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Bestiary
 
A to Z of Bestiary Entries: Index
Name CR Environment
Keradinn 1 Desert
Khoqqix 6 (or more) Underground
Solasti 6 Outer Planes


KERADINN

Keradinn, 1st-Level Warrior
Medium Humanoid (Keradinn)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 studded leather, +2 natural), touch 10, flat-footed 15
Base Attack/Grapple: +1/+2
Attack: Falchion +2 melee (2d4+1/18-20) or spear +1 ranged (1d8+1/x3)
Full Attack: Falchion +2 melee (2d4+1/18-20) or spear +1 ranged (1d8+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sandstorm, spell-like abilities
Special Qualities: Low-light vision, water sense
Saves: Fort +4, Ref +0, Will +1
Abilities: Str 12, Dex 10, Con 15, Int 8, Wis 13, Cha 9
Skills: Hide +1, Spot +5, Survival +6
Feats: Blind-fight, Endurance
Environment: Desert
Organization: Solitary, gang (2-4), war band (6-10 and 1 leader of 3rd-5th level), tribe (30-50 plus 100% non-combatants, plus 1 3rd level leader per 15 adults, 1 or 2 lieutenants of 4th or 5th level, 1 adept of 4th to 6th level, 1 chief of 6th to 8th level)
Challenge Rating: 1 (see text)
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +2

Keradinn This humanoid stands slightly taller than a human. Loose fitting, dirt stained rags cover its body from head to foot, with a veil covering all of its face except for the dark eyes which gaze out without emotion.

Keradinn are a tough and callous ancient breed who primarily live in the Kera Desert, though can be found in any desert, which is their natural habitat. Keradinn have exceptionally tough skins, hardened from the harsh environment in which they live, and they usually cover themselves in loose fitting, plain wraps, which become ingrained with the dirt of the desert, and veils which protect their mouths and nostrils. Except for their tough skin, keradinn otherwise look like slightly tall humans, though their eyes are flat and emotionless and usually black.

Keradinn have an ingrained hate of elves, except dark elves. They have waged war throughout their history and will usually attack them on sight, unless it is unwise to do so. They have very little respect for anything, including other keradinn tribes, and are often found selling slaves and goods to the dark elves.

Combat

Keradinn will rarely fight alone, preferring to attack in numbers and to pick a spot and time that will give them an edge. Usually, approaching with the sun behind them in a large sandstorm of their own making, they are able to swiftly approach their enemy, carefully hidden within the swirling sand, before making a dramatic surprise attack on unsuspecting opponents who are readying themselves against the storm. They will also use their spell-like abilities to distract their enemies, while making a surprise attack from the rear.

Sandstorm (Su): 1/day - This supernatural ability allows keradinn to cause the very desert below their feet to rise up in a swirling storm around them. A sandstorm fills every square directly around the keradinn, including diagonals and the square that the keradinn stands in, giving him and anyone else within it total concealment (50% miss chance). Casting spells requires a Concentration check (DC 10 plus the level of the spell) or the spell is lost. While within the sandstorm, keradinn receive a +8 racial bonus to Hide checks. This ability lasts for 1 minute and can only be used where there is a substantial amount of sand or dust to whip up into a storm. A keradinn can dismiss the sandstorm as a free action at any time.

Water Sense (Ex): This ability gives keradinn a +4 competence bonus on Survival Checks when trying to locate drinking water. Water represents life within the dry wastes of the deserts and keradinn are exceptionally skilled at finding it.

Skills: Keradinn have a +4 racial bonus on Survival and Spot checks, as their lives depend on their ability to survive within the harsh climate of the desert.

Keradinn Traits (Ex): Keradinn possess the following racial traits.
      +2 Constitution, +2 Wisdom, -2 Intelligence.
      Medium size.
      Low-Light Vision: A keradinn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
      A keradinn's base land speed is 30 feet.
      +1 racial bonus on attack rolls against elves: Elves are the natural enemies of keradinn and the history between them is long and bloody.
      Racial Feats: Endurance
      +4 racial bonus on Survival checks.
      +4 racial bonus on Spot checks.
      Automatic Languages: Kerd. Bonus Languages: Any human language, Draconic, Dwarven, Elven, Giant, Gnome, Orc, Xamian
      Spell-Like Abilities: At will - flare; 1/day - pass without trace (duration 1 hour). Keradinn with a Charisma score of at least 10 also have the following spell-like abilities: 1/day - dancing lights, long strider. Caster level 1st; save DC 10 + keradinn's Cha modifier + spell level.
      Favored Class: Ranger

Challenge Rating: Keradinn with levels in NPC classes have a CR equal to their character level. Keradinn with levels in PC classes have a CR equal to their character level +1.

Keradinn Society

Keradinn are nomadic tribal creatures who traverse the Kera Desert, moving from one water hole to another and following the nomadic trails of their forefathers. The chief of each tribe is the most charismatic and leads either through intimidation or devotion. Each tribe has a witch doctor adept who plays an essential role and whose influence extends to everyone within the tribe, including the chief. The witch doctor brings healing and is an essential source of food and water. A tribe usually has between 4-10 slaves which they are transporting to be sold, usually to the dark elves who they rendezvous with along the mountains which skirt the deserts.

The nomadic lifestyle of the keradinn sees them traveling in caravans of camels, which carry their tents, equipment and supplies. It is rare to see a keradinn actually ride a camel and usually would be a comical sight, though there are always a number of expert animal handlers amongst their number. At nights, the caravan will unpack and construct their lavish tents, which are normally packed away the following morning as the caravan continues its nomadic ways. Periodically, these camps will remain for several days, even weeks, before moving on, as the tribe replenishes supplies.

Keradinn are vicious and callous and will attack anything in the desert that might bring them some loot with which to trade. The weaker humanoids are likely to be captured and sold on as slaves, while those more capable of defending themselves are more likely to be hunted down and killed and their goods taken. There is little love between different tribes and conflict between them is common should they happen to meet. Rarely, a charismatic leader is capable of unifying tribes and leading raids into Karnish itself, though these are usually short lived affairs, with tribal tensions always at the fore.

Keradinn tribes have noncombatant young equal to half the number of the adults.

The keradinn primarily follow two deities, Arak Kal and Yerraz, both in equal measure, though a tribe will be dedicated to only one or the other.


KHOQQIX

Medium Aberration
Hit Dice: 6d8 (27 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 5 ft. (1 square), fly 10 ft. (clumsy)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+18
Attack: 1 tentacle +4 melee (1d4-1)
Full Attack: 4 tentacles +4 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach/swallow, dominance, mental assault, spells
Special Qualities: Blindsight, detect magic, detect thoughts, hive mind, immunity to sight-based attacks, sonic vulnerability, unnatural aura
Saves: Fort +2, Ref +3, Will +7
Abilities: Str 8, Dex 12, Con 10, Int 26, Wis 15, Cha 16
Skills: Concentration +9, Escape Artist +10, Hide +16, Gather Information +14, Intimidate +12, Knowledge (local) +17, Listen +11, Move Silently +16, Sleight of Hand +1, Survival +11
Feats: Eschew Materials, Improved Initiative, Improved Grapple, Stealthy, Weapon Finesse
Environment: Underground
Organization: Solitary, team (2-4), or hive (12-24)
Challenge Rating: unattached: 6; attached: see text
Treasure: Standard
Alignment: Lawful evil
Advancement: 7-12 HD (medium), 13-15 HD (large)
Level Adjustment: -

Khoqqix The four, stone-cold white eyes of this squid-like creature, with its long tentacles dangling below its body, seem to stare into the darkness, blinking occasionally. Its rubbery body seems to ripple and twitch as the repulsive creature hovers in the air.

Khoqqix are a strange, alien race of evil creatures who live in the underdark of Arrasia, where they are greatly feared by those that live there. Little is known of them, as they are secretive creatures whose only connection with the other races is when they need a new host to attach themselves to. However, khoqqix are known to have a special link with others of their kind within a ten mile radius and are often encountered working together.

Khoqqix are nomads of the underdark, rarely spending much time in the same place and ever ready to find a new host when their present ones become too weak or dies. On occasions, khoqqix have been observed doing a bizarre dance with their tentacles and it is believed that this is some kind of ritualistic dance to honor Xagraxsus, who is said to have created them. Khoqqix do not produce off-spring and it is believed that a solitary queen exists, somewhere in the deepest reaches of Arrasia, which alone produces khoqqix. It is also believed by some that a great city of khoqqix exist, who serve the queen and Xagraxsus.

Including the longest of their tentacles, these creatures measure about six feet in length. They have eight tentacles, four of which are between two and three feet in length and four that are between one and two feet in length. The longer ones are quite strong and are used to grasp objects and for movement on land. The weaker tentacles are quite dexterous and are used to manipulate and hold small objects.

While khoqqix can use their larger tentacles to move on land they prefer to use their natural ability to fly. Khoqqix are not strong or fast flyers, with their aerial movement looking more like levitation than flight. A khoqqix has four milky white eyes, as they are completely blind. The lids of these eyes still open and close, however, and it appears as if the creature is looking about when it moves, but this is not the case. Despite its blindness, a khoqqix is completely at home in either light or darkness, using echolocation to see its environment instead.

At the base of the creature, hidden from view when the khoqqix is attached to a host, is a very large mouth, lined with hundreds of small, razor-sharp teeth and suckers, which it uses to connect itself to its host. Khoqqix do not have vocal cords and cannot speak or make any sounds except for those that are made by their tentacles when they brush against or strike an object.

A khoqqix gains Eschew Materials and Improved Grapple as racial feats.

A khoqqix gains a +4 racial bonus to Hide and Move Silently checks.

Attach/Swallow (Ex): When not already joined to a host body, a khoqqix can attempt to 'swallow' the head of a Medium-size or smaller creature in its mouth as a standard action. The khoqqix receives a +10 racial bonus to grapple check attempts (already factored into the stat block) and it does not provoke an attack of opportunity as all khoqqix receive Improved Grapple as a free racial feat. If it gets a hold, it can immediately attempt to bite the victim's head with a +8 attack bonus to firmly attach itself, doing 1 hit point of damage. If successful, the khoqqix will securely attach itself to the head of the victim using powerful suckers that imbed themselves in the victims flesh. An attached khoqqix can still use its innate magical abilities to strike at other targets. A victim may attempt to pull a khoqqix off on their turn. A successful grapple check indicates that the khoqqix has been successfully removed. However, since the khoqqix will be firmly attached at this point, the victim receives a -4 penalty on all grapple checks made against the khoqqix. Any attacks made against the khoqqix while it is attached to its victim, but whom has yet to submit, stand a 50% chance of hitting the victim instead.

Dominance (Ex): A khoqqix that has attached itself to a subject will begin the process of dominating its victim, who must succeed in a Will Save (DC 20) or lose complete control over their thoughts and actions. Should they succeed in the save, they must continue to make an additional save for every round the khoqqix is attached. Each save is made with a cumulative -1 penalty after the first. After a total of 20 rounds (two minutes), however, the mind of the victim can no longer hold out against its attacker and the khoqqix completely dominates the victim, assuming control of its actions. The body is now a host and puppet for the khoqqix. They can, on their turn and while not yet dominated, attempt to pull off the khoqqix with a successful grapple check, but receive a -4 penalty on all grapple checks, as the khoqqix by this time has a firm hold. Any attacks made against the khoqqix while it is attached to its victim, but whom has yet to submit, stand a 50% chance of hitting the victim instead.

Once a khoqqix has taken control of its victim, they become, to all intent and purpose, a single entity. The khoqqix retains all of the host's abilities in addition to its own, including hit dice and hit points (which are added to its own), all class levels (and class abilities), skills, feats and special abilities. If the khoqqix and the base creature have the same Skill, it uses whichever is highest. It now moves at the same base speed of its host (and retains any forms of movement that the base creature is capable of) and may also attack using the host's Base Attack as its own, with any weapons that the host is capable of using, including natural weapons (however, see below for restrictions to things pertaining to the head and face), while still able to lash out with all four of its own tentacles. Its AC also becomes that of the host, including any armor and shield bonus that the host is wearing. The khoqqix own Natural Armor bonus is added to the AC of the host. Also, a khoqqix can use any item that the host can use and retains knowledge of all special requirements that any item may need in order to be used. However, as they have no verbal ability, a khoqqix cannot use items that require any verbal trigger.

A khoqqix also takes on the Strength, Dexterity and Constitution scores of its victim, but retains its own Intelligence, Wisdom and Charisma scores. All prerequisites for feats and other special abilities must be met in order for the khoqqix to use them, otherwise they are considered suppressed. Additionally, as the victim's head and face are completely covered by the khoqqix, any natural or special attacks or extraordinary abilities that require any part of the victims head or face in order to function correctly (such as gaze attacks, scent, breath weapons, bite, etc) cannot be used by the khoqqix and are considered suppressed. If the host was a spell caster, the khoqqix cannot use any spells that the host may have memorized prior to their being dominated (but they can, of course, use their own) and nor can they use that host to memorize any further spells (but they can, of course, refresh their own).

If the subject escapes the grapple (as the standard rules) it suffers permanent effects of the near-death experience of being engulfed by a khoqqix - especially physical scaring from the suckers which attached the creature to its host. These effects are:

   If the subject was engulfed for less than thirty seconds reduce Charisma by 2.
   If the subject was engulfed for more than thirty second but less than one minute reduce Intelligence and Charisma by 2.
   If the subject was engulfed for less than one and a half minutes but more than one minute reduce Intelligence by 2 and Charisma by 4.
   If the subject was engulfed for more than one and a half minutes but less than the two minutes the khoqqix requires to dominate the subject reduce Intelligence by 4 and Charisma by 6.

NOTE: Intelligence and Charisma losses are permanent. Intelligence and Charisma cannot be reduced below 3 by a khoqqix attack.

Once a victim has been dominated by a khoqqix and become its host, a secretion continues to feed the host to keep it alive. However, a host will permanently lose 1 point of Constitution and gain 1d2 negative levels for every 30 days that the khoqqix is attached. Once the host reaches 0 Constitution or has a number of negative levels equal to its current level (or is drained below 1st level), the body dies and withers and the khoqqix must find a new host for itself.

Surviving Dominance
A khoqqix can voluntarily release its host as a standard action and choose a new victim. If a khoqqix detaches itself from the host, and abandons it, a successful Fortitude save is required (DC 15+number of levels drained) or the body dies within 1d6 hours. If the check succeeds, the host survives the ordeal but suffers the following consequences:
   For each level lost to the khoqqix reduce Charisma by one.
   For every two levels lost to the khoqqix reduce Intelligence by one (round down).
   All normal rules for lost levels otherwise apply.

NOTES: Lost levels are absorbed by the khoqqix. The effects of lost levels are not applied to the host until the khoqqix abandons the body. At that time the khoqqix loses all of the abilities of the host body, including those that had been absorbed.

Mental Assault (Su): As a standard action, a khoqqix can fire a magical blast of energy, attacking the Intelligence of its target. The khoqqix mental assault is a 40 foot cone. Any intelligent creature or character caught within the blast must succeed a Will save (DC 18) or suffer a temporary Intelligence loss of 1d6 points. If the first save fails, a second Will save (DC 15) must be succeeded or the victim is stunned for 1d4 rounds.

Spells: A khoqqix can cast spells as a 6th level sorcerer. They may ignore any verbal requirements of spell casting (all khoqqix have a natural ability that mimics the Silent Spell feat, though all spells are cast at their normal CL). Khoqqix can share any known spells with others linked to it by their 'hive mind' (see below). As a rule of thumb, a khoqqix has a 50% chance of knowing a spell that a sorcerer of 6th level can cast, in addition to those that it knows itself. If the host is wearing armor, the khoqqix does not suffer any spell failure chance.

Blindsight (Su): The eyes of a khoqqix are completely worthless. Instead the creature 'sees' using a mix of echolocation and magic to a range of 200 feet. A khoqqix can see in a 360° arc. Beyond this range, they are considered blind.

Detect Magic (Su): Khoqqix continuously detect magic as the spell as if cast by a 20th-level sorcerer. They can suppress or resume this ability as a free action.

Detect Thoughts (Su): A khoqqix can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 15). They can suppress or resume this ability as a free action.

Hive Mind (Ex): All khoqqix within a 10 mile range are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No khoqqix in a group is considered flanked unless all of them are.

Immunity to Sight-Based Attacks: Khoqqix, being blind, are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Sonic Vulnerability (Ex): Khoqqix are affected by loud noises and sonic spells (such as ghost sound or silence) and are more susceptible to sound-based attacks, suffering a -2 racial penalty to all saves. A khoqqix takes half again as much (+50%) damage as normal from sonic damage, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a khoqqix at a distance of 20 feet. They do not willingly approach nearer than that and panic if forced to do so, unless they succeed a Will save DC 20; they remain panicked as long as they are within that range. If they leave the range, only to return, they continue to be panicked. A successful save means that animal can no longer be affected by that khoqqix for a period of 24 hours. It can, however, still be panicked by other khoqqix.

Challenge Rating: An unattached khoqqix has a challenge rating of 6. However, an attached khoqqix can be a much more dangerous foe, depending on the nature of the host. Calculating CR should be based upon the nature of the host and whether its abilities are useful or not to the khoqqix. As a general rule of thumb, if the khoqqix can use most or all of the abilities of its host, then the CR should be 6 + the CR of the host. If the khoqqix can only use some of the abilities of its host, then the CR should be 6 + 1/2 the CR of the host. Should the khoqqix only be able to use few (if any) of the abilities of its host, then the CR should be 6 + 1/3 the CR of the host. Always round down fractions.


Solasti

The Damned
Medium Outsider (Evil, Extraplanar)
The Sacred
Medium Outsider (Good, Extraplanar)
Hit Dice: 6d8+30 (57 hp) 6d8+18 (45 hp)
Initiative: +2 +2
Speed: 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +8/+10 +8/+9
Attack: Slam +11 melee (1d6+2 plus Charisma damage) Slam +9 melee (1d6+1 plus Charisma damage)
Full Attack: 2 Slams +11 melee (1d6+2 plus Charisma damage) 2 Slams +9 melee (1d6+1 plus Charisma damage)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Scream, smite good Harmonious song, smite evil
Special Qualities: Damage Reduction 5/good, damnation, darkvision 60 ft, immunity to poison, regeneration 5, resistance to acid 10, cold 10, electricity 10, and fire 10. Damage Reduction 5/evil, salvation, darkvision 60 ft, immunity to poison, regeneration 5, resistance to acid 10, cold 10, electricity 10, and fire 10.
Saves: Fort +12, Ref +7, Will +5 Fort +8, Ref +7, Will +9
Abilities: Str 14, Dex 15, Con 20, Int 5, Wis 10, Cha 15 Str 12, Dex 15, Con 16, Int 5, Wis 14, Cha 17
Skills: Climb +8, Intimidate +15, Jump +8, Listen +11, Spot +11, Swim +8 Diplomacy +18, Heal +11, Listen +10, Perform +9, Sense Motive +11, Spot +10
Feats: Alertness, Great Fortitude, Weapon Focus (slam) Ability Focus (harmonious song), Alertness, Iron Will
Environment: The outer planes of Herophet, Mulhata and Talakos The outer planes of Damarkan, Henipur, Paradorn and Wynord
Organization: Solitary, pair, team (3-5), or squad (6-10) Solitary, pair, team (3-5), or squad (6-10)
Challenge Rating: 6 6
Treasure: None None
Alignment: Always evil Always good
Advancement: 7-9 HD (Medium), 10-18 HD (Large) 7-9 HD (Medium), 10-18 HD (Large)
Level Adjustment: - -

The Sacred and The DamnedSolasti were mortals who served their god in life and continue to do so in death, either through eternal damnation (for those that are The Damned), or through eternal salvation (for those that are The Sacred). Neither dead, nor alive, solasti are but a shadow of what they were in life, with fleeting memories and feelings. For The Sacred, these moments warm them and bring joy into their eternal condition, while for The Damned they are a reminder of a better past and only serve to heighten their misery and suffering.

Both The Sacred and The Damned feel pain when it is inflicted upon them, and their flesh can be destroyed. However, the soul of a solasti is now in the keeping of the Aslah whom they served in life and their existence is eternal, until their soul is released. As such, after the body of a solasti is destroyed, it reforms 24 hours later at the exact spot where it was destroyed, to continue its eternal wandering.

Charisma Damage When a solasti strikes a victim with one of its slam attacks, it also steals something of its victim in the form of Charisma damage. Each successful slam attack deals an additional 1d3 points of temporary Charisma damage. A victim reduced to 0 Charisma falls into a coma and is considered helpless. Charisma cannot be reduced below 0.

The Damned

Bent double, the flesh of this foul creature is covered in warts and pustules and seems stretched and bloated. Hard bristles poke haphazardly through the skin, forming small clumps. Its long, monkey-like fingers drag along the floor and its knees are bent as if under a great burden. The deformed, snarling face is filled with hate and rage, though the dark eyes which stare at you seem filled with pain and anguish.

In life, these individuals made a pact with a powerful and evil demon or devil, or even actually with an evil Aslah, giving up the peace of their afterlife for a better mortal life. Upon their death, their souls were taken by their evil patron, their flesh corrupted beyond all recognition, and filled with pain and anguish. None of The Damned ever look totally alike, though each is foul and terrible to look upon and their eyes filled with longing and pain. They are eternally condemned to serve the possessor of their soul. For some, this involves a particular task or mission, while for others, it is merely to wander aimlessly in the hells of Herophet, Mulhata and Talakos, wracked with the painful memories of their mortal life.

Damnation: The souls of The Damned are trapped in small objects and guarded closely by those whom they now serve. Often, in the deepest dungeons of Herophet, Mulhata and Talakos, can be found vast chambers filled with such objects, each of which contains the soul of a single individual who has joined the ranks of The Damned. Until the object is destroyed, the solasti cannot be permanently killed. When the flesh of the solasti is destroyed, it reforms 24 hours later at the exact spot where it was destroyed.

The object can be anything, but must be both hollow and enclosed, as this is where the soul will be entrapped, and have a value of at least 250 gp. This object is given over by the individual as part of the pact they make in life. Each has 60 hit points, hardness 25, and a break DC of 45. If destroyed, the soul is released and is free to return to the Halls of the Dead in Golgoria. The corrupted form of the solasti immediately withers and dies. The owner of the object can always choose to release the trapped soul at any time.

Regeneration (Ex): The Damned take normal damage from good-aligned weapons and from spells or effects with the good descriptor.

Scream (Su): Once per day, The Damned can emit a loud scream, in which can be heard the hate, misery and suffering of their eternal damnation. All those within a 100 ft. radius must succeed in a Will save (DC 15) or suffer 1d8 temporary Charisma damage and be panicked for 2d4+2 rounds. This is a sonic mind-affecting charm effect. The save DC is Charisma based.

Smite Good: Twice per day the creature can make a normal melee attack to deal extra damage equal to its HD against a good foe.

The Sacred

A gentle, golden glow surrounds this humanoid-like creature, giving it an aura of wonderment and contentment. Although its features are indistinct, lost in the haze of its own glow, it nonetheless seems to stand tall and proud, and its white eyes are clearly visible.

The Sacred were once good individuals who served their chosen Aslah with both dedication and distinction in life and often sacrificed themselves in their name. Upon their death, they were given the option of continuing to serve their master, in the form of a solasti, or of passing into the Halls of the Dead. They are often given a particular task or mission, though some serve in many, varied ways. The Sacred are filled with a sense of contentment and peace, with memories and feelings from their previous life filling them with warmth and joy. The Sacred retain the form they had in life, but are shrouded in a golden glow which hides much of how they once looked.

Salvation: The souls of The Sacred are stored in beautiful, honeycombed rooms, which glisten and shimmer in a multitude of colors. Such places are found in the deepest chambers of Damarkan, Henipur, Paradorn and Wynord, with each honeycomb containing the soul of a single individual who has joined the ranks of The Sacred. Unless the honeycomb is destroyed, the solasti cannot be permanently killed. When the flesh of the solasti is destroyed, it reforms 24 hours later at the exact spot where it was destroyed.

Each honeycomb, though hollow and fragile looking, is in fact very tough and difficult to break. Each has 60 hit points, hardness 25, and a break DC of 45. If destroyed, the soul is released and is free to return to the Halls of the Dead in Golgoria. The beautiful form of the solasti immediately withers and dies. The owner of the soul can always choose to release it at any time.

Regeneration (Ex): The Sacred take normal damage from evil-aligned weapons and from spells or effects with the evil descriptor.

Harmonious Song (Su): Once per day, The Sacred can sing a beautiful song, in which can be heard the peace and contentment of their eternal salvation. All those within a 100 ft. radius must succeed in a Will save (DC 18) or suffer 1d8 temporary Charisma damage and be fascinated by the solasti for 2d4+2 rounds. This is a sonic mind-affecting charm effect. The save DC is Charisma based.

Smite Evil: Twice per day the creature can make a normal melee attack to deal extra damage equal to its HD against an evil foe.