This subtype is usually used for outsiders with a connection to the Quasi-Elemental Planes of Acid. Acid creatures always have swim speeds and are immune to acid damage. Acid creatures have vulnerability to water. Unless otherwise noted in the creature’s description, a water based effect or spell deals 1d4 points of damage per spell level to a creature with this subtype, unless otherwise noted (in either the monster’s description or the spell description). The creature usually receives a save (Fortitude or Reflex) for half damage.
This subtype is identical to the standard daemon with the addition of the following:
- Unique daemons (such as Charon and the Oinodaemon) get a profane bonus to AC equal to their Cha modifier (minimum +1).
- Arch daemons (such as the Oinodaemon) get an insight bonus to AC equal to their Wis modifier (minimum +1)
Demodands are chaotic evil outsiders that related to neither demons nor qlippoths. Their exact origin is unknown, but they are possibly the degenerate offspring of primordial titans imprisoned many ages ago by the deities or their forebears. They possess the following traits unless otherwise noted.
- Immunity to acid and poison.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Resistance to cold 10 and fire 10.
This subtype is usually used for outsiders with a connection to the Quasi-Elemental Plane of Lightning. Electricity creatures always have fly speeds and usually have perfect maneuverability. Electricity creatures treat the Fly skill as a class skill. They have immunity to electricity. Electricity creatures have vulnerability to water. Unless otherwise noted in the creature’s description, a water-based effect or spell deals 1d4 points of damage per spell level to a creature with this subtype. The creature usually receives a save (Fortitude or Reflex) for half damage.
The fungus subtype applies to creatures (almost always plants) that are “more fungal” than ordinary plant creatures. It distinguishes common plant creatures like treants from other plant creatures such as shriekers and phantom fungi. Other than the fact that this subtype applies to certain types of plant creatures, fungus creatures have no specific traits. The fungus subtype simply identifies creatures that may be vulnerable to spells, psionics, and effects that specifically target or affect fungi. the following monsters should be considered to have the fungus subtype:
- brown mold
- green slime
- mu spore
- phosphorescent fungus
- violet fungus
- yellow mold
Though some of the monsters are classified as hazards (such as yellow mold and russet mold), they still gain the fungus subtype and are considered fungus creatures with regards to certain spells and effects.
This subtype is used for outsiders with a connection to the Plane of Gravity. Gravity creatures always have a fly speed and usually have perfect maneuverability.
Kuah-lij are extraterrestrial colonists. Highly organized and with an affinity for the creation and use of magic, kuah-lij possess low-light vision.
This strange race of twisted mortals found on the Plane of Agony possess the following traits unless otherwise noted.
- Damage reduction (10/magic).
- Immunity to acid and poison.
- Resistance to cold 5 and fire 5.
- Spell Resistance (CR + 11)
- Darkvision 60 ft.
- Cruelty’s Bliss (Su) N’gathau relish in the suffering of others. When a n’gathau scores a successful critical hit against an opponent (with a weapon attack or a natural attack), it gains a +2 competence bonus to attack rolls, checks, and saves against that opponent for the remainder of the encounter. This bonus can only be gained once per combat against a Particular opponent.
- Delicious Agony (Su) By making a successful grapple check against an opponent up to one size larger than itself, a n’gathau can claw or cut away a small portion of an Opponent’s flesh (using claws or a light piercing or slashing weapon) and devour it. This attack deals 1d2 points Of Constitution drain to the opponent. a n’gathau heals 5 points of damage each time it drains Constitution points (regardless of the number of points drained). A creature without flesh (such as an ooze, skeleton, etc.) is immune to this effect. A n’gathau without usable arms or hands does not gain this ability. A n’gathau that has no mouth or whose mouth has been rendered unusable can still benefit from this ability as their sense of touch is heightened to a level far beyond mortal comprehension.
- Exquisite Suffering (Su) As a melee touch attack, a n’gathau allows a creature to share in the sensations of its agony, thus overloading the senses of the opponent. The opponent must make a successful Will save (DC 10 + 1/2 the n’gathau’s HD + the n’gathau’s con modifier) or be stunned for 1 round. creatures with more HD than the n’gathau are immune to this effect. This is a mind-affecting attack and whether the save is successful or not, the creature is immune to the exquisite suffering attack of that n’gathau for one day.
- Horrifying Appearance (Su) The sight of a n’gathau is so disturbing that any creature with fewer Hit Dice than the n’gathau and Intelligence 3 or higher seeing it must make a successful Will save or be shaken for 1d6 rounds. Creatures with more HD than the n’gathau are immune to this effect. On a successful save, the Opponent is immune to the horrifying appearance of that n’gathau for one day.
- Limited Immortality (Ex) When a n’gathau is slain its form is taken before the Twelve, who decide whether the slain creature is condemned to an eternity of torture and suffering or whether the creature is reconfigured. a reconfigured creature remembers nothing of its previous existence and for all intents and purposes is an entirely new creature. All existing mutilations are removed and new ones are added (determined randomly Or by DM choice).
- Mutilations (Ex) All n’gathau have 1d4+1 mutilations (or more), determined by GM choice or by rolling On the Body Part Table and random Mutilation Table (see Appendix e).
This subtype is applied to creatures that possess both goblinoid and ogre blood. They have darkvision 60 ft. and some with enough of the bloodline are considered ogres in regards to racially specific weapons, magic items, or powers.
This subtype is applied to creatures that possess both orc and ogre blood. They have darkvision 60 ft. and are considered either an orc or an ogre in regards to racially specific weapons, magic items, or powers.
This subtype is applied to creatures that are psionic in nature or have psi-like abilities that are normal to their species.
Stormwardens have an affinity for the winds and weather of the wild places. They possess the following traits:
- Low-light vision.
- Conjure Storm (Su) Once per day as a standard action, a stormwarden can create an effect similar to a control weather spell (caster level 10th), except that it affects an area in a 1,000-foot-radius circle, and the weather effects are immediate rather than gradual. The effects last for 1 minute before the weather in the area returns to normal.
Tabaxis are reclusive catfolk that inhabit deep jungles, far from civilized lands. They possess the following traits:
- Darkvision 60 ft.
- Weapon Aptitude (Ex) Tabaxis have an instinctive love of weaponry of all kinds, and an innate knack for quickly learning to employ them skillfully. This grants them proficiency with all simple, martial, and exotic weapons.
This subtype is applied to creatures (usually outsiders) with some connection to the Plane of time. They exist outside the normal flow of time and often age differently, sometimes not aging at all and other times actually aging backwards. They are immune to spells and effects that affect time. They also possess the following trait:
Foresight (Su) Creatures with the time subtype are able to see a few seconds into the future preventing them from being surprised, caught flat-footed, or flanked. It also grants the creature an insight bonus to AC equal to its Wisdom bonus. This ability can be negated, but can be restarted as a free action on the creature’s next turn.
Vapor creatures are thought to be native to a plane other than the Material, though sages cannot find any evidence to support such claims. Vapor creatures are indiscernible from their normal counterparts and are often mistaken for such creatures. These creatures are highly intelligent (compared to the normal creatures they resemble) and their cunning and wits often show themselves in battle or interaction with other creatures. all vapor creatures have certain traits in common:
- Cold Susceptibility (Ex) A cold-based effect or attack freezes the vapor creature’s form causing it to function as if affected by a slow spell. The effects last for 3 rounds. This only affects a vapor creature in vapor form.
- Death Throes (Ex) When a vapor creature is slain, its body bursts and releases a nauseating cloud of grayish-green vapor that fills a 10- foot radius. This acts as a stinking cloud spell (caster level 5th). Affected creatures must make a successful Fortitude save (DC 10 + 1/2 the vapor creature’s HD + the vapor creature’s Constitution modifier) or be nauseated as long as they remain within the cloud and for 1d4+1 rounds after they leave. A creature that makes its save but remains in the cloud must continue to save each round.
- Fast Healing (Ex) A vapor creature heals 2 points of damage per round so long as it has at least 1 hit point and is touching a body of water or if in a body of mist, smoke, steam, or fog.
- Vaporous Form (Su) As a free action, a vapor creature can assume a gaseous form for up to one hour each day. The time does not need to be continuous, so long as the vapor creature doesn’t exceed the one hour per day limit. This ability is otherwise identical to the gaseous form spell (caster level 5th).
- Skills Vapor creatures have a +8 racial bonus on Stealth checks in areas of smoke, fog, mist, or vapor.
Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games.