|
Large Monstrous Humanoid |
Hit Dice: |
7d8+14 (45 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
20 (1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 |
Base Attack/Grapple: |
+7/+18 |
Attack: |
Claw +13 melee (1d6+7) |
Full Attack: |
2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Improved grab, rake 1d6+7, rend 2d6+10, spell-like abilities |
Special Qualities: |
Damage reduction 2/bludgeoning, darkvision 60 ft., spell resistance 19 |
Saves: |
Fort +6, Ref +6, Will +6 |
Abilities: |
Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10 |
Skills: |
Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2, Listen +10, Spot +10 |
Feats: |
Alertness, Blind-Fight, Great Fortitude |
Environment: |
Cold marshes |
Organization: |
Solitary or covey (3 hags of any kind plus 18 ogres and 14 evil giants) |
Challenge Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
|
An annis commonly uses its
|
Medium Monstrous Humanoid |
Hit Dice: |
9d8+9 (49 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares), swim 30 ft. |
Armor Class: |
22 (+1 Dex, +11 natural), touch 11, flat-footed 21 |
Base Attack/Grapple: |
+9/+13 |
Attack: |
Claw +13 melee (1d4+4) |
Full Attack: |
2 claws +13 melee (1d4+4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities, weakness, mimicry |
Special Qualities: |
Darkvision 90 ft., spell resistance 18 |
Saves: |
Fort +6, Ref +7, Will +7 |
Abilities: |
Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14 |
Skills: |
Concentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11 Swim +12 |
Feats: |
Alertness, Blind-Fight, Combat Casting, Great Fortitude |
Environment: |
Temperate marshes |
Organization: |
Solitary or covey (3 hags of any kind plus 18 ogres and 14 evil giants) |
Challenge Rating: |
5 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
|
Green hags are found in desolate swamps and dark forests.
|
Medium Monstrous Humanoid (Aquatic) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares), swim 40 ft. |
Armor Class: |
14 (+1 Dex, +3 natural), touch 11, flat-footed 13 |
Base Attack/Grapple: |
+3/+7 |
Attack: |
Claw +7 melee (1d4+4) |
Full Attack: |
2 claws +7 melee (1d4+4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Horrific appearance, evil eye |
Special Qualities: |
Amphibious, spell resistance 14 |
Saves: |
Fort +2, Ref +4, Will +4 |
Abilities: |
Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14 |
Skills: |
Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12 |
Feats: |
Alertness, Toughness |
Environment: |
Temperate aquatic |
Organization: |
Solitary or covey (3 hags of any kind plus 18 ogres and 14 evil giants) |
Challenge Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
|
The sea hag is found in the water of seas or overgrown lakes.
|
Halfling, 1st-Level Warrior |
|
Small Humanoid (Halfling) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15 |
Base Attack/Grapple: |
+1/3 |
Attack: |
Longsword +3 melee (1d6/1920) or light crossbow +3 ranged (1d6/1920) |
Full Attack: |
Longsword +3 melee (1d6/1920) or light crossbow +3 ranged (1d6/1920) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Halfling traits |
Special Qualities: |
Halfling traits |
Saves: |
Fort +4, Ref +2, Will +0 |
Abilities: |
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 |
Skills: |
Climb +2, Hide +4, Jump 4, Listen +3, Move Silently +1 |
Feats: |
Weapon Focus (longsword) |
Environment: |
Warm plains (Deep halfling: Warm hills) (Tallfellow: Temperate forests) |
Organization: |
Company (24), squad (1120 plus 2 3rd-level sergeants and 1 leader of 3rd6th level), or band (30100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 610 dogs, and 25 riding dogs) |
Challenge Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
By character class |
Level Adjustment: |
+0 |
Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century. Halflings speak Halfling and Common.
|
Medium Monstrous Humanoid |
Hit Dice: |
7d8 (31 hp) |
Initiative: |
+2 |
Speed: |
20 ft. (4 squares), fly 80 ft. (average) |
Armor Class: |
13 (+2 Dex, +1 natural), touch 12, flat-footed 11 |
Base Attack/Grapple: |
+7/+7 |
Attack: |
Club +7 melee (1d6) |
Full Attack: |
Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Captivating song |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +2, Ref +7, Will +6 |
Abilities: |
Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17 |
Skills: |
Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3 |
Feats: |
Dodge, Flyby Attack, Persuasive |
Environment: |
Temperate marshes |
Organization: |
Solitary, pair, or flight (712) |
Challenge Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
+3 |
Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new toys will it release them from suffering by killing and consuming them.
|
Medium Outsider (Evil, Extraplanar, Fire, Lawful) |
Hit Dice: |
4d8+4 (22 hp) |
Initiative: |
+5 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
16 (+1 Dex, +5 natural), touch 11, flat-footed 15 |
Base Attack/Grapple: |
+4/+5 |
Attack: |
Bite +5 melee (1d8+1 plus 1d6 fire) |
Full Attack: |
Bite +5 melee (1d8+1 plus 1d6 fire) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, fiery bite |
Special Qualities: |
Darkvision 60 ft., immunity to fire, scent, vulnerability to cold |
Saves: |
Fort +5, Ref +5, Will +4 |
Abilities: |
Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 |
Skills: |
Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7* |
Feats: |
Improved Initiative, Run, TrackB |
Environment: |
A lawful evil-aligned plane |
Organization: |
Solitary, pair, or pack (512) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always lawful evil |
Advancement: |
58 HD (Medium); 912 HD (Large) |
Level Adjustment: |
+3 (cohort) |
A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.
|
Large Magical Beast |
Hit Dice: |
3d10+9 (25 hp) |
Initiative: |
+2 |
Speed: |
50 ft. (10 squares), fly 100 ft. (average) |
Armor Class: |
15 (1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 |
Base Attack/Grapple: |
+3/+11 |
Attack: |
Claw +6 melee (1d4+4) |
Full Attack: |
2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft., low-light vision, scent |
Saves: |
Fort +6, Ref +5, Will +2 |
Abilities: |
Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 |
Skills: |
Listen +4, Spot +8 |
Feats: |
Dodge, Wingover |
Environment: |
Temperate hills |
Organization: |
Solitary, pair, or flight (712) |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
46 HD (Large); 79 HD (Huge) |
Level Adjustment: |
|
Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds.
|
Hobgoblin, 1st-Level Warrior |
|
Medium Humanoid (Goblinoid) |
Hit Dice: |
1d8+2 (6 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 |
Base Attack/Grapple: |
+1/+2 |
Attack: |
Longsword +2 melee (1d8+1/1920) or javelin +2 ranged (1d6+1) |
Full Attack: |
Longsword +2 melee (1d8+1/1920) or javelin +2 ranged (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +4, Ref +1, Will 1 |
Abilities: |
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8 |
Skills: |
Hide +3, Listen +2, Move Silently +3, Spot +2 |
Feats: |
Alertness |
Environment: |
Warm hills |
Organization: |
Gang (49), band (10100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th6th level), warband (1024), or tribe (30300 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th8th level, 24 dire wolves, and 14 ogres or 12 trolls) |
Challenge Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually lawful evil |
Advancement: |
By character class |
Level Adjustment: |
+1 |
Hobgoblins are larger cousins of goblins. Hobgoblins' hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins' eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. Hobgoblins speak Goblin and Common. Most hobgoblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.
|
Tiny Construct |
Hit Dice: |
2d10 (11 hp) |
Initiative: |
+2 |
Speed: |
20 ft. (4 squares), fly 50 ft. (good) |
Armor Class: |
14 (+2 Dex, +2 size), touch 14, flat-footed 12 |
Base Attack/Grapple: |
+1/8 |
Attack: |
Bite +2 melee (1d41 plus poison) |
Full Attack: |
Bite +2 melee (1d41 plus poison) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special Attacks: |
Poison |
Special Qualities: |
Construct traits, darkvision 60 ft., low-light vision |
Saves: |
Fort +0, Ref +4, Will +1 |
Abilities: |
Str 8, Dex 15, Con , Int 10, Wis 12, Cha 7 |
Skills: |
Hide +14, Listen +4, Spot +4 |
Feats: |
Lightning Reflexes |
Environment: |
Any |
Organization: |
Solitary |
Challenge Rating: |
1 |
Treasure: |
None |
Alignment: |
Any (same as creator) |
Advancement: |
36 HD (Tiny) |
Level Adjustment: |
|
A homunculus is a miniature servant created by a wizard. These creatures are weak combatants but make effective spies, messengers, and scouts. A homunculus's creator determines its precise features. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. A homunculus cannot speak, but the process of creating one links it telepathically with its creator.
|
Large Outsider (Chaotic, Evil, Extraplanar) |
Hit Dice: |
6d8+12 (39 hp) |
Initiative: |
+7 |
Speed: |
60 ft. (12 squares) |
Armor Class: |
17 (1 size, +3 Dex, +5 natural), touch 12, flat-footed 14 |
Base Attack/Grapple: |
+6/+15 |
Attack: |
Bite +10 melee (2d8+5) |
Full Attack: |
Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Quills, howl |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +7, Ref +8, Will +7 |
Abilities: |
Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8 |
Skills: |
Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks) |
Feats: |
Alertness, Combat Reflexes, Improved Initiative |
Environment: |
A chaotic-aligned plane |
Organization: |
Solitary, gang (24), or pack (610) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always chaotic evil |
Advancement: |
79 HD (Large); 1118 HD (Huge) |
Level Adjustment: |
+3 (cohort) |
Howlers live on planes where chaos and evil hold sway. A howler is about 8 feet long and weighs about 2,000 pounds. Although they are surprisingly intelligent, howlers do not speakthey only howl. If there is a language within the howls, as some have suggested, even spells cannot decipher it. Howlers understand Abyssal.
|
Five-Headed Hydra |
Six-Headed Hydra |
Seven-Headed Hydra |
|
Huge Magical Beast |
Huge Magical Beast |
Huge Magical Beast |
Hit Dice: |
5d10+28 (55 hp) |
6d10+33 (66 hp) |
7d10+38 (77 hp) |
Initiative: |
+1 |
+1 |
+1 |
Speed: |
20 ft. (4 squares), swim 20 ft. |
20 ft. (4 squares), swim 20 ft. |
20 ft. (4 squares), swim 20 ft. |
Armor Class: |
15 (2 size, +1 Dex, +6 natural), touch 9, flat-footed 14 |
16 (2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 |
17 (2 size, +1 Dex, +8 natural), touch 9, flat-footed 16 |
Base Attack/Grapple: |
+5/+16 |
+6/+17 |
+7/+19 |
Attack: |
5 bites +6 melee (1d10+3) |
6 bites +8 melee (1d10+3) |
7 bites +10 melee (1d10+4) |
Full Attack: |
5 bites +6 melee (1d10+3) |
6 bites +8 melee (1d10+3) |
7 bites +10 melee (1d10+4) |
Space/Reach: |
15 ft./10 ft. |
15 ft./10 ft. |
15 ft./10 ft. |
Special Attacks: |
|
|
|
Special Qualities: |
Darkvision 60 ft., fast healing 15, low-light vision, scent |
Darkvision 60 ft., fast healing 16, low-light vision, scent |
Darkvision 60 ft., fast healing 17, low-light vision, scent |
Saves: |
Fort +9, Ref +5, Will +3 |
Fort +10, Ref +6, Will +4 |
Fort +10, Ref +6, Will +4 |
Abilities: |
Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 |
Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 |
Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9 |
Skills: |
Listen +6, Spot +6, Swim +11 |
Listen +6, Spot +7, Swim +11 |
Listen +7, Spot +7, Swim +12 |
Feats: |
Combat ReflexesB, Iron Will, Toughness |
Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) |
Combat ReflexesB , Iron Will, Toughness, Weapon Focus (bite) |
Environment: |
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) |
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) |
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge Rating: |
4 (normal); 6 (pyro- or cryo-) |
5 (normal); 7 (pyro- or cryo-) |
6 (normal); 8 (pyro- or cryo-) |
Treasure: |
1/10 coins; 50% goods; 50% items |
1/10 coins; 50% goods; 50% items |
1/10 coins; 50% goods; 50% items |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
|
|
|
Level Adjustment: |
|
|
|
|
Eight-Headed Hydra |
Nine-Headed Hydra |
Ten-Headed Hydra |
|
Huge Magical Beast |
Huge Magical Beast |
Huge Magical Beast |
Hit Dice: |
8d10+43 (87 hp) |
9d10+48 (97 hp) |
10d10+53 (108 hp) |
Initiative: |
+1 |
+1 |
+1 |
Speed: |
20 ft. (4 squares), swim 20 ft. |
20 ft. (4 squares), swim 20 ft. |
20 ft. (4 squares), swim 20 ft. |
Armor Class: |
18 (2 size, +1 Dex, +9 natural), touch 9, flat-footed 17 |
19 (2 size, +1 Dex, +10 natural), touch 9, flat-footed 18 |
20 (2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 |
Base Attack/Grapple: |
+8/+20 |
+9/+22 |
+10/+23 |
Attack: |
8 bites +11 melee (1d10+4) |
9 bites +13 melee (1d10+5) |
10 bites +14 melee (1d10+5) |
Full Attack: |
8 bites +11 melee (1d10+4) |
9 bites +13 melee (1d10+5) |
10 bites +14 melee (1d10+5) |
Space/Reach: |
15 ft./10 ft. |
15 ft./10 ft. |
15 ft./10 ft. |
Special Attacks: |
|
|
|
Special Qualities: |
Darkvision 60 ft., fast healing 18, low-light vision, scent |
Darkvision 60 ft., fast healing 19, low-light vision, scent |
Darkvision 60 ft., fast healing 20, low-light vision, scent |
Saves: |
Fort +11, Ref +7, Will +4 |
Fort +11, Ref +7, Will +5 |
Fort +12, Ref +8, Will +3 |
Abilities: |
Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9 |
Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9 |
Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9 |
Skills: |
Listen +7, Spot +8, Swim +12 |
Listen +8, Spot +8, Swim +13 |
Listen +8, Spot +9, Swim +13 |
Feats: |
Combat ReflexesB , Iron Will, Toughness, Weapon Focus (bite) |
Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) |
Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) |
Environment: |
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) |
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) |
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge Rating: |
7 (normal); 9 (pyro- or cryo-) |
8 (normal); 10 (pyro- or cryo-) |
9 (normal); 11 (pyro- or cryo-) |
Treasure: |
1/10 coins; 50% goods; 50% items |
1/10 coins; 50% goods; 50% items |
1/10 coins; 50% goods; 50% items |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
|
|
|
Level Adjustment: |
|
|
|
|
Eleven-Headed Hydra |
Twelve-Headed Hydra |
|
Huge Magical Beast |
Huge Magical Beast |
Hit Dice: |
11d10+58 (118 hp) |
12d10+63 (129 hp) |
Initiative: |
+1 |
+1 |
Speed: |
20 ft. (4 squares), swim 20 ft. |
20 ft. (4 squares), swim 20 ft. |
Armor Class: |
21 (2 size, +1 Dex, +12 natural), touch 9, flat-footed 20 |
22 (2 size, +1 Dex, +13 natural), touch 9, flat-footed 21 |
Base Attack/Grapple: |
+11/+25 |
+12/+26 |
Attack: |
11 bites +16 melee (1d10+6) |
12 bites +17 melee (2d8+6) |
Full Attack: |
11 bites +16 melee (1d10+6) |
12 bites +17 melee (2d8+6) |
Space/Reach: |
15 ft./10 ft. |
15 ft./10 ft. |
Special Attacks: |
|
|
Special Qualities: |
Darkvision 60 ft., fast healing 21, low-light vision, scent |
Darkvision 60 ft., fast healing 22, low-light vision, scent |
Saves: |
Fort +12, Ref +8, Will +5 |
Fort +13, Ref +9, Will +6 |
Abilities: |
Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9 |
Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9 |
Skills: |
Listen +9, Spot +9, Swim +14 |
Listen +9, Spot +10, Swim +14 |
Feats: |
Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) |
Blind-Fight, Combat ReflexesB , Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite) |
Environment: |
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) |
Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) |
Organization: |
Solitary |
Solitary |
Challenge Rating: |
10 (normal); 12 (pyro- or cryo-) |
11 (normal); 13 (pyro- or cryo-) |
Treasure: |
1/10 coins; 50% goods; 50% items |
1/10 coins; 50% goods; 50% items |
Alignment: |
Usually neutral |
Usually neutral |
Advancement: |
|
|
Level Adjustment: |
|
|
Hydras are reptile-like monsters with multiple heads. A hydra is gray-brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. It is about 20 feet long and weighs about 4,000 pounds. Hydras do not speak.
|
Medium Construct (Extraplanar, Lawful) |
Hit Dice: |
13d10+20 (91 hp) |
Initiative: |
+1 |
Speed: |
20 ft. in banded mail (4 squares); base speed 30 ft. |
Armor Class: |
27 (+1 Dex, +10 natural, +6 banded mail) touch 11, flat-footed 26 |
Base Attack/Grapple: |
+9/+11 |
Attack: |
Vampiric touch +11 melee touch (5d6) or enervation ray +10 ranged touch (as spell) or +2 longsword +13 melee (1d8+5/1920) or slam +11 melee (1d6+3) |
Full Attack: |
Vampiric touch +11/+6 melee touch (5d6) or enervation ray +10 ranged touch (as spell) or +2 longsword +13/+8 melee (1d8+5/1920) or slam +11/+6 melee (1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Enervation ray, spell-like abilities, vampiric touch |
Special Qualities: |
Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 22 |
Saves: |
Fort +6, Ref +7, Will +7 |
Abilities: |
Str 14, Dex 13, Con , Int 10, Wis 17, Cha 16 |
Skills: |
Diplomacy +5, Disguise +12, Gather Information +12, Listen +11, Search +5, Sense Motive +12, Spot +11, Survival +3 (+5 following tracks) |
Feats: |
Alertness, Combat Casting, Great Fortitude, Lightning Reflexes, Quickened Spell-Like Ability (suggestion) |
Environment: |
A lawful-aligned plane |
Organization: |
Solitary |
Challenge Rating: |
12 |
Treasure: |
None |
Alignment: |
Always lawful neutral |
Advancement: |
1422 HD (Medium); 2339 HD (Large) |
Level Adjustment: |
|
Kolyaruts mete out punishment to those who break bargains and oaths.
|
Large Construct (Extraplanar, Lawful) |
Hit Dice: |
15d10+30 (112 hp) |
Initiative: |
+1 |
Speed: |
30 ft. in full plate armor (6 squares); base speed 40 ft. |
Armor Class: |
34 (1 size, +1 Dex, +16 natural, +8 full plate armor), touch 10, flat-footed 33 |
Base Attack/Grapple: |
+11/+27 |
Attack: |
Slam +22 melee (2d6+12 plus 3d6 sonic or 3d6 electricity) |
Full Attack: |
2 slams +22 melee (2d6+12 plus 3d6 sonic or 3d6 electricity) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Fists of thunder and lightning, spell-like abilities |
Special Qualities: |
Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 25 |
Saves: |
Fort +7, Ref +6, Will +8 |
Abilities: |
Str 35, Dex 13, Con , Int 12, Wis 17, Cha 18 |
Skills: |
Concentration +13, Diplomacy +6, Knowledge (religion) +10, Listen +16, Search +10, Sense Motive +12, Spot +16, Survival +3 (+5 following tracks) |
Feats: |
Ability Focus (fists), Awesome Blow, Combat Casting, Great Fortitude, Improved Bull Rush, Power Attack |
Environment: |
A lawful-aligned plane |
Organization: |
Solitary |
Challenge Rating: |
15 |
Treasure: |
None |
Alignment: |
Always lawful neutral |
Advancement: |
1628 HD (Large); 2945 HD (Huge) |
Level Adjustment: |
|
Maruts confront those who would try to deny the grave itself.
|
Large Construct (Extraplanar, Lawful) |
Hit Dice: |
8d10+30 (74 hp) |
Initiative: |
+0 |
Speed: |
35 ft. in plate barding (7 squares), fly 40 ft. (average) in plate barding (8 squares); base speed 50 ft., fly 60 ft. (average) |
Armor Class: |
27 (1 size, +10 natural, +8 plate barding), touch 9, flat-footed 27 |
Base Attack/Grapple: |
+6/+15 |
Attack: |
Spiked chain +10 melee (2d6+5 plus 1d6 electricity) |
Full Attack: |
2 spiked chains +10 melee (2d6+5 plus 1d6 electricity) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Spell-like abilities |
Special Qualities: |
Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 20 |
Saves: |
Fort +4, Ref +2, Will +5 |
Abilities: |
Str 21, Dex 11, Con , Int 10, Wis 17, Cha 15 |
Skills: |
Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following tracks) |
Feats: |
Great Fortitude, Ride-By Attack, Spirited Charge |
Environment: |
A lawful-aligned plane |
Organization: |
Solitary |
Challenge Rating: |
9 |
Treasure: |
None |
Alignment: |
Always lawful neutral |
Advancement: |
916 HD (Large); 1724 HD (Huge) |
Level Adjustment: |
+7 |
Zelekhuts are charged with hunting down those who would deny justiceespecially those who flee to escape punishment. Expert trackers, they use a combination of natural skill and magic to find fugitives wherever they may hide.
|
Large Elemental (Air, Extraplanar) |
Hit Dice: |
8d8+16 (52 hp) |
Initiative: |
+8 |
Speed: |
30 ft. (6 squares), fly 30 ft. (perfect) |
Armor Class: |
17 (1 size, +4 Dex, +4 natural), touch 13, flat-footed 13 |
Base Attack/Grapple: |
+6/+14 |
Attack: |
Slam +10 melee (2d6+4) |
Full Attack: |
2 slams +10 melee (2d6+4) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft., elemental traits, natural invisibility, improved tracking |
Saves: |
Fort +4, Ref +10, Will +4 |
Abilities: |
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11 |
Skills: |
Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks) |
Feats: |
Combat Reflexes, Improved Initiative, Weapon Focus (slam) |
Environment: |
Elemental Plane of Air |
Organization: |
Solitary |
Challenge Rating: |
7 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
912 HD (Large); 1324 HD (Huge) |
Level Adjustment: |
|
Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks.