Work in progress






Also see the Scorpionfolk racial listing
| Level | Hit Dice | Base Attack Bonus | Fort Save | Ref Save | Will Save | Skill Points | Special |
|---|---|---|---|---|---|---|---|
| 1 | 1d8 | +1 | +2 | +2 | +0 | (2+Int)×4 | +2 Str, +2 Wis, -2 Int, Low-light vision, 2 claws 1d3, +1 Natural armor |
| 2 | 2d8 | +2 | +3 | +3 | +0 | (2+Int)×5 | +2 Dex, Sandskimmer, +2 Natural armor |
| 3 | 3d8 | +3 | +3 | +3 | +1 | (2+Int)×6 | +2 Con, Tail 1d4, +3 Natural armor |
| 4 | 4d8 | +4 | +4 | +4 | +1 | (2+Int)×7 | +2 Str, Poison 2/day, +4 Natural armor |
| 5 | 5d8 | +5 | +4 | +4 | +1 | (2+Int)×8 | Constricting grip, Natural Combatant, Poison 5/day, +5 Natural armor |
Like all intelligent creatures, scorpionfolk receive feats as normal at levels 1, 3, 6, etc; and may raise ability scores at levels 4, 8, 12, etc.

| Size/Type | Large Magical Beast |
|---|---|
| Hit Dice | 102 hp = 10d10 + 30 + 17 |
| Speed | 40 ft., climb 20 ft. |
| Initiative | +6 |
| Senses | Darkvision 60 ft., Listen +14, Spot +1 |
| Armor Class | 19 (+2 Dex, +8 natural, -1 size), touch 11, flat-footed 17 |
| BAB/Grapple | +10/+19 |
| Attack | Gore +15 melee (1d8+7) or 2 claws +10 melee (1d6+7*) |
| Full attack | Gore +10 melee (1d8+12*) and 2 claws +5 melee (1d6+7*) |
| Space/Reach | 10 ft. / 5 ft. |
| Special Attacks | Screech, Bull rush +14 (+16 charge), Powerful charge 4d6+7, (Sp) 3/day—darkness |
| Special Qualities | Darkvision 60 ft., Light Sensitivity, Light Vulnerability |
| Saves | Fort +10, Ref +9, Will +4 |
| Abilities | Str 20, Dex 14, Con 17, Int 5, Wis 12, Cha 7 |
| Skills | Listen +14, Spot +1, Hide +10, Move Silently +1, Climb +14 |
| Feats | Blind-Fightᴮ, Power Attack, Improved Bull Rush, Improved Initiative, Combat Reflexes |
| Environment | Cold hills |
| Organization | Solitary, pair, or pack (3–8) |
| Possessions | None |
| Alignment | Usually chaotic evil |
| Advancement | 11-15 HD (Large); 16-30 HD (Huge) |
| Challenge Rating | 5 |
| Level Adjustment | — |
| Note | * Power attack for 5 is included in the stats |




The Snake Clan is a clade of ancient humanoids native to Preternia. Legend has it that the Snake Clan and Ape Clan are the ancestors of modern Eternians.


| Humanoid form | Stone form | |
|---|---|---|
| Size/Type | Medium Aberration (Earth) | Medium Construct (Earth) |
| Hit Dice | XX hp = 7d8 + XX | XX hp = 7d8 + XX |
| Speed | 30 ft. | 0, fly 60 ft. (clumsy) |
| Initiative | +6 | +6 |
| Senses | Darkvision 60 ft., Listen +XX, Spot +XX | Blinded, Tremorsense 60 ft. |
| Armor Class | 19 (-1 Dex, +6 natural), touch 11, flat-footed 17 | 19 (+2 Dex, +8 natural, -1 size), touch 11, flat-footed 17 |
| BAB/Grapple | +5/+6 | +5/+6 |
| Attack | Slam | — |
| Space/Reach | 5 ft. / 5 ft. | 5 ft. / — |
| Special Attacks | Seismic ray gun (Reflex DC 20) | Meteor smash |
| Special Qualities | Darkvision 60 ft. | Tremorsense 60 ft. |
| Saves | Fort +10, Ref +9, Will +4 | Fort +10, Ref +9, Will +4 |
| Abilities | Str 12, Dex 8, Con 17, Int 11, Wis 11, Cha 8 | Str 12, Dex 8, Con —, Int 11, Wis 11, Cha 8 |
| Skills | Listen +14, Spot +1, Hide +10, Move Silently +1, Climb +14 | Listen +14, Spot +1, Hide +10, Move Silently +1, Climb +14 |
| Feats | Improved Bull Rushᴮ | |
| Environment | Geolon (home planet) or Interstellar space | |
| Organization | Solitary, pair, or pack (3–8) | |
| Possessions | None | None |
| Alignment | Usually chaotic evil | Usually chaotic evil |
| Advancement | 11-15 HD (Large); 16-30 HD (Huge) | 11-15 HD (Large); 16-30 HD (Huge) |
| Challenge Rating | 7 | 7 |
| Level Adjustment | — | — |
| Note | * Power attack for 5 is included in the stats | * Power attack for 5 is included in the stats |
A half-giant augmented by the multi-headed template gains additional special features.
| Name | Squinch | Lara | Kando |
|---|---|---|---|
| Class | Corpse widget Warrior 4 | Gravetouched ghoul widget Commoner 1 / Rogue 2 | Bone widget Sorcerer 3 |
| Size/Type | Small Humanoid (Elf, Undead) | Small Humanoid (Elf, Undead) | Small Humanoid (Elf, Undead) |
| Hit Dice | 4d20+3 | 3d20 | 3d20 |
| Speed | 20 ft., single actions only | 20 ft. | 20 ft. |
| Initiative | +1 | +8 | +4 |
| Senses | Darkvision 60 ft. | Darkvision 60 ft., Listen +11, Spot +7 | Darkvision 60 ft. |
| Armor Class | 15 (+1 Dex, +1 Natural, +1 Size, +2 Armor), touch 12, flat-footed 14 | 19 (+4 Dex, +2 Natural, +1 Size, +2 Armor), touch 15, flat-footed 15 | 20 (+4 Dex, +1 Natural, +1 Size, +4 mage armor), touch 15, flat-footed 16 |
| BAB/Grapple | +4 / +4 | +2 / -1 | +1 / -4 |
| Attack | Slam +9 melee (1d4+4) or Horned helm +12 charge (2d3+8) | Bite +6 melee (1d4+1 plus disease) | Claw +5 melee (1d3-1) or Ray +5 ranged touch |
| Full attack | — | 2 claws +6 melee (1d3+1 plus paralysis) and Bite +1 melee (1d4+1 plus disease) | 2 claws +5 melee (1d3-1) |
| Space/Reach | 5 ft. / 5 ft. | 5 ft. / 5 ft. | 5 ft. / 5 ft. |
| Special Attacks | — | Sneak attack +1d6 2 Claws 1d3 + paralysis (Fort DC12 1d4+1 rounds) Bite 1d4 + ghoul fever | Spells |
| Special Qualities | Darkvision, DR 5 / slashing, Widget traits | Evasion; Trapfinding; Stonecunning; Turn resistance +2, Widget traits | Darkvision, DR 5 / bludgeoning, Widget traits |
| Saves | Fort +4, Ref +2, Will -1 | Fort +1, Ref +7, Will +2 | Fort +1, Ref +2, Will +3 |
| Abilities | Str 18, Dex 12, Con —, Int 8, Wis 8, Cha 14 | Str 12, Dex 18, Con —, Int 15, Wis 14, Cha 12 | Str 8, Dex 18, Con —, Int 10, Wis 8, Cha 17 |
| Skills | — | Balance +4, Bluff+6, Diplomacy +3, Escape Artist +2, Hide +13, Know (Dungeon) +5, Listen +11, Move Silently +7, Spot +7, Tumble +9 | — |
| Feats | Toughness, WF (Short sword) | Improved initiative, Weapon finesse | Weapon finesseᴮ, Combat casting, Versatile spellcrafter |
| Environment | Widget Village or underground | Widget Village or underground | Widget Village or underground |
| Organization | Unique, usually found with Kando and Lara | Unique, usually found with Squinch and Kando | Unique, usually found with Squinch and Lara |
| Possessions | Masterwork small horned helm | Sapphire brooch 5d100 gp | Wand of grease (4d6 charges) |
| Alignment | Lawful evil | Chaotic evil | Neutral evil |
| Advancement | By character class | By character class | By character class |
| Challenge Rating | 4 | 4 | 3 |
| Note | — | — | Spells: 0—6/day; 1—6/day Spells known: 0—detect magic, guidance, no light; 1—ray of enfeeblement (DC 14), mage armor, benign transposition |