|
Medium Monstrous Humanoid (Earth) |
Hit Dice: |
4d8+19 (37 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares), fly 60 ft. (average) |
Armor Class: |
16 (+2 Dex, +4 natural), touch 12, flat-footed 14 |
Base Attack/Grapple: |
+4/+6 |
Attack: |
Claw +6 melee (1d4+2) |
Full Attack: |
2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Damage reduction 10/magic, darkvision 60 ft., freeze |
Saves: |
Fort +5, Ref +6, Will +4 |
Abilities: |
Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7 |
Skills: |
Hide +7*, Listen +4, Spot +4 |
Feats: |
Multiattack, Toughness |
Environment: |
Any |
Organization: |
Solitary, pair, or wing (516) |
Challenge Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
56 HD (Medium); 712 HD (Large) |
Level Adjustment: |
+5 |
Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.
|
Large Outsider (Air, Extraplanar) |
Hit Dice: |
7d8+14 (45 hp) |
Initiative: |
+8 |
Speed: |
20 ft. (4 squares), fly 60 ft. (perfect) |
Armor Class: |
16 (1 size, +4 Dex, +3 natural), touch 13, flat-footed 12 |
Base Attack/Grapple: |
+7/+15 |
Attack: |
Slam +10 melee (1d8+4) |
Full Attack: |
2 slams +10 melee (1d8+4) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Air mastery, spell-like abilities, whirlwind |
Special Qualities: |
Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. |
Saves: |
Fort +7, Ref +9, Will +7 |
Abilities: |
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15 |
Skills: |
Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings) |
Feats: |
Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB |
Environment: |
Elemental Plane of Air |
Organization: |
Solitary, company (24), or band (615) |
Challenge Rating: |
5 (noble 8) |
Treasure: |
Standard |
Alignment: |
Always chaotic good |
Advancement: |
810 HD (Large); 1121 (Huge) |
Level Adjustment: |
+6 |
The djinn (singular djinni) are genies from the Elemental Plane of Air.
|
Large Outsider (Extraplanar, Fire) |
Hit Dice: |
10d8+20 (65 hp) |
Initiative: |
+7 |
Speed: |
20 ft. (4 squares), fly 40 ft. (perfect) |
Armor Class: |
18 (1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 |
Base Attack/Grapple: |
+10/+20 |
Attack: |
Slam +15 melee (1d8+6 plus 1d6 fire) |
Full Attack: |
2 slams +15 melee (1d8+6 plus 1d6 fire) |
Space/Reach: |
10 ft./ 10 ft. |
Special Attacks: |
Change size, heat, spell-like abilities |
Special Qualities: |
Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold |
Saves: |
Fort +9, Ref +10, Will +9 |
Abilities: |
Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15 |
Skills: |
Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15 |
Feats: |
Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Quicken Spell-Like Ability (scorching ray) |
Environment: |
Elemental Plane of Fire |
Organization: |
Solitary, company (24), or band (615) |
Challenge Rating: |
8 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Always lawful evil |
Advancement: |
1115 HD (Large); 1630 HD (Huge) |
Level Adjustment: |
|
The efreet (singular efreeti) are genies from the Elemental Plane of Fire.
|
Medium Outsider (Native) |
Hit Dice: |
6d8+6 (33 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4 squares), fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect) |
Armor Class: |
18 (+2 Dex, +1 natural, +5 chainmail), touch 12, flat-footed 16 |
Base Attack/Grapple: |
+6/+9 |
Attack: |
Scimitar +9 melee (1d6+4/1820) or longbow +8 ranged (1d8/x3) |
Full Attack: |
Scimitar +9/+4 melee (1d6+4/1820) or longbow +8/+3 ranged (1d8/x3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Change size, spell-like abilities |
Special Qualities: |
Darkvision 60 ft., elemental endurance, plane shift, resistance to fire 10, telepathy 100 ft. |
Saves: |
Fort +6, Ref +7, Will +7 |
Abilities: |
Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13 |
Skills: |
Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings) |
Feats: |
Combat Reflexes, Dodge, Improved InitiativeB, Mobility |
Environment: |
Warm deserts |
Organization: |
Solitary, company (24), or band (615) |
Challenge Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
79 HD (Medium); 1018 HD (Large) |
Level Adjustment: |
+5 |
The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane.
|
Medium Outsider (Chaotic, Extraplanar, Good) |
Hit Dice: |
10d8+20 (65 hp) |
Initiative: |
+5 |
Speed: |
50 ft. (10 squares), fly 150 ft. (perfect) |
Armor Class: |
25 (+1 Dex, +14 natural), touch 11, flat-footed 24,or 14 (+1 Dex, +3 deflection), touch 14, flat-footed 13 |
Base Attack/Grapple: |
+10/+17 |
Attack: |
+4 holy greatsword +21 melee (2d6+14/1920) or light ray +11 ranged touch (2d12) |
Full Attack: |
+4 holy greatsword +21/+16 melee (2d6+14/1920) or 2 light rays +11 ranged touch (2d12) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities, spells, gaze |
Special Qualities: |
Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft., immunity to electricity and petrification, lowlight vision, protective aura, resistance to cold 10 and fire 10 spell resistance 28, tongues |
Saves: |
Fort +9, Ref +8, Will +10 |
Abilities: |
Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16 |
Skills: |
Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings) |
Feats: |
Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip |
Environment: |
A chaotic good-aligned plane |
Organization: |
Solitary, pair, or squad (35) |
Challenge Rating: |
13 |
Treasure: |
No coins; double goods; standard items |
Alignment: |
Always chaotic good |
Advancement: |
1115 HD (Medium); 1630 HD (Large) |
Level Adjustment: |
|
A ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter. A ghaele is about 6 feet tall and weighs about 170 pounds.
|
Ghoul |
Ghast |
|
Medium Undead |
Medium Undead |
Hit Dice: |
2d12 (13 hp) |
4d12+3 (29 hp) |
Initiative: |
+2 |
+3 |
Speed: |
30 ft. (6 squares) |
30 ft. (6 squares) |
Armor Class: |
14 (+2 Dex, +2 natural), touch 12, flat-footed 12 |
17 (+3 Dex, +4 natural), touch 12, flat-footed 14 |
Base Attack/Grapple: |
+1/+2 |
+2/+5 |
Attack: |
Bite +2 melee (1d6+1 plus paralysis) |
Bite +5 melee (1d8+3 plus paralysis) |
Full Attack: |
Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis) |
Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks: |
Ghoul fever, paralysis |
Ghoul fever, paralyis, stench |
Special Qualities: |
Darkvision 60 ft., undead traits, +2 turn resistance |
Darkvision 60 ft., undead traits, +2 turn resistance |
Saves: |
Fort +0, Ref +2, Will +5 |
Fort +1, Ref +4, Will +6 |
Abilities: |
Str 13, Dex 15, Con , Int 13, Wis 14, Cha 12 |
Str 17, Dex 17, Con , Int 13, Wis 14, Cha 16 |
Skills: |
Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7 |
Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8 |
Feats: |
Multiattack |
Multiattack, Toughness |
Environment: |
Any (Lacedon: Any aquatic) |
Any |
Organization: |
Solitary, gang (24), or pack (712) |
Solitary, gang (24), or pack (24 plus 712 ghouls) |
Challenge Rating: |
1 |
3 |
Treasure: |
None |
Standard |
Alignment: |
Always chaotic evil |
Always chaotic evil |
Advancement: |
3 HD (Medium) |
58 HD (Medium) |
Level Adjustment: |
|
|
Ghouls speak the languages they spoke in life (usually Common).
|
Huge Giant (Air) |
Hit Dice: |
17d8+102 (178 hp) |
Initiative: |
+1 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
25 (2 size, +1 Dex, +12 natural, +4 chain shirt), touch 9, flat-footed 24 |
Base Attack/Grapple: |
+12/+32 |
Attack: |
Gargantuan morningstar +22 melee (4d6+18) or slam +22 melee (1d6+12) or rock +12 ranged (2d8+12) |
Full Attack: |
Gargantuan morningstar +22/+17/+12 melee (4d6+18) or 2 slams +22 melee (1d6+12) or rock +12 ranged (2d8+12) |
Space/Reach: |
15 ft./15 ft. |
Special Attacks: |
Rock throwing, spell-like abilities |
Special Qualities: |
Low-light vision, oversized weapon, rock catching, scent |
Saves: |
Fort +16, Ref +6, Will +10 |
Abilities: |
Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13 |
Skills: |
Climb +19, Craft (any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (harp) +2, Sense Motive +9, Spot +15 |
Feats: |
Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack |
Environment: |
Temperate mountains |
Organization: |
Solitary, gang (24), family (24 plus 35% noncombatants plus 1 sorcerer or cleric of 4th7th level plus 25 griffons or 28 dire lions), or band (69 plus 1 sorcerer or cleric of 4th7th level plus 25 griffons or 28 dire lions) |
Challenge Rating: |
11 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Usually neutral good or neutral evil |
Advancement: |
By character class |
Level Adjustment: |
|
Cloud giants' skin ranges in color from milky white to light sky blue. Their hair is silvery white or brass, and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old.
|
Large Giant (Fire) |
Hit Dice: |
15d8+75 (142 hp) |
Initiative: |
1 |
Speed: |
30 ft. in half-plate armor (6 squares); base speed 40 ft. |
Armor Class: |
23 (1 size, 1 Dex, +8 natural, +7 half-plate armor) touch 8, flat-footed 23 |
Base Attack/Grapple: |
+11/+25 |
Attack: |
Greatsword +20 melee (3d6+15) or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire) |
Full Attack: |
Greatsword +20/+15/+10 melee (3d6+15) or 2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Rock throwing |
Special Qualities: |
Immunity to fire, low-light vision, rock catching, vulnerability to cold |
Saves: |
Fort +14, Ref +4, Will +9 |
Abilities: |
Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11 |
Skills: |
Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14 |
Feats: |
Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack |
Environment: |
Warm mountains |
Organization: |
Solitary, gang (25), band (69 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (69 plus 1 adept or sorcerer of 3rd5th level plus 24 hell hounds and 23 trolls or ettins), or tribe (2130 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 1230 hell hounds, 1222 trolls, 512 ettins, and 12 young red dragons) |
Challenge Rating: |
10 |
Treasure: |
Standard |
Alignment: |
Often lawful evil |
Advancement: |
By character class |
Level Adjustment: |
+4 |
Some fire giants have bright orange hair.. An adult male is 12 feet tall, has a chest that measures 9 feet
|
Frost Giant |
|
Large Giant (Cold) |
Hit Dice: |
14d8+70 (133 hp) |
Initiative: |
1 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
21 (1 size, 1 Dex, +9 natural, +4 chain shirt) touch 8, flat-footed 21 |
Base Attack/Grapple: |
+10/+23 |
Attack: |
Greataxe +18 melee (3d6+13/x3) or slam +18 melee (1d4+9) or rock +9 ranged (2d6+9) |
Full Attack: |
Huge greataxe +18/+13 melee (3d6+13/x3) or 2 slams +18 melee (1d4+9) or rock +9 ranged (2d6+9) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Rock throwing |
Special Qualities: |
Immunity to cold, low-light vision, rock catching, vulnerability to fire |
Saves: |
Fort +14, Ref +3, Will +6 |
Abilities: |
Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 |
Skills: |
Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12 |
Feats: |
Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack |
Environment: |
Cold mountains |
Organization: |
Solitary, gang (25), band (69 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (69 plus 35% noncombatants plus 1 adept or sorcerer of 3rd5th level plus 24 winter wolves and 23 ogres), or tribe (2130 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 1230 winter wolves, 1222 ogres, and 12 young white dragons) |
Challenge Rating: |
9 |
Treasure: |
Standard |
Alignment: |
Often chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
+4 |
A frost giant's hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.
|
Large Giant |
Hit Dice: |
12d8+48 (102 hp) |
Initiative: |
1 |
Speed: |
30 ft. in hide armor (6 squares); base speed 40 ft. |
Armor Class: |
20 (1 size, 1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20 |
Base Attack/Grapple: |
+9/+20 |
Attack: |
Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7) |
Full Attack: |
Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Rock throwing |
Special Qualities: |
Low-light vision, rock catching |
Saves: |
Fort +12, Ref +3, Will +4 |
Abilities: |
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7 |
Skills: |
Climb +7, Jump +7, Listen +3, Spot +6 |
Feats: |
Cleave, Improved Bull Rush, Power Attack, Improved |
Sunder, Weapon Focus (greatclub) |
|
Environment: |
Temperate hills |
Organization: |
Solitary, gang (25), band (69 plus 35% noncombatants), hunting/raiding party (69 plus 24 dire wolves), or tribe (2130 plus 35% noncombatants plus 1230 dire wolves, 24 ogres, and 1222 orcs) |
Challenge Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Often chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
+4 |
Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out.
|
Large Giant (Earth) |
Hit Dice: |
14d8+56 (119 hp) |
Initiative: |
+2 |
Speed: |
30 ft. in hide armor (6 squares); base speed 40 ft. |
Armor Class: |
25 (1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23 |
Base Attack/Grapple: |
+10/+22 |
Attack: |
Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12) |
Full Attack: |
Greatclub +17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Rock throwing |
Special Qualities: |
Darkvision 60 ft., low-light vision, rock catching |
Saves: |
Fort +13, Ref +6, Will +7 |
Abilities: |
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11 |
Skills: |
Climb +11, Hide +6*, Jump +11, Spot +12 |
Feats: |
Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot |
Environment: |
Temperate mountains |
Organization: |
Solitary, gang (25), band (69 plus 35% noncombatants), hunting/raiding/trading party (69 plus 1 elder), or tribe (2130 plus 35% noncombatants plus 13 elders and 36 dire bears) |
Challenge Rating: |
8 (elder 9) |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
By character class |
Level Adjustment: |
+4 (elder +6) |
Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 800 years old.
|
Huge Giant |
Hit Dice: |
19d8+114 (199 hp) |
Initiative: |
+2 |
Speed: |
35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft. |
Armor Class: |
27 (2 size, +2 Dex, +12 natural, +5 breastplate) touch 10, flat-footed 25 |
Base Attack/Grapple: |
+14/+36 |
Attack: |
Greatsword +26 melee (4d6+21/1920) or slam +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14 ranged (3d6+14/x3) |
Full Attack: |
Greatsword +26/+21/+16 melee (4d6+21/1920) or 2 slams +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14/+9/+4 ranged (3d6+14/x3) |
Space/Reach: |
15 ft./15 ft. |
Special Attacks: |
Spell-like abilities |
Special Qualities: |
Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing |
Saves: |
Fort +17, Ref +8, Will +13 |
Abilities: |
Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15 |
Skills: |
Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, Swim +18* |
Feats: |
Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack |
Environment: |
Warm mountains |
Organization: |
Solitary or family (24 plus 35% noncombatants plus 1 sorcerer or cleric of 7th10th level plus 12 rocs, 25 griffons, or 28 sea cats) |
Challenge Rating: |
13 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Often chaotic good |
Advancement: |
By character class |
Level Adjustment: |
|
Very rarely, storm giants have violet skin. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes. Adults are about 21 feet tall and weigh about 12,000 pounds. Storm giants can live to be 600 years old. Storm giants' garb is usually a short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food.
|
Medium Aberration |
Hit Dice: |
4d8+24 (42 hp) |
Initiative: |
+1 |
Speed: |
10 ft. (2 squares), swim 20 ft. |
Armor Class: |
19 (+1 Dex, +8 natural), touch 11, flat-footed 18 |
Base Attack/Grapple: |
+3/+3 |
Attack: |
Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness) |
Full Attack: |
6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation |
Special Qualities: |
Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft. |
Saves: |
Fort +7, Ref +4, Will +5 |
Abilities: |
Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13 |
Skills: |
Listen +4, Spot +9, Swim +8 |
Feats: |
Lightning Reflexes, Weapon Finesse |
Environment: |
Underground |
Organization: |
Solitary |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
512 HD (Large) |
Level Adjustment: |
|
A gibbering mouther is a horrible creature seemingly drawn from a lunatic's nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures.
|
Large Magical Beast |
Hit Dice: |
7d10+20 (58 hp) |
Initiative: |
+3 |
Speed: |
40 ft. (8 squares), climb 40 ft. |
Armor Class: |
16 (1 size, +3 Dex, +4 natural), touch 12, flat-footed 15 |
Base Attack/Grapple: |
+7/+17 |
Attack: |
Claw +12 melee (1d4+6) |
Full Attack: |
4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Rend 2d4+9 |
Special Qualities: |
Darkvision 60 ft., low-light vision, scent |
Saves: |
Fort +7, Ref +8, Will +5 |
Abilities: |
Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7 |
Skills: |
Climb +14, Move Silently +8, Spot +6 |
Feats: |
Iron Will, Toughness (2) |
Environment: |
Warm forests |
Organization: |
Solitary or company (58) |
Challenge Rating: |
6 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
810 HD (Large); 1121 HD (Huge) |
Level Adjustment: |
|
Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.
|
Medium Humanoid (Gnoll) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15 |
Base Attack/Grapple: |
+1/+3 |
Attack: |
Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3) |
Full Attack: |
Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +4, Ref +0, Will +0 |
Abilities: |
Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8 |
Skills: |
Listen +2, Spot +3 |
Feats: |
Power Attack |
Environment: |
Warm plains |
Organization: |
Solitary, pair, hunting party (25 and 12 hyenas), band (10100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th6th level and 58 hyenas), or tribe (20200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th8th level, and 712 hyenas; underground lairs also have 13 trolls) |
Challenge Rating: |
1 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
+1 |
Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds. Gnolls speak Gnoll.
|
Gnome, 1st-Level Warrior |
Svirfneblin, 1st-Level Warrior |
|
Small Humanoid (Gnome) |
Small Humanoid (Gnome) |
Hit Dice: |
1d8+2 (6 hp) |
1d8+4 (8 hp) |
Initiative: |
+0 |
+1 |
Speed: |
20 ft. (4 squares) |
15 ft. in banded mail armor (3 squares); base speed 20 ft. |
Armor Class: |
16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16 |
23 (+1 size, +1 Dex, +4 dodge, +6 banded mail, +1 buckler), touch 16, flat-footed 18 |
Base Attack/Grapple: |
+1/3 |
+1/3 |
Attack: |
Longsword +2 melee (1d6/1920) or light crossbow +3 ranged (1d6/1920) |
Heavy pick +2 melee (1d4/x4) or light crossbow +3 ranged (1d6/1920) |
Full Attack: |
Longsword +2 melee (1d6/1920) or light crossbow +3 ranged (1d6/1920) |
Heavy pick +2 melee (1d4/x4) or light crossbow +3 ranged (1d6/1920) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks: |
|
Spell-like abilities |
Special Qualities: |
Gnome traits |
Gnome traits, svirfneblin traits, spell resistance 12 |
Saves: |
Fort +4, Ref +0, Will 1 |
Fort +5, Ref +3, Will +2 |
Abilities: |
Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8 |
Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4 |
Skills: |
Hide +3, Listen +1, Spot +1 |
Hide +2, Listen +2, Spot +2 |
Feats: |
Weapon Focus (light crossbow) |
Toughness |
Environment: |
Temperate hills (Forest gnomes: Temperate forests) |
Underground |
Organization: |
Company (24), squad (1120 plus 1 leader of 3rd6th level and 2 3rd-level lieutenants), or band (3050 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 25 dire badgers) |
Company (24), squad (1120 plus 1 leader of 3rd6th level and 2 3rd-level lieutenants), or band (3050 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 25 Medium earth elementals) |
Challenge Rating: |
1/2 |
1 |
Treasure: |
Standard |
Standard |
Alignment: |
Usually neutral good |
Usually neutral |
Advancement: |
By character class |
By character class |
Level Adjustment: |
+0 |
+3 |
Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.
|
Goblin, 1st-Level Warrior |
|
Small Humanoid (Goblinoid) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14 |
Base Attack/Grapple: |
+1/3 |
Attack: |
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) |
Full Attack: |
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +3, Ref +1, Will 1 |
Abilities: |
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 |
Skills: |
Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2 |
Feats: |
Alertness |
Environment: |
Temperate plains |
Organization: |
Gang (49), band (10100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th6th level), warband (1024 with worg mounts), or tribe (40400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th8th level, 1024 worgs, and 24 dire wolves) |
Challenge Rating: |
1/3 |
Treasure: |
Standard |
Alignment: |
Usually neutral evil |
Advancement: |
By character class |
Level Adjustment: |
+0 |
A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin's skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common.
|
Large Construct |
Hit Dice: |
11d10+30 (90 hp) |
Initiative: |
1 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
22 (1 size, 1 Dex, +14 natural), touch 8, flat-footed 22 |
Base Attack/Grapple: |
+8/+19 |
Attack: |
Slam +14 melee (2d10+7 plus cursed wound) |
Full Attack: |
2 slams +14 melee (2d10+7 plus cursed wound) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Berserk, cursed wound |
Special Qualities: |
Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision |
Saves: |
Fort +3, Ref +2, Will +3 |
Abilities: |
Str 25, Dex 9, Con , Int , Wis 11, Cha 1 |
Skills: |
|
Feats: |
|
Environment: |
Any |
Organization: |
Solitary or gang (24) |
Challenge Rating: |
10 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
1218 HD (Large); 1933 HD (Huge) |
Level Adjustment: |
|
This golem has a humanoid body made from clay. A clay golem wears no clothing except for a metal or stiff leather garment around its hips.
|
Large Construct |
Hit Dice: |
9d10+30 (79 hp) |
Initiative: |
1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
18 (1 size, 1 Dex, +10 natural), touch 8, flat-footed 18 |
Base Attack/Grapple: |
+6/+15 |
Attack: |
Slam +10 melee (2d8+5) |
Full Attack: |
2 slams +10 melee (2d8+5) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Berserk |
Special Qualities: |
Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision |
Saves: |
Fort +3, Ref +2, Will +3 |
Abilities: |
Str 21, Dex 9, Con , Int , Wis 11, Cha 1 |
Skills: |
|
Feats: |
|
Environment: |
Any |
Organization: |
Solitary or gang (24) |
Challenge Rating: |
7 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
1018 HD (Large); 1927 HD (Huge) |
Level Adjustment: |
|
A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.
|
Large Construct |
Hit Dice: |
18d10+30 (129 hp) |
Initiative: |
1 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
30 (1 size, 1 Dex, +22 natural) touch 8, flat-footed 30 |
Base Attack/Grapple: |
+12/+28 |
Attack: |
Slam +23 melee (2d10+11) |
Full Attack: |
2 slams +23 melee (2d10+11) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Breath weapon |
Special Qualities: |
Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision |
Saves: |
Fort +6, Ref +5, Will +6 |
Abilities: |
Str 33, Dex 9, Con , Int , Wis 11, Cha 1 |
Skills: |
|
Feats: |
|
Environment: |
Any |
Organization: |
Solitary or gang (24) |
Challenge Rating: |
13 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
1924 HD (Large); 2554 HD (Huge) |
Level Adjustment: |
|
This golem has a humanoid body made from iron. An iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a short sword in one hand. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
|
Stone Golem |
|
Large Construct |
Hit Dice: |
14d10+30 (107 hp) |
Initiative: |
1 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
26 (1 size, 1 Dex, +18 natural), touch 8, flat-footed 26 |
Base Attack/Grapple: |
+10/+23 |
Attack: |
Slam +18 melee (2d10+9) |
Full Attack: |
2 slams +18 melee (2d10+9) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Slow |
Special Qualities: |
Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision |
Saves: |
Fort +4, Ref +3, Will +4 |
Abilities: |
Str 29, Dex 9, Con , Int , Wis 11, Cha 1 |
Skills: |
|
Feats: |
|
Environment: |
Any |
Organization: |
Solitary or gang (24) |
Challenge Rating: |
11 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
1521 HD (Large); 2242 (Huge) |
Level Adjustment: |
|
This golem has a humanoid body made from stone. A stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.
|
Large Magical Beast |
Hit Dice: |
8d10+40 (85 hp) |
Initiative: |
+4 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
20 (1 size, +11 natural), touch 9, flat-footed 20 |
Base Attack/Grapple: |
+8/+17 |
Attack: |
Gore +12 melee (1d8+7) |
Full Attack: |
Gore +12 melee (1d8+7) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Breath weapon, trample 1d8+7 |
Special Qualities: |
Darkvision 60 ft., lowlight vision, scent |
Saves: |
Fort +11, Ref +6, Will +5 |
Abilities: |
Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9 |
Skills: |
Listen +9, Spot +8 |
Feats: |
Alertness, Improved Initiative, Iron Will |
Environment: |
Temperate plains |
Organization: |
Solitary, pair, pack (34), or herd (513) |
Challenge Rating: |
8 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
915 HD (Large); 1624 HD (Huge) |
Level Adjustment: |
|
A typical gorgon stands over 6 feet tall at the shoulder and measures 8 feet from snout to tail. It weighs about 4,000 pounds.
|
Large Magical Beast |
Hit Dice: |
10d10+70 (125 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
19 (1 size, +10 natural), touch 9, flat-footed 19 |
Base Attack/Grapple: |
+10/+20 |
Attack: |
Bite +15 melee (2d6+6) |
Full Attack: |
Bite +15 melee (2d6+6); 2 claws +10 melee (1d6+3) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Improved grab, rend 2d6+9 |
Special Qualities: |
Darkvision 60 ft., low-light vision, scent |
Saves: |
Fort +14, Ref +7, Will +4 |
Abilities: |
Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8 |
Skills: |
Hide +2, Spot +10, Survival +3 |
Feats: |
Cleave, Power Attack, Improved Bull Rush, Track |
Environment: |
Temperate marshes |
Organization: |
Solitary |
Challenge Rating: |
8 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
1115 HD (Large); 1630 HD (Huge) |
Level Adjustment: |
+5 (cohort) |
A gray render stands about 9 feet tall in spite of its hunched posture and is about 4 feet wide. It weighs about 4,000 pounds.
|
Medium Aberration |
Hit Dice: |
2d8 (9 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6 squares), climb 20 ft. |
Armor Class: |
16 (+2 Dex, +4 natural), touch 12, flat-footed 14 |
Base Attack/Grapple: |
+1/+3 |
Attack: |
Tentacle +3 melee (1d4+2) |
Full Attack: |
4 tentacles +3 melee (1d4+2); bite 2 melee (1d3+1) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Damage reduction 10/magic, darkvision 60 ft., scent |
Saves: |
Fort +0, Ref +2, Will +5 |
Abilities: |
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5 |
Skills: |
Climb +10, Hide +3*, Listen +6, Spot +6 |
Feats: |
Alertness, TrackB |
Environment: |
Underground |
Organization: |
Solitary or cluster (24) |
Challenge Rating: |
3 |
Treasure: |
1/10 coins; 50% goods; 50% items |
Alignment: |
Usually neutral |
Advancement: |
34 HD (Medium); 56 HD (Large) |
Level Adjustment: |
|
An adult grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark, with a pale underbelly.
|
Large Magical Beast |
Hit Dice: |
7d10+21 (59 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6 squares), fly 80 ft. (average) |
Armor Class: |
17 (1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 |
Base Attack/Grapple: |
+7/+15 |
Attack: |
Bite +11 melee (2d6+4) |
Full Attack: |
Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Pounce, rake 1d6+2 |
Special Qualities: |
Darkvision 60 ft., low-light vision, scent |
Saves: |
Fort +8, Ref +7, Will +5 |
Abilities: |
Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8 |
Skills: |
Jump +8, Listen +6, Spot +10 |
Feats: |
Iron Will, Multiattack, Weapon Focus (bite) |
Environment: |
Temperate hills |
Organization: |
Solitary, pair, or pride (610) |
Challenge Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
810 HD (Large); 1121 HD (Huge) |
Level Adjustment: |
+3 (cohort) |
Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature's back and span 25 feet or more. A griffon weighs about 500 pounds.
|
Medium Monstrous Humanoid |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+1 Dex, +4 natural), touch 11, flat-footed 14 |
Base Attack/Grapple: |
+2/+4 |
Attack: |
Battleaxe +4 melee (1d8+3/?3) |
Full Attack: |
Battleaxe +4 melee (1d8+3/?3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Blindsight 40 ft., immunities, scent |
Saves: |
Fort +1, Ref +4, Will +2 |
Abilities: |
Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6 |
Skills: |
Climb +4, Hide +3*, Listen +5, Spot +3 |
Feats: |
Alertness, TrackB |
Environment: |
Underground |
Organization: |
Gang (24), pack (1020), tribe (1060 plus 1 leader of 3rd5th level per 10 adults). |
Challenge Rating: |
1 |
Treasure: |
Standard coins; standard goods (gems only); standard items |
Alignment: |
Often neutral evil |
Advancement: |
By character class |
Level Adjustment: |
+2 |
COMBAT