Horror Monsters

The following is a large collection of horror movie monsters statted out as monsters in 3.5e Dungeons and Dragons.

The Beast With a Million Eyes

After a long night of fighting off unusually aggressive animals, you come across a ditch wherein a small creature has hidden out. It bares its teeth and begins to invade your thoughts.

This creature, called The Beast With a Million Eyes, as no one knows the true name of its species, is a part of a highly intelligent race of being who seek to overtake humanoid races and use them as a food source. Its name derives from the fact that it can use its primary attack methods (a series electronic and sonic fields which it emits from its body to disrupt behavior) to turn less intelligent creatures against humanoids in order to destroy them. This is ideal for The Beast, as it is a small creature, who suffers from a weak body.

The Beast With a Million Eyes sports a pair of sharp fangs, clawed hands, and a pair of wings, which appear to be useless. It has an enlarged head due to its very large brain, from which a pair of antennae sprout forth. It sports an unusual and extravagant style of dress which appears shiny and metallic in nature.

The Beast With a Million Eyes

Size/Type: Small Aberration (Alien)

Hit Dice: 4d8 +4 (30)

Initiative: +6

Speed: 30 ft.

Armor Class: 15 (+2 Dex, +1 Size, +2 Natural)

Base Attack/Grapple: +3/+1

Attack: Bite +3 (1d4 -1)

Full Attack: Bite +3 (1d4 -1)

Space/Reach: 5ft/5ft

Special Attacks: Disrupt Animal, Overcharge, Sonic Vibrations

Special Qualities: Dark Vision 60 ft, Advanced Intelligence

Saves: Fort +4, Ref +6, Will +11

Abilities: Str 8, Dex 15, Con 12, Int 24, Wis 20, Cha 10

Skills: Bluff +12, Concentration +5, Craft (Enclosure) +7, Decipher Script +7, Disable Device +14, Disguise +10, Diplomacy +16, Escape Artist +9, Gather Information +12, Heal +12, Hide +9, Intimidate +7, Knowledge (history, nature, geography, local) +12, Listen +14, Move Silently +9, Search +12, Spot +14, Survival +12

Feats: Improved Initiative, Alertness

Environment: Any, sparsely populated areas

Organization: Solitary

Challenge Rating: 4

Treasure: Standard

Alignment: Lawful Neutral

Combat

The Beast With a Million Eyes will never seek close or direct combat under any circumstances. Even when situations are desperate, it will seek to use its intelligence to talk its way out of a situation, using its telepathic ability to confuse attackers.

The preferred method of attack for The Beast is to hide in a location that is very secure and very far from where creatures could find them, and use their far-reaching electronic and sonic fields to do its dirty work. While hiding, The Beast will usually craft a small enclosure with high defenses to keep itself safe, usually out of any stone or metal it can find.

Disrupt Animal (Ex)

The Beast With a Million Eyes can disrupt an animal’s mind and behavior with its electronic field. Within a mile radius of The Beast, all wild animals will automatically turn aggressive and attack humanoids. Animal companions will be disrupted as well, unless the handler can succeed a DC 17 Animal Handling check. Any non-animal creature with an intelligence of 11 or less, including humanoids, must make a DC 17 Will save, or be affected by the disruption as well. This field is biological, and cannot be dispelled from The Beast’s body.

Overcharge (Ex)

The Beast’s electronic field can have negative and destabilizing effects on electricity within a one mile radius of itself. Within that radius, any electrical spell or electrical energy attack of any kind has an 80 percent chance of backfiring, dealing the full damage to the attacker or caster. This field is biological and cannot be dispelled from The Beast’s body.

Sonic Vibrations (Ex)

In addition to an electronic field, The Beast With a Million Eyes also emits a sonic field, the strength of which can be adjusted to instantaneously shatter any glass of any thickness within a one mile radius of itself. Additionally, these vibrations from the sonic field can cause disruptions in creatures’ bodies, leading to less precise movements, difficulty concentrating, and a -3 on all rolls. This field is biological and cannot be dispelled from the Beast’s body.

Advanced Intelligence (Ex)

The Beast With a Million Eyes comes from a race of incredibly intelligent creatures like itself. It can use its intelligence modifier for any charisma-based skill, as well as for Will saving throws. Additionally, it has a +5 racial bonus to Diplomacy, Knowledge (Nature), Knowledge (Geography), Knowledge (History), Knowledge (Local), Bluff, Concentration, and Gather Information.

Telepathic Field (Su)

The Beast can communicate telepathically with any creature who has a language within 100 ft. It does not need to know how to speak the creature’s language to communicate this way, but when it does, it learns the creature’s language, and is fluent in it.

Bee Girls

Bee Girls appear to be ordinary human women. In reality, they are hybridized with bee chemicals which give them a heightened charisma and a variety of Deadly attacks. Their goal is to spread by turning other humanoid females into Bee Girls like themselves. The only physical feature which could give away their true identity is a pair of compound eyes, which they are often able to hide away.

Bee Girls

Size/Type: Medium Monstrous Humanoid (Augmented Humanoid)

Hit Dice: 6d8 +18 (48)

Initiative: +3

Speed: 40 ft.

Armor Class: 18 (+3 Dex, +5 Insight)

Base Attack/Grapple: +6/+8

Attack: Punch +8 melee (1d6 +2)

Full Attack: 2 Punches +8 melee (1d6 +2)

Space/Reach: 5ft/5ft

Special Attacks: Stinging Kiss, Honey Shot, Honeycomb Prison

Special Qualities: Dark Vision 80 ft, Vulnerability to Smoke, Compound Eyes, Charismatic Insight, Charming Presence

Saves: Fort +5, Ref +8, Will +10

Abilities: Str 14, Dex 17, Con 16, Int 18, Wis 17, Cha 20

Skills: Bluff +18, Decipher Script +8, Disable Device +8, Diplomacy +18, Escape Artist +10, Hide +10, Intimidate +14, Listen +9, Move Silently +10, Search +10, Spot +8

Feats: Master Manipulator, Smatterings, Touch of Distraction, Weapon Focus (Stinging Kiss), Weapon Finesse (Stinging Kiss)

Environment: Any

Organization: Solitary or in groups

Challenge Rating: 5

Treasure: None

Alignment: Neutral Evil

Combat

Bee Girls do not have a desire to fight so much as they have a desire to spread their ranks. As such, they will charm and Connie their ways into people's lives in order to trap them and turn them into one of their own, or, if they're male, to kill them.

Even if a Bee Girl uses her Stinging Kiss on a target, she can often bluff her way out of the situation, claiming innocence and ignorance, and blaming the pain on some unknown factor.

Stinging Kiss (Ex)

Bee Girls can make a touch attack with a +10 attack roll to kiss a target, stinging them with a deadly venom. The bee venom accelerates the heart rate of the target, and deals 2d6 cardiac damage per round until they make a DC 19 Fortitude save.

Honey Shot (Ex)

Bee Girls can secrete honey from their glands, which can be shot at opponents in large amounts. This slows the speed of those hit to ½, and causes them to take a -2 penalty on all physical actions.

Honeycomb Prison (Ex)

If a Bee Girl has hit a target with her Honey Shot, she can call forth a swarm of 5,000 bees, which will swarm and encase the honey-glazed victim. If the swarm is not driven away in 1d4+1 rounds, the victim will be encased in beeswax and honeycomb. The encasing is strong and tight, and requires a DC 22 Strength for the encased victim to break free. Once encased, a female victim will become a Bee Girl herself in 1d4+2 rounds. For the Bee swarm's stats, use the Hellwasp swarm stats, but they only do 1d6 damage and have no poison effect. A male victim is trapped until they can break out or until someone frees them. The encasing has 12 AC and 50 hp. If the hp reaches 0, the victim is freed. However, any attack on the encasing has a 50 percent chance of doing half damage to the victim inside.

Vulnerability to Smoke (Ex)

When exposed to smoke, a Bee Girl moves at ½ speed, and takes a -3 penalty on all actions until the smoke is no longer in contact with her body.

Compound Eyes (Ex)

Bee Girls have the compound eyes of a wasp, and thus their range of vision is almost 360 degrees. They are immune to sneak attacks and flanking attack bonuses. Bee Girls can hide these compound eyes, making it appear that their eyes are normal. In times of combat or strenuous activity, hiding their compound eyes requires a DC 15 Fortitude save for every round the activity continues.

Charismatic Insight (Ex)

Bee Girls have an abundance of natural charisma due to powerful pheromones which can help them greatly in combat. Bee Girls add their Charisma modifier instead of Wisdom to Will saves, as well as to their AC as insight.

Charming Presence (Ex)

The Bee Girls have powerful pheromones which make them naturally charming, almost inherently so. Any creature within eyesight of a Bee Girl must make a DC 19 Will save, or be Charmed as if by a Charm Monster spell for 1d6+1 rounds. Once a creature is affected or makes a successful save against this effect, they are immune to it for 24 hours. Additionally, Bee Girls have a +9 racial bonus to all Charisma-based skill checks.

Blade (From the film Puppet Master)

You feel like you're being watched, but no one is in the room. Suddenly, a puppet with knives and hooks for hands comes to life and pounces on you from behind. By the time you know what's happening, it's too late.

Blade is a puppet construct brought to life by the essence of a dead man's spirit. It is not evil by nature, but will generally follow the orders of anyone taking charge of it, evil or otherwise, so long as the puppet is not being abused itself.

Blade stands 1 ft, 9 inches tall and instead of hands, has a sharp knife and a pointed metal hook. It has ashen white skin, and hollow eye holes. It dresses in formal wear, wearing a coat and fedora hat.

Blade is a part of a puppet troupe, and prefers to be in their company during combat, organizing a coordinated combat effort. However, Blade will go solo for spying and reconnaissance purposes.

Bee Girls

Size/Type: Tiny Construct

Hit Dice: 4d10 (29), Rogue 4

Initiative: +8

Speed: 50 ft.

Armor Class: 17 (+4 dex, +2 size, +1 natural)

Base Attack/Grapple: +3/-9

Attack: Knife Blade +8 Melee (1d6 +5)

Full Attack: Knife Blade +8 Melee (1d6 +5), Hook Hand +8 Melee (1d6+2)

Space/Reach: 2-1/2 ft./0 ft.

Special Attacks: Sneak Attack + 2d6, Pin Hook

Special Qualities: Trap Sense +1, Evasion, Construct traits, Gifted Assassin, Domestic Stealth, Blindsight

Saves: Fort +0, Ref +7, Will +2

Abilities: Str 8, Dex 18, Con -, Int -, Wis 10, Cha 8

Skills: Climb +5, Disguise +7, Escape Artist +10, Hide +20, Jump +7, Move Silently +20, Open Lock +12

Feats: Weapon Finesse, Weapon Focus (Knife Blade), Improved Multiattack, Improved Critical (Knife Blade), Twist the Knife, Urban Stealth, Improved Initiative, Hamstring

Environment: Any

Organization: Solitary or with other puppets

Challenge Rating: 5

Treasure: None

Alignment: True Neutral

Combat

Blade is primarily a spy, and will fight as such, by sneaking around and using stealth. Ideally, Blade would avoid direct combat at all, unless it is in a position where it will have a clear advantage. When it does have to fight, Blade uses its hands to stab, slice, and immobilize opponents.

Pin Hook (Ex)

Blade can use its sharp metal hook as a touch attack to latch onto a victims. While hooked to a target, Blade does not take any penalty to AC. If hooked behind the target, Blade gets +2 to AC. Blade can only be shaken off if it is hit with an attack. While hooked, a target takes 1d6 damage per round until Blade is shaken off.

Gifted Assassin (Ex)

Blade is sneaky, stealthy, and quick by nature. It is precise in its attacks to a fault, and as such, can add its dexterity modifier to damage rolls.

Domestic Stealth (Ex)

When immobile, Blade appears like an inanimate puppet, and its size and stealth make it very good at blending into cluttered areas. When inside any kind of room or building, Blade can hide in plain sight without penalty, so long as it is not moving.

The Blood Beast

The Blood Beast emerges from a cave outside of town, its leathery skin and sharp claws drawing your attention. Its large pupil-less eyes gleam in the hot sun. It beckons, reasonably, for a conversation.

The Blood Beast is a vaguely humanoid alien aberration that lays its eggs in the bodies of other species, where they develop and hatch. They are powerful, durable, and can gain access to a being's entire knowledge, personality, voice, and memory by devouring their brain.

The Blood Beast is a very intelligent creature that comes from an advanced civilization that wishes to flourish and spread, and they believe that their overtaking other intelligent races is genuinely for the benefit of everyone. As such, their motives and intentions are good, despite the destructive consequences. They will often use their cunning wisdom and intellect to make creatures believe they are truly on their side.

The Blood Beast

Size/Type: Medium Aberration (Alien)

Hit Dice: 6d8 +30 (62)

Initiative: +6

Speed: 40 ft.

Armor Class: 18 (+2 Dex, +6 Natural)

Base Attack/Grapple: +4/+8

Attack: Claw +8 (2d4 +4)

Full Attack: 2 Claws +8 (2d4 +4)

Space/Reach: 5ft/5ft

Special Attacks: Rake, Embryonic Implant, Cerebral Devourment

Special Qualities: Dark Vision 60 ft, Damage Reduction 10, Immunity to Electricity and Poison, Resistance to cold 10, earth 10, force 10, acid 5, sonic 5, Vulnerability to fire, Static Field, Disrupt Communication, Advanced Intelligence

Saves: Fort +7, Ref +4, Will +10

Abilities: Str 18, Dex 15, Con 20, Int 20, Wis 21, Cha 10

Skills: Diplomacy +11, Escape Artist +11, Heal +11, Hide +11, Listen +11, Move Silently +11, Search +11, Spot +11, Survival +11, Swim +10

Feats: Improved Initiative, Close-Quarters Fighting, Improved Grapple

Environment: Any, sparsely populated areas

Organization: Solitary or in groups

Challenge Rating: 7

Treasure: None

Alignment: True Neutral

Combat

The Blood Beast will often avoid close, direct combat if at all possible, instead preying on weakened creatures or sneaking up on them to gain an advantage. Even more preferable to the Blood Beast is tricking its foes to get in their good graces. The Blood Beast's immediate goal, after all, is to plant its eggs and see them harvest, and this can be best accomplished with those who believe they are good.

Rake (Ex)

The Blood Beast gains extra natural attacks when it grapples its foe. The Blood Beast gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple. The Blood Beast must begin its turn grappling to use this attack.

Embryonic Implant (Ex)

A Blood Beast can implant its eggs into any dead or unconscious creature. This leaves a small crescent-shaped mark on the victim, usually on the back of the neck. Whether dead or unconscious, the target cannot be awakened, revived, or healed by any means. The target will awaken about 24 hours after the implantation, fully healed. They will have their complete personality and memories, but will also have a seemingly natural fondness for the Blood Beast, and a strong inclination to to protect and stand up for it, and prevent any harm against it, at any cost. This cannot be subject to any save, and will only go away if the Blood Beast is killed, or if the Blood Beast's true nature is revealed to the vessel by the Blood Beast itself. The eggs will hatch from the victim in 1d4 days as fine-sized hatchlings will 6 hp and 18 AC each. They cannot attack and have none of the abilities of their adult counterparts. Blood Beasts mature very quickly, reaching adulthood in a week's time. The implanted victim does not die when the hatchlings emerge, but will die if they are removed before hatching.

Cerebral Devourment (Ex)

When the Blood Beast eats the brain of an unconscious or deceased victim, it gains all of the knowledge and memories of that victim, including the ability to speak its language and understand its motives. This also heals the Blood Beast +15 hp.

Vulnerability to Fire (Ex)

The Blood Beast detests fire, as it is one of the few things that can easily harm it. Any fire attack deals an extra 1d4 points of damage against the Blood Beast.

Static Field (Ex)

The Blood Beast emits an electromagnetic field which renders any kind of lightning or electrical attack useless. Electricity of any kind cannot exist within 160 ft of the Blood Beast. This field is generated not by magic, but by the Blood Beast's unique physiology, and cannot be done away with by any sort of antimagic.

Disrupt Communication (Su))

The Blood Beast can prevent any sort of extra-verbal or written communication (telepathy, scrying, Message spell, Sending spells, etc) by emitting a constant magical disruption force from its body. This takes place within 200 ft of the Blood Beast.

Advanced Intelligence (Ex)

The Blood Beast can use its intelligence modifier for any charisma based skill.

Demon, Batty Boop

Size/Type: Medium Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 15d10+75 (136 hp)

Initiative: +7

Speed: 50 ft.

Armor Class: 32 (+7 Dex, +15 Natural)

Base Attack/Grapple: +15/+10/+5/+17

Attack: Slam +19 Melee (1d10 + 7)

Full Attack: Slam +19/+14/+9 (1d10 +7), Bite +7 (2d4 +3)

Space/Reach: 5ft/5ft

Special Attacks: Sneak Attack +2d6, Spell-Like Abilities, Prismatic Slap, Breath Attack, Kiss of Death

Special Qualities: Damage Reduction 10/Good or Knowledge or Trickery, Darkvision 80 ft, Immunity to poison, fear, and acid, resistance to cold 10, fire 10, and electricity 5, Spell Resistance 20, Vulnerability to holy water 5, Lithe, Bedazzle, Mesmerizing Movement, Sweet Talk, Drop Dead Looks

Saves: Fort +14, Ref +16, Will +19

Abilities: Str 15, Dex 24, Con 20, Int 15, Wis 18, Cha 30

Skills: Appraise +10, Bluff +15, Concentration +10, Diplomacy +10, Disguise +8, Escape Artist +12, Hide +13, Intimidate +5, Listen +15, Move Silently +16, Perform +15, Persuasion +15, Search +10, Sleight of Hand +8, Use Rope +10 (+13 with bindings)

Feats: Mask of Gentility, Weapon Finesse (Slap), Weapon Finesse (Bite)

Environment: A chaotic evil-aligned plane (Killjoy’s World)

Organization: Solitary or with posse

Challenge Rating: 13

Treasure: Dependent on the context/setting

Alignment: Always chaotic evil

Combat

Batty Boop prefers to attack at a distance, using fire attacks and manipulative enchantments to skew the playing field heavily in her favor before closing the distance on the battlefield.

Spell-Like Abilities (Sp): At Will -- Charm Monster (DC 25), Detect Good, Suggestion (DC 23), Burning Hands (5d4), Slapping Hand
5/day -- Ray of Flame (5d6)
1/day -- Enslave (Spellcraft DC 19)

Prismatic Slap (Sp): 3 times per day, Batty Boop can imbue her powerful slaps with prismatic energy. Works like the Prismatic Spray spell, but it acts as a melee touch attack, and only affects one target.

Breath Attack (Su): Batty Boop is able to breathe billowing flames from her mouth, dealing 4d8 damage (half damage on a DC 24 Reflex save). Batty can only use this attack 3 times per day.

Kiss of Death (Su): As a succubus, Batty can drain energy from living beings when kissing them, draining one level from the target unless they succeed a DC 25 Fortitude save. If the target is not willing to be kissed, Batty will have to engage in a grapple. If Batty succeeds in kissing a target, all those who witnessed it must succeed a DC 26 Will save or be under the effects of a Mass Suggestion spell, suggesting that they all be kissed by the succubus.

Vulnerability to Holy Water (Su): As a demon, Batty finds holy water unpleasant. Any weapon blessed with holy water will do 1d6 points of additional damage and drop her spell resistance to 10. Coming into contact with holy water on its own will do no damage, but will still drop her spell resistance.

Lithe (Ex): Batty Boop is lithe and agile, allowing her to add her Dexterity modifier instead of strength for melee attack damage.

Bedazzle (Su): Once per round, Batty can make eye contact with a target, making a ranged touch attack to dazzle them for 3d4 rounds if successful.

Mesmerizing Movement (Su): Batty can use skills of manipulation and seduction to mesmerize victims with dancing and other such hypnotic movements. All creatures within 50 ft of her must make a Will save (DC 23) or become fascinated for 3d4 rounds.

Sweet Talk (Ex): Batty Boop's personality and manner of speaking make her even more persuasive. All creatures take a -4 on checks opposing Batty's Bluff and Diplomacy skill checks.

Drop Dead Looks (Ex): When looking at Batty Boop, all creatures with vision must make a Will save (DC 22) or suffer a -3 penalty on all Will saves for the remainder of the encounter. This ability can only take effect once per day.

Demon, Killjoy (Furydahn)

This ancient demon resembles a humanoid in all respects, save for its clown makeup, hair, and sharp teeth. His stature is not imposing, but don’t let that fool you.

Furydahn, also known by his preferred name, “Killjoy,” is an ancient demon who resembles a clown. He was born of young people who met tragic deaths as murder victims, the negative energy being pure enough to bring him into the universe as a physical being. After the death of these individuals, their souls became a part of Killjoy, who exacted revenge on those who had murdered the victims. Killjoy takes the soul of whomever he kills, subsuming it as part of himself and gaining strength.

Killjoy is summoned through black magic, blood pacts, and through use of a doll resembling his likeness, although this method takes the longest to work, and is not always successful. Most people who summon Killjoy do so to exact revenge on those who have wronged them in some way, although the summoner often ends up being murdered by Killjoy as well, when all is said and done.

When Killjoy is summoned, a victim must be named for him, or he will be forced to return to his domain. Killjoy has certain connections to the physical realm from this world, often through a small number of rare mirrors, through which Killjoy can transport any who come into contact with its surface. Aside from being summoned, Killjoy can return to the material plane if he murders enough people that he has brought into his own world.

Killjoy’s appearance and demeanor are playful, humorous, and sarcastic, though this can change on a dime, turning into a disposition that is purely intimidating, frightening, and psychotic. He takes great joy in the killing of others, and does so indiscriminately, regardless of his purpose for being summoned.

Killjoy

Size/Type: Medium Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 16d10+80 (156 hp)

Initiative: +5

Speed: 60 ft.

Armor Class: 32 (+6 dex, +11 natural, +5 Cha)

Base Attack/Grapple: +16/+11/+6/+1

Attack: Inflatable Carnival Hammer + 22 Melee (1d12 + 7)

Full Attack: Inflatable Carnival Hammer +22/+17/+12/+7 Melee (1d12 + 7) and Acid Pies +23 Ranged (1d10 +3 Splash Damage)

Space/Reach: 5ft/5ft

Special Attacks: Sneak Attack +4d6, Spell-Like Abilities, Summon Demon (Killjoy’s Posse), Absorb Projectiles, Hellish Humor, Killjoy's Maze, Soul Absorption

Special Qualities: Damage Reduction 15/Good, Darkvision 80 ft, Immunity to poison, fear, and acid, resistance to cold 10, fire 10, and electricity 5, Spell Resistance 20, Vulnerability to holy water 5

Saves: Fort +15, Ref +16, Will +15

Abilities: Str 20, Dex 22, Con 20, Int 15, Wis 18, Cha 20

Skills: Appraise +15, Bluff +15, Concentration +20, Diplomacy +14, Disguise +10, Escape Artist +12, Hide +20, Intimidate +15, Listen +15, Move Silently +20, Perform +20, Search +19, Sleight of Hand +26, Use Rope +10 (+13 with bindings)

Feats: Cunning Evasion, Devil's Favor, Grenadier, Quicken Spell-Like Ability (Greater Teleport), Weapon Finesse, Weapon Specialization (Hammer)

Environment: A chaotic evil-aligned plane (Killjoy’s World)

Organization: Solitary or with posse

Challenge Rating: 16

Treasure: Dependent on the context/setting

Alignment: Always chaotic evil

Combat

Killjoy utilizes a wide variety of very powerful and chaotic spell-like abilities to keep the tide of battle always in his favor. While he doesn’t shy away from close combat, he often takes a sly approach to more traditional fighting, often utilizing humor and trickery. Killjoy is fond of ambushing and sneak-attacking opponents, more for fun than out of necessity. Killjoy has the ability to absorb the souls of those he kills.

When coming into contact with holy water, Killjoy's spell resistance drops to 4.

For the purpose of overcoming damage reduction, all of Killjoy’s attacks are treated as Chaotic-aligned, Evil-aligned, and Trickery-aligned.

Sneak Attack (Ex)

Killjoy can make a sneak attack when surprising or flanking an opponent, dealing an extra 4d6 damage.

Summon Demons (Killjoy’s Posse) (Sp)

With a blood sacrifice, Killjoy can summon his posse of demons: Batty Boop, Punchy, and Freakshow.

Spell-Like Abilities

(As caster level 17)
At will -- Greater Teleport, Summon Weapon, Plane Shift (Only from Material Plane to Killjoy’s World), Animate Objects, Soul Bind (soul is trapped in Killjoy's body instead of a gem), Absorb Weapon, Heat Object (Cast as Heat Metal, but with any object. Killjoy can cast this spell without opponents noticing), Wall of Iron
5/day -- Telekinesis, Prismatic Sphere, Create Greater Undead

Absorb Projectiles (Ex)

Killjoy can absorb any light or medium projectile into his body, so long as it is not affected with holy water or a surprise attack. Upon absorbing projectiles, Killjoy can expel them from his body with great accuracy, dealing the same damage as they would have originally.

Hellish Humor (Su)

Once per day, Killjoy can alter his appearance in gruesome ways, such as ripping his own face off, or removing his intestines and arranging them into a bouquet. This does no damage to Killjoy. The targets of this ability must succeed on a Will save, DC 23, or be driven insane with laughter, the effects of which mimic an insanity spell. Additionally, a Will save, DC 23, must be made or the victims will be shaken for 1d4+3 turns.

Killjoy's Maze (Su)

Cast like the Maze spell. Killjoy transports up to 8 subjects at a time into a massive labyrinth which acts as an extension of his world. The labyrinth is unlike a traditional maze in that it also contains the various rooms housed in Killjoy's world. From inside his world, Killjoy can transport any subject into any room at will.

Soul Absorption (Su)

When Killjoy uses Soul Bind, it is not subject to a Will save, and is automatically successful. Further, the souls of those he kills become a part of him, restoring up equal to half of the slain victim's original full hp. Absorbing a soul also allows Killjoy to use limited-per-day spells 2 extra times per day. When absorbing the souls of animals, Killjoy gains the animal's full hp (maximum 20 hp), and does not gain any extra per-day spells.

Demon, Punchy

A hulking demon in a hobo clown getup raises his deadly fists as he shambles slowly forward, ready to attack.

Punchy

Size/Type: Medium Outsider (Chaotic, Extraplanar, Evil)

Hit Dice: 17d10+85 (181 hp)

Initiative: +2

Speed: 40 ft.

Armor Class: 32 (+2 dex, +20 natural)

Base Attack/Grapple: +17/+12/+7/+2/+26

Attack: Punch +28 (3d8 +13)

Full Attack: Punch +28/+23/+18/+13 (3d8 +13)

Space/Reach: 5ft/5ft

Special Attacks: Giant Boxing Gloves, Spell-Like Abilities

Special Qualities: Damage Reduction 15/Good, Darkvision 80 ft, Immunity to poison, fear, and acid, resistance to cold 10, fire 10, and electricity 10, Spell Resistance 20, Vulnerability to holy water, Gullible, Iron Jaw, Intimidating Strength, Big Boned

Saves: Fort +19, Ref +12, Will +9

Abilities: Str 28, Dex 15, Con 20, Int 8, Wis 8, Cha 10

Skills: Climb +12, Disguise +5, Escape Artist +5, Hide +10, Intimidate +15, Jump +6, Listen +10, Move Silently +10, Open Lock +8, Search +10, Swim +10, Use Rope +10

Feats: Crushing Strike, Improved Critical, Improved Stunning Fist, Melee Weapon Mastery (Punch), Weapon Focus (Punch), Weapon Specialization (Punch)

Environment: A chaotic evil-aligned plane (Killjoy’s World)

Organization: Solitary or with posse

Challenge Rating: 13

Treasure: Dependent on the context/setting

Alignment: Always chaotic evil

Combat

Punchy attacks by swinging his powerful fists, punching at opponents relentlessly while absorbing bludgeoning blows.

For the purpose of overcoming damage reduction, all of Punchy’s attacks are treated as Chaotic-aligned and Evil-aligned.

Spell-Like Abilities:

1/day - Mighty Wallop (Punch does 4d8 damage after casting)

Giant Boxing Gloves (Ex): Twice per day, Punchy can summon a pair of giant boxing gloves onto his fists that last for 2 hits. A hit with these gloves is powerful enough to make bones snap and split. They deal 4 points of constitution damage and 2 points of charisma damage. Having broken bones deals 6 points of wound damage every round until healed with a DC 28 Heal check. Anytime this attack hits, roll 1d100 to determine what bones get broken and what effect it has.

Vulnerability to Holy Water (Su): As an evil demon, Punchy experiences pain when coming into contact with holy water. Any weapon blessed with holy water will do +5 damage. When coming into contact with holy water, Punchy's spell resistance drops to 9.

Gullible (Ex): Punchy is the least intelligent of Killjoy's posse. As such, he is very susceptible to suggestion and trickery. Any bluff or persuasion checks made against Punchy receive a +5 bonus. Additionally, any Will saves Punchy makes against Trickery Domain spells will be done with a -2 penalty.

Iron Jaw (Ex): Puncy has a very high pain threshold and can take hits better than most. Any bludgeoning damage taken by Punchy is automatically subtracted by 5, in addition to his existing damage reduction.

Intimidating Strength (Ex): Punchy's stature and strength can intimidate his opponents, allowing him to use his strength modifier instead of charisma for Intimidate checks. He can also use his strength modifier instead of constitution for his Fortitude save.

Big Boned (Ex)Punchy's solid stature makes him more resistant to tripping, giving him a +5 bonus against all trip attempts.

Demon Shark (From the film Shark Exorcist)

This shark appears normal at first, albeit huge, like the massive great whites found only in the deepest ocean waters. However, its eyes glow with an evil red light, and it appears to have an intelligence and awareness not seen in ordinary sharks.

The Demon Shark is a huge shark that has been possessed by a powerful demon, summoned by a blood sacrifice in a body of water. The sacrifice summons the shark into the water so that the demon may possess it, even if there was no shark in the water originally, and even if the water would not normally be able to sustain a shark. The Demon Shark exists solely to kill, and will use a possessed thrall to bring it victims so that it may continue to do so for as long as it is able.

Demon Shark

Size/Type: Huge Outsider (Augmented Animal, Aquatic, Chaotic, Extraplanar, Evil)

Hit Dice: 10d8 +40 (105 hp)

Initiative: +10

Speed: Swim 75 ft. (15 squares)

Armor Class: 26 (-2 Size, +6 Dex, +12 Natural)

Base Attack/Grapple: +10/+23

Attack: Bite +15 melee (2d8 +10)

Full Attack: Bite +15 melee (2d8 +10)

Space/Reach: 15 ft./10 ft.

Special Attacks: Crushing Jaws, Hellfire Eruption, Improved Grab, Possession, Swallow Whole

Special Qualities: Blindsense, Darkvision 60 ft, Fast Healing +10, Immunity to Electricity, Fear, and Poison, Keen Scent, Resistance to acid 10, cold 10, and fire 15, Spell Resistance 10, Vulnerability to Good, Waterbound

Saves: Fort +11, Ref +10, Will +11

Abilities: Str 24, Dex 23, Con 18, Int 12, Wis 18, Cha 10

Skills: Jump +32, Listen +29, Move Silently +29, Spot +29, Swim +38

Feats: Alertness, Crush, Improved Initiative, Improved Natural Armor, Charm Immunity

Environment: Any Aquatic

Organization: Solitary

Challenge Rating: 11

Treasure: None

Alignment: Always chaotic evil

Combat

The Demon Shark is an aggressive and violent attacker. It will attempt to kill any creature that comes into its waters without hesitation. The Demon Shark is capable of leaping out of the water, crushing victims under its massive weight and tearing vessels apart. Most often, the beast will charge at victims dealing damage with its devastating bite attack while ensnaring them in a deadly grapple.

For the purpose of overcoming damage reduction, all of the Demon Shark's attacks are treated as Chaotic-aligned and Evil-aligned.

Blindsense (Ex)

The Demon Shark can locate creatures underwater within a 120-foot radius. This ability works only when the shark is underwater. This ability can also work to locate creatures and objects on the water’s surface.

Crushing Jaws (Ex)

Acts as the Constrict special attack, dealing an extra 2d6 damage to creatures when grappled each round on a successful grapple check.

Hellfire Eruption (Su)

Twice per day, the Demon Shark can create a fiery magical explosion when it leaps from the water. All creatures within a 60 ft. radius take 10d6 damage, unless they make a successful reflex saving throw (DC 22), which decreases the damage to 5d6. All creatures within 60 ft. must also make a successful fortitude saving throw (DC 20), or be deafened for 1d6+1 rounds. Creatures within 60 ft. are blown away. Creatures within 100 ft. must make a successful fortitude saving throw (DC 18) or be deafened for 1d3 rounds and blown back 10 ft. The explosion extends underwater, with the central point being where the Demon Shark breaks the surface, and does not see any of its effects, including damage, decreased due to it being in water.

Improved Grab (Ex)

If the Demon Shark hits with its bite attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold.

Keen Scent (Ex)

The Demon Shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Possession (Su)

The Demon Shark can possess a creature of its choosing by biting it. The bite deals 2d6 nonlethal damage. If the target succeeds on a DC 20 will save, the possession attempt fails. However if the saving throw is failed, the victim is possessed. A creature possessed by the Demon Shark acts as if completely enthralled and enslaved by the Shark, and seeks to bring victims to the Demon Shark’s waters by any means necessary, usually by charming and tricking potential victims. A possessed creature has the original creatures stats, with these additions: +10 fast healing, +8 to all charisma-based skills, bite attack (1d8 + Str or Dex), immunity to fear and poison, Suggestion spell 3/day, Charm Monster spell 3/day. The Demon Shark may only have one creature possessed at a time. When in a body of water, the possessed creature can summon the demon shark to it, so long as the body of water is large enough for the shark to fit. However, after an hour, the Demon Shark teleports back to the body of water in which it was originally summoned.

Swallow Whole (Ex)

The Demon Shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Demon Shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Vulnerability to Good (Ex)

When hit with a good-aligned attack, the Demon Shark takes an extra 1d8 damage.

Waterbound (Su)

The Demon Shark can survive on land without dying. However, its movement is severely limited (30 ft). Additionally, after 1d4 rounds on land, the Demon Shark will dematerialize and rematerialize back in the water from which it erupted.

Skills

The Demon Shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Devil, He Who Walks Behind the Rows (Incorporeal)

You feel an overwhelmingly insidious and malevolent presence overtake you as you approach the corn field. The distant sounds of children praying echo through the field as the harvest moon is covered by billowing red clouds.

He Who Walks Behind the Rows is an ancient and powerful devil who's default state of existence is as a shapeless, invisible force whose powers are great, but limited in the material plane.

He is particularly adept at influencing children to become His followers and do His will, often commanding them to sacrifice any adult in their vicinity so that they will not interfere in His gaining power.

Any child who is a follower of He Who Walks Behind the Rows must be sacrificed at the age of 18, or 19 if the base of followers is small. With each sacrifice, He Who Walks Behind the Rows becomes more powerful, and gets closer to attaining a corporeal form.

Corn fields are a medium by which He Who Walks Behind the Rows can interact with the material plane. Without a corn field, tended to in accordance with the Bible of He Who Walks Behind the Rows, His power to influence anything on the material plane is extremely limited.

He Who Walks Behind the Rows (Incorporeal)

Size/Type: Outsider (Lawful, Extraplanar, Evil, Incorporeal)

Hit Dice: 80 hp (small cornfield), 160 hp (medium corn field), 320 hp (large corn field)

Initiative: +7

Speed: -

Armor Class: -1

Base Attack/Grapple: +15/+24

Attack: Corn Root Whip +20 (1d10 +5)

Full Attack: Corn Root Whip +20 (1d10 +5), Corn Stalk Whip +15 (2d4 + 2)

Space/Reach: 40 ft from any stalk

Special Attacks: Smite Good 1/day, Sneak Attack + 4d6, Spell-Like Abilities, Psionic Abilities, Impale, Rending Roots, Root Drain

Special Qualities: Incorporeal Traits, Damage Reduction 50/-, Needle Roots, Corn Field, Nocturnal Power, Fertile Energy, Bloody Soil, Create High Priest, Possess Follower, Child's Savior, Cursed Corn, Physical Manifestation, Vulerability: Arcane Fire

Saves: Fort -, Ref -, Will 18

Abilities: Str 20, Dex 8, Con -, Int 20, Wis 22, Cha 24

Skills: Appraise +20, Diplomacy +20, Persuasion +30, Bluff +20

Feats: Improved Grab, Greater Multi-Grab, Improved Grapple, Improved Trip, Infallible Servant, Improved Initiative, Improved Initiative

Environment: A lawful evil-aligned plane

Organization: Solitary

Challenge Rating: 13/15/17

Treasure: None

Alignment: Always lawful evil

Combat

For the purpose of overcoming damage reduction, all of He Who Walks Behind the Rows’s attacks are treated as Lawful-aligned, Evil-aligned, and as +5 magic weapons.

Sneak Attack (Ex)

When in the corn fields, no one knows when, if, or how an attack will come. As such, sneak attacks are easy for He Who Walks Behind the Rows in this form. The first attack He Who Walks Behind the Rows makes against a creature or group of creatures is an automatic sneak attack. Additionally, He Who Walks Behind the Rows has a 30 percent chance of making a sneak attack each round.

Needle Roots (Su)

If He Who Walks Behind the Rows makes a successful grapple on its root attack, the roots will burrow themselves forcibly into the flesh of the target, allowing it to use the Rending Roots and Root Drain abilities.

Spell-Like Abilities

With a medium corn field, He Who Walks Behind the Rows casts spells as a level 15 caster:
At Will -- Animate Dead, Control Weather, Addiction (Cursed Corn), Conviction, Cloudburst, Call Lightning, Favorable Wind
1/day -- Earthquake, Beckoning Call, Bewildering Mischance, Big Sky, Call Lightning Storm, Storm of Vengeance

Psionic Abilities

1/day -- False Sensory Input (Cast with 7 power points)

Impale (Su)

He Who Walks Behind the Rows can choose to take a full round action and attack with a -10 penalty to attempt to impale a target with His roots. If successful, the attack deals 10d10 +5 damage and leaves the target wounded and bleeding, taking an additional 2 points of damage every round until healed with a DC 20 Heal check. Every turn that the target bleeds counts as 1/2 of a sacrifice for the field, and heals its hp by +2.

Rending Roots (Ex)

Once per day, after making a successful grapple on the Corn Root Whip attack, He Who Walks Behind the Rows can call up more roots from the earth, which dig into the target's flesh, pulling their limbs from their torso in different directions until they are forcibly torn off. This causes an instant drop to 0 hp, with a DC 20 Heal check to stabilize. A successful Fortitude save (DC 20) will prevent the limbs ripping, but the target will still take 4d8 damage.

Root Drain (Su)

Once a successful grapple on the Corn Root Whip attack has been made, He Who Walks Behind the Rows can drain blood directly from the target with its needle roots. This deals 2d8 damage and heals the corn field's hp by the same number. Each root drain counts as 1 sacrifice for the field.

Corn Field (Su)

Fields of corn are the primary media through which He Who Walks Behind the Rows exerts His presence and power upon the material plane. As such:

Nocturnal Power (Su)

While He Who Walks Behind the Rows can act at any time, He is most powerful and active at night. When the moon is in the sky, all of His abilities which can be used only limited times per day get an extra use, and all save DC's increase by +2.

Fertile Energy (Sp)

As a devil imbued with the power of fertility, He Who Walks Behind the Rows can radiate energy once per day that impregnates one target unless a successful Will save, DC 20, is made. At night, this increases to two targets. The embryo develops quickly, coming to term in about one month. Once it is born, it will be destined to be a High Priest of He Who Walks Behind the Rows, no matter how it is raised, and no magic can prevent this. The child itself will grow very quickly, aging a year for every month until it is 13 years old, at which point it stops aging.

Bloody Soil (Su)

He Who Walks Behind the Rows needs both followers and sacrifices to gain strength. Blood from humanoid adult sacrifices allows the corn fields to grow. 2 sacrifices on any soil will allow the seeds to be planted to grow a small corn field (unless the High Priest already has some cursed corn, then none are needed). Then, 10 sacrifices are needed to turn the small corn field into a medium one. To grow a medium corn field into a large one, it takes 20 sacrifices. Note that these are for commoners or level 1 humanoids. If sacrificing creatures with multiple levels, each level is equal to a distinct sacrifice, so sacrificing a level 3 adult humanoid creature would be worth 3 sacrifices. All sacrifices must be made in the corn fields so that the blood reaches the soil.

Create High Priest (Su)

This is the only ability He Who Walks Behind the Rows can use when there are no corn fields. With it, He sends out a desperate plea into the material plane, seeking one whose head he can fill with knowledge. This chosen person is drawn to create a Bible for He Who Walks Behind the Rows, which will show the High Priest all they need to know about serving and summoning Him. A High Priest of He Who Walks Behind the Rows does not age past the age of 13.

Possess Follower (Su)

He Who Walks Behind the Rows is capable of possessing any of his followers, granting them the same power as a High Priest. If He possesses a High Priest, all their abilities, skills, checks, and saves increase by +2. While possessing, His ability to attack through the corn fields is limited. Each standard action counts as a full action, and any attack is made at -12. Additionally, He Who Walks Behind the Rows cannot use any of His spell like abilities while possessing a follower.

Child's Savior (Su)

He Who Walks Behind the Rows needs to gain followers to gain power. In addition to sacrifices, a High Priest is required to plant the seeds to grow the small corn field. 10 followers are needed to turn the small corn field into a medium corn field, and 30 followers are needed to turn the medium corn field into a large corn field. To obtain these followers, He Who Walks Behind the Rows imbues His High Priest with power and knowledge to proselytize, spreading the word of His glory, with His holy text as an aid. Those who follow Him act as though under an Enslave spell, though some will follow He Who Walks Behind the Rows willingly, such as the High Priest does.

Cursed Corn (Su)

The corn from His corn fields can turn otherwise unwilling children into followers when eaten. The effect of eating the corn on a child is like a powerful Suggestion spell, which makes the High Priest's Proselytize ability more effective, giving the targets a -8 on their Will save against it. When an adult eats the Cursed Corn, they become automatically addicted to it as with an extremely addictive substance, meaning that every day they go without eating the corn, they must make a DC 25 Fortitude save or take 1d6 damage to Dexterity, Wisdom, and Constitution. The addicted target must eat the corn every day to avoid this. If they do not eat the corn for more than one day, the Fortitude save increases by +5. This continues for every day the addicted target does not eat the Cursed Corn. If the target succeeds on this saving throw for 2 days in a row, they are recovered. The effects of the Cursed Corn on adults are as follows:

Physical Manifestation (Su)

The greatest goal of He Who Walks Behind the Rows is to attain material form so that He can interact with the material plane directly. In order to do this, there must be a feast in His honor, in which unknowing adults eat corn belonging to His fields. After this, a sacrifice of one of His followers must be made willingly in the fields to bring about his physical form.

Vulnerability: Arcane and Divine Fire

The only weakness of the corn fields through which He Who Walks Behind the Rows uses to influence the material plane is fire. It is immune to every other kind of magical damage or effect. However, no regular fire can weaken it. In order to bypass the field's damage reduction and immunities, fire conjured using arcane or Divine magic must be used. Most any fire spell would work.

Devil, He Who Walks Behind the Rows (Physical Form)

He Who Walks Behind the Rows (Physical Form)

Size/Type: Gargantuan Outsider (Lawful, Extraplanar, Evil)

Hit Dice: 20d8 +200 (280 hp)

Initiative: +10

Speed: 40 ft, 40 ft tentacles, 60 ft burrow

Armor Class: 40 (+4 Dex, -4 size, +25 Natural, +5 Insight)

Base Attack/Grapple: +20/+36

Attack: Tentacle Root Whip +26 melee (2d6 +10) or bite +26 melee (2d6 +10) or claw +26 melee (2d4 +10)

Full Attack: 5 Tentacle Root Whip +26 melee (2d6 +10) and bite +21 (2d6 +5) melee and claw +21 melee (2d4 +5)

Space/Reach: 20 ft/15ft

Special Attacks: Smite Good 4/day, Sneak Attack +4d8, Spell-Like Abilities, Rotting Pestilence, Impale, Rending Roots, Root Drain, Improved Grab, Constrict, Swallow Whole

Special Qualities: Outsider Traits, Telepathic Speech, Physical Form, Damage Reduction 20/Good, Darkvision 80 ft, See in Darkness, Immunity to poison, fear, and acid, resistance to cold 12, fire 8, and electricity 12, Spell Resistance 30, Root System, Needle Roots, One with the Fields, Corn Maze, Sacrificial Strength, Vulnerability, Sticky Tentacles, Create High Priest, Cursed Corn

Saves: Fort +22, Ref +16, Will +19

Abilities: Str 31, Dex 18, Con 31, Int 15, Wis 24, Cha 22

Skills: Bluff +24, Concentration +30, Diplomacy +15, Escape Artist +12, Hide +14, Intimidate +26, Listen +22, Move Silently +14, Search +19, Sense Motive +30, Spot +22

Feats: Cleave, Awesome Blow, Fling Enemy, Gape of the Serpent, Dust Cloud, Fast Healing +3

Environment: The material plane, corn fields

Organization: Solitary or with Followers

Challenge Rating: 20

Treasure: None

Alignment: Always lawful evil

Combat

Sneak Attack (Ex)

Since most of He Who Walks Behind the Rows’s tentacles are underground, a sneak attack could come from anywhere, and deals an extra 4d8 damage.

Spell-like Abilities

At Will -- Animate Dead, Control Weather, Conviction, Cloudburst, Call Lightning, Favorable Wind, Detect Good
3/day -- Addiction (Cursed Corn), Earthquake, Beckoning Call, Bewildering Mischance, Big Sky, Call Lightning Storm, Storm of Vengeance
2/day -- Lightning Bolt (10d6), Wall of Vermin
1/day -- Insect Plague (6 swarms)

Rotting Pestilence (Su)

Once per day, He Who Walks Behind the Rows can summon a festering army of Rot Grubs from the soil, forcing those standing atop them to defend themselves. The amount of rot grubs summoned is equal to one swarm per target in the field.

Impale (Su)

He Who Walks Behind the Rows can choose to take a full round action and attack with a -8 penalty to attempt to impale a target with His roots. If successful, the attack deals 10d10 +10 damage and leaves the target wounded and bleeding, taking an additional 5 points of damage every round until healed with a DC 30 Heal check or a Cure Critical Wounds spell. Every turn that the target bleeds counts as a sacrifice, and heals His hp by +10.

Rending Roots (Su)

Thrice per day, after making a successful grapple on the Corn Root Whip attack, He Who Walks Behind the Rows can call up more roots from the earth, which dig into the target's flesh, pulling their limbs from their torso in different directions until they are forcibly torn off. This causes an instant drop to 0 hp, with a DC 30 Heal check to stabilize. A successful Fortitude save (DC 30) will prevent the limbs ripping, but the target will still take 4d8 damage.

Root Drain (Su)

Once a successful grapple on the Corn Root Whip attack has been made, He Who Walks Behind the Rows can drain blood directly from the target with its needle roots. This deals 2d8 damage and heals the corn field's hp by the same number. Each root drain counts as ½ of a sacrifice.

Improved Grab (Ex)

To use this ability, He Who Walks Behind the Rows must hit with a root attack or bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If He wins the grapple check, He establishes a hold and can constrict.

Constrict (Ex)

He Who Walks Behind the Rows deals an extra 2d8 damage for every round that He maintains a grapple on an enemy.

Swallow Whole (Ex)

If He Who Walks Behind the Rows begins His turn with a creature held in its bite, He can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, He swallows the prey, and the opponent takes bite damage. He Who Walks Behind the Rows has a stomach root that restricts movement with a thick sludge-like stomach ooze. Any action a swallowed target takes is at -10. The AC of the inside of the stomach root is 25, with no damage reduction. If a target remains swallowed for more than 6 rounds, they move deep into the stomach root underground. If they are underground for more than 3 rounds, they will begin to be dissolved as nutrients for the corn stalks, dealing 3d8 damage, and an additional 1d8 damage every round, maxing at 5d8.

Swarm (Sp)

In addition to His Insect Plague spell, He Who Walks Behind the Rows can summon 5 swarms per per day of any creature on this list. Only 3 swarms can be of the same creature. They do not all have to be summoned at once, and a different creature swarm can be chosen each time.

Telepathic Speech (Su)

In this monstrous form, He Who Walks Behind the Rows cannot communicate verbally in any intelligible manner to non-outsiders. However, He can communicate telepathically with his followers, who share a link with Him.

Physical Form (Ex)

He Who Walks Behind the Rows has sacrificed much of His near-invincibility to attain physical manifestation. As such, many of His attacks are stronger and more far-reaching, but he is now also more vulnerable, and has lost some of his abilities, such as possession.

Root System (Su)

He Who Walks Behind the Rows is rooted to the ground in any corn field He is in by His stomach root. This prevents him from moving His body any more than 40 ft in any direction above ground. However, He can burrow underground with unlimited range and at faster speeds, so long as He emerges in a corn field.

Needle Roots (Su)

If He Who Walks Behind the Rows makes a successful grapple on its root attack, the roots will burrow themselves forcibly into the flesh of the target, dealing an additional 1d6 damage and allowing it to use the Rending Roots and Root Drain abilities.

One with the Fields (Su)

When He Who Walks Behind the Rows attained physical form, He grew an immense root system from His main body, turning all the roots of all His corn field into flesh tentacles which provide them strength and nourishment. This root system is connected to any and all corn fields grown for him by His followers, and He can control these roots at any time, no matter where His main body is. Essentially, within the corn fields, the range of these roots is infinite, since they can emerge from the soil anywhere. These root tentacles have an hp of 20, and an AC of 20, with no damage reduction. Dropping a root's hp to 0 deals 20 damage to He Who Walks Behind the Rows.

Corn Maze (Sp)

Once per day, He Who Walks Behind the Rows can teleport a group of targets to an extraplanar corn maze. This works similarly to the Maze spell, but the only way to escape it is to find the exit. Additionally, when the group escapes the maze, they do not reappear where they were right before they were transported, but to a location 20 miles from any corn field.

Sacrificial Strength (Su)

While He Who Walks Behind the Rows no longer requires sacrifices to live or maintain His physical form, He still demands sacrifices to increase his strength. For every 2 sacrifices made to Him, His ability scores increase by 1 point, His max hp increases by +20, His current hp is healed by +20, and His Spell-Like Abilities per day recharge.

Vulnerability (Ex)

He Who Walks Behind the Rows’s stomach root is more vulnerable than the rest of His body. As such, slashing damage ignores His damage reduction when attacking the stomach root. The root itself can be cut open (to free a swallowed target, for instance) after 50 damage has been done to the stomach root. This deals an additional 1d8 damage to He Who Walks Behind the Rows. The incision closes in 1 round.

Sticky Tentacles (Ex)

He Who Walks Behind the Rows only receives a -8 penalty on a grapple attempt when using Fling Enemy.

Cursed Corn (Su)

The corn from His corn fields can turn otherwise unwilling children into followers when eaten. The effect of eating the corn on a child is like a powerful Suggestion spell, which makes the High Priest's Proselytize ability more effective, giving the targets a -8 on their Will save against it. When an adult eats the Cursed Corn, they become automatically addicted to it as with an extremely addictive substance, meaning that every day they go without eating the corn, they must make a DC 25 Fortitude save or take 1d6 damage to Dexterity, Wisdom, and Constitution. The addicted target must eat the corn every day to avoid this. If they do not eat the corn for more than one day, the Fortitude save increases by +5. This continues for every day the addicted target does not eat the Cursed Corn. If the target succeeds on this saving throw for 2 days in a row, they are recovered. The effects of the Cursed Corn on adults are as follows:

Create High Priest (Su)

This is the only ability He Who Walks Behind the Rows can use when there are no corn fields. With it, He sends out a desperate plea into the material plane, seeking one whose head he can fill with knowledge. This chosen person is drawn to create a Bible for He Who Walks Behind the Rows, which will show the High Priest all they need to know about serving and summoning Him. A High Priest of He Who Walks Behind the Rows does not age past the age of 13.