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Complete Minions 3.5 (no border)
Minions v3.5
Alphabetical List of Monsters
Blue Spitter ........................................ 58
Horddsa ............................................. 58
Quinnilip ........................................... 59
Rhazling ............................................. 60
Salt Basilisk ....................................... 60
Storm Crows ...................................... 61
Lead Designer
Greg Dent
Creative Director
Jim Butler
Playtesters
Aaron ‘Dwarf’ Wellen, Adam Reid, Aleksandros
Diamantikos, Anna Hurst, Anthony Ross, Anthony S.
Vornheder, Apostolos Dimopoulos, Bill ‘Urklore’ Schwartz,
Bill Anderson, Bill Hezeltine, Bree Ralph, Brian ‘Toby’
Carroll, Brian Downey, Bruce Tillotson, Bryan Gorham,
Chad Coulter, Chad Kelly, Charidimos Brintakis, Charles
Kidd, Chris DeCean, Chris McIntosh, Chris Piker, Darren
Goddard, Dave Inglis, David Poole, Dennis Miller, Frank
Galle, Frank Thompson, Greg Kilberger, Greg Smith, Greg
Turner, Ian S. Johnston, Ioanna Kyrikou, Ivan Busch, Jacob
O’Dell, James ‘Sparky’ Sparling, Jared ‘Sorvani’ Busch,
Jared Harley Goddard, Jason Barr, Jason Louis, Jason Scerri,
Jason Thornton, Jennifer N. Vornheder, Jeremy Schrage, Jim
Barnett, Jim Carroll, Jimi Braun, Jodi Ruesch, John Zimmer,
Joeseph Perry, Johnny Woodard, Karl Rodriguez, Kelley
Thompson, Kenneth Mills, Kevin J. Hasinger, Kevin
O’Reilly, Kevin Ruesch, Kevin Thomas, Lance Thomas,
Lauren Galle, Matt Case, Matt Davis, Matthew Jeffers,
Michael Ahearn, Michael Lambert, Michelle Braun, Michael
Cantrell, Natassa Panagopoulou, Oriana
Mcfarlin, Paul Conrad, Paul Woods,
Randall Wert, Rebecca Conrad, Risa
Johnston, Robert N. Emerson, Russell
Leger, Ryan Frede, Sean Rivera, Shane
Kennedy, Shannon ‘Cheesy Cow’ Sparling,
Sofia Vrentzaki, Stephanie B. Hasinger,
Steven Creech, Teresa Scenna, Tim Elkins,
Tim Hatfield, Tim Thompson, Timothy Bill,
Troy Ellis, Tyler Hurst, Will
iam Adley, and William
Buckley.
Additional Design
Brian Goings, Brian Patterson, Charles W.
Plemons III, Christopher West, Cyril Martin,
James O’Rance, Jesse Orozco & Karl
Rodriguez, Jim Butler, John Kubisz, Kristin
J. Johnson, Michael Nickovich, Owen Kuhn,
Peter Whalley, Rasmus Pechuel & William
Ehgoetz, Todd Morasch, Tristan Uecker,
Troye Grgurin, Wolfgang Baur, and Yannick
Zogg.
Lead Artist & Art Director
Todd Morasch
Additional Artwork
Ginger Kubic, Jake Wynn, Jason Cilladi, Jer
emy Jarvis, Kevin Wasden, Patricio Soler,
Rasmus Pechuel, Rupert Dolby, Todd
Morasch, and Yannick Zogg.
V3.5 Conversion
Alexander M. Freed
Proofreaders: Travis J. Halwachs, Brannon
Hollingsworth, and Leonard McGillis.
Bastion Press and the Bastion Press logo are trademarks
owned by Bastion Press, Inc. ‘d20 System’ and the ‘d20
System’ logo are Trademarks owned by Wizards of the
Coast and are used according to the terms of the d20 Sys
tem License version 5.0. A copy of this License can be found
at www.wizards.com. © 2003 Bastion Press, Inc. All Rights
Reserved.
Lead Editor
Michael Cantrell
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760736406.002.png 760736406.003.png
Albine—CR 4
Albine
Medium Monstrous Humanoid
Hit Dice: 6d8+24 (51 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares), burrow 10 ft.
AC: 18 (+3 Dex, +5 natural), touch 13, flat footed 15
Base Attack/Grapple: +6/+11
Attack: Bite +11 melee (2d6+5) and whirl +9 melee touch
(trip)
Full Attack: Bite +11 melee (2d6+5) and 2 claws +9 melee
(1d6+2) and whirl +9 melee touch (trip)
Space/Reach: 5 ft./5 ft. (10 ft. with whirl)
Special Attacks: Whirl
Special Qualities: Darkvision 60 ft.
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 21, Dex 16, Con 19, Int 6, Wis 13, Cha 8
Skills: Climb +6, Hide +5, Jump +6, Listen +5, Move Si
lently +5, Spot +4
Feats: Alertness, Multiattack, Iron Will
Environment: Underground
Organization: Solitary or nest (2 5)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 7 8 HD (Medium); 9 18 HD (Large)
Level Adjustment: +2
self along the ground. On its turn, it makes a single melee
touch attack roll as a free action (a trip attack that does not
provoke attacks of opportunity) with its tail. This trip at
tack roll applies against all creatures within 10 feet; each
creature struck must proceed to make a Strength or Dexter
ity check opposed by the albine’s Strength check (applying
modifiers for size and stability, as normal for trip attacks).
Creatures who fail are tripped. If the albine loses, its oppo
nents cannot react to trip it. This ability can be used even in
cramped fighting quarters.
Campaign
An albine is careful about the placement of its lair. Its favor
ite locales are those slightly off the beaten path. Shortcuts,
backroads, adventure sites, and similar locales work best.
The lair itself is lightless, the albine relying on its dark
vision, and placing visitors at a disadvantage. Some lairs
have been designed so that a falling creature lands in pools
of water or oil upon their arrival, making the creation of
light difficult or outright dangerous. Some exceedingly cun
ning albines have even created lairs in an area where magic
doesn’t function.
The albine’s lair can be an excellent device to allow a
party to get past an obstacle or escape an enemy. The party
simply falls into the lair, their escape blocked by rubble, then
confronts the albine, and ends up somewhere new.
The ruthless albine is a rare but dangerous subterranean
creature. The albine cannot be found deep in the earth, but
instead stays quite close to the surface at all times. It bur
rows through the ground, building a complex network
of tunnel traps that connect to its lair. To make these
traps, the albine burrows up underneath surface paths
and corridors, leaving just enough soil to keep the
path from collapsing until it is walked upon. Once it
has set a number of these traps, it retires to its lair at
the center of this network and waits and listens for prey
to come crashing down into its domain.
In appearance, the albine is only vaguely humanoid. It
has an enlarged mouth, filled with sharp teeth poking out
at wild angles, and extremely sharp claws. It has a thick,
leathery hide with a pale, whitish hue. It is also noted for
its long, thick ratlike tail that stretches out to ten feet in
length, and which it uses to trip its opponents in combat.
The albine always carefully strips its prey of foreign
objects before it devours it. These objects are generally
disposed in a single tidy pile at the back of its lair,
making the albine a favorite amongst treasure
seekers.
Combat
The albine charges readily into combat. While it
fights with its teeth and claws, it constantly whirls its
tail back and forth around it, tripping its opponents. If re
duced to 10 or fewer hit points, it retreats back into its net
work of tunnels or attempts to burrow away.
Whirl (Ex): While in combat and not flat footed or un
able to attack, an albine constantly twirls its tail around it
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760736406.004.png
Amberjuron—CR 12
Amberjuron
Tiny Magical Beast
Hit Dice: 6d10+6 (39 hp)
Initiative: +3 (Dex)
Speed: 10 ft. (2 squares), fly 40 ft. (average)
AC: 22 (+2 size, +3 Dex, +2 natural, + 5 bracers of armor ,), touch
15, flat footed 19
Base Attack/Grapple: +6/ 3
Attack: Talon +7 melee (1d4 1)
Full Attack: 2 talons +7 melee (1d4 1)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., low light vision, per
fect memory, spell resistance 20
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 8, Dex 16, Con 12, Int 24, Wis 20, Cha 15
Skills: Appraise +12, Bluff +6, Concentration +9, Craft (any)
+15, Craft (alchemy) +15, Decipher Script +12, Hide +13,
Knowledge (arcana) +15, Knowledge (nature) +15, Lis
ten +18, Move Silently +21, Spellcraft +17, Spot +10*,
Survival +10
Feats: Craft Wand, Craft Wondrous Item, Quicken Spell
Environment: Any forests
Organization: Solitary
Challenge Rating: 12
Treasure: No coins; double goods; double items
Alignment: Usually neutral good
Advancement: 7 10 HD (Small)
for jewelry. In addition to swapping information, an
amberjuron is often willing to trade his magical creations
for a particularly lovely sapphire necklace or two. An
amberjuron typically has a wand or two available, or a mi
nor magical ring. Frequently amberjurons have rather un
usual magical items, as they enchant whatever they have
on hand. If they have a spoon lying around, they will en
chant it. They are especially fond of enchanting their be
loved jewelry. No more lovely a pair of bracers of armor is
likely to be found than those gracing the limbs of an
amberjuron. They aren’t fools though, and amberjuron usu
ally only trade for jewels of equal or greater monetary value
than their magical creations are worth, assuming they make
their Appraise roll correctly. An amberjuron may also offer
services such as identify or legend lore in return for interest
ing knowledge or items.
It’s not clear where amberjurons stash all their loot. Most
believe they hide it in far off trees, scattered around the for
est. Others speak of hidden pocket dimensions only they
know how to open. Killing an amberjuron is not really a
good way to get rich quick. It’s best to stick to trading with
them and swapping information. Besides, they’re rather
useful to have around.
Amberjurons usually speak Celestial, Common, Elven,
Dwarven, Dover, Nightling, Sylvan, or other languages the
DM deems appropriate.
Rare and mysterious, the amberjuron is an enigma of the
forest. The amberjuron is indistinguishable from a normal
snowy owl, except for its fine jewelry, the wand in its tal
ons, and the odd look of intelligence in its eyes. No one quite
understands where the amberjuron came from or how. Some
speculate that a noble familiar was once granted by the gods
a dying wish to found a new race, but there is no evidence
to support such a claim.
To those that know how to find them, amberjurons are
invaluable. Amberjurons spend their time collecting knowl
edge, thinking, crafting magical items, and studying ancient
books. Their knowledge, intelligence, and creative powers
are unmatched. An amberjuron is a brilliant sage, a gifted
oracle, and a veritable encyclopedia of lore, both mundane
and arcane. Almost all of the amberjuron’s knowledge is
obtained second hand, through bartering for heretofore
unknown knowledge. For every bit of arcane lore or
advice that an amberjuron gives out, it requires
an equitable exchange of information. This
trade can be of any sort of information, as
long as the amberjuron finds it new and in
teresting. It can be a recipe for dragon liver,
the command word for a long lost magic
item, recent political happenings, or even a
personal anecdote. Since the amberjuron lives
almost 1,000 years and never forgets anything
it hears, it eventually collects an amazing ar
ray of knowledge.
Amberjurons also have a great love for cre
ating magic items, exceeded only by their love
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Am Ren—CR 3
Combat
Amberjurons aren’t interested in combat. If attacked, they
are most likely to fly off and disappear into the forest, using
invisibility to cover their escape. If cornered, they teleport
away or use gaseous form to escape. If somehow forced into
combat, they attack with spells, as they only use their tal
ons for hunting. An amberjuron always has a fireball tucked
away in the back of his mind for just such an emergency. If
obviously doomed, an amberjuron offers his magic items in
return for sparing its life. It brings out one or two devices
from its hiding places, and then flies off.
Spells: An amberjuron casts spells as a wizard of a level
equal to twice its Hit Dice (typically 12th).
Typical Spells Prepared (4/6/6/6/4/4/3; save DC 17 +
spell level): 0— detect magic , light , mage hand , read magic ; 1st—
charm person , comprehend languages , identify (2), magic mis
sile , shield ; 2nd— arcane lock , invisibility , locate object , mirror
image , scare , web ; 3rd— arcane sight , dispel magic , fireball , gas
eous form , protection from energy , tongues ; 4th— fear , greater
invisibility , remove curse , scrying ; 5th— contact other plane , se
cret chest , sending , teleport ; 6th— globe of invulnerability , leg
end lore , true seeing .
Perfect Memory (Ex): An amberjuron never forgets any
thing that it sees, hears, or learns. Anything that has hap
pened during its long life can be recalled instantly and with
complete clarity. Amberjurons are not resistant to spells such
as modify memory , but have a +8 racial bonus on sav
ing throws against mind affecting divinations
and similar mind reading effects due to the
enormous and confusing volume of informa
tion contained in their minds.
Skills: Amberjurons, like owls, have a
+8 racial bonus on Listen checks and a +14
racial bonus on Move Silently checks. *They
have a +8 racial bonus on Spot checks in ar
eas of shadowy illumination.
At some point in the encounter, have the amberjuron
comment on a piece of jewelry one of the characters is wear
ing. Have it offer one of its items in trade for the piece. Don’t
allow the party to negotiate too long: the amberjuron is not
a magic shop. If the party is respectful and kind to the
amberjuron, it will welcome them back again. The
amberjuron can become a resource for their adventures, pro
viding knowledge, services, shelter, and even a storage space
for some of their belongings. The most powerful of
amberjurons are even rumored to provide transport to and
from other planes.
Am Ren
Medium Outsider (Chaotic, Evil, Native)
Hit Dice: 6d8 6 (21 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
AC: 17 (+3 Dex, +4 natural), touch 13, flat footed 17
Base Attack/Grapple: +6/+8
Attack: Claw +8 melee (1d4+2 plus 1d6 fire)
Full Attack: 2 claws +8 melee (1d4+2 plus 1d6 fire) and bite
+3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Name eating, name theft
Special Qualities: Blindsense 60 ft., darkvision 60 ft.,
uncanny dodge
Saves: Fort +4, Ref +8, Will +8
Abilities: Str 14, Dex 17, Con 8, Int 12, Wis
16, Cha 12
Skills: Concentration +8, Hide +12,
Jump +11, Knowledge (religion)
+10, Knowledge (the planes) +10,
Listen +12, Move Silently +12,
Sense Motive +12, Spot +12
Feats: Combat Reflexes, Im
proved Initiative, Power Attack
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7 12 HD (Me
dium); 13 18 HD (Large)
Campaign
The amberjuron is intended to pro
vide a resource and oracle for the party
in the wilderness, as well an opportunity for
roleplaying. It is best to introduce the
amberjuron when the party is in
desperate need of some informa
tion or guidance. Have an NPC
drop them a rumor of a myste
rious and wise sage or oracle that
lives deep in the woods, one that
knows an amazing amount of forgotten
lore. Of course, finding the creature may
be difficult; usually it is best to contact a lo
cal druid for directions. When the party first ap
proaches the amberjuron, give the party a chance to impress
it with their manners and offer it their problems.
Amberjurons don’t normally deal with ruffians. Don’t for
get to have the PCs provide a piece of information in return
for any help from the amberjuron. This gives the players an
opportunity to brag of their exploits and generally ham it
up.
Am–ren are the demonic eaters of names,
unholy creatures that dwell in tombs, necropoli,
and other desolate places. An am–ren is humanoid, about
four feet in height, with a hairless hide that resembles the
cracked red stone of the desert. Although well–muscled,
the am–ren appears to be starving to death. Its eyes are
pits of darkness into which light disappears, and the flesh
of its face so withered and emaciated that the skin is torn
around the eyes and mouth, leaving open wounds that glis
ten with blood and expose rows of gnashing teeth. Am–ren
move with uncanny speed and possess almost supernatu
ral reflexes.
Am–ren seem unable to speak, but understand all spo
ken languages. Those who intend to face one of the am ren
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Anemone, Giant—CR 8
often take special precautions to prevent the creature from
learning their names, for such is the food of the monster.
An almost foolproof method is to place a wall of force
across the archway that forms the entrance to the lair or feed
ing grounds of the am ren. Ancient runes or a magic mouth
instruct all who pass to state their name and purpose for
entering. If their true names and purposes are spoken, the
wall recedes... and of course the am ren has heard every
thing.
A cautious party might receive a warning of sorts. If they
ask the right questions, they may be able to notice that nu
merous members of the native population near the tomb of
the am ren seem unable to remember their own names. Or
this may be a little irony revealed to the party after they
have lost their own names. Once a character’s name is eaten,
the character must do some additional roleplaying until he
is able to get it back. The character should be unable to re
spond to or recognize his own name, and may have even
greater difficulties if he returns to civilization and has to do
otherwise simple tasks such as retrieve items placed under
his name for safekeeping.
Combat
An am ren enters combat when its feeding is disturbed, of
ten by tomb guardians or exploring adventurers. It attacks
by plunging smoking black talons into the body of its op
ponent, inflicting fire damage in addition to normal dam
age with a successful strike. It also snaps at foes with its
foul teeth. If the am ren knows or hears the name of an op
ponent, it can attempt to steal it away and devour it. De
vouring a character’s name is the most fearsome harm that
an am ren can inflict upon a creature.
Name Eating (Su): As a full round action, the am ren
can attempt to devour the name of a confused opponent
whose name it has stolen in the past 6 rounds. The am ren
usually attempts to retreat to a secure location to use this
ability, possibly drawing attacks of opportunity as it retreats.
If the am ren is distracted or damaged while attempting to
devour a name, it must make a Concentration check or fail
to devour the name.
A character whose name is devoured immediately gains
2 negative levels and must make an additional DC 14 Will
save. The save DC is Charisma based. Failure indicates that
the character remains confused until cured. Each dawn the
character may make another Will save to negate the confu
sion effect; otherwise, only a heal , remove curse , or DC 17 break
enchantment spell can cleanse the character’s soul of the
chaos and restore the character to sanity.
Even a character who resists or is cured of the confusion
effect still suffers from the negative levels caused by the loss
of his or her name. The character cannot recognize her name
or remove the negative levels until affected by a greater res
toration spell. The negative levels never result in actual level
loss.
Name Theft (Su): An am ren may steal the name of an
opponent it can see as a standard action. If the opponent
fails a DC 14 Will save, the creature temporarily loses its
sense of identity and is confused for 6 rounds. The am ren
must know the opponent’s name, perhaps by hearing it spo
ken, reading a written record, or some other means. The save
DC is Charisma based.
Blindsense (Ex): An am ren is able to perceive its sur
roundings through nonvisual means to a range of 60 feet.
Opponents still have total concealment against the am ren
unless it can actually see them.
Uncanny Dodge (Ex): An am ren retains its Dexterity
bonus to AC when flat footed.
Anemone, Giant
Huge Animal (Aquatic)
Hit Dice: 12d8+63 (117 hp)
Initiative: +0
Speed: 5 ft. (1 square), swim 5 ft.
AC: 12 ( 2 size, +4 natural), touch 8, flat footed 12
Base Attack/Grapple: +9/+24
Attack: Tentacle mass +14 melee (poison)
Full Attack: 6 tentacle masses +14 melee (poison) and bite
+9 melee (3d8+3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, poison
Special Qualities: Blindsight 60 ft., damage reduction 10/
slashing
Saves: Fort +15, Ref +4, Will +5
Abilities: Str 25, Dex 10, Con 20, Int 1, Wis 8, Cha 4
Skills: Spot +14, Swim +15
Feats: Combat Reflexes, Great Fortitude, Iron Will, Power
Attack, Toughness
Environment: Aquatic
Organization: Solitary or colony (2 12)
Challenge Rating: 8
Treasure: Standard coins; standard goods; 50% items
Alignment: Always neutral
Advancement: 13 16 HD (Huge); 17 32 HD (Gargantuan);
33 36 HD (Colossal)
Campaign
The am ren is an unusual creature, requiring a bit of role
playing to be most effective. To give the players its full ef
fect, it needs to successfully devour the name of one of the
player characters. The hard part is to logically provide the
means for the am ren to learn one or more of the PCs’ names.
If a player character is prone to boasting, and always be
gins combat by saying, “I am Thordan, prepare to die!” this
may be somewhat easier. (Not to mention satisfying, when
the player is no longer able to say it.) Otherwise, trickery
may be required.
The giant sea anemone is a monstrous version of its smaller
and more innocuous cousin. Though often mistakenly
thought of as a plant, the anemone is a predatory animal. A
giant anemone lives on the sea floor and is similar in ap
pearance to an enormous flower. At its base is a slug like
foot, which it uses to grip the sea floor and to move slowly
about. The body of the giant anemone is a thick fleshy stalk
ending in a colorful mass of long, thin tentacles. At the cen
ter of the tentacle mass is the creature’s mouth, with which
it both ingests its meals and expels its refuse.
Each of the anemone’s tentacles is covered with a num
ber of tightly wound filaments, which when contacted,
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