|
Barghest |
Greater Barghest |
|
Medium Outsider (Evil, Extraplanar, Lawful, Shapechanger) |
Large Outsider (Evil, Extraplanar, Lawful, Shapechanger) |
Hit Dice: |
6d8+6 (33 hp) |
9d8+27 (67 hp) |
Initiative: |
+6 |
+6 |
Speed: |
30 ft. (6 squares) |
40 ft. (8 squares) |
Armor Class: |
18 (+2 Dex, +6 natural), touch 12, flat-footed 16 |
20 (1 size, +2 Dex, +9 natural), touch 11, flat-footed 18 |
Base Attack/Grapple: |
+6/+9 |
+9/+18 |
Attack: |
Bite +9 melee (1d6+3)) |
Bite +13 melee (1d8+5 |
Full Attack: |
Bite +9 melee (1d6+3) and 2 claws +4 melee (1d4+1) |
Bite +13 melee (1d8+5) and 2 claws +8 melee (1d6+2) |
Space/Reach: |
5 ft./5 ft. |
10 ft./5 ft. |
Special Attacks: |
Spell-like abilities, feed |
Spell-like abilities, feed |
Special Qualities: |
Change shape, damage reduction 5/magic, darkvision 60 ft., scent |
Change shape, damage reduction 10/magic, darkvision 60 ft., scent |
Saves: |
Fort +6, Ref +7, Will +7 |
Fort +9, Ref +8, Will +10 |
Abilities: |
Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14 |
Str 20, Dex 15, Con 16, Int 18, Wis 18, Cha 18 |
Skills: |
Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks) |
Bluff +16, Climb +17, Concentration +15, Diplomacy +8, Disguise +4 (+6 acting), Hide +10*, Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16, Spot +16 Survival +16 (+18 following tracks), Tumble +16 |
Feats: |
Combat Reflexes, Improved Initiative, Track |
Combat Casting, Combat Reflexes, Improved Initiative, Track |
Environment |
An evil-aligned plane |
An evil-aligned plane |
Organization: |
Solitary or pack (36) |
Solitary or pack (36) |
Challenge Rating: |
4 |
5 |
Treasure: |
Double standard |
Double standard |
Alignment: |
Always lawful evil |
Always lawful evil |
Advancement: |
Special (see below) |
Special (see below) |
Level Adjustment: |
|
|
A barghest is a lupine fiend that can take the shape of a wolf or a goblin. In its natural form, it resembles a goblinwolf hybrid with terrible jaws and sharp claws. As whelps, barghests are nearly indistinguishable from wolves, except for their size and claws. As they grow larger and stronger, their skin darkens to bluishred and eventually becomes blue altogether.
|
Basilisk |
|
Medium Magical Beast |
Hit Dice: |
6d10+12 (45 hp) |
Initiative: |
1 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
16 (1 Dex, +7 natural), touch 9, flat-footed 16 |
Base Attack/Grapple: |
+6/+8 |
Attack: |
Bite +8 melee (1d8+3) |
Full Attack: |
Bite +8 melee (1d8+3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Petrifying gaze |
Special Qualities: |
Darkvision 60 ft., low-light vision |
Saves: |
Fort +9, Ref +4, Will +3 |
Abilities: |
Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11 |
Skills: |
Hide +0*, Listen +7, Spot +7 |
Feats: |
Alertness, Blind-Fight, Great Fortitude |
Environment: |
Warm deserts |
Organization: |
Solitary or colony (36) |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
710 HD (Medium); 1118 HD (Large) |
Level Adjustment: |
|
A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk's body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.
|
Huge Magical Beast |
Hit Dice: |
9d10+45 (94 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8 squares), climb 15 ft. |
Armor Class: |
20 (2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 |
Base Attack/Grapple: |
+9/+25 |
Attack: |
Bite +15 melee (2d4+12) |
Full Attack: |
Bite +15 melee (2d4+12) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, swallow whole |
Special Qualities: |
Can't be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent |
Saves: |
Fort +11, Ref +7, Will +5 |
Abilities: |
Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12 |
Skills: |
Climb +16, Hide +5, Listen +4, Spot +4, Survival +2 |
Feats: |
Alertness, Cleave, Power Attack, Track |
Environment: |
Warm hills |
Organization: |
Solitary or pair |
Challenge Rating: |
8 |
Treasure: |
Standard |
Alignment: |
Often neutral |
Advancement: |
1013 HD (Huge); 1427 HD (Gargantuan) |
Level Adjustment: |
|
The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature's scales, not for fighting.
|
Large Elemental (Air, Extraplanar) |
Hit Dice: |
7d8+7 (38 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6 squares), fly 50 ft. (perfect) |
Armor Class: |
22 (1 size, +5 Dex, +8 natural), touch 14, flat-footed 17 |
Base Attack/Grapple: |
+5/+11 |
Attack: |
Wing +9 melee (1d6+2) |
Full Attack: |
2 wings +9 melee (1d6+2) and bite +4 melee (1d4+1) and 2 claws +4 melee (1d3+1) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Smoke claws |
Special Qualities: |
Darkvision 60 ft., elemental traits, smoke form |
Saves: |
Fort +3, Ref +10, Will +2 |
Abilities: |
Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11 |
Skills: |
Listen +7, Move Silently +9, Spot +7 |
Feats: |
Alertness, Multiattack, Weapon Finesse |
Environment: |
Elemental Plane of Air |
Organization: |
Solitary, pair, or clutch (34) |
Challenge Rating: |
6 |
Treasure: |
None |
Alignment: |
Usually neutral evil |
Advancement: |
810 HD (Large); 1121 HD (Huge) |
Level Adjustment: |
|
Belkers are creatures from the Plane of Air. They are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A belker's winged shape makes it look distinctly demonic. It is about 7 feet long and weighs about 8 pounds.
|
Medium Magical Beast |
Hit Dice: |
4d10 (22 hp) |
Initiative: |
+3 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
Base Attack/Grapple: |
+4/+4 |
Attack: |
Bite +4 melee (1d6) |
Full Attack: |
Bite +4 melee (1d6) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Blink, darkvision 60 ft., dimension door, low-light vision, scent |
Saves: |
Fort +4, Ref +7, Will +4 |
Abilities: |
Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11 |
Skills: |
Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4 |
Feats: |
Iron Will, Run, TrackB |
Environment: |
Temperate plains |
Organization: |
Solitary, pair, or pack (716) |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Usually lawful good |
Advancement: |
57 HD (Medium); 812 HD (Large) |
Level Adjustment: |
+2 (cohort) |
The blink dog is an intelligent canine that has a limited teleportation ability.
|
Medium Undead (Extraplanar) |
Hit Dice: |
9d12 (58 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
20 (+2 Dex, +8 natural), touch 12, flat-footed 18 |
Base Attack/Grapple: |
+4/+5 |
Attack: |
Slam +6 melee (1d8+1) |
Full Attack: |
Slam +6 melee (1d8+1) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Death gaze |
Special Qualities: |
Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight |
Saves: |
Fort +3, Ref +5, Will +7 |
Abilities: |
Str 13, Dex 15, Con , Int 6, Wis 12, Cha 12 |
Skills: |
Listen +11, Move Silently +10, Spot +11 |
Feats: |
Alertness, Dodge, Improved Initiative, Weapon Focus (slam) |
Environment: |
A chaotic evil-aligned plane |
Organization: |
Solitary or gang (24) |
Challenge Rating: |
8 |
Treasure: |
None |
Alignment: |
Always chaotic evil |
Advancement: |
1013 HD (Medium); 1427 HD (Large) |
Level Adjustment: |
|
Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
|
Medium Outsider (Chaotic, Extraplanar, Good) |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+8 |
Speed: |
40 ft. (8 squares), fly 100 ft. (perfect) |
Armor Class: |
20 (+4 Dex, +6 natural), touch 14, flat-footed 16 |
Base Attack/Grapple: |
+6/+10 |
Attack: |
+1 holy scimitar +11 melee (1d6+4/1820) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3) or slam +10 melee (1d6+4) |
Full Attack: |
+1 holy scimitar +11/+6 melee (1d6+4/1820) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/x3) or slam +10 melee (1d6+4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities, whirlwind blast |
Special Qualities: |
Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues |
Saves: |
Fort +8, Ref +9, Will +7 |
Abilities: |
Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14 |
Skills: |
Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings) |
Feats: |
Alertness, Blind-Fight, Improved Initiative |
Environment: |
A chaotic good-aligned plane |
Organization: |
Solitary, pair, or squad (35) |
Challenge Rating: |
6 |
Treasure: |
No coins; double goods; standard items |
Alignment: |
Always chaotic good |
Advancement: |
712 HD (Medium); 1318 HD (Large) |
Level Adjustment: |
+5 |
In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
|
Medium Humanoid (Goblinoid) |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
17 (+1 Dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16 |
Base Attack/Grapple: |
+2/+4 |
Attack: |
Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2) |
Full Attack: |
Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft., scent |
Saves: |
Fort +2, Ref +4, Will +1 |
Abilities: |
Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9 |
Skills: |
Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4 |
Feats: |
Alertness, Weapon Focus (morningstar) |
Environment: |
Temperate mountains |
Organization: |
Solitary, gang (24), or band (1120 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd5th level) |
Challenge Rating: |
2 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
+1 |
Bugbears speak Goblin and Common.
|
Huge Magical Beast |
Hit Dice: |
9d10+45 (94 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares), burrow 10 ft. |
Armor Class: |
22 (2 size, +2 Dex, +12 natural), touch 10, flat-footed 20 |
Base Attack/Grapple: |
+9/+25 |
Attack: |
Bite +16 melee (2d8+8) |
Full Attack: |
Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Leap |
Special Qualities: |
Darkvision 60 ft., lowlight vision, scent, tremorsense 60 ft. |
Saves: |
Fort +11, Ref +8, Will +6 |
Abilities: |
Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6 |
Skills: |
Jump +18, Listen +9, Spot +3 |
Feats: |
Alertness, Iron Will, Track, Weapon Focus (bite) |
Environment: |
Temperate hills |
Organization: |
Solitary or pair |
Challenge Rating: |
7 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
1016 HD (Huge); 1727 HD (Gargantuan) |
Level Adjustment: |
|
Also known as the landshark, the bulette is a terrifying predator that lives only to eat.
|
Large Monstrous Humanoid |
Hit Dice: |
4d8+8 (26 hp) |
Initiative: |
+2 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
14 (1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
Base Attack/Grapple: |
+4/+12 |
Attack: |
Longsword +7 melee (2d6+6/1920) or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3) |
Full Attack: |
Longsword +7 melee (2d6+6/1920) and 2 hooves +3 melee (1d6+2); or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +3, Ref +6, Will +5 |
Abilities: |
Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11 |
Skills: |
Listen +3, Move Silently +4, Spot +3, Survival +2 |
Feats: |
Dodge, Weapon Focus (hoof ) |
Environment: |
Temperate forests |
Organization: |
Solitary, company (58), troop (818 plus 1 leader of 2nd5th level), or tribe (20150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th9th level) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral good |
Advancement: |
By character class |
Level Adjustment: |
+2 |
A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.
|
Medium Outsider (Chaotic, Extraplanar) |
Hit Dice: |
8d8+8 (44 hp) |
Initiative: |
+5 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
16 (+1 Dex, +5 natural), touch 11, flat-footed 15 |
Base Attack/Grapple: |
+8/+10 |
Attack: |
Claw +10 melee (1d3+2 plus corporeal instability) |
Full Attack: |
2 claws +10 melee (1d3+2 plus corporeal instability) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Corporeal instability |
Special Qualities: |
Darkvision 60 ft., immunity to critical hits and transformation, spell resistance 15 |
Saves: |
Fort +7, Ref +7, Will +6 |
Abilities: |
Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10 |
Skills: |
Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings) |
Feats: |
Dodge, Improved Initiative, Mobility |
Environment: |
Ever-Changing Chaos of Limbo |
Organization: |
Solitary |
Challenge Rating: |
7 |
Treasure: |
None |
Alignment: |
Always chaotic neutral |
Advancement: |
912 HD (Medium); 1324 HD (Large) |
Level Adjustment: |
|
The horrific creatures known as chaos beasts have mutable, ever-changing forms. A chaos beast's dimensions vary, but it always weighs about 200 pounds.
|
Large Magical Beast |
Hit Dice: |
9d10+27 (76 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares), fly 50 ft. (poor) |
Armor Class: |
19 (1 size, +1 Dex, +9 natural), touch 10, flat-footed 18 |
Base Attack/Grapple: |
+9/+17 |
Attack: |
Bite +12 melee (2d6+4) |
Full Attack: |
Bite +12 melee (2d6+4) and bite +12 melee (1d8+4) and gore +12 melee (1d8+4) and 2 claws +10 melee (1d6+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Breath weapon |
Special Qualities: |
Darkvision 60 ft., low-light vision, scent |
Saves: |
Fort +9, Ref +7, Will +6 |
Abilities: |
Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10 |
Skills: |
Hide +1*, Listen +9, Spot +9 |
Feats: |
Alertness, Hover, Iron Will, Multiattack |
Environment: |
Temperate hills |
Organization: |
Solitary, pride (35), or flight (613) |
Challenge Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
1013 HD (Large); 1427 HD (Huge) |
Level Adjustment: |
+2 (cohort) |
A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera's dragon head might be black, blue, green, red, or white.
|
Small Aberration |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4 squares), climb 10 ft. |
Armor Class: |
17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15 |
Base Attack/Grapple: |
+2/+5 |
Attack: |
Tentacle +6 melee (1d3+3) |
Full Attack: |
2 tentacles +6 melee (1d3+3) |
Space/Reach: |
5 ft./10 ft. |
Special Attacks: |
Improved grab, constrict 1d3+3 |
Special Qualities: |
Darkvision 60 ft., quickness |
Saves: |
Fort +2, Ref +5, Will +4 |
Abilities: |
Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7 |
Skills: |
Climb +13, Hide +10, Move Silently +6 |
Feats: |
Improved InitiativeB, Lightning Reflexes, Stealthy |
Environment: |
Underground |
Organization: |
Solitary |
Challenge Rating: |
2 |
Treasure: |
1/10 coins; 50% goods; 50% items |
Alignment: |
Usually chaotic evil |
Advancement: |
46 HD (Small); 712 HD (Medium) |
Level Adjustment: |
|
These vicious little predators lurk underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds.
|
Large Aberration (Aquatic) |
Hit Dice: |
11d8+44 (93 hp) |
Initiative: |
+7 |
Speed: |
30 ft. (6 squares), swim 20 ft. |
Armor Class: |
22 (1 size, +3 Dex, +10 natural), touch 12, flat-footed 19 |
Base Attack/Grapple: |
+8/+17 |
Attack: |
Claw +12 melee (2d6+5) |
Full Attack: |
2 claws +12 melee (2d6+5) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Constrict 3d6+5, improved grab, paralytic tentacles |
Special Qualities: |
Amphibious, darkvision 60 ft., immunity to poison |
Saves: |
Fort +7, Ref +6, Will +9 |
Abilities: |
Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5 |
Skills: |
Hide +13, Listen +11, Spot +11, Swim +13 |
Feats: |
Alertness, Blind-Fight,Combat Reflexes, Improved Initiative |
Environment: |
Temperate marshes |
Organization: |
Solitary, pair, or pack (35) |
Challenge Rating: |
7 |
Treasure: |
1/10th coins; 50% goods; standard items |
Alignment: |
Usually chaotic evil |
Advancement: |
1216 HD (Large); 1733 HD (Huge) |
Level Adjustment: |
|
A horrible mix of crustacean, insect, and serpent, the chuul is an abomination that lurks submerged or partially submerged, awaiting intelligent prey to devour. Although amphibious, chuuls are not good swimmers and actually prefer to be on land or in very shallow water when they attack. A chuul is about 8 feet long and weighs 650 pounds.
|
Large Aberration |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+7 |
Speed: |
10 ft. (2 squares), fly 40 ft. (average) |
Armor Class: |
19 (1 size, +3 Dex, +7 natural), touch 12, flat-footed 16 |
Base Attack/Grapple: |
+4/+13 |
Attack: |
Tail slap +8 melee (1d6+5) |
Full Attack: |
Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2) |
Space/Reach: |
10 ft./10 ft. (5 ft. with bite) |
Special Attacks: |
Moan, engulf |
Special Qualities: |
Darkvision 60 ft., shadow shift |
Saves: |
Fort +5, Ref +5, Will +7 |
Abilities: |
Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15 |
Skills: |
Hide +8, Listen +13, Move Silently +12, Spot +13 |
Feats: |
Alertness, Combat Reflexes, Improved Initiative |
Environment: |
Underground |
Organization: |
Solitary, mob (36), or flock (712) |
Challenge Rating: |
5 |
Treasure: |
Standard |
Alignment: |
Usually chaotic neutral |
Advancement: |
79 HD (Large); 1018 HD (Huge) |
Level Adjustment: |
|
When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker's ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent.
|
Small Magical Beast |
Hit Dice: |
5d10 (27 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4 squares), fly 60 ft. (poor) |
Armor Class: |
14 (+1 size, +3 Dex), touch 14, flat-footed 11 |
Base Attack/Grapple: |
+5/1 |
Attack: |
Bite +9 melee (1d42 plus petrification) |
Full Attack: |
Bite +9 melee (1d42 plus petrification) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Petrification |
Special Qualities: |
Darkvision 60 ft., low-light vision |
Saves: |
Fort +4, Ref +7, Will +2 |
Abilities: |
Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9 |
Skills: |
Listen +7, Spot +7 |
Feats: |
Alertness, Dodge, Weapon FinesseB |
Environment: |
Temperate plains |
Organization: |
Solitary, pair, flight (35), or flock (613) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
68 HD (Small); 915 HD (Medium) |
Level Adjustment: |
|
A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds.
|
Large Outsider (Native) |
Hit Dice: |
9d8+18 (58 hp) |
Initiative: |
+7 |
Speed: |
20 ft. (4 squares), fly 60 ft. (good) |
Armor Class: |
21 (1 size, +3 Dex, +9 natural), touch 12, flat-footed 18 |
Base Attack/Grapple: |
+9/+17 |
Attack: |
Bite +12 melee (1d3+6 plus poison) |
Full Attack: |
Bite +12 melee (1d3+6 plus poison) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Constrict 2d8+6, improved grab, poison, psionics, spells |
Special Qualities: |
Darkvision 60 ft., ethereal jaunt, telepathy 90 ft. |
Saves: |
Fort +8, Ref +9, Will +10 |
Abilities: |
Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17 |
Skills: |
Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls) |
Feats: |
Dodge, Empower Spell, Eschew MaterialsB, Hover, Improved Initiative |
Environment: |
Warm forests |
Organization: |
Solitary, pair, or flight (36) |
Challenge Rating: |
10 |
Treasure: |
Standard |
Alignment: |
Always lawful good |
Advancement: |
1013 HD (Large); 1427 HD (Huge) |
Level Adjustment: |
+7 |
A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds.