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Additional Monstorin Traits

Fire Bird Racial Traits

  • Ability Score Modifiers: Fire birds are quick, smart, and brash. They gain +2 Dexterity, +2 Intelligence, and –2 Wisdom.
  • Size: Fire birds are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Fire birds are outsiders with the fire and native subtypes.
  • Base Speed: Fire birds have a base speed of 30 feet.
  • Languages: Fire birds begin play speaking Common. Fire birds with high Intelligence scores can choose can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Fire in the Blood: Fire birds gain fast healing 2 for 1 round anytime they take fire damage. They can heal up to 2 hit points per level per day.

Offense Racial Traits

  • Born in Flame: Fire birds are immune to light-based blindness and dazzle effects. They are treated as +1 level higher when casting light-based spells and spells with the fire descriptor or using light-based or fire-based class features. If a fire bird has an Intelligence score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user’s character level): At Will—light, 1/day—flare, produce flame.

Gremlin Racial Traits

  • Ability Score Modifiers: Gremlin monstorin are smart and surprisingly strong for their size. They gain +2 Strength, +2 Intelligence.
  • Size: Gremlins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Type: Gremlin monstorin are humanoids with the monstorin subtype.
  • Fast Movement: Gremlins have a base speed of 30 ft.
  • Languages: Gremlins begin play speaking Common and undercommon. Gremlins with high Intelligence scores can choose can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Gremlin Heritage (Su): Each gremlin monstorin chooses up to two of the abilities presented here and gains access to them as described.

Gremlin Heritage

  • Gremlin Lice (Ex): The gremlin is infested with gremlin lice. Whenever a warmblooded creature comes in physical contact with the gremlin, there is a 25% chance it contracts gremlin lice. 1d4 rounds later, the creature begins to itch. The itch proves so distracting that for the duration of the infestation, the individual takes a –1 penalty on all concentration and initiative checks. Fortunately, these annoying parasites cannot live long on non-gremlins, and only survive for 24 hours. Submersion in water or exposure to
    freezing temperatures also kills a gremlin lice infestation.
  • Kneecapper (Ex): The gremlin gains a +4 racial bonus on combat maneuver checks to trip an opponent.
  • Magic Bag (Su): The gremlin always carries a pouch with it. This pouch contains an extradimensional space and operates like a bag of holding (type I). The gremlin must keep the pouch in sight and on its person at all times. If this pouch is separated from the gremlin, all of its former contents are lost, and it becomes a normal bag that contains a number of coins equal to half the value of the gremlin’s lost possessions. There is a 50% chance the bag can fall off when the goblin is critically hit or reduced to 0 or fewer hit points. A gremlin that loses its pouch must create a new one, a process that takes 1d4 days, or suffer a –1 morale penalty to all attacks, saves, and skill checks until it begins doing so. Until the new pouch is finished, it remains a non-magical bag, only becoming a fully functional extradimensional space once completed.
  • Misplacement (Su): Any time the gremlin succeeds at a Sleight of Hand check against a creature, it also rearranges that creature’s possessions. The next time that creature attempts to produce a weapon or item, it finds its possessions misplaced or disarranged; retrieving a stored item or drawing a weapon then requires a standard action instead of a move action (unless the gremlin has stolen the item in question). After spending this standard action, the target takes mental inventory and is no longer affected by this ability.
  • Putrid Vomit (Ex): Every 1d4 rounds, the gremlin can spew a 30-foot line of vomit as a standard action. Treat this as a ranged touch attack with no range increment. Anyone struck must succeed at a Fortitude save (DC 10 + half the gremlin’s level + its Constitution modifier) or be nauseated for 1d4 rounds.
  • Speedy Sabotage (Su): When using the Disable Device skill, the gremlin treats all devices as being one category simpler for the purposes of determining how long it takes to use the skill.
  • Tinker (Sp): Once per day, the gremlin can gain the following effect. Its caster level is equal to its character level. The gremlin can choose Tinker more than once.
    • The gremlin can cast bungle.
    • At 3rd level, if two gremlins with this ability are within 10 feet of each other, they can use aid another to cast bestow curse as a full round action. At 11th level, they can cast major curse instead.
    • At 5th level, if three gremlins with this ability are within 20 feet of each other, they can use aid another to cast dispel magic. At 10th level, they can cast break enchantment instead.
  • Unluck Aura (Su): For one round per day, the gremlin can radiate an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. These rounds need not be consecutive. This is a mind-affecting effect that does not work on animals, other gremlins, or trollspawn. Any character who gains any sort of luck bonus is immune to the gremlin unluck aura.

Jinx Cat Racial Traits

  • Ability Score Modifiers: Jinx cats are agile and smart, but can be impulsive. They gain +2 Dexterity, +2 Intelligence, and –2 Wisdom.
  • Size: Jinx cats are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Jinx cats are humanoids with the monstorin subtype.
  • Base Speed: Jinx cats have a base speed of 30 feet.
  • Languages: Jinx cats begin play speaking Common. Jinx cats with high Intelligence scores can choose can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Lucky: Jinx cats receive a +1 racial bonus on all saving throws.

Feat and Skill Racial Traits

Senses Racial Traits

  • Darkvision: Jinx cats can see perfectly in the dark up to 60 feet.
  • Low-Light Vision: Jinx cats can see twice as far as humans in conditions of dim light.

Offense Racial Traits

  • Fickle Fortune (Su): Once per day, as a standard action, a jinx cat can choose one ally or enemy within 30 feet of it. For one round, anytime that creature makes an ability check, attack roll, saving throw, or skill check, it rolls twice and takes the better result (if an ally) or the worse result (if an enemy). A Will saving throw (DC 10 + 1/2 the jinx cat’s level + its Intelligence modifier) negates this ability.

Lightning Cat Racial Traits

  • Ability Score Modifiers: Lightning cats are agile and likeable. They gain +2 Dexterity, +2 Charisma.
  • Size: Lightning cats are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Lightning cats are humanoids with the monstorin subtype.
  • Fast Movement: Lightning cats have a base speed of 40 feet.
  • Languages: Lightning cats begin play speaking Common. Jinx cats with high Intelligence scores can choose can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Storm in the Blood: Lightning cats gain fast healing 2 for 1 round anytime they take electricity damage. They can heal up to 2 hit points per level per day.

Offense Racial Traits

  • Lightning Born: Lightning cats are immune to light-based blindness and dazzle effects. They are treated as +1 level higher when casting light-based spells and spells with the electricity descriptor or using light-based or electricity-based class features. In addition, once per day as a swift action, lightning cats can deal +1d6 electricity damage with melee attacks. This lasts for up to 1 round per character level, and the lightning cat can end its effect as a free action.

Section 15: Copyright Notice

Mystical: Kingdom of Monsters, © 2015, Northwinter Press; author Kevin Glusing.

MKoM: Haunted Eve Monsters Only Pack, © 2015, Northwinter Press; author Kevin Glusing.