OSR Campaigns

BULETTE CR 7 N Huge magical beast Init +6; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11 DEFENSE AC 22, touch

10: ROGUES. Written By Michael R. Kimmel NEW FEATS BITE BACK (COMBAT) APPRENTICE MAGICIAN BREAK AND ENTER BACK-TO-BACK FIGHTING (COMBAT)

Learn more about the Pathfinder Roleplaying Game at paizo.com.

SO WHAT S FOR SALE, ANYWAY? IV. A Pathfinder Roleplaying Game Compatible GM S RESOURCE by Julian Neale

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P

Initiative. Hit-Points

Bloat Cave of the Man-Flies

Heroes of High Favor: HALF-ORCS. A d20 Supplement by Benjamin R. Durbin. Sample Pages. Credits

Weaky Leeks. Master of Legends S T S C. Ryan Rhodes Neil Myler. Because sometimes a secret is nothing more than a secret.

EMERALD SPIRE LEVEL 7 SHRINE OF THE AWAKENER

Druid. Druid Level Progression. Experience Level Hit Dice (1d6) 200,

A5-1. Tower of Zakelana. Michael LaBossiere. RPG Adventure for Levels 10-12

Throughout All instances of Mezoquan changed to Mezoqua. Page 34 The Vile Rhetoric chaplain class feature should read:

A7-1. Pit & Tower. Michael LaBossiere. RPG Adventure for Levels 1-2

PFS 04-01: Rise of the Goblin Guild. A1. Sentry Point

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

The World of Aruneus Clerics and Wizards a historical perspective

Big Delve Level 4. Level 4. General Dungeon Walls Masonry (Climb DC 20) Dungeon Floor. Flagstone. Temperature

8: DRUIDS. Written By Simon Rocquette And Louis Porter Jr. NEW FEATS ARBOREAL [GENERAL] ATTUNED [DRUID] CARPENTER [METAMAGIC]

ZERO EDITION FANTASY

Draconian, Aurak CR 9 Init Senses Fort Ref Will Immune Speed Melee Special Attacks Spell-Like Abilities Sorcerer Spells Known STATISTICS Str Dex Con

A1 Friend or Foe 7-8

Linguistics +2 INT (0) 2 Perception +8 WIS (1) 4. Spellcraft +4 INT (0) 1 Stealth +3 DEX (2) 1. Damage / Current HP. Survival +5 WIS (1) 1

H1-2. The Temple of Rats. Michael LaBossiere. RPG Adventure for Levels 10-12

AVAILABLE NOW IN THE GREEN RONIN ONLINE STORE

DEX INT /2 LVL STR CON RACIAL CLASS FEAT ENH /2 LVL DEX INT /2 LVL WIS CHA ABILITY RACIAL CLASS FEAT ENH /2 LVL

This book doesn t exist.

ILLUSIONIST ILLUSIONIST

Remedial Tinkering. Rocket's Red Glare. Games

Yehlgettit Basement. Level 8. General Dungeon Walls Reinforced Masonry (Climb DC 20)

Tinkering Inventions for the Tinker Base Class. Games

RETRIBUTION: NEMESIS. A Pathfinder Roleplaying Game adventure by Creighton Broadhurst for four 1st level PCs

Gear Krieg. Roleplaying Game Bonus NPCs: Generic Sniper Generic Field Medic Betsudotai Commando NKVD Commissar. By Paul Lippincott

You can never have too many monster options.

Gibbering Ambush. 1 Gibbering Ambush (EL 3) The 2CGazette March, Created for 2CGaming s Patreon - the 2CGazette:

MONSTER FACTORY EXTRAS

Sacred Sites. The Sites. Gabriel s Aerie. Summer s Barrow. Introduction

Mechanomancy A Free Preview of New Magic for the D20 System from the pages of The Ascension of the Magdalene

Supplemental Classes & Class Abilities

Assault on the Wound Subtier 6-7

Concealment. Ambush. (total) Ambush (darkness) Cover. Bog. Cover (soft) Concealment. Cover (total)

Prep Checklist. Area Minis Base Size

for Dungeons & Dragons 5 th edition

DEFENSE AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size) hp 6 (1d10+1) Fort +3, Ref +2, Will 1

Unconventional Combat

BOOK OF UNDEAD. This book contains all of the undead creatures found in the Creature Catalog (

0 th daze (DC 16), detect magic (2), resistance

creating a monstrous lycanthrope the advanced bestiary 1

Welcome to the first book in the Loot 4 Less

RETRIBUTION LOOK-SEE ART

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Alignment: Any non-good alignment. Hit Die: d6.

Fellian Shard CR 1 XP 400 Male half-elf rogue 1/cleric 1 (Fharlanghn)

Pathfinder Roleplaying Game Advanced Player s Guide

Illustration by Mark Zug

DEFENSE AC 14, touch 10, flat-footed 14 (+4 armor) hp 5 (1d8+1) fort +4, Ref +1, Will +5; +2 vs. enchantment Immune magical sleep effects

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

Read Aloud. Into the Darkness. Room 1: The Silent Dead.

Swords Against Owlbears Print Book Errata - 17 June 2017

Tiny Quest: Races: Choose one of the 4 races, which has the listed effect: * Human: Class skills +1.

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky)

Athletics - climb, jump, and swim.

PATHFINDER SOCIETY SPECIAL 6-00: LEGACY OF THE STONELORDS SUBTIER 3-4: CREATURE STAT BLOCKS

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Darker Gifts. Curse of Strahd Expension

Supplemental Lore. Additional Classes for Swords & Wizardry. Druid. Druid Class Abilities

D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS

CREDITS: Writing: Stefen Styrsky Editing: Mark Moreland Art: Empty Room Studios Design: David Jarvis RANGERS RENEWED COPYRIGHT NOTICE

Adventuring. Action Checks. Player s Handbook. - Chapter 5 -

Lineage of Earth. Three grounded bloodline classes

The Triquetra. By: MACE

Transcription:

DAEMON, BLIGHTDAEMON This outsider has bat-like wings, several horns sticking out from its head and ghostly white eyes. Its hands possess three claws (one moving like a thumb) while its outside is a mix of scales, smooth skin and fur. BLIGHTDAEMON CR 4 XP 1,200 NE Small outsider (daemon, evil, extraplanar) Init +3; Senses darkvision 60 ft.; Perception +10 AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size) hp 42 (5d10+15) Fort +7, Ref +4, Will +4; -2 vs compulsion DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10 Weaknesses vulnerability to compulsion Speed 20 ft., fly 30 ft. (good) Melee gore +10 (1d6+1 plus disease), 2 claws +9 (1d3+1) Special Attacks disease, touch of illness (+9 touch) Vulnerability to Compulsion (Su) A blightdaemon takes a -2 penalty to all spell and spell-like abilities of the compulsion subschool. Harbingers of plague, blightdaemons spread disease and death wherever they travel. They frequently are used by greater daemons and evil casters to assist in their evil plans as helpers and fodder in combat. While low ranking daemons, they represent a terrible thread to commoners and civilization. They fly from place to place seeking to spread their native illnesses to all they encounter. It only takes a few of these creatures allowed to act as they will on a city to bring about a terrible plague. In a matter of days, their terrible work can cause massive destruction to a population. Supposedly, the archdaemon of disease himself created the first blightdaemon to bring disease to all the creatures he deemed so far beneath him that he did not feel the need to do the work himself. But he also wanted to make sure they would do his bidding and made them susceptible to compulsion effects. With this weakness available, these daemons would never be difficult to manipulate and control. Str 12, Dex 16, Con 17, Int 10, Wis 11, Cha 8 Base Atk +5; CMB +5; CMD 18 Feats Alertness, Hover, Weapon Finesse B, Weapon Focus (gore) Skills Bluff +7, Fly +17, Knowledge (planes) +8, Perception +10, Sense Motive +10, Stealth +15 Languages Abyssal, Common, Draconic, Infernal; telepathy 100 ft. Environment any (Abaddon) Organization solitary, pair, plague (3-12) Treasure standard Disease (Su) A living creature successfully attacked by a blightdaemon is at risk of contracting daemon death. If contracted, the infected creature begins to turn pale and looks frailer by the day. Daemon death: Gore-injury; save Fort DC 15; onset immediately; frequency 1/day; effect 1 Con damage and 1 Cha damage; cure 2 consecutive saves. The save DC is Constitution-based. Touch of Illness (Su) As a standard action a blightdaemon may make a touch attack against a living opponent. A touched creature may contract blight weakness. If contracted, the infected creature feels their strength melt away. Blight weakness: Touch-contact; save Fort DC 15; onset one day; frequency 1/day; effect 1d2 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

DEATH ADEPT Dressed in priestly robes and carrying a scythe, this undead skeleton still has remnants of the corpse s flesh still hanging on. An orb glows in each eye socket and a holy symbol of the god of the undead hangs around its neck. DEATH ADEPT CR 8 XP 4,800 CE Medium undead Init +2; Senses darkvision 60 ft.; Perception +19 AC 21, touch 12, flat-footed 19 (+8 armor, +2 Dex, +1 natural) hp 102 (12d8+48) Fort +7, Ref +8, Will +12 Defensive Abilities channel resistance +2; DR 5/ bludgeoning; Immune undead traits Speed 30 ft. Melee +1 scythe +12/+7 (2d4+2/x4) Special Attacks channel negative energy 6/day (DC 21, 6d6) Cleric Spells Prepared (CL 8; Concentration +12) 4 th chaos hammer (DC 18), poison (DC 19), unholy blight (DC 18) 3 rd animate dead, bestow curse (DC 18), blindness/ deafness (DC 18), dispel magic 2 nd darkness, death knell (DC 17), desecrate, resist energy 1 st bane (DC 15), cause fear (DC 16), inflict light wounds x2 (DC 16), shield of faith 0 (at will) bleed (DC 15), detect magic, guidance, resistance to life worships the deity of undeath alone and works to obliterate the living. Whether it is creating desecrated land or raising zombies, it will not rest until it achieves a total mockery of life. The death adept fights primarily with its negative energy and its spells. It initially focuses on melee combatants, targeting them with bestow curse and blindness spells. It also makes sure to cast darkness when fighting humans. While it works to remove the scourge of life, it does not do so at the expense of its own existence. Should the death adept be brought below 15 hp, it will command all undead still animated to cover its retreat. The death adept is willing to sacrifice any undead to make sure it continues the fight against the living. Death adepts are made from the body of a good priest that has been within the bounds of desecrated land for over 100 years. The remains must be transported to the plane of evil and the create greater undead spell must be finished before the plane animates the corpse of its own accord. The spell requires a caster level of 17 to creature this creature. Str 12, Dex 14, Con -, Int 9, Wis 18, Cha 16 Base Atk +9; CMB +10; CMD 22 Feats Command Undead, Improved Channel, Lightning Reflexes, Spell Focus (necromancy), Toughness, Weapon Focus (scythe) Skills Intimidate +26, Perception +19, Spellcraft +14; Racial Modifiers +8 Intimidate, +8 Sense Motive Environment any Organization solitary Treasure Gear (+1 scythe, +2 breastplate, vial of unholy water, 5 lbs of silver dust (worth 25gp), onyx gem (worth 100 gp)) Spellcasting A death adept casts spells as an 8 th level cleric. It does not gain domains or spontaneous casting. Even the undead need their priests to commune with their deity. A death adept is both a priest and commander of undead forces against the living. This unholy abomination

MANTIANS This preying mantis-looking creature walks similar to a centaur, stands nine feet tall and possesses claws for arms. MANTIAN CR 5 XP 1,600 CE Large magical beast Init +2; Senses all-around vision, darkvision 60 ft., lowlight vision; Perception +22 AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size) hp 57 (6d10+24) Fort +8, Ref +7, Will +4 Defensive Abilities compound eyes Speed 40 ft., climb 40 ft. Melee 2 claws +9 (1d6+4 plus grab), 2 stingers +7 (1d6+2 plus poison) Space 10 ft.; Reach 5 ft. While a mantian is not commonly with its own kind, mantises of all sizes follow the mantian. When the mantian seeks food, it will lead two or three mantises into battle. Should a mantian need help from other preying mantises. It can call out with a series of ticks and hisses any mantises within the sound of its voice will respond. It is not uncommon for a group to be fighting an mantian and then be fighting three or four giant mantises. A mantian presented here stands about 5 feet long before bending its torso upwards, putting its head about 8 feet high. It weighs about 500 pounds. They have been known to grow up to gargantuan size at 18 HD. This creature typically lives in the thickest part of the woods and hunts near the edge of a forest or in tall grass plains. It eats anything from goblins to dragons and has no fear of facing off against such dangerous creatures. Any remains of a creature not eaten on the spot is typically brought back to its lair and hung upside down from a tree branch. The treasure typically found at a mantian s lair is typically triple the standard treasure for the CR of the mantian living there. Str 19, Dex 14, Con 17, Int 5, Wis 14, Cha 10 Base Atk +6; CMB +11; CMD 23 Feats Multiattack, Skill Focus (Perception), Toughness Skills Perception +22, Survival +6; Racial Modifiers +4 Acrobatics when jumping, +8 Perception, +4 Survival Language Common (cannot speak) Environment temperate forests or plains Organization solitary, pair Treasure none Poison (Ex) The mantian s stingers on its front legs deliver a deadly poison to any creature successfully attacked. Poisoned creatures find their reflexes and their wits slowed. The poison s DC is Constitution based. Mantodian Venom injury; save Fort DC 16, frequency 1/round for 6 rounds, effect 1d2 Dex plus 1d2 Wis, cure 2 consecutive saves The mantian looks like a giant preying mantis but is more intelligent than its vermin counterpart. Unlike the mantis, the mantian appears more upright and moves similar to a centaur. Also the mantian does not possess wings but can jump a considerable distance. The mantian s eyes are positioned in a slightly different location, allowing it to see all directions at once. For all its differences to its vermin-kin, though, it is equally deadly when hunting for food and possesses a link to them as well. It possesses a thick exoskeleton that protests it against many kinds of attacks and sharp claws that it uses to dismember and devour its prey.

REMEMBRENT This decaying undead flies through the air shout an ear splitting scream. REMEMBRENT CR 3 XP 800 CE Medium undead Init +6; Senses darkvision 60 ft.; Perception +3 AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 26 (4d8+8) Fort +5, Ref +3, Will +7 DR 5/magic; Immune sonic, undead traits Speed fly 30 ft. (perfect) Melee claw +3 (1d4) Ranged ray +6 touch (see spell) Special Attacks shriek (30 ft. cone, 2d4 sonic plus deafened, Fort DC 16 for half, usable every 1d4 rounds) Spell-Like Abilities (CL 4; Concentration +8) 3/day cause fear (DC 15), daze monster (DC 16), death knell (DC 16), inflict light wounds (DC 15), ray of enfeeblement At will bleed (DC 14), detect magic, guidance, touch of fatigue (DC 14) shriek is loud enough to hurt and deafen those close by. It also casts deadly spells. Although the remembrent possesses legs, they are useless. They simply hang there, unable to let the remembrent walk or attack with them. This is not a problem as the soul s cry for revenge allows the body to fly as fast as a human moves. Even though a remembrent instinctively attacks any living creature encountered, it is not unreasonable. Remembrents have been known to make deals with the living. Many ask for the bodies of their wronger, but others desire some trinket from their life or a message delivered to their descendents. Some remembrents fade and are at peace once they receive their gift while others continue to seek a solution to their unquiet souls. Remembrents typically appear dressed in their burial clothes or whatever they were wearing when they died. Str 10, Dex 14, Con -, Int 8, Wis 16, Cha 19 Base Atk +3; CMB +3; CMD 15 Feats Improved Initiative, Toughness B, Weapon Focus (ray) Skills Fly +17, Intimidate +11, Stealth +9 Languages Common, Elven Environment any Organization solitary, pair or coven (3-9) Treasure standard Shriek (Su) Once every 1d4 rounds, the remembrent can let out an ear-piercing shriek. All creatures within the cone of effect sustain 2d4 damage and are deafened for 1d3 rounds. A successful Fortitude save halves the damage and negates the deafness. The DC for the shriek is Charisma based. It is said of the dead, souls forget. Unfortunately, not all of them do. A few souls of bards and sorcerers cling to their memories and to their decaying bodies desperately trying to gain revenge for their death or some other wrong done to them in life. The soul shrieks loudly enough that their own dead bodies can hear, allowing the soul to take possession once again. These undead are called remembrents. The shriek that allowed the body to animate again is also the remembrent s most well known weapon. The

ROCK OPHIDIAN This medium sized, grey-colored dragon looks like a large salamander that drools acid. ROCK OPHIDIAN CR 3 XP 800 LG Medium dragon (earth) Init +6; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +9 AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) hp 30 (4d12+4)a Fort +5, Ref +6, Will +6 Defensive Abilities dragon scales; Immune acid, paralysis, sleep Speed 40 ft., burrow 20 ft., climb 40 ft. Melee bite +7 (1d8+3 plus 1d6 acid) Special Attacks acidic spit (60 ft., 3d6 acid, Reflex DC 13 for half damage) and much to treacherous to be accessed by mountain lions and other predators of the terrain. The acidic spit attack is possibly the rock ophidian s most distinctive feature. When it takes aim at its prey, it pulls its head in towards it body in much the same way a turtle pulls its head into it shell. Then it projects its head forward with great speed launching a ball of acid and other digestive juices towards its target. This deadly attack is the rock ophidian s preferred method of beginning a fight. The rock ophidian only attacks smaller creatures on its own. Whenever outnumbered or facing a creature its size or larger it will retreat as quickly as possible, seeking out reinforcements. A 9th level lawful-good spellcaster can gain a rock ophidian as a familiar if she has the Improved Familiar feat. Str 14, Dex 15, Con 13, Int 10, Wis 15, Cha 16 Base Atk +4; CMB +6; CMD 18 Feats Improved Initiative, Weapon Focus (bite) Skills Appraise +7, Climb +9, Intimidate +10, Perception +9, Stealth +9, Survival +9 Languages Draconic Environment temperate mountains Organization solitary, pair or rampage (3-12) Treasure double Acidic Spit (Su) A rock ophidian can lob an acidic ball of spit at a single target as a standard action. The target must be within 60 ft. The target takes 3d6 points of acid damage unless it succeeds a DC 13 Reflex save. The target sustains half damage if it makes the save. Once a rock ophidian uses this ability, it cannot do so again for 1d4 rounds. The DC for this ability is Constitutionbased. Dragon Scales (Su) For a short amount of time every day, the scales of the rock ophidian are as protective as their more powerful brethren. It can gain a damage reduction equal to its hit dice for a number of rounds a day equal to its Cha bonus. For a typical ophidian that means DR 4/magic for 3 rounds. Living in the mountains, a rock ophidian spends must of its day crawling the rocky pathways of the mountains it inhabits looking for its next meal and building its horde. Like all dragons, the rock ophidian enjoys the luster of golden and silver coins as well as any gem it can find. It keeps its treasure in a mountain crevice it calls home. The rock ophidian prefers caves far to small for true dragons

Author: Dale C. McCoy, Jr. Editors: Vlad Presnyak Artists: Kimagu Cover Artist: John C. Walborn Copyright 2011 Jon Brazer Enterprises Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http:// paizo.com/pathfinderrpg for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderrpg/compatibility for more information on the compatibility license. Open Content: All monsters and descriptions are declared open content. Product Identity: All images, the cover and all content on the license page are declared product identity. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Book of Beasts: Wandering Monsters 1, Copyright 2011, Jon Brazer Enterprises END OF LICENSE