The Peering Eye

Dretch

Small Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armour Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +2/–1
Attack: Claw +4 melee (1d6+1)
Full Attack: 2 claws +4 melee (1d6+1) and bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon demon
Special Qualities: Damage reduction 5/cold iron or chosen, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
Skills: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)
Feats: Multiattack
Environment: A chaotic evil-aligned plane
Organization: Solitary, pair, gang (3–5), crowd (6–15), or mob (10–40)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 3–6 HD (Small)
Level Adjustment: +2

A dretch is about 4 feet tall and weighs about 60 pounds. Dretches cannot speak but can communicate telepathically.
Combat
Dretches are slow, stupid, and not very effective combatants. In one-on-one combat, they rely on their damage reduction to keep them alive. In groups, they depend on sheer numbers to overcome foes and immediately summon other dretches to improve the odds in battle. They flee at the first sign of adversity unless more powerful demons are present to intimidate them into fighting. Dretches’ fear of their greater kin is stronger then even their fear of death. A dretch’s natural weapons, as well as any weapons it wields, are treated as fallen for the purpose of overcoming damage reduction.
Spell-Like Abilities: 1/day—scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a dretch can attempt to summon another dretch DC 14. This ability is the equivalent of a 1st-level spell.
Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.


Scare
Necromancy [Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (120 ft)
Targets: One living creature
Duration: 2 rounds
Saving Throw: Will partial
Spell Resistance: Yes

All targeted creatures of less than 6 HD become frightened. If the subjects succeed on a Will save, they shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy. Cause fear counters and dispels remove fear.

Stinking Cloud
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (120 ft)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 2 rounds (plus 2-5 rounds)
Saving Throw: Fortitude negates; see text
Spell Resistance: No
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapours are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes. Material Component: A rotten egg or several skunk cabbage leaves.

Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Frightened: A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks and in addition they flee from the source of their fear as quickly as they can. They can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken). A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Triton Druid (Shella Waterweaver)

Shella Waterweaver Triton Druid 7
Medium Outsider (Native, Water)
Hit Dice: 3d8+9 plus 7d8+21 (75 hp)
Initiative: +0
Speed: 5 ft. (1 square), swim 40 ft.
Armour Class: 26 (+10 natural, +2 Deflection, Leather +4), touch 12, flat-footed 22
Base Attack/Grapple: +8/+9
Attack: Trident of The Deep +9 melee (2d8+4) or heavy crossbow +8 ranged (1d10/19–20)
Full Attack: Trident of The Deep +9/+4 melee (2d8+4) or h crossbow +8 ranged (1d10/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Spells 6, 5, 4, 3, 2 DC14-15
Special Qualities: Darkvision 60 ft., Animal companion, nature sense, wild empathy, Woodland stride, Trackless step, Resist nature’s lure, Wild shape (3/day),
Saves: Fort +9, Ref +5, Will +9
Abilities: Str 14, Dex 10, Con 16, Int 11, Wis 18, Cha 14
Skills: Concentration +8, Diplomacy +4, Hide +6, Knowledge (nature) +15, Listen +10, Move Silently +6, Ride +6, Search +6, Sense Motive +10, Spot +14, Survival +14, Swim +10
Feats: Elemental Affinity, Elemental Bond, +2 Feats
Environment: Temperate aquatic
Organization: Company (2–5), squad (6–11), or band (20–80)
Challenge Rating: 9
Treasure: Standard, Coral Trident +2, Ring of Protection +2, Necklace of Bark skin +4, MW Alligator Leather Armour +2.
Alignment: Usually neutral good
Advancement: 4–9 HD (Medium)
Level Adjustment: +2 (ECL 12)

A triton has silvery skin that fades into silver-blue scales on the lower half of its body. A triton’s hair is deep blue or blue-green.
A triton is about the same size and weight as a human. This Druid speaks Common, Druidic, Sylvan and Aquan.

COMBAT
The reclusive tritons prefer to avoid combat, but they fiercely defend their homes. They attack with either melee or ranged weapons as the circumstances warrant. When encountered outside their lair, they are 90% likely to be mounted on friendly sea creatures such as porpoises.

Spell-Like Abilities: 1/day—summon nature’s ally IV. Caster level 7th. Tritons often choose water elementals for their companions.

Elemental Affinity: Water Elemental creatures and aquatic creatures count as animals for many druidic abilities.
Elemental Bond: Can choose a Large water elemental as a companion at 7th level and can summon one at 7th Level.

Skills: A triton 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.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Trident of The Deep is similar to Shillelagh. Trident must be wielded two handed.