|
Huge Aberration (Aquatic) |
Hit Dice: |
8d8+40 (76 hp) |
Initiative: |
+1 |
Speed: |
10 ft. (2 squares), swim 60 ft. |
Armor Class: |
16 (2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 |
Base Attack/Grapple: |
+6/+22 |
Attack: |
Tentacle +12 melee (1d6+8 plus slime) |
Full Attack: |
4 tentacles +12 melee (1d6+8 plus slime) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Enslave, psionics, slime |
Special Qualities: |
Aquatic subtype, darkvision 60 ft., mucus cloud |
Saves: |
Fort +7, Ref +3, Will +11 |
Abilities: |
Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17 |
Skills: |
Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8 |
Feats: |
Alertness, Combat Casting, Iron Will |
Environment |
Underground |
Organization: |
Solitary, brood (24),or slaver brood (1d3+1 plus 712 skum) |
Challenge Rating: |
7 |
Treasure: |
Double standard |
Alignment: |
Usually lawful evil |
Advancement: |
916 HD (Huge); 1724 HD (Gargantuan) |
Level Adjustment: |
|
The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds.
|
Large Outsider (Evil, Extraplanar, Lawful) |
Hit Dice: |
6d8+12 (39 hp) |
Initiative: |
+1 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
20 (1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 |
Base Attack/Grapple: |
+6/+14 |
Attack: |
Claw +9 melee (2d6+4) |
Full Attack: |
2 claws +9 melee (2d6+4) and bite +4 melee (4d6+2) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Black cloud |
Special Qualities: |
Darkvision 60 ft., spell resistance 19 |
Saves: |
Fort +7, Ref +6, Will +7 |
Abilities: |
Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16 |
Skills: |
Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11 |
Feats: |
Dodge, Mobility, Spring Attack |
Environment: |
A lawful-aligned plane |
Organization: |
Solitary or flock (58) |
Challenge Rating: |
5 |
Treasure: |
Double standard |
Alignment: |
Always lawful evil |
Advancement: |
712 HD (Large); 1318 HD (Huge) |
Level Adjustment: |
|
Achaierais are massive, 15-foot-tall flightless birds that inhabit lawful planes of battle and are only occasionally encountered elsewhere.
|
Medium Undead (Incorporeal) |
Hit Dice: |
4d12 (26 hp) |
Initiative: |
+5 |
Speed: |
Fly 30 ft. (perfect) (6 squares) |
Armor Class: |
15 (+1 Dex, +4 deflection), touch 15, flat-footed 14 |
Base Attack/Grapple: |
+2/ |
Attack: |
Incorporeal touch +3 melee (1d4 Wisdom drain) |
Full Attack: |
Incorporeal touch +3 melee (1d4 Wisdom drain) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Babble, madness, Wisdom drain |
Special Qualities: |
Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits |
Saves: |
Fort +1, Ref +4, Will +4 |
Abilities: |
Str , Dex 12, Con , Int 11, Wis 11, Cha 18 |
Skills: |
Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks) |
Feats: |
Improved Initiative, Lightning Reflexes |
Environment: |
Any |
Organization: |
Solitary |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral evil |
Advancement: |
512 HD (Medium) |
Level Adjustment: |
|
An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.
|
Medium Outsider (Angel, Extraplanar, Good) |
Hit Dice: |
12d8+48 (102 hp) |
Initiative: |
+8 |
Speed: |
50 ft. (10 squares), fly 100 ft. (good) |
Armor Class: |
29 (+4 Dex, +15 natural), touch 14, flat-footed 25 |
Base Attack/Grapple: |
+12/+18 |
Attack: |
+3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9) |
Full Attack: |
+3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities, stun |
Special Qualities: |
Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge |
Saves: |
Fort +14 (+18 against poison), Ref +12, Will +12 |
Abilities: |
Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20 |
Skills: |
Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings) |
Feats: |
Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack |
Environment: |
Any good-aligned plane |
Organization: |
Solitary, pair, or squad (35) |
Challenge Rating: |
14 |
Treasure: |
No coins; double goods; standard items |
Alignment: |
Always good (any) |
Advancement: |
1318 HD (Medium); 1936 HD (Large) |
Level Adjustment: |
+8 |
An astral deva is about 7-1/2 feet tall and weighs about 250 pounds.
|
Large Outsider (Angel, Extraplanar, Good) |
Hit Dice: |
14d8+70 (133 hp) |
Initiative: |
+8 |
Speed: |
30 ft. (6 squares), fly 90 ft. (good) |
Armor Class: |
32 (1 size, +4 Dex, +19 natural), touch 13, flat-footed 28 |
Base Attack/Grapple: |
+14/+25 |
Attack: |
+3 greatsword +23 melee (3d6+13/1920) or slam +20 melee (2d8+10) |
Full Attack: |
+3 greatsword +23/+18/+13 melee (3d6+13/1920) or slam +20 melee (2d8+10) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Spell-like abilities, spells |
Special Qualities: |
Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues |
Saves: |
Fort +14 (+18 against poison), Ref +13, Will +15 |
Abilities: |
Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22 |
Skills: |
Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings) |
Feats: |
Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack |
Environment: |
Any good-aligned plane |
Organization: |
Solitary or pair |
Challenge Rating: |
16 |
Treasure: |
No coins; double goods; standard items |
Alignment: |
Always good (any) |
Advancement: |
1521 HD (Large); 2242 HD (Huge) |
Level Adjustment: |
|
A planetar is nearly 9 feet tall and weighs about 500 pounds.
|
Large Outsider (Angel, Extraplanar, Good) |
Hit Dice: |
22d8+110 (209 hp) |
Initiative: |
+9 |
Speed: |
50 ft. (10 squares), fly 150 ft. (good) |
Armor Class: |
35 (1 size, +5 Dex, +21 natural), touch 14, flat-footed 30 |
Base Attack/Grapple: |
+22/+35 |
Attack: |
+5 dancing greatsword +35 melee (3d6+18/1920) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) |
Full Attack: |
+5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/1920) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Spell-like abilities, spells |
Special Qualities: |
Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues |
Saves: |
Fort +18 (+22 against poison), Ref +18, Will +20 |
Abilities: |
Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25 |
Skills: |
Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings) |
Feats: |
Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track |
Environment: |
Any good-aligned plane |
Organization: |
Solitary or pair |
Challenge Rating: |
23 |
Treasure: |
No coins; double goods; standard items |
Alignment: |
Always good (any) |
Advancement: |
2333 HD (Large); 3466 HD (Huge) |
Level Adjustment: |
|
A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.
|
Animated Object, Tiny |
Animated Object, Small |
Animated Object, Medium |
|
Tiny Construct |
Small Construct |
Medium Construct |
Hit Dice: |
1/2 d10 (2 hp) |
1d10+10 (15 hp) |
2d10+20 (31 hp) |
Initiative: |
+2 |
+1 |
+0 |
Speed: |
40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels |
30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels |
30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels |
Armor Class: |
14 (+2 size, +2 Dex), touch 14, flat-footed 12 |
14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 |
14 (+4 natural), touch 10, flat-footed 14 |
Base Attack/Grapple: |
+0/9 |
+0/4 |
+1/+2 |
Attack: |
Slam +1 melee (1d31) |
Slam +1 melee (1d4) |
Slam +2 melee (1d6+1) |
Full Attack: |
Slam +1 melee (1d31) |
Slam +1 melee (1d4) |
Slam +2 melee (1d6+1) |
Space/Reach: |
2-1/2 ft./0 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks: |
See text |
See text |
See text |
Special Qualities: |
Construct traits, darkvision 60 ft., low-light vision; also see text |
Construct traits, darkvision 60 ft., low-light vision; also see text |
Construct traits, darkvision 60 ft., low-light vision; also see text |
Saves: |
Fort +0, Ref +2, Will 5 |
Fort +0, Ref +1, Will 5 |
Fort +0, Ref +0, Will 5 |
Abilities: |
Str 8, Dex 14, Con , Int , Wis 1, Cha 1 |
Str 10, Dex 12, Con , Int , Wis 1, Cha 1 |
Str 12, Dex 10, Con , Int , Wis 1, Cha 1 |
Skills: |
|
|
|
Feats: |
|
|
|
Environment: |
Any |
Any |
Any |
Organization: |
Group (4) |
Pair |
Solitary |
Challenge Rating: |
1/2 |
1 |
2 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
|
|
|
Level Adjustment: |
|
|
|
|
Animated Object, Large |
Animated Object, Huge |
Animated Object, Gargantuan |
|
Large Construct |
Huge Construct |
Gargantuan Construct |
Hit Dice: |
4d10+30 (52 hp) |
8d10+40 (84 hp) |
16d10+60 (148 hp) |
Initiative: |
+0 |
1 |
2 |
Speed: |
20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels |
20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels |
10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels |
Armor Class: |
14 (1 size, +5 natural), touch 9, flat-footed 14 |
13 (2 size, 1 Dex, +6 natural), touch 7, flat-footed 13 |
12 (4 size, 2 Dex, +8 natural), touch 4, flat-footed 12 |
Base Attack/Grapple: |
+3/+10 |
+6/+19 |
+12/+31 |
Attack: |
Slam +5 melee (1d8+4) |
Slam +9 melee (2d6+7) |
Slam +15 melee (2d8+10) |
Full Attack: |
Slam +5 melee (1d8+4) |
Slam +9 melee (2d6+7) |
Slam +15 melee (2d8+10) |
Space/Reach: |
10 ft./5 ft. (long) 10 ft./10 ft. (tall) |
15 ft./10 ft. (long) 15 ft./15 ft. (tall) |
20 ft./15 ft. (long) 20 ft./20 ft. (tall) |
Special Attacks: |
See text |
See text |
See text |
Special Qualities: |
Construct traits, darkvision 60 ft., low-light vision; also see text |
Construct traits, darkvision 60 ft., low-light vision; also see text |
Construct traits, darkvision 60 ft., low-light vision; also see text |
Saves: |
Fort +1, Ref +1, Will 4 |
Fort +2, Ref +1, Will 3 |
Fort +5, Ref +3, Will +0 |
Abilities: |
Str 16, Dex 10, Con , Int , Wis 1, Cha 1 |
Str 20, Dex 8, Con , Int , Wis 1, Cha 1 |
Str 24, Dex 6, Con , Int , Wis 1, Cha 1 |
Skills: |
|
|
|
Feats: |
|
|
|
Environment: |
Any |
Any |
Any |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge Rating: |
3 |
5 |
7 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
|
|
|
Level Adjustment: |
|
|
|
|
Animated Object, Colossal |
|
Colossal Construct |
Hit Dice: |
32d10+80 (256 hp) |
Initiative: |
3 |
Speed: |
10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels |
Armor Class: |
11 (8 size, 3 Dex, +12 natural), touch 1, flat-footed 11 |
Base Attack/Grapple: |
+24/+49 |
Attack: |
Slam +25 melee (4d6+13) |
Full Attack: |
Slam +25 melee (4d6+13) |
Space/Reach: |
30 ft./20 ft. (long) 30 ft./30 ft. (tall) |
Special Attacks: |
See text |
Special Qualities: |
Construct traits, darkvision 60 ft., low-light vision; also see text |
Saves: |
Fort +10, Ref +7, Will +5 |
Abilities: |
Str 28, Dex 4, Con , Int , Wis 1, Cha 1 |
Skills: |
|
Feats: |
|
Environment: |
Any |
Organization: |
Solitary |
Challenge Rating: |
10 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
|
Level Adjustment: |
|
Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as
|
Large Magical Beast |
Hit Dice: |
3d10+12 (28 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares), burrow 20 ft. |
Armor Class: |
18 (1 size, +9 natural), touch 9, flat-footed 18 |
Base Attack/Grapple: |
+3/+12 |
Attack: |
Bite +7 melee (2d6+7 plus 1d4 acid) |
Full Attack: |
Bite +7 melee (2d6+7 plus 1d4 acid) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Improved grab, spit acid |
Special Qualities: |
Darkvision 60 ft., low-light vision, tremorsense 60 ft. |
Saves: |
Fort +6, Ref +3, Will +2 |
Abilities: |
Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6 |
Skills: |
Climb +8, Listen +6, Spot +3 |
Feats: |
Alertness, Toughness |
Environment: |
Warm plains |
Organization: |
Solitary or cluster (24) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4 HD (Large); 59 HD (Huge) |
Level Adjustment: |
|
The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some specimens are yellow rather than brown. It is about 10 feet long and weighs about 800 pounds.
|
Medium Magical Beast (Shapechanger) |
Hit Dice: |
3d10+6 (22 hp) |
Initiative: |
+6 |
Speed: |
50 ft. (10 squares), climb 25 ft. |
Armor Class: |
13 (+2 Dex, +1 natural), touch 12, flat-footed 11 |
Base Attack/Grapple: |
+3/+3 |
Attack: |
Bite +5 melee (1d6 plus poison) or web +5 ranged |
Full Attack: |
Bite +5 melee (1d6 plus poison) or web +5 ranged |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Poison, spells, web |
Special Qualities: |
Change shape, darkvision 60 ft., low-light vision |
Saves: |
Fort +5, Ref +5, Will +4 |
Abilities: |
Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14 |
Skills: |
Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6 |
Feats: |
Improved Initiative, Iron WillB, Weapon Finesse |
Environment: |
Temperate forests |
Organization: |
Solitary or colony (36) |
Challenge Rating: |
4 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Usually neutral |
Advancement: |
By character class |
Level Adjustment: |
+4 |
An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.
|
Small Outsider (Archon, Extraplanar, Good, Lawful) |
Hit Dice : |
1d8 (4 hp) |
Initiative : |
+4 |
Speed : |
Fly 60 ft. (perfect) (12 squares) |
Armor Class : |
15 (+1 size, +4 natural), touch 11, flat-footed 15 |
Base Attack/Grapple : |
+1/8 |
Attack : |
Light ray +2 ranged touch (1d6) |
Full Attack : |
2 light rays +2 ranged touch (1d6) |
Space/Reach : |
5 ft./5 ft. |
Special Attacks : |
Spell-like abilities |
Special Qualities : |
Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues |
Saves : |
Fort +2 (+6 against poison), Ref +2, Will +2 |
Abilities : |
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10 |
Skills : |
Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4 |
Feats : |
Improved Initiative |
Environment : |
A lawful good-aligned plane |
Organization : |
Solitary, pair, or squad (35) |
Challenge Rating : |
2 |
Treasure : |
None |
Alignment : |
Always lawful good |
Advancement : |
24 HD (Small) |
Level Adjustment: |
|
Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.
|
Hound Archon |
|
Medium Outsider (Archon, Extraplanar, Good, Lawful) |
Hit Dice: |
6d8+6 (33 hp) |
Initiative: |
+4 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
19 (+9 natural), touch 10, flat-footed 19 |
Base Attack/Grapple: |
+6/+8 |
Attack: |
Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/1920) |
Full Attack: |
Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee (2d6+3/1920) and bite +3 melee (1d8+1) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities |
Special Qualities: |
Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues |
Saves: |
Fort +6 (+10 against poison), Ref +5, Will +6 |
Abilities: |
Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12 |
Skills: |
Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks) |
Feats: |
Improved Initiative, Power Attack, Track |
Environment |
A lawful good-aligned plane |
Organization: |
Solitary, pair, or squad (35) |
Challenge Rating: |
4 |
Treasure: |
No coins; double goods; standard items |
Alignment: |
Always lawful good |
Advancement: |
79 HD (Medium); 1018 HD (Large) |
Level Adjustment: |
+5 |
Hound archons look like well-muscled humans with canine heads.
|
Medium Outsider (Archon, Extraplanar, Good, Lawful) |
Hit Dice: |
12d8+72 (126 hp) |
Initiative: |
+7 |
Speed: |
40 ft. (8 squares), fly 90 ft. (good) |
Armor Class: |
27 (+3 Dex, +14 natural), touch 13, flat-footed 24 |
Base Attack/Grapple: |
+12/+17 |
Attack: |
+4 greatsword +21 melee (2d6+11/1920) |
Full Attack: |
+4 greatsword +21/+16/+11 melee (2d6+11/1920) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities, spells, trumpet |
Special Qualities: |
Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, spell resistance 29, teleport, tongues |
Saves: |
Fort +14 (+18 against poison), Ref +11, Will +11 |
Abilities: |
Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16 |
Skills: |
Concentration +21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one) +18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20, Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings) |
Feats: |
Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack |
Environment: |
A lawful good-aligned plane |
Organization: |
Solitary, pair, or squad (35) |
Challenge Rating: |
14 |
Treasure: |
No coins; double goods; standard items |
Alignment: |
Always lawful good |
Advancement: |
1318 HD (Medium); 1936 HD (Large) |
Level Adjustment: |
+8 |
Each Trumpet Archon carries a gleaming silver trumpet about 6 feet long.
|
Juvenile Arrowhawk |
Adult Arrowhawk |
Elder Arrowhawk |
|
Small Outsider (Air, Extraplanar) |
Medium Outsider (Air, Extraplanar) |
Large Outsider (Air, Extraplanar) |
Hit Dice: |
3d8+3 (16 hp) |
7d8+7 (38 hp) |
15d8+45 (112 hp) |
Initiative: |
+5 |
+5 |
+5 |
Speed: |
Fly 60 ft. (perfect) (12 squares) |
Fly 60 ft. (perfect) (12 squares) |
Fly 60 ft. (perfect) (12 squares) |
Armor Class: |
20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15 |
21 (+5 Dex, +6 natural), touch 15, flat-footed 16 |
22 (1 size, +5 Dex, +8 natural), touch 14, flat-footed 17 |
Base Attack/Grapple: |
+3/+0 |
+7/+9 |
+15/+25 |
Attack: |
Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1) |
Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3) |
Electricity ray +19 ranged touch (2d8) or bite +21 melee (2d6+9) |
Full Attack: |
Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1) |
Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3) |
Electricity ray +19 ranged touch (2d8) or bite +20 melee (2d6+9) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./5 ft. |
Special Attacks: |
Electricity ray |
Electricity ray |
Electricity ray |
Special Qualities: |
Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10 |
Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10 |
Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10 |
Saves: |
Fort +4, Ref +8, Will +4 |
Fort +6, Ref +10, Will +6 |
Fort +12, Ref +14, Will +10 |
Abilities: |
Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13 |
Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13 |
Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13 |
Skills: |
Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings) |
Diplomacy +3, Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings) |
Diplomacy +3, Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 involving bindings) |
Feats: |
Dodge, Weapon Finesse |
Dodge, Flyby Attack, Weapon Finesse |
Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)B |
Environment |
Elemental Plane of Air |
Elemental Plane of Air |
Elemental Plane of Air |
Organization: |
Solitary or clutch (24) |
Solitary or clutch (24) |
Solitary or clutch (24) |
Challenge Rating: |
3 |
5 |
8 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
46 HD (Small) |
814 HD (Medium) |
1624 HD (Large); 2532 HD (Gargantuan) |
Level Adjustment: |
|
|
|
An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction. A juvenile arrowhawk (1 to 10 years old) is about 5 feet long from beak to tail, with the body accounting for about one-third of that length. Its wingspan is about 7 feet, and it weighs about 20 pounds. An adult (11 to 40 years old) is about 10 feet long from beak to tail, with a wingspan of about 15 feet and a weight of about 100 pounds. An elder arrowhawk (41 to 75 years old) is about 20 feet long with a wingspan of 30 feet and a weight of about 800 pounds.
|
Large Plant |
Hit Dice: |
4d8+12 (30 hp) |
Initiative: |
+0 |
Speed: |
5 ft. (1 square) |
Armor Class: |
15 (1 size, +6 natural), touch 9, flat-footed 15 |
Base Attack/Grapple: |
+3/+12 |
Attack: |
Slam +7 melee (1d6+7) |
Full Attack: |
Slam +7 melee (1d6+7) |
Space/Reach: |
10 ft./10 ft. (20 ft. with vine) |
Special Attacks: |
Constrict 1d6+7, entangle, improved grab |
Special Qualities: |
Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10 |
Saves: |
Fort +7, Ref +1, Will +2 |
Abilities: |
Str 20, Dex 10, Con 16, Int , Wis 13, Cha 9 |
Environment: |
Temperate forests |
Organization: |
Solitary or patch (24) |
Challenge Rating: |
3 |
Treasure: |
1/10th coins; 50% goods; 50% items |
Alignment: |
Always neutral |
Advancement: |
516 HD (Huge); 1732 HD (Gargantuan); 33+ HD (Colossal) |
Level Adjustment: |
|
The assassin vine is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.
|
Huge Aberration |
Hit Dice: |
14d8+70 (133 hp) |
Initiative: |
+1 |
Speed: |
35 ft. in hide armor (7 squares); base speed 50 ft. |
Armor Class: |
20 (2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19 |
Base Attack/Grapple: |
+10/+26 Attack:Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8) |
Full Attack: |
Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4) |
Space/Reach: |
15 ft./15 ft. |
Special Attacks: |
Poison |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +9, Ref +5, Will +10 |
Abilities: |
Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6 |
Skills: |
Climb +9, Jump +18, Listen +7, Spot +7 |
Feats: |
Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite) |
Environment: |
Temperate hills |
Organization: |
Solitary, gang (24), or tribe (712) |
Challenge Rating: |
8 |
Treasure: |
1/2 coins; double goods; standard items |
Alignment: |
Often chaotic evil |
Advancement: |
1528 HD (Huge) |
Level Adjustment: |
+5 |
The athach is a hulking, misshapen biped. An adult stands some 18 feet tall and weighs about 4,500 pounds. Athachs speak a crude dialect of Giant.
|
Medium Outsider (Extraplanar, Good) |
Hit Dice: |
7d8+35 (66 hp) |
Initiative: |
+6 |
Speed: |
40 ft. (8 squares), fly 90 ft. (good) |
Armor Class: |
24 (+6 Dex, +8 natural), touch 16, flat-footed 18 |
Base Attack/Grapple: |
+7/+9 |
Attack: |
Claw +13 melee (2d6+2) or wing +13 melee (2d8+2) |
Full Attack: |
2 claws +13 melee (2d6+2) or 2 wings +13 melee (2d8+2) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities, fear aura |
Special Qualities: |
Damage reduction 10/evil or silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, resistance to cold 10 and sonic 10, speak with animals, spell resistance 25, true seeing |
Saves: |
Fort +10 (+14 against poison), Ref +11, Will +8 |
Abilities: |
Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16 |
Skills: |
Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21 |
Feats: |
Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse |
Environment: |
A good-aligned plane. |
Organization: |
Solitary, pair, or squad (35) |
Challenge Rating: |
9 |
Treasure: |
No coins; double goods; standard items |
Alignment: |
Always neutral good |
Advancement: |
814 HD (Medium); 1521 HD (Large) |
Level Adjustment: |
|
An avoral's bones are strong but hollow, so even the largest specimens weigh no more than 120 pounds. An avoral is about 7 feet tall. Each of an avoral's wings has a small hand at the midpoint. When the wings are folded, these appendages are about where human hands would be and can do nearly anything hands can do.
|
Medium Outsider (Extraplanar, Fire) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+1 |
Speed: |
20 ft. in scale mail (4 squares); base speed 30 ft. |
Armor Class: |
23 (+1 Dex, +6 natural, +4 scale mail, +2 heavy |
shield), touch 11, flat-footed 22 |
|
Base Attack/Grapple: |
+2/+3 |
Attack: |
Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire) |
Full Attack: |
Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Heat |
Special Qualities: |
Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold |
Saves: |
Fort +4, Ref +4, Will +4 |
Abilities: |
Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9 |
Skills: |
Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump 6, Listen +6, Search +6, Spot +6 |
Feats: |
Power Attack |
Environment: |
Elemental Plane of Fire |
Organization: |
Solitary, pair, team (34), squad (1120 plus 2 3rd-level sergeants and 1 leader of 3rd6th level), or clan (30100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Challenge Rating: |
2 |
Treasure: |
Standard coins; double goods (nonflammables only); standard items (nonflammables only) |
Alignment: |
Always lawful neutral |
Advancement: |
By character class |
Level Adjustment: |
+4 |
Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper, and speak Ignan and Common.