- Aberrant
- Aeon
- Agathion
- Air
- Angel
- Amphibious
- Aquatic
- Asura
- Beastborn
- Daemon
- Demon
- Demon Lord
- Devil
- Dhampir
- Djab
- Dragonborn
- Earth
- Elemental
- Extraplanar
- Extraterrestrial
- Fearsome Critter
- Feyborn
- Fire
- Human
- Incorporeal
- Inevitable
- Kyton
- Lampetra
- Metal
- Native
- Ogdoad
- Planar
- Psionic
- Qlippoth
- Reptilian
- Robot
- Shapechanger
- Sonic
- Spirit
- Swarm
- Water
- Wilderkin
- Wood
- Zicree
Aberrant Subtype: Humanoids with the aberrant subtype possess darkvision and are subject to any effect that can target aberrations.
Aberrants of Porphyra
Aeon1
Beyond passion, beyond mercy, beyond reason, the faceless caretakers of reality toil without end, silently struggling to preserve the tenuous balance upon which all existence depends. These voiceless forces are the aeons, inscrutable shapers and eliminators of the multiverse. They exist beyond the understanding of most mortals, endlessly striving toward goals unfathomable even to many of the planes’ eldest inhabitants.
Aeons build order from the emptiness of the Expanse, seed new life upon barren worlds, and halt the rampages of forces grown overbold. They rend nations to vapor, dismantle planets into cosmic dust, and pave the way for calamities. Their ways are at one moment beneficent and in the next utterly devastating, but always without ardor, compassion, or malice. Every aeon dispassionately but determinedly strives toward the same objective—an ever changing, amending, and readjusting pursuit of multiplanar equilibrium. United in this eternal and perhaps impossible pursuit, aeons embody the planes-spanning hand of a metaphorical omnipotent clockmaker, endlessly tuning and adjusting the myriad gears of reality in pursuit of ultimate perfection.
Aeon Subtype: Aeons are a race of outsiders who roam the Expanse maintaining the balance of reality. Aeons possess the following traits.
- Immune: cold, critical hits, poison
- Resist: electricity 10, fire 10
- Envisaging (Su, mind) Aeons communicate via a form of telepathy that is communicated in pictures and images but not words. Likewise, they see words as images or concepts.
- Extension of All (Ex) Aeons are connected to all things in the multiverse. They have immense access to esoteric information. They gain a racial bonus equal to 1/2 their Hit Dice on all Knowledge checks.
- Void Form (Su) Aeons are semi-tangible and gain a deflection bonus equal to 1/4 their Hit Dice.
Aeon of Porphyra
Knowledge (planes)
DC 10: Aeons are outsiders that seek balance in all things, being the embodiment of true neutrality.
DC 15: When aeons deign to communicate, they do so in a form of non-verbal telepathy known as ‘envisaging’, often on a grand scale, as to a city.
DC 20: As all aeons have interconnected knowledge of one another, they have access to boundless information, and the state of all other aeons.
DC 25: All aeons are bound in a state known as the “Monad”, the “condition of all”. They do not die, but are recycled, holding no grudges or agendas.
Agathion Subtype: Agathions are beast-aspect outsiders native to the Wilderlands. They have the following traits.
- Immune: electricity, petrification
- Resist: cold 10, sonic 10
- Saves: +4 vs. poison
- Lay on Hands: 1/day per 2 HD; As a standard action, you may heal a creature 1d6 hit points/2 HD by touching them. You may only heal a creature once per day.
- Languages: Celestial, Infernal, and Draconic unless otherwise noted plus animalspeech, truespeech
Often possess DR X/hellstone
Agathion of Porphyra
Knowledge (Planes)
DC 10: Agathions are a race of beast-aspect outsiders dedicated to pure goodness, unconcerned with the dogma of legal morality.
DC 15: Agathions are proud of their assigned roles and their feral aspects, and don’t take kindly to assumptions of lycanthropy or being ‘magic animals’.
DC 20: Agathions are noted for their ability to adapt to their environment, and they can speak with any intelligent being.
DC 25: There are some few agathion leaders, exceptional and recognized by the gods—their presence is often indicated by an aura or larger size.
Air Subtype: A creature with the air subtype has immunity to electricity, can fly, and suffers no ill effects from natural hazards on the Plane of Air, Atmosphaira. Creatures with the air subtype speak Auran.
Air Creatures of Porphyra
- Aerial Servant
- Air Elemental, Elder
- Air Elemental, Greater
- Air Elemental, Small
- Anemos
- Backdraft
- Belker
- Comozant Wyrd
- Dragon Horse
- eSheep
- Genie, Djinni
- Ice Elemental, Small
- Invisible Stalker
- Jellyfish, Thunderstorm
- Lightning Elemental, Large
- Lightning Elemental, Small
- Mephit, Air
- Mephit, Dust
- Mephit, Ice
- Veela, Air
- Will-O'-Wisp
- Windrune
- Wysp, Air
Angel Subtype: Angels are a race of celestials native to the Celestial Towers. An angel possesses the following traits (unless otherwise noted in a creature's entry).
- Protective Aura (Su) This provides protection against attacks made or effects created by the Horde, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a lesser globe of invulnerability, both with a radius of 20 feet. Additionally, the angels attack bypass the damage reduction of the Horde.
- Saves +4 racial bonus on saves against poison.
- Immune acid, cold, petrification, radiant
- Resistance electricity 10, fire 10.
- Truespeech (Su) All angels can speak with any creature that has a language, as though using a tongues spell.
Angels of Porphyra
Knowledge (Planes)
DC 10: The celestial beings known as angels are personifications of good, and always extraordinarily beautiful.
DC 15: Angels fly swiftly against their enemies, and almost never possess natural weapons, wielding powerful, often unique magical weapons.
DC 20: Hailing from the Celestial Towers, all angels are immune to acid, cold, and petrification, resist fire and electricity, and bear a protective aura that shields it and others against evil.
DC 25: Angels do not have a set ethical code while still others serve good in its purest
form. Their typical organizational structure is the ‘choir’.
Amphibious Subtype: Amphibious creatures are capable of living well in the water and on land. They possess a swim speed and can breathe underwater and on land.
Amphibious Creatures of Porphyra
Aquatic: These creatures always have swim speeds and can move in water without making Athletics checks. An aquatic creature can breathe water. Aquatic creatures always treat Athletics as a class skill.
Aquatic Creatures of Porphyra
- Aboleth
- Angel, Monadic Deva
- Crab, Giant
- Daemon, Hydrodaemon
- Daemon, Piscodaemon
- Deep One
- Dragonfly, Giant Dragonfly Nymph
- Dryad, Coral
- Eel, Fire
- Gar, Giant
- Hippocampus
- Lamprey, Burrowing
- Lamprey, Dire
- Lamprey, Giant
- Sea Serpent, Brine
- Sea Serpent, Deep Hunter
- Sea Urchin, Hunter
- Shark
- Shark, Great White
- Swarm, Crab
- Aboleth
- Angel, Monadic Deva
- Crab, Giant
- Daemon, Hydrodaemon
- Daemon, Piscodaemon
- Deep One
- Dragonfly, Giant Dragonfly Nymph
- Dryad, Coral
- Eel, Fire
- Gar, Giant
- Hippocampus
- Lamprey, Burrowing
- Lamprey, Dire
- Lamprey, Giant
- Sea Serpent, Brine
- Sea Serpent, Deep Hunter
- Sea Urchin, Hunter
- Shark
- Shark, Great White
- Swarm, Crab
Asura Subtype: An asura has the following traits, unless otherwise noted in the creature’s entry.
- Saves: +2 vs. enchantment
- Immune: curse, disease, and poison
- Resist: acid 10, electricity 10
- Languages: telepathy
- Elusive Aura (Su) Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a nondetection spell. The size of the aura is proportional to the asura’s power. The caster check to attempt divination on creatures within the aura is 15 + the spell-like ability caster level of the asura creating the aura.
- Regeneration (Ex) The divine spark at the core of their being allows asuras to regenerate at varying rates. Fire spells can kill an asura.
- Summon (Sp) Asuras share the ability to summon others of their kind, typically another of their type or a small number of weaker asuras.
Asura of Porphyra
Beastborn Subtype: Creatures with the beastborn subtype are not true animals but have many animal traits. They possess low-light vision and can be affected by any effect that targets animals.
Beastborn of Porphyra
Daemon Subtype: Daemons are outsiders from Perdition that eat souls and thrive on disaster and ruin. Daemons have the following traits (unless otherwise noted in a creature’s entry).
- Immune: acid, death, disease, poison
- Resistance: cold 10, electricity 10, fire 10
- Summon (Sp; Cha): Daemons share the ability to summon others of their kind, typically another of their type or a small number of less powerful daemons.
- Languages: Abyssal, Draconic, Infernal; telepathy
Planes: Perdition
Daemon of Porphyra
Knowledge (Planes)
DC 10: Daemons are destroyers that eat souls and thrive on disaster and ruin. They are
known to be repelled by pure silver.
DC 15: Many of the greater strains of daemons are personifications of various methods of death. All daemons are immune to acid, death effects, disease and poison, and resist cold, electricity and fire.
DC 20: Daemonic servitors known as deacons organize the lesser fiends in the name of their mysterious lords, seeking to bring death and steal souls, to fuel the power of the Perdition.
DC 25: The dread lords of the horde of daemons are archdaemons called the Four Horsemen of the Apocalypse; Famine, Pestilence, War, and Death.
Demon Subtype: Demons are destructive outsiders from the Abyss their home. Demons possess a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.
- Immune: electricity, poison.
- Resistance: acid 10, cold 10, and fire 10.
- Summon (Sp; Cha): Demons share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.
- Languages: Abyssal, Celestial, Draconic; telepathy.
Demons often DR X/cold iron
Demon of Porphyra
Knowledge (Planes)
DC 10: Demons are foul outsiders who seem to have only one purpose- to destroy. Most are hideous and have no resemblance to mortal beings.
DC 15: The chaotic forms of demons are vastly varied, but most are clawed and fanged, and can speak by telepathy to any intelligent creature.
DC 20: Demons are from the Plane of The Abyss, a seemingly infinite collection of ‘layers’. They are immune to electricity and poison, and resist weapons, acid, cold and fire.
DC 25: Foolish mortals often try to summon and control demons, attracted by their power; some worship demon Lords as gods, the highest of their kind.
Demon Lord: Demon lord are powerful outsiders who command other demons and who hold some dominion over the Abyss. Demon lords possess the following traits unless noted otherwise.
- Initiative: Demon lords do not possess static initiative
- Senses: lifesense, true seeing
- Aura: fear (60 ft.)
- Domain Powers: Demon lords have access to the domain powers of the four domains listed in their portfolio.
- Heightened Senses: Demon lords gain a +10 insight bonus to initiative and Perception checks.
- Legendary Power: Demon lords add their Charisma modifer as a profane bonus to armor class, hit points, saves, and attack rolls.
- Ritual Magic: Demon lords can use ritual magic at half the normal hassle cost.
Demon Lords of Porphyra
- Ayporos, The Counter
- Balakor, The Corpse-King
- Buer, The Giver
- Damnation
- Demon Lord, Balakor
- Dread Bolt
- Eyeless Horror
- Gomm-Thog, Lord of Goblinkind
- Karzerothine, Empress of the Web
- Lord Of Many Forms
- Morcheox, The Flaming Moon
- Naehemoth, Whisperer in the Darkness
- Pasiphae, Mistress of Puzzles
- Pazuzu, The Lord of Air
- Tajam'muhur, The Swirling Mob
- The Dark Mistress
- Thurin'Waethi, The Bloody Marshal
- Yog Muan, God-Killer
- Zaqqit, The Lost Angel
Devil Subtype: Devils are outsiders intent on stealing mortals souls through elaborate compacts. They hail from the Seven Circles. Devils possess a particular suite of traits (unless otherwise noted in a creature’s entry).
- Senses: see in blackness
- Immune: fire, poison
- Resist: acid 10, cold 10
- Summon (Sp; Cha): Devils share the ability to summon others of their kind, typically another of their type or a small number of less-powerful devils.
- Languages: Celestial, Draconic, Infernal; telepathy
Damage Reduction: Devils tend to have a DR #/silver
Plane: Seven Circles
Devils of Porphyra
Knowledge (Planes)
DC 10: Devils are manipulative outsiders determined to corrupt and ruin all mortal life. Most look humanoid, combined with some kind of noxious animal.
DC 15: Many devils are weapon-armed as for war, and can be commanded by higher ranking devils. Most have natural weapons, as well.
DC 20: The domain of devils are the Seven Circles, and all are immune to fire and poison, and resist most weapons, acid and cold.
DC 25: The Infernal Hierarchy is; least devils, lesser devils, greater devils, and the Lords of Hell—which includes Dukes and Archdevils, ruled over by the Prince of Darkness.
Dhampir Subtype: Creatures with the dhampir subtype have a strong connection to the negative energy plane. They can be affected by any effect that targets undead. They can speak Necril.
Dhampirs of Porphyra
Knowledge (Local)
DC 10: Dhampir are typically handsome humanoids that have an air of undeath about them, avoided by most folk.
DC 15: These half-vampires innately know where true undead are, and are known to be particularly manipulative.
DC 20: Dhampir are not affected by energy draining effects, until the point where they would actually die.
DC 25: Dhampir that actually indulge their yearning for blood develop dark powers, that do not help their already shaky reputation.
Djab Subtype: Djab are powerful outsiders and guardian spirits. They were once folk heroes who became something more. They dwell in the come from The Invisible Realm. Djab possess a particular suite of traits (unless otherwise noted in a creature’s entry).
- Defensive Abilities: immortal, sustained by belief
- Immune: critical hits, precision damage
Djab of Porphyra
Dragonborn Subtype: Creatures with the dragonborn subtype are not true dragons but can be affected by any effect that targets dragons. Dragonborn can speak Draconic.
Dragonborn of Porphyra
Earth Subtype: A creature with the earth subtype has immunity to acid and suffers no ill effects from natural hazards on the Plane of Earth, Lithanos. Creatures with the earth subtype speak Terran.
Earth Creatures of Porphyra
- Arid Dragon, Adult
- Arid Dragon, Ancient
- Arid Dragon, Wyrmling
- Crysmal
- Earth Elemental, Huge
- Earth Elemental, Small
- Gargoyle, Margoyle
- Genie, Shaitan
- Masagmasvima
- Mephit, Earth
- Mephit, Magma
- Mephit, Ooze
- Mephit, Salt
- Mudlord
- Pech
- Rock Troll
- Sandling
- Tiny Earth Elemental, Rock Runt
- Troll, Rock
- Veela, Earth
- Wysp, Earth
- Xorn
- Arid Dragon, Adult
- Arid Dragon, Ancient
- Arid Dragon, Wyrmling
- Crysmal
- Earth Elemental, Huge
- Earth Elemental, Small
- Gargoyle, Margoyle
- Genie, Shaitan
- Masagmasvima
- Mephit, Earth
- Mephit, Magma
- Mephit, Ooze
- Mephit, Salt
- Mudlord
- Pech
- Rock Troll
- Sandling
- Tiny Earth Elemental, Rock Runt
- Troll, Rock
- Veela, Earth
- Wysp, Earth
- Xorn
Elemental Subtype: An elemental is a being composed entirely from one of the six classical elements: air, earth, fire, metal, water, or wood. An elemental has the following features.
- Immune: bleed, critical hits, flanking, paralysis, precision damage, poison, sleep
- Proficiency: natural and any weapon, armor, or shield in their description.
- Metabolism: none
Elementals of Porphyra
- Aerial Servant
- Air Elemental, Elder
- Air Elemental, Greater
- Air Elemental, Large
- Air Elemental, Small
- Anemos
- Backdraft
- Belker
- Comozant Wyrd
- Crysmal
- Earth Elemental, Huge
- Earth Elemental, Small
- Fire Elemental, Huge
- Fire Elemental, Large
- Fire Elemental, Large
- Genie, Djinni
- Ice Elemental, Small
- Invisible Stalker
- Large Earth Elemental
- Lightning Elemental, Small
- Magmin
- Masagmasvima
- Mephit, Dust
- Mephit, Earth
- Mephit, Fire
- Mihstu
- Mudlord
- Sandling
- Sandman
- Sleet Dragon
- Thoqqua
- Tiny Earth Elemental, Rock Runt
- Tiny Fire Elemental, Torch Tyke
- Tiny Water Elemental, Water Wimp
- Tiny Wind Elemental, Wind Wimp
- Veela, Air
- Veela, Earth
- Veela, Fire
- Water Elemental, Huge
- Water Elemental, Large
- Water Elemental, Medium
- Windrune
- Wysp Aether
- Wysp, Air
- Wysp, Earth
- Wysp, Fire
- Wysp, Water
- Aerial Servant
- Air Elemental, Elder
- Air Elemental, Greater
- Air Elemental, Large
- Air Elemental, Small
- Anemos
- Backdraft
- Belker
- Comozant Wyrd
- Crysmal
- Earth Elemental, Huge
- Earth Elemental, Small
- Fire Elemental, Huge
- Fire Elemental, Large
- Fire Elemental, Large
- Genie, Djinni
- Ice Elemental, Small
- Invisible Stalker
- Large Earth Elemental
- Lightning Elemental, Small
- Magmin
- Masagmasvima
- Mephit, Dust
- Mephit, Earth
- Mephit, Fire
- Mihstu
- Mudlord
- Sandling
- Sandman
- Sleet Dragon
- Thoqqua
- Tiny Earth Elemental, Rock Runt
- Tiny Fire Elemental, Torch Tyke
- Tiny Water Elemental, Water Wimp
- Tiny Wind Elemental, Wind Wimp
- Veela, Air
- Veela, Earth
- Veela, Fire
- Water Elemental, Huge
- Water Elemental, Large
- Water Elemental, Medium
- Windrune
- Wysp Aether
- Wysp, Air
- Wysp, Earth
- Wysp, Fire
- Wysp, Water
Extraplanar Subtype: A creature that is from another plane of existence that is not an outsider gains the extraplanar subtype. Creatures with this subtype may be banished, summoned, or called from their home planes as if they were outsiders.
Extraplanar Creatures of Porphyra
Extraterrestrial Subtype: A creature with the extraterrestrial subtype is come from the Void. Creatures with the extraterrestrial subtype are proficient in technological weapons and armor and suffer a -2 penalty to save vs. disease.
Extraterrestrials of Porphyra
Fearsome Critter: A creature with the fearsome critter subtype is a creature that lives in a remote wilderness location, and are are almost never found in dungeons, or any kind of captivity. A fearsome critter has the following features.
- Hard to Pin Down: Most of the information about fearsome creatures comes from notoriously unreliable mining or lumberjack camps. As such the DC to identify them is increased by 5 and they gain a +4 competence bonus against any divination spell.
Fearsome Critters of Porphyra
Feyborn Subtype: Creatures with the feyborn subtype are often humanoid creatures. They have low-light vision or darkvision and can be affected by spells and effects as if they were fey.
Feyborns of Porphyra
Fire Subtype: A creature with the fire subtype has immunity to fire and suffers no ill effects from natural hazards on the Plane of Fire, Ignatius. Creatures with the fire subtype speak Ignan.
Fire Creatures of Porphyra
Human Subtype: Creatures of this subtype are often called human. They have a base speed of 30 ft. and speak Common. They are proficient with all simple weapons.
Humans of Porphyra
Incorporeal (Ex) An incorporeal creature has no physical body.
Hurting Incorporeal
- It is immune to all nonmagical attack forms.
- Even when hit by spells or magic weapons, it takes only half damage from a corporeal source.
- Holy water can affect incorporeal undead.
- Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature.
- Effects with the force descriptor deal normal damage.
- An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus.
- An incorporeal creature can enter or pass through solid objects. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature cannot pass through a force effect.
- An incorporeal creature adds their Charisma bonus to their incorporeal attack.
- Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. They cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions.
- An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Format: incorporeal; Location: Defensive Abilities.
Inevitable: Inevitables are construct-like outsiders built by the axiomites to enforce law. They exist in the Realms Beyond in a space called the Clockwork Perfection of Regulus.
- Senses: low-light vision
- Constructed (Ex): Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type, inevitables count as both outsiders and constructs.
- Immune: construct immunities
- Saves: An inevitable’s good saving throws are Fortitude and Will
- Regeneration (Ex): Inevitables have regeneration (mercurial). The regeneration amount varies by the type of inevitable.
- Truespeech (Su): An inevitable can speak with any creature that has a language, as if under the effects of a constant tongues spell.
Damage Reduction: mercurial
Planes: Regulus
Inevitables of Porphyra
Knowledge (Planes)
DC 10: Inevitables are a race of semi-mechanical outsiders dedicated to upholding the philosophy of law.
DC 15: Originally, the race of axiomites constructed inevitables as an unflinching army against the protean forces of chaos, at the beginning of time.
DC 20: All inevitables possess truespeech and a specialized form of regeneration. They are living beings, but are ‘constructed’, sharing traits with construct automatons.
DC 25: Among the first and most powerful inevitables are the Primals, ancient goliaths tasked with protecting the axiomite’s home plane.
Kyton Subtype: Kytons a race that has been exiled from the Nine Hells and the Seven Circles. They are now native to the Plane of Shadow who feed on fear and pain. Kytons possess the following traits (unless otherwise noted in a creature’s entry).
- Senses darkvision
- Regeneration (Ex) The extent of a kyton’s regeneration varies according to type, and can be neutralized by silver weapons.
- Immune cold.
- Unnerving Gaze (Su; fear; Cha) All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving gaze has a range of 30 feet, and can be negated by a Will save—the exact effects caused by a particular kyton’s unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons.
Kyton of Porphyra
Lampetra Subtype: A creature with the lampetra subtype are humanoid lamprey-folk. They possess a bite attack for their size that deals 1 point of bleed damage, they possess a +4 racial bonus to Stealth in marine environments, and they speak Aquan.
Lampetra of Porphyra
Metal Subtype: A creature with the metal subtype has immunity to sonic and suffers no ill effects from natural hazards on the Plane of Metal, The Forge. Creatures with the metal subtype speak Koinkin.
Metal Creatures of Porphyra
Native Subtype: An outsider who has lived on Porphyra for too long becomes naturally separated from their home plane. They are no longer affected by effects that would banish, summon, or call them as outsiders.
Ogdoad
Reputedly, the ogdoad (singular and plural) are descendants of beings that swam about in the muck of primordial Chaos, before the forces of Law condensed existence into what we now call time. The ogdoad are closely connected with the element of water and with the essence of dreamstuff.
Many-hued and alien-minded, these creatures are in some ways similar to demons, devils, and celestials. However, instead of dwelling in abysmal landscapes or heavenly domiciles, they continue to wade around in the few planar pockets of Primordial Chaos that the forces of Law didn’t “corrupt.” As such, they grow and change constantly, but share a few common characteristics. All ogdoad are bipedally humanoid in form, though they resemble vaguely human-shaped frogs or toads.
Legends say that the ogdoad are servants of elder beings of immense power and whose inconstant nature is utterly hostile to mortals. Ogdoad feature strongly in the legends of aquatic peoples such as sahuagin, skum, merfolk, and even the cetacean orcam. It is said that when ancient cataclysms sunk long-forgotten empires of the past, the ogdoad enjoyed free rein of the oceans, and have been trying to re-establish a foothold there ever since.
The Great Old One Invasion
The ogdoad were complicit in the 3,000 BC invasion by the Great Old Ones, and their human thralls, the Kayanoi. The toad-outsiders cracked open a door in the dimensions with their power, to let the invaders into Porphyra’s reality. Promises of ocean domination were made and many ogdoad set up small fiefdoms throughout Porphyra’s oceans and shores. A certain amount of genetic mixing engendered such races as the evil boggards and the benign grippli and doathi, though legends of their patronage are vague. Such strange monsters as frog-fathers and blindheim also speak to ogdoad interference in Porphyran development. With the repulsion of the invasion by the Elementalist Zendik Order, a number of ogdoad were captured by native Porphyran water-sorcerers, and enthralled for many centuries. The powers of these outsiders was put to use in many schemes, though a few found their way back to the depths of Limbo.
(ogdoad): An ogdoad possess the following traits (unless otherwise noted in a specific ogdoad’s entry).
- Alien Mindset (Ex; Cha) Ogdoad have a +4 racial bonus to resist all mind and fear effects. Further, anyone attempting to read an ogdoad’s mind must succeed at a Will save. If successful, the character is stunned for 1 round and the mind-reading fails. If the save fails, the mind-reading fails and the character is stunned for 1 round and then affected by a lesser confusion effect for the following 1d4 rounds.
- No Breath (Ex) Ogdoads does not breathe, and is immune to effects that require breathing.
- Damage Reduction (Ex) Ogdoads have damage reduction that is bypassed by platinum weapons.
- Defenses (Ex) All ogdoad have resistance to cold 5, fire 5, and sonic 5, as well as immunity to acid.
- Healing: All ogdoad have fast healing 5.
- Strikes: Ogdoads natural attacks and weapons bypass damage reduction as if they were mercurial.
- Summon Ogdoad (Sp) One or more times per day, an ogdoad can attempt to summon one or more other members of its race as a standard action. The numbers and type summoned are given in each ogdoad’s description, as is the chance of success for that ogdoad’s summoning ability. Ogdoad summoned in this way remain for 1 hour, and summoned ogdoad can’t use their own summon ogdoad ability for 1 hour.
- Languages: All ogdoad speak their own tongue, known as Ogdoadt. For their own unfathomable reasons, some choose to master additional languages, and kukkoad can communicate with virtually any being by means of their tongues spell-like ability.
- Environment: The ogdoads come from a realm in the Realms Beyond known as the Savage Rumpus.
Sample Ogdoads
Planar Subtype: Creatures with the planar subtype are treated as outsiders for any effect that will affect outsiders. Creatures with this subtype are native to the Lands of Porphyra.
Planar Creatures of Porphyra
Psionic Subtype: A creature with the psionic subtype can manifest psionic powers, possess psi-like abilities, take psionic feats, and attain psionic focus.
Psionic Creatures of Porphyra
- Angel, Contemplative
- Asura, Chikram
- Darkstone Dragon, Adult
- Darkstone Dragon, Ancient
- Darkstone Dragon, Wyrmling
- Grioth
- Moddey Dhoo
- Phrenic Scourge
- Psyros
- Shadowcat
- Yangethe
- Zicree, Decimator
- Zicree, Drone
- Zicree, Electroid
- Zicree, Megamind
- Zicree, Mentoid
- Zicree, Palindroid
- Zicree, Subterranoid
- Zicree Zicriformer
- Angel, Contemplative
- Asura, Chikram
- Darkstone Dragon, Adult
- Darkstone Dragon, Ancient
- Darkstone Dragon, Wyrmling
- Grioth
- Moddey Dhoo
- Phrenic Scourge
- Psyros
- Shadowcat
- Yangethe
- Zicree, Decimator
- Zicree, Drone
- Zicree, Electroid
- Zicree, Megamind
- Zicree, Mentoid
- Zicree, Palindroid
- Zicree, Subterranoid
- Zicree Zicriformer
Qlippoth Subtype: Qlippoth are outsiders from the deepest reaches of the Abyss. They have the following traits.
- Immune: cold, mind, poison
- Resist: acid 10, fire 10, radiant 10
- Horrific Appearance (Su; gaze, mind; Cha) All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. The exact effects caused by a qlippoth’s horrific appearance vary by the type of qlippoth. A successful Will save reduces or negates the effect.
- Languages: Abyssal; telepathy
Damage Reduction: dreamstone
Planes: Abyss
Qlippoth of Porphyra
Knowledge (Planes)
DC 10: Qlippoth are horrific beings that existed in the Abyss before the advent of mortal kind and the emergence of the race of demons, with whom they make war.
DC 15: Qlippoth live in the most remote and hidden corners of the Abyss, seeking ways to destroy demons and daemons, and as much mortal life as possible.
DC 20: Qlippoth are immune to cold, mind-effects and poison, resist acid, electricity and fire, and a horrific appearance that adversely affects those who look upon them.
DC 25: Paragons among the qlippoth can rise to great power, but receiving mortal worshipers results in their transformation into a demon lord.
Reptilian Subtype: Creatures with the reptilian subtype are not animals share several traits with reptiles. They tend to be cold-blooded, scaly, and possess a natural armor bonus and darkvision.
Reptilian Creatures of Porphyra
Robot Subtype: Robots are intelligent constructs created by advanced scientific means. They have the following traits, unless otherwise noted.
- Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. The following are class skills for robots: Athletics, Disable Device, Knowledge (all), Linguistics, Perception, Sense Motive, and Stealth.
- Vulnerable: Critical hits and electricity. Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If the robot succeeds at the save, it is staggered for 1 round.
Robots of Porphyra
Included page "shapechanger" does not exist (create it now)
Sonic (DC 25)
Moderate evocation; CL 10th; Price +1 bonus.
Description
Upon command, a sonic weapon is hums with vibrational energy that deals an extra 1d6 points of sonic damage on a successful hit. The effect remains until another command is given.
Construction
Craft Magic Arms and Armor, 2nd level sonic spell
Spirit Subtype: Spirits are incorporeal creatures that are tied to the living essence of the world. They have the following traits unless, stated otherwise.
- Incorporeal: as the subtype
- Living Spirit: Spirits are not harmed by holy water or positive energy. They can be harmed by unholy water and negative energy.
Spirits of Porphyra
Swarm Subtype
A swarm, mob, troop, or horde is a collection of creatures that act as a single creature.
A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm attempts saving throws as a single creature.
Traits: A swarm possesses the following traits (unless otherwise noted in a creature’s entry).
- Free Movement: A swarm can move through cracks or holes large enough for its component creatures.
- Immune (All): combat maneuvers, critical hits, emotion, fear, flanking, mind, precision damage, spells that target a specific number of creatures.
- Immune (Fine, Diminuitive, Tiny): half-damage from slashing and piercing weapons
- Vulnerable: area of effect spells, splash weapons, high winds (Fine, Dimimuitive, Tiny only)
- Space (Fine, Diminuitive, Tiny): four 5-ft. squares (shapeable); Reach 0 ft.
- Space (Other): 4 x normal space as 5 ft. squares (shapeable); Reach normal
- Swarm Attack: creatures with the swarm subtype deal automatic damage to any creature whose space they occupy at the end of their move or any creatures within their reach. The amount of damage a swarm deals is based on its Hit Dice and their Strength bonus (but not Strength penalty). Spellcasting or concentrating on spells within the area of a swarm requires a caster check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.
Swarm HD | Swarm Base Damage |
---|---|
1–5 | 1d6 + Str bonus |
6–10 | 2d6 + Str bonus |
11–15 | 3d6 + Str bonus |
16–20 | 4d6 + Str bonus |
21-25 | 5d6 + Str bonus |
26-30 | 6d6 + Str bonus |
+5 HD Range | +1d6 + Str bonus |
- Attacks of Opportunity (Ex): A swarm deal swarm damage to any creature within its space or reach that draws an attack of opportunity.
- Distraction (Fine, Diminuitive, Tiny; Ex; Con): A creature occupying the same space as the swarm may be nauseated. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save negates the effect.
Swarms of Porphyra
Water Subtype: A creature with the water subtype has immunity to cold and suffers no ill effects from the natural hazards on the Plane of Water, Oceanus. Creatures with the water substype speak Aquan.
Water Creatures of Porphyra
Wilderkin Subtype: Creatures with the wilderkin subtype have a strong affinity for the natural world. They possess the born to the land racial trait and darkvision.
Wilderkin of Porphyra
Wood Subtype: A creature with the wood subtype has immunity to radiant and suffers no ill effects from the natural hazards on the Plane of Wood, Arboria. Creatures with the water substype speak Arboreal.
Wood Creatures of Porphyra
Zicree
The zicree are an alien race of totalitarian extraterrestrial conquerors that seek to wipe out the native populations of worlds that they conquer and reshape them into their preferred ecosystem. Totally alien in appearance and behaviour, the zicree have little or no regard for non-spacefaring races, to the point of having difficulty understanding that beings that are not technologically advanced are sentient. Spatial neighbors of the Xenarthan and Femanx races, they were allies (at the time) with the Xenarthan race in attempting to eradicate the Femanx and their works, as possible threats or impediments to their works.
Zicree biology is as alien and bizarre as they are. Observer-type mentoid zicree reproduce by fission when exposed to energy gathered by lesser forms; these spawn are drone zicree, the simplest and weakest form of the race. Drone zicree that survive for a year in the field mature sufficiently to metamorphose into electrode zicree, which command and heal the drones. If sufficient conquests are made and higher forms are needed to coordinate maneuvers, the electroid commander breed will fight in duels to the death, whereupon the loser will be consumed by the winner, who evolves painfully into the palindroid zicree, who act as generals in large campaigns. Mentoid zicree will split in two to make more of their particular breed if commanded by more highly evolved types.
The rarer higher types have more complicated origins; subterranoid, decimator and zicriformer breeds serve specific roles in zicree conquering campaigns, and are genetically manufactured from mentoid breeding stock by teams of palindroid and mentoid science teams into living weapons to establish zicree domination in a region. At the top of this hierarchy is the super-intelligent megamind zicree, the racial force behind the races’ actions. There is, as far as can be determined, a finite number of these awesome beings, who have molded their own genetic material into a star-spanning race but cannot reproduce themselves, though they are essentially immortal.
Zicree Subtype: The zicree are a race of extraterrestrial conquerers that seek to wipe out the native populations of whole planets and remake them in the image of their own preferred ecosystem. They have the following traits unless otherwise noted:
- Alien Scream (Su; sonic; Con): As a standard action, a zicree can target a living being within 30 ft. and unleash a neuro-scrambling attack. The target is shaken for a number of rounds equal to the zicree’s Hit Dice unless they make a Fortitude saving throw. Once a being has made its saving throw against a specific zicree’s alien scream, it cannot be affected by the zicree for 24 hours.
- Extraterrestrial: as the subtype.
- Fibroid Construction (Ex): All zicree can secrete internal fiber strands to assemble buildings, barricades, tools, and even spacecraft with which to travel. Each zicree can secrete fibroid to make one 10 ft. by 10 ft, panel per day per hit dice. More information about this ability is given in the entries.
- Hive Mind: All zicree gain +1 to initiative and Will saves for every other zicree within 30 ft, to a maximum equal to their own hit dice. The death of a member of a hive mind makes every other member of the hive mind within 30 ft. shaken for 1 round. This also functions as racial telepathy with other zicree within 60 ft.
- Resistance: cold 5, electricity 5
- Psionics: All zicree have psi-like abilities to one degree or another, and can detect psionics at will. All zicree are automatically assumed to be part of a psionic collective where that is necessary or possible for a psi-like power.
- Language: As well as having racial telepathy, and except where otherwise noted, zicree speak their racial language Krizlor, Femanx and Xenarch.
Zircee of Porphyra