An unusual situation occurs on the Trembling Plains, where five Spirits of the Land divide their dominion by season rather than by geographical boundaries. Each of the five Spirits embodies the land in one particular season – named Coldnights, Flamesky, Fruitbirth, Ral’s Rest, and Windflood. Druids and Kurnan sages cannot agree whether the sharply distinct seasons of the Trembling Plains exist because of the influence of the five spirits, or vice versa. In either case, the Spirits and seasons change in a predictable pattern; one full iteration completing an Athasian Year. The elemental manifestations of these spirits are described below:
Coldnights
CR25
Always N
Gargantuan fey (cold, fire)
Init +1; Senses low-light vision; Listen +18, Spot +18 Languages Auran, Druidic, Ignan, Sylvan
AC 24, touch 14, flat-footed 23; (-4 size, +1 Dex, +10 natural, +7 deflection)
Hp 283 (21 HD); fast healing 10
Spell Resistance 34 PR 34 Fort +16 Ref +17 Will +20
Speed 30 ft. (6 squares)
Melee 2 slams +14 (2d4+6 plus cold or fire damage)
Space 25 ft.; Reach 15 ft.
Base Atk: +10; Grp +24 Atk Options: Quicken (spell-like ability) Elemental Strike, Quicken (spell-like ability) Control Winds
Special Actions Elemental manifestation Spell-like Abilities (CL 21th): At will—defiler scent, chill metal, darkness, eye of the storm, fire shield, fog cloud, heat metal, quench, sleet storm 3/day—allegiance of the land, cone of cold (DC 23), elemental strike (cold and fire only) (DC 21), ice storm, sunbeam (DC 24), wall of ice (DC 21) 1/day—control weather, elemental storm (cold and fire only) (DC 24), sunburst (DC 25)
Abilities Str 22, Dex 13, Con 30, Int 10, Wis 27, Cha 25
SQ wild empathy +28 (+24 magical beasts), scent
Epic Feats Epic Reflexes Feats Cleave, Great Cleave, Combat ExpertiseB, DodgeB, Improved Bull Rush, Improved Sunder, Power AttackB, Quicken Spell-like Ability (elemental strike), Quicken Spell-like Ability (ice storm)
Skills Concentration +30, Knowledge (geography [Trembling Plains]) +21, Knowledge (nature) +21, Listen +32, Sense Motive +8, Spellcraft +24, Spot +32, Survival +8 (+10 following tracks/in aboveground natural environments/to keep from getting lost)
Breath Weapon (Su) 30-foot cone of freezing air, once per hour, damage 15d6 cold, Reflex DC 30 half. The save DC is Constitution-based.
Dissipate (Su) So long as it has one or more hit points and otherwise has control of its own actions, Coldnights can abandon its corporeal form and return to its normal state as a formless Spirit of the Land.
Elemental Burst (Ex) Each time that Coldnights physically attacks an opponent, it inflicts extra damage as if its attacks were enchanted with the elemental burst weapon enhancement (cold).
Skin of Cold and Ice (Su) Coldnights deals an extra 1d6 points of energy damage with its slam attack.
Wild Empathy (Ex) This ability works like the druid‘s wild empathy class feature, except that Coldnights has a +6 racial bonus on the check.
Strategies and Tactics Unless attacked, or unless someone uses defiling magic in front of her, Coldnights keeps an eye on sentient creatures while devouring plants and vegetation. In combat, Coldnights focuses attacks on spellcasters first, and will take a round to chew and swallow fallen defilers before turning to other attackers.
Sample Encounter Coldnights can only be encountered in the Trembling Plains area during the Coldnights season, a time when hot days and frigid nights kill off the more fragile plants. (See Lost Cities of the Trembling Plains for a detailed description of the Coldnights season.) Individual (EL 25): Coldnights makes an appearance in order to thwart an attempt to plough a significant section of the Trembling Plains, to plant an orchard, or to otherwise create fields of ‘tame, cultivated plants‛.
Appearance: Coldnights appears as a giant dark blue beetle with streaks of red along its side and around its head. “A stony scarab the size of a melkillot gazes at you with pale blue luminous eyes. It blinks, and the eyes switch to a red malevolent glow that reminds you uncannily of the sun.”
Flamesky
CR 25 Always CN Gargantuan fey (air, fire) Init +1; Senses low-light vision; Listen +18, Spot +18 Languages Auran, Druidic, Ignan, Sylvan AC 14, touch 14, flat-footed 13; (-4 size, +1 Dex, +7 deflection) hp 283 (21 HD); fast healing 10 SR 34, PR 34 Fort +16, Ref +17, Will +22 Speed fly 60 ft. (perfect) (12 squares) Melee 2 slams +14 each (1d8+6 points plus 1d6 fire damage) Space 25 ft.; Reach 15 ft. Base Atk +10; Grp — Atk Options Quicken Spell-like Ability (elemental strike),Quicken Spell-like Ability (control winds) Special Actions elemental manifestation Spell-like Abilities (CL 21th): At will—daylight, defiler scent, faerie fire, flaming sphere (DC 19), heat metal, gust of wind (DC 20), searing light 3/day—allegiance of the land, elemental strike (fire only) (DC 21), sunbeam (DC 24), prismatic wall (DC 25) 1/day—control weather, control winds, elemental storm (fire only) (DC 24), incendiary cloud (DC 25), sunburst (DC 25) Abilities Str —, Dex 13, Con 30, Int 14, Wis 31, Cha 25 SQ wild empathy +28 (+24 magical beasts) Epic Feats Epic Reflexes Skills Concentration +34, Hide -2, Intimidate +30, Knowledge (geography [Trembling Plains]) +26, Knowledge (nature) +26, Listen +10, Search +26, Spellcraft +26, Spot +34, Survival +10 (+12 following tracks/in aboveground natural environments/to keep from getting lost) Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against Flamesky. Blinding Aura (Ex) As a standard action, Flamesky can raise a searing, luminous aura centered on itself in a 30-foot radius. The aura lasts as long as Flamesky concentrates and casts light within its radius and shadowy light an equal distance beyond its radius. Anyone within the aura must succeed on a DC 27 Fortitude save or take 1d4 points of fire damage per round from the intense heat. Dissipate As Coldnights. Elemental Burst (Ex) Each time that Flamesky physically attacks an opponent, it inflicts extra damage as if its attacks were enchanted with the elemental burst weapon enhancement (fire element). Engulf (Ex) Flamesky can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against Flamesky, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 23 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent‘s choice) as Flamesky moves forward. Engulfed creatures are considered to be grappled and suffer the effects of suffocation and its heat aura (see below). The save DC is strength-based. Quench Plants The heat from Flamesky‘s body and magical attacks does not affect living plants or dead vegetable matter. Wild Empathy (Ex) As Coldnights. Appearance: Flamesky appears as a random group of dazzling pinpoints of light, surrounded by a cloud of tiny insects with shimmering gossamer wings. During the heat of the day, it can be mistaken for a mirage; in the evening, it can be mistaken for a prairie fire, but Flamesky’s presence and magical heat and flame attacks curiously do not set plants or vegetable matter afire. Travelers have reported finding human bodies burnt to ash, but wrapped in intact hemp clothing. “A swarm of dazzling points of light on rainbow gossamer wings slides over the scrub brush.” Sample Encounter Flamesky can only be encountered in the Trembling Plains area, during the Flamesky season, a time when the scorching sun dries the mud and greenery. (See Lost Cities of the Trembling Plains for a detailed description of the Flamesky season). Individual (EL 25): Flamesky appears in response to a slow-moving, heavily armored group, curious if killing a few of them will make the others move faster. Strategy and Tactics Flamesky prefers to appear during the glare of a scorching day, when travelers are most likely to mistake it for a mirage or a prairie fire. Fruitbirth CR 25 Always N Gargantuan fey (air, earth) Init +1; Senses low-light vision; Listen +14, Spot +28 Languages Auran, Druidic, Sylvan, Terran AC 24, touch 14, flat-footed 20 (-4 size, +1 Dex, +7 deflection, +7 natural) hp 283 (21 HD); fast healing 10 Resist stability (+8 against bull rush or trip); SR 34, PR 34 Fort +20, Ref +13, Will +22 Speed fly 60 ft. (perfect) (12 squares) Melee 2 slams +24 each (2d8+14) Space 25 ft.; Reach 15 ft. Base Atk +10; Grp +28 Atk Options Quicken Spell-like Ability (elemental strike),Quicken Spell-like Ability (control winds) Special Actions elemental manifestation Spell-like Abilities (CL 21th): At will—create food and water, defiler scent, nurturing seeds, plant renewal, soften earth and stone, wind wall 3/day—allegiance of the land, elemental strike (acid and electricity only) (DC 21), move earth, rejuvenate, spike stones (DC 21), stone shape, summon nature’s ally VI 1/day—control weather, control winds, elemental storm (acid and electricity only) (DC 24), earthquake, sirocco, whirlwind Abilities Str 39, Dex 13, Con 30, Int 12, Wis 31, Cha 25 SQ wild empathy +28 (+24 magical beasts) Epic Feats Epic Fortitude Feats Cleave, Great Cleave, Combat ExpertiseB, DodgeB, Improved Bull Rush, Improved Sunder, Power AttackB, Quicken Spell-like Ability (control weather), Quicken Spell-like Ability (elemental strike) Skills Concentration +34, Intimidate +30, Knowledge (geography [Trembling Plains]) +25, Knowledge (nature) +25, Listen +34, Search +25, Sense Motive +10, Spellcraft +24, Spot +34, Survival +10 (+12 following tracks/in aboveground natural environments/to keep from getting lost) Dissipate As Coldnights. Earth Mastery (Ex) Fruitbirth gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, Fruitbirth takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Earth’s Might (Ex) Fruitbirth‘s slam attacks are treated as adamantine, cold iron, and epic for the purposes of overcoming damage reduction. Elemental Burst (Ex) Each time that Fruitbirth physically attacks an opponent, it inflicts extra damage as if its attacks were enchanted with the elemental burst weapon enhancement (air element). Push (Ex) Fruitbirth can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to Fruitbirth‘s opposed Strength checks. Stability Fruitbirth is exceptionally stable on its feet. It gains a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Wild Empathy (Ex) As Coldnights. Appearance: Fruitbirth appears as an enormous melkillot. Travelers report Fruitbirth leading melkillot stampedes during lightning storms.. Of all the Spirits of the Trembling Plains, Fruitbirth is the spirit most often reported, although it is possible that in the chaos of a lightning storm and a melkillot stampede, a great melkillot might be mistaken for the Fruitbirth spirit. “Lightning crackles across the brown scales of this stout melkillot.” Sample Encounter Fruitbirth can only be encountered in the Trembling Plains area, during the Fruitbirth season, a time when lightning and windstorms overshadow the flowering shrub bushes. (See Lost Cities of the Trembling Plains for a detailed description of the Fruitbirth season). Individual (EL 25): Fruitbirth leads a melkillot stampede to trample any attempt to make a permanent settlement in the Trembling Plains. Strategies and Tactics In combat, Fruitbirth focuses attacks on the largest standing opponent, while melkillot followers trample the others. Ral’s Rest CR25 Always N Colossal fey (air, fire) Init +1; Senses low-light vision; Listen +14, Spot +18 Languages Auran, Druidic, Sylvan, Terran AC 9, touch 9, flat-footed 9 (-8 size, +7 deflection) hp 283 (21 HD); fast healing 10 SR 34, PR 34 Fort +16, Ref +12, Will +16 Speed fly 40 ft. (perfect) (8 squares) Melee slam +10 (2d4 plus 2d4 fire damage.) Space 50 ft.; Reach 10 ft. Base Atk +10; Grp — Atk Options Quicken Spell-like Ability (elemental strike), Quicken Spell-like Ability (control winds) Special Actions elemental manifestation Spell-like Abilities (CL 21th): At will—daylight, defiler scent, faerie fire, flaming sphere (DC 19), fire shield (hot flames version only), fog cloud, heat metal, lightning bolt (DC 20), produce flame, searing light 3/day—allegiance of the land, elemental strike (fire and acid only) (DC 21), wall of fire 1/day—control winds, elemental storm (fire and acid only) (DC 24), glass storm (DC 24), incendiary cloud (DC 25) Abilities Str —, Dex 11, Con 30, Int 8, Wis 19, Cha 25 SQ wild empathy +28 (+24 magical beasts) Epic Feats Blinding Speed Feats All-Round Attack, Combat Reflexes, Combat Expertise, Dodge, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-like Ability (control weather), Quicken Spell-like Ability (elemental strike) Skills Concentration +10, Intimidate +30, Knowledge (geography [Trembling Plains]) +23, Listen +28, Search +23, Spot +28, Survival +14 (+16 following tracks/in aboveground natural environments/to keep from getting lost) Dissipate As Coldnights. Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against Ral‘s Rest. Elemental Burst (Ex) Each time that Ral‘s Rest physically attacks an opponent, it inflicts extra damage as if its attacks were enchanted with the elemental burst weapon enhancement (silt element). Engulf (Ex) Ral‘s Rest can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against Ral‘s Rest, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 23 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent‘s choice) as Ral‘s Rest moves forward. Engulfed creatures are considered to be grappled and suffer the effects of suffocation and its heat aura (see below). The save DC is Strength-based. Heat Aura (Ex) At the end of each of their turns, creatures within 20 feet of Ral‘s Rest must succeed on a DC 30 Fortitude save or be fatigued. A successful save negates the effect. A fatigued creature that fails its save is exhausted. The fatigued and exhausted conditions end 1 minute after leaving the aura‘s area of effect. The DC is Constitution-based. Wild Empathy (Ex) As Coldnights. Appearance: Ral’s Rest appears as a burning cloud of dark smoke, dotted with red glowing embers. The few travelers that have seen this spirit report that it appeared during a prairie fire. “A roiling cloud of smoke and embers rolls towards you between burning scrub bushes.” Sample Encounter Ral’s Rest can only be encountered in the Trembling Plains area, during the Ral’s Rest season, a time when the sky is dimmed by dust and smoke from occasional prairie fires. (See Lost Cities of the Trembling Plains for a detailed description of the Ral’s Rest season). Individual (EL 25): Ral’s Rest appears in response to a large group of strangers who move in what looks like a military formation, for the sheer pleasure of breaking them apart and scattering them. Strategies and Tactics In combat, Ral’s Rest floats into the body of its opponents, trying to attack as many as possible at once. Ral’s Rest’s plan is to break apart surviving opponents, dividing the group with smoke and prairie fires. Windflood CR 25 Always CG Colossal fey (air, water) Init +1; Senses low-light vision, tremor sense; Listen +18, Spot +18 AC 20, touch 10, flat-footed 20 (-8 size, +11 natural, +7 deflection) SR 34, PR 34 Fort +20, Ref +12, Will +22 Speed fly 60 ft. (perfect) (12 squares) Melee slam +26 (2d4+16) Space 40 ft.; Reach 30 ft. Base Atk +10; Grp +34 Atk Options Quicken Spell-like Ability (elemental strike),Quicken Spell-like Ability (control winds) Special Actions dissipate, vortex, watery wake Spell-like Abilities (CL 21th): At will—defiler scent, quench, sleet storm, surface tension, wind wall 3/day—allegiance of the land, control tides, elemental strike (fire and sonic only) (DC 21), move earth, solid fog, transmute rock to mud 1/day—control weather, control winds, elemental storm (acid and sonic only) (DC 24), flash flood, storm of vengeance, whirlpool of doom Abilities Str 43, Dex 11, Con 30, Int 10, Wis 31, Cha 25 SQ wild empathy +28 (+24 magical beasts), scent Epic Feats Epic Fortitude Feats Cleave, Great Cleave, Combat Expertise, Dodge, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-like Ability (control winds), Quicken Spell-like Ability (elemental strike) Skills Concentration +34, Hide -8, Intimidate +30, Knowledge (geography [Trembling Plains]) +23, Knowledge (nature) +24, Listen +34, Search +24, Sense Motive +10, Spot +10, Survival +10 (+16 following tracks in aboveground natural environments/to keep from getting lost) Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against Windflood. Dissipate As Coldnights. Elemental Burst (Ex) Each time that Windflood physically attacks an opponent, it inflicts extra damage as if its attacks were enchanted with the elemental burst weapon enhancement (water element). Vortex (Su) Windflood can transform itself into a whirlpool of mud once every 10 minutes, provided it has enough mud surrounding it, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, Windflood can move through the mud at its base speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall. Windflood controls the exact height, but it must be at least 10 feet. Watery Wake (Ex) Windflood leaves a trail of water in its wake, extinguishing nonmagical fires it crosses. Windflood can also transform loose dirt, sand, or silt into sticky mud. A creature passing through a mud-filled square must make a Reflex save (DC 20) or become entangled. Entanglement lasts until the mud loses its potency, 1d4 rounds after Windflood leaves the square. Wild Empathy (Ex) As Coldnights. Appearance: Windflood appears as a massive reptilian eel with two front claws but no back legs, using tremor-sense to burst from the mud and seize its prey. “A colossal snakelike lizard with two front flippers emerges from the mud, grasping a mekling between its toothless jaws.” Sample Encounter Windflood can only be encountered in the Trembling Plains area, during the Windflood season, when rains reduce the Trembling Plains to thick mud. (See Lost Cities of the Trembling Plains for a detailed description of the Windflood season). Individual (EL 25): Windflood appears in response to a defiler’s destruction of plants, attempting to swallow the offending defiler with his first attack. Strategies and Tactics In combat, Windflood picks off opponents at the edges, baiting powerful opponents to close in to attack him. Once she lures a sufficient group of powerful opponents close to her, Windflood switches into vortex form. Windflood’s movement while in vortex form does not provoke attacks of opportunity, even if Windflood enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if Windflood moves into or through the creature’s space. Large or smaller creature might take 2d8 damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a DC 25 Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where Windflood carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. Windflood can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. Windflood can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned Spirit always ejects trapped creatures before returning to its home plane. If The vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on Windflood and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. In vortex form, Windflood cannot make slam attacks and does not threaten the area around it. Ecology Spirits of the Trembling Plains have no biological needs. So long as the area they dwell in thrives, they survive. They do not age, neither do they reproduce. Environment: While other Spirits of the Land tend to dominate a smaller area, Coldnights, Flamesky, Fruitbirth, Ral’s Rest, and Windflood take turns dominating the entire Trembling Plains. Typical Physical Characteristics: The Trembling Plains are unusual for Athas since the terrain changes drastically from season to season. Hence, the elemental manifestation of each Spirit of the Trembling Plains takes on the characteristics of the terrain during the embodied season. Alignment: The Spirits of the Trembling Plains tend towards neutrality, following the laws of nature. As with other Spirits of the Land, the Spirits of the Trembling Plains are influenced over time by the treatment and influence they received during their vast lives. Society Foreign druids express shock and confusion when they learn of the Spirits of the Trembling Plains: the Spirits of the Plains are larger and more powerful than the smaller Spirits which inhabit single groves or valleys in the lands to the south. The personalities of Spirits of the Trembling Plains often baffle foreign druids, for the Spirits of the Trembling Plains dwell in such a vast and varied terrain that they are extremely diffuse – though the Spirits can manifest as speaking, highly focused beings. They far more often communicate less directly, perhaps through whispers in the wind or patterns of stones on the ground, or by directing animals to lead druids to places or things they desire. Learning to read these signs is an important part of a Trembling Plains druid’s training, and foreign druids often struggle to master it. Spirits of the Trembling Plains Lore Characters with ranks in Knowledge (geography), Knowledge (Local [Trembling Plains]), or Knowledge (nature), can learn more about the Spirits of the Trembling Plains. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Geography, Local [Trembling Plains], or Nature) DC Result 15 This creature seems to be made of its surrounding environment. This result reveals all fey traits. 20 This creature is a living embodiment of the land, a manifestation of a Spirit of the Land,. A Spirit of the Land grants divine spells to druids, and to a lesser extent, rangers. Spirits of the land generally have power over the weather, and sometimes communicate telepathically or through dreams with creatures in the land. 25 This result provides the name of the particular Spirit of the Land is known as [reveal name]. [This result also Reveals The Spirit’s related season]. 30 Destroying a Spirit of the Land in its manifested form does not destroy the creature permanently. [This result provides a semi complete list (roughly 75% accurate) of the spell-like abilities of the Spirit of the Land’s manifested form.] Melkillot Stampede (Running) CR 14 Always N Colossal animal (stampede) Init +0; Senses low-light vision; Listen +12, Spot +11 Languages — AC 18, touch 5, flat-footed 18 (-5 size, +13 natural) hp 690 (60 HD) Immune stampede immunities Fort +39, Ref +32, Will +20 Speed 250 ft. (50 squares) Melee 6d6 Space 20 ft.; Reach 0 ft. Base Atk +45; Grp — Atk Options Combat Reflexes, Hold the Line, improved grab, swallow whole, trample 2d8+18 Abilities Str 35, Dex 10, Con 25, Int 2, Wis 10, Cha 9 SQ stampede composition Feats Alertness, Combat Reflexes, Hold the LineB, Endurance, RunB, Toughness (4) Skills Listen +12, Spot +11 Improved Grab (Ex) To use this ability, a melkillot must hit with its tongue lash attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round. Swallow Whole (Ex) A melkillot can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 4 points of acid damage per round from the melkillot‘s stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the stomach (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan melkillot‘s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Trample (Ex) Reflex half DC 30. The save DC is Strength-based. Melkillot stampedes give the ‘Trembling Plains‛ their name, and have been known to blot out entire villages. The stampede does not act out of malice or vindictiveness, but reacting to some danger or perceived threat, usually the thunderstorms of the Fruitbirth season. Strategies and Tactics A melkillot stampede is more a force of nature than an opponent, running forward in a straight line towards the horizon away from the greatest perceived threat. A stampede will either flee attackers, or continue to trample anything in its original path, depending on which threat it takes more seriously. Sample Encounter Melkillots stampedes are found most often within the Trembling Plains, since other areas rarely sufficiently large groups of melkillots for stampedes to form. Mating season and an Earth Drake’s Lunch (EL 20): A party of adventures from the Drylands stumbles upon a herd of 24 Melkillots during mating season. Unfortunately, the herd was just attacked by an earth drake, and is stampeding straight for them. Typical Treasure Stampedes don’t collect treasure. Creating a Stampede ‘Stampede‛ is an acquired template that can be added to any Medium to Gargantuan animal or magical beast creature (referred to hereafter as the base creature). Generally, a stampede is a collection or panicked herd of animals fleeing from sort of danger, lasting until the animals can no longer run. A stampede uses all the base creature’s statistics and special abilities except as noted here. Size and Type: A stampede is a Colossal creature composed of forty-eight Medium creatures, twenty-four Large creatures, twelve Huge creatures, or six Gargantuan creatures. The stampede’s type remains unchanged from the base creature. Challenge Rating: Same as the base creature +2. Armor Class: Same as base creature, modified by its new size category. Hit Dice: A stampede has a single pool of Hit Dice and hit points. The type of Hit Dice is set by the stampede’s racial Hit Dice. The amount of Hit Dice is based on the size of its component creatures, as shown below. Size Category / Hit Dice pool Medium / 30 HD Large / 40 HD Huge / 50 HD Gargantuan / 60 HD Reducing a stampede to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Stampedes are never staggered or reduced to a dying state by damage. Saves: A stampede’s saving throws are calculated as creature of its Hit Dice and its type. Speed: A stampede’s speed is 20 feet faster than of the base creature. A stampede always uses the run action when possible. Space/Reach: A stampede occupies a square 20 feet on a side, but its reach is 0 feet. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it tramples over its victim. A stampede can move through squares occupied by enemies and vice versa without impediment, although the stampede provokes an attack of opportunity if it does so. A stampede can move through openings large enough for its component creatures. Larger stampedes are represented by multiples of single stampedes. The area occupied by a large stampede is completely shapeable, though the stampede usually remains in contiguous squares. Attack: A stampede doesn’t make standard melee attacks. Rather, it is treated similar to swarms in combat. It deals automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Stampede attacks ignore concealment or cover. A stampede’s attacks are nonmagical, unless the base creature’s attacks are considered magical. Damage reduction applies to stampede attacks. The amount of damage a stampede deals is based on the size of its component creatures, as shown below. Size / Damage Medium / 3d6 Large / 4d6 Huge / 5d6 Gargantuan / 6d6 Special Qualities: A stampede has all the special qualities of the base creature, plus the following special qualities. Stampede Composition (Ex): A stampede has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A stampede cannot be flanked, tripped, grappled, or bull rushed. Feats: The base creature gains Endurance, Hold the Line, and Run as bonus feats. Level Adjustment: — Stampede Lore Characters with ranks in Knowledge (nature) can learn more about stampedes. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Knowledge (Nature) DC Result 30 Stampedes are things to avoid, as they are collections of animals that are spooked by something and fleeing in a panic. This result reveals all the Stampede Template traits. 30+CR Stampedes have seasons that are they are more likely to occur in, depending on the component species. This result will reveal to the character the traits of the component creatures as well as the stampede traits.
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