This site is games | books | films



“Echidna”  © Charidimos Bitsakakis. Accessed at his ArtStation page here, Campe
“Echidna”  © Charidimos Bitsakakis. Accessed at his ArtStation page here

A colossal monstrosity emerges, its body resembling a human woman from the waist up and a mighty serpentine dragon below. Her eyes flare with evil intensity and her fingers are tipped with scythe-like claws. Great scales cover her entire body, and an array of long spines grows from her thick tail.

Taken from Creature Codex

Campes are among the most implacable enemies of all that is good and pure in existence. Born of rage against the gods, campes work to hasten the end of civilization and organized religions of all faiths. As such, even evil gods find campes appalling, and crusades against the actions of a campe may involve very strange bedfellows indeed.

Campes are always female, and fewer than a dozen may exist in all of creation. Their incredible power makes them relentless adversaries of entire nations, and few are the heroes who can withstand a campe’s onslaught. Campes are creatures of hideous fertility, and legend links them to the creation of a variety of hideous monsters, such as lamias, hydrae, chimeras and even evil dragonkind. Most of their spawn do not live long, decomposing into primeval ooze rapidly. Only those spawn fathered by other beings of great evil, such as wicked titans or archfiends, gain true life, emerging to blight the planes.

Despite their hatred for the worship of gods, campes are happy to have worship directed at them. Those rare campe cults are typically made up of nihilists, madmen and those wholly given into despair. Their activities are often facilitated by demodands, which delight in the mayhem campes cause and are often the closest these abominations have to allies. Clerics of a campe cult have access to only the two domains of primal magic belonging to the campe they serve.

Campe  CR 22
XP 614,400

NE Colossal outsider (evil, extraplanar)
+4; Senses blindsense 60 ft., darkvision 60 ft., low-light vision, Perception +32
venom (Fort DC 34, 15 ft.)
37, touch 2, flat-footed 37 (-8 size, +35 natural)
425 (23d10+299), fast healing 15
+26, Ref +9, Will +19
DR 15/epic and good; Immune elemental affinity; SR 33
dragon blood
40 ft., swim 60 ft., burrow 40 ft., fly 240 ft (clumsy)
bite +30 (4d6+15), 2 claws +30 (2d8+15/19-20), 2 wings +28 (2d6+7), tail slap +28 (2d8+7 plus pernicious wound)
Space 30 ft.; Reach 20 ft. (30 ft. with tail slap)
Special Attacks breath weapon (140 ft. line, 30d6 elemental damage, Reflex DC 34 half, once every 1d4 rounds), crush (Large creatures, Reflex DC 34 negates, 4d8+22), pernicious wound, primal magic, tail sweep (40 ft. radius, Reflex DC 34, 2d8+22 plus pernicious wound), vile progeny
Spell-like Abilities 
CL 23rd, concentration +31 (+35 casting defensively)
At will—align weapon (evil), magic circle against good, protection from good, rage (DC 21), shatter (DC 20), true strike
3/day—create undead, dispel good (DC 23), quickened harm (DC 24), inflict critical wounds (DC 22), unholy blight (DC 22)
1/day—blasphemy (DC 25), empowered disintegrate (DC 25), earthquake, implosion (DC 27), summon monster IX (evil only), unholy aura (DC 26)
40, Dex 10, Con 37, Int 23, Wis 22, Cha 26
Base Atk +23; CMB +46; CMD 56 (cannot be tripped)
Cleave, Combat Casting, Empower Spell-like Ability (disintegrate), Flyby Attack, Great Cleave, Hover, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell-like Ability (harm)
Bluff +34, Climb +38, Fly +10, Intimidate +34, Knowledge (arcana) +32, Knowledge (planes) +32, Knowledge (religion) +32, Perception +32, Sense Motive +32, Spellcraft +32, Swim +38, Use Magic Device +31
Abyssal, Aklo, Common, Draconic, Infernal
solitary or onslaught (1 plus vile progeny and 1-6 demodands)
triple standard
Special Abilities
Aura of Venom (Su) 
All creatures within 15 feet of a campe must succeed a DC 34 Fortitude save every round or take 1d4 points of Constitution damage. This is a poison effect. This save DC is Constitution based.
Dragon Blood (Ex) A campe is treated as a dragon for the purpose of any abilities, spells or magic items that affect dragons specifically.
Elemental Affinity (Ex) All campes are affiliated with a particular element, either acid, cold, electricity or fire. Each campe is immune to the element it is affiliated with, and its breath weapon is composed of this element.
Pernicious Wound (Su) 
The damage a campe deals with its tail slap causes persistent wounds that deal 4d6 points of bleed damage. Bleeding caused in this way is difficult to staunch—a DC 32 Heal check stops the damage, and any attempt to heal a creature suffering from a pernicious wound must succeed on a DC 32 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects.
Primal Magic (Su) 
Each campe has access to the bonus spells granted by two clerical domains as spell-like abilities. All 1st through 3rd level spells are usable at will, all 4th-6th level spells are usable 3/day, and all 7th-9th level spells are usable 1/day. The sample campe has access to spells from the Destruction and Evil domains.
Vile Progeny (Su) 
As an action that takes 1 full round, a campe can give birth to any magical beast with a CR of 18 or less. This spawn possesses the fiendish and half-dragon templates and appears in a square adjacent to the campe. The spawn obeys the campe’s orders without question and survives for 1 hour before dissolving into a pile of slime. A campe can use this ability up to three times per day, but only one vile progeny may exist at a time.

Scroll to Top