|
Kobold, 1st-Level Warrior |
|
Small Humanoid (Reptilian) |
Hit Dice: |
1d8 (4 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14 |
Base Attack/Grapple: |
+1/4 |
Attack: |
Spear +1 melee (1d61/x3) or sling +3 ranged (1d3) |
Full Attack: |
Spear +1 melee (1d61/x3) or sling +3 ranged (1d3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft., light sensitivity |
Saves: |
Fort +2, Ref +1, Will 1 |
Abilities: |
Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 |
Skills: |
Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2 |
Feats: |
Alertness |
Environment: |
Temperate forests |
Organization: |
Gang (49), band (10100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th6th level), warband (1024 plus 24 dire weasels), tribe (40400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th8th level, and 58 dire weasels) |
Challenge Rating: |
1/4 |
Treasure: |
Standard |
Alignment: |
Usually lawful evil |
Advancement: |
By character class |
Level Adjustment: |
+0 |
Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
|
Gargantuan Magical Beast (Aquatic) |
Hit Dice: |
20d10+180 (290 hp) |
Initiative: |
+4 |
Speed: |
Swim 20 ft. (4 squares) |
Armor Class: |
20 (4 size, +14 natural), touch 6, flat-footed 20 |
Base Attack/Grapple: |
+20/+44 |
Attack: |
Tentacle +28 melee (2d8+12/1920) |
Full Attack: |
2 tentacles +28 melee (2d8+12/1920) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6) |
Space/Reach: |
20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm) |
Special Attacks: |
Improved grab, constrict 2d8+12 or 1d6+6 |
Special Qualities: |
Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities |
Saves: |
Fort +21, Ref +12, Will +13 |
Abilities: |
Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20 |
Skills: |
Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16 |
Feats: |
Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will |
Environment: |
Temperate aquatic |
Organization: |
Solitary |
Challenge Rating: |
12 |
Treasure: |
Triple standard |
Alignment: |
Usually neutral evil |
Advancement: |
2132 HD (Gargantuan); 3360 HD (Colossal) |
Level Adjustment: |
|
Six of the beast's tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.
|
Medium Magical Beast |
Hit Dice: |
2d10 (11 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
15 (+2 Dex, +3 natural), touch 12, flat-footed 13 |
Base Attack/Grapple: |
+2/+2 |
Attack: |
Bite +2 melee (1d6) |
Full Attack: |
Bite +2 melee (1d6) and 2 claws +0 melee (1d4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Scare |
Special Qualities: |
Darkvision 60 ft., low-light vision, scent |
Saves: |
Fort +3, Ref +5, Will +1 |
Abilities: |
Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13 |
Skills: |
Hide +4, Jump +9, Listen +3, Move Silently +6 |
Feats: |
Multiattack, TrackB |
Environment: |
Temperate forests |
Organization: |
Solitary, pair, or pride (610) |
Challenge Rating: |
1 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
34 HD (Medium); 58 HD (Large) |
Level Adjustment: |
+2 |
The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds.
|
Large Magical Beast |
Hit Dice: |
9d10+9 (58 hp) |
Initiative: |
+2 |
Speed: |
60 ft. (12 squares) |
Armor Class: |
18 (1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 |
Base Attack/Grapple: |
+9/+17 |
Attack: |
Touch +12 melee (1d4 Wisdom drain) or dagger +12 melee (1d6+4/1920) or claw +12 melee (1d4+4) |
Full Attack: |
Touch +12 melee (1d4 Wisdom drain); or dagger +12/+7 melee (1d6+4/1920) and 2 claws +7 melee (1d4+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Spell-like abilities, Wisdom drain |
Special Qualities: |
Darkvision 60 ft., low-light vision |
Saves: |
Fort +7, Ref +8, Will +7 |
Abilities: |
Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12 |
Skills: |
Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11 |
Feats: |
Dodge, Iron Will, Mobility, Spring Attack |
Environment: |
Temperate deserts |
Organization: |
Solitary, pair, or gang (34) |
Challenge Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
1013 HD (Large); 1427 HD (Huge) |
Level Adjustment: |
+4 |
A typical lamia is about 8 feet long and weighs about 700 pounds.
|
Large Magical Beast |
Hit Dice: |
7d10+21 (59 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares), fly 60 ft.(average) |
Armor Class: |
20 (1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 |
Base Attack/Grapple: |
+7/+17 |
Attack: |
Claw +12 melee (1d6+6) |
Full Attack: |
2 claws +12 melee (1d6+6) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Pounce, rake 1d6+3, spells |
Special Qualities: |
Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities |
Saves: |
Fort +8, Ref +8, Will +7 |
Abilities: |
Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14 |
Skills: |
Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15 |
Feats: |
Blind-Fight, Iron Will, Lightning Reflexes |
Environment: |
Temperate deserts |
Organization: |
Solitary |
Challenge Rating: |
8 |
Treasure: |
Standard |
Alignment: |
Always lawful good |
Advancement: |
810 HD (Large); 1121 HD (Huge) |
Level Adjustment: |
+5 |
A typical lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial.
|
Medium Outsider (Extraplanar, Good) |
Hit Dice: |
12d8+60 (114 hp) |
Initiative: |
+3 |
Speed: |
60 ft. (12 squares) |
Armor Class: |
27 (+3 Dex, +14 natural) |
Base Attack/Grapple: |
+12/+20 |
Attack: |
Claw +20 melee (1d6+8) |
Full Attack: |
2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Roar, pounce, improved grab, rake 1d6+8, spell-like abilities |
Special Qualities: |
Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, lowlight vision, protective aura, resistance to cold 10 and sonic 10, speak with animals, spell resistance 28 |
Saves: |
Fort +13 (+17 against poison), Ref +11, Will +10 |
Abilities: |
Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15 |
Skills: |
Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17 |
Feats: |
Ability Focus (roar), Dodge, Mobility, Spring Attack, Track |
Environment: |
A good-aligned plane. |
Organization: |
Solitary or pride (49) |
Challenge Rating: |
12 |
Treasure: |
No coins; double goods; standard items |
Alignment: |
Always neutral good |
Advancement: |
1318 HD (Medium); 1936 HD (Large) |
Level Adjustment: |
|
Combat
|
Large Outsider (Chaotic, Extraplanar, Good) |
Hit Dice: |
7d8+14 (45 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4 squares), fly 70 ft. (average) |
Armor Class: |
17 (1 size, +3 Dex, +5 natural), touch 12, flat-footed 14 |
Base Attack/Grapple: |
+7/+16 |
Attack: |
Short sword +11 melee (1d8+5/1920) |
Full Attack: |
Short sword +11/+6 melee (1d8+5/1920) and tail slap +6 melee (2d6+2) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Constrict 2d6+5, improved grab, spells, spell-like abilities |
Special Qualities: |
Darkvision 60 ft., immunity to poison, resistance to fire 10 |
Saves: |
Fort +7, Ref +10, Will +8 |
Abilities: |
Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18 |
Skills: |
Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17 |
Feats: |
Combat Casting, Extend Spell, Lightning Reflexes |
Environment: |
A chaos-aligned plane |
Organization: |
Solitary or covey (24) |
Challenge Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Always chaotic good |
Advancement: |
810 HD (Large); 1121 HD (Huge) |
Level Adjustment: |
+6 |
A typical lillend's coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos.
|
Medium Humanoid (Reptilian) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17 |
Base Attack/Grapple: |
+1/+2 |
Attack: |
Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1) |
Full Attack: |
2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1) |
Special Attacks: |
|
Special Qualities: |
Hold breath |
Space/Reach: |
5 ft./5 ft. |
Saves: |
Fort +1, Ref +3, Will +0 |
Abilities: |
Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 |
Skills: |
Balance +4, Jump +5, Swim +2 |
Feats: |
Multiattack |
Environment: |
Temperate marshes |
Organization: |
Gang (23), band (610 plus 50% noncombatants plus 1 leader of 3rd6th level), or tribe (3060 plus 2 lieutenants of 3rd6th level and 1 leader of 4th10th level) |
Challenge Rating: |
1 |
Treasure: |
50% coins; 50% goods; 50% items |
Alignment: |
Usually neutral |
Advancement: |
By character class |
Level Adjustment: |
+1 |
A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.
|
Medium Humanoid (Aquatic) |
Hit Dice: |
2d8 (9 hp) |
Initiative: |
+1 |
Speed: |
10 ft. (2 squares), swim 60 ft. |
Armor Class: |
14 (+1 Dex, +3 natural), touch 11, flat-footed 13 |
Base Attack/Grapple: |
+1/+1 |
Attack: |
Longspear +2 melee (1d8/?3) or light crossbow +2 ranged (1d8/1920) |
Full Attack: |
Longspear +2 melee (1d8/?3) or light crossbow +2 ranged (1d8/1920) |
Space/Reach: |
5 ft./5 ft. |
Saves: |
Fort +3, Ref +1, Will +1 |
Special Attacks: |
|
Special Qualities: |
|
Abilities: |
Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11 |
Skills: |
Craft (any one) +6, Listen +6, Spot +6, Swim +8 |
Feats: |
Weapon Focus (longspear) |
Environment: |
Warm aquatic |
Organization: |
Company (24), patrol (1120 plus 2 3rd-level sergeants and 1 leader of 3rd6th level), or tribe (30100 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Challenge Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
By character class |
Level Adjustment: |
+1 |
Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs.
|
Werebear, Human Form |
Werebear, Bear Form |
Werebear, Hybrid Form |
|
Medium Humanoid (Human, Shapechanger) |
Large Humanoid (Human, Shapechanger) |
Large Humanoid (Human, Shapechanger) |
Hit Dice: |
1d8+1 plus 6d8+30 (62 hp) |
1d8+1 plus 6d8+30 (62 hp) |
1d8+1 plus 6d8+30 (62 hp) |
Initiative: |
+0 |
+1 |
+1 |
Speed: |
30 ft. (6 squares) |
40 ft. (8 squares) |
30 ft. (6 squares) |
Armor Class: |
15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15 |
17 (1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 |
17 (1 size, +1 Dex, +7 natural) touch 10, flat-footed 16 |
Base Attack/Grapple: |
+5/+6 |
+5/+18 |
+5/+18 |
Attack: |
Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1) |
Claw +13 melee (1d8+9) |
Greataxe +11 melee (1d12+13/x3); or claw +13 melee (1d6+9) |
Full Attack: |
Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1) |
2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4) |
Claw +13 melee (1d6+9) and greataxe +9 melee (1d12+4/x3) and bite +11 melee (1d8+4) or 2 claws +13 melee (1d6+9) and bite +11 melee (1d8+4) |
Space/Reach: |
5 ft./5 ft. |
10 ft./5 ft. |
10 ft./10 ft. |
Special Attacks: |
|
Improved grab, curse of lycanthropy |
Curse of lycanthropy |
Special Qualities: |
Alternate form, bear empathy, low-light vision, scent |
Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent |
Saves: |
Fort +8, Ref +5, Will +4 |
Fort +12, Ref +6, Will +4 |
Fort +12, Ref +6, Will +4 |
Abilities: |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 |
Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8 |
Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8 |
Skills: |
Handle Animal +3, Listen +4, Spot +4, Swim +1 |
Handle Animal +3, Listen +4, Spot +4, Swim +13 |
Handle Animal +3, Listen +4, Spot +5, Swim +9 |
Feats: |
Endurance, Iron WillB, Multiattack, Power Attack, Run, TrackB |
(same as human form) |
(same as human form) |
Environment: |
Cold forests |
Cold forests |
Cold forests |
Organization: |
Solitary, pair, family (34), or troupe (24 plus 14 brown bears) |
(same as human form) |
(same as human form) |
Challenge Rating: |
5 |
5 |
5 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always lawful good |
Always lawful good |
Always lawful good |
Advancement: |
By character class |
By character class |
By character class |
Level Adjustment: |
+3 |
+3 |
+3 |
Werebears in humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth and leather garments that are easy to remove, repair, or replace
|
Wereboar, Human Form |
Wereboar, Boar Form |
Wereboar, Hybrid Form |
|
Medium Humanoid (Human, Shapechanger) |
Medium Humanoid (Human, Shapechanger) |
Medium Humanoid (Human, Shapechanger) |
Hit Dice: |
1d8+4 plus 3d8+12 (34 hp) |
1d8+4 plus 3d8+12 (34 hp) |
1d8+4 plus 3d8+12 (34 hp) |
Initiative: |
+0 |
+0 |
+0 |
Speed: |
20 ft. in scale mail (4 squares); base speed 30 ft. |
40 ft. (8 squares) |
30 ft. (6 squares) |
Armor Class: |
18 (+2 natural, +4 scale mail, +2 heavy shield) touch 10, flat-footed 18 |
18 (+8 natural) touch 10, flat- footed 18 |
18 (+8 natural) touch 10, flat-footed 18 |
Base Attack/Grapple: |
+3/+4 |
+3/+6 |
+3/+6 |
Attack: |
Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1) |
Gore +6 melee (1d8+4) |
Battleaxe +6 melee (1d8+4/x3) or claw +6 melee (1d4+3) |
Full Attack: |
Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1) |
Gore +6 melee (1d8+4) |
Battleaxe +6 melee (1d8+4/x3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks: |
|
Curse of lycanthropy |
Curse of lycanthropy |
Special Qualities: |
Alternate form, boar empathy, ferocity, low-light vision, scent |
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Saves: |
Fort +6, Ref +3, Will +3 |
Fort +9, Ref +3, Will +3 |
Fort +9, Ref +3, Will +3 |
Abilities: |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 |
Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 |
Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 |
Skills: |
Handle Animal +3, Intimidate +3, Listen +5, Spot +4 |
Handle Animal +3, Intimidate +3, Listen +5, Spot +4 |
Handle Animal +3, Intimidate +3, Listen +5, Spot +4 |
Feats: |
AlertnessB, Improved Bull Rush, Iron WillB, Power Attack, Toughness |
(same as human form) |
(same as human form) |
Environment: |
Temperate forests |
Temperate forests |
Temperate forests |
Organization: |
Solitary, pair, brood (34), or troupe (24 plus 14 boars) |
(same as human form) |
(same as human form) |
Challenge Rating: |
4 |
4 |
4 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
By character class |
By character class |
By character class |
Level Adjustment: |
+3 |
+3 |
+3 |
A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace.
|
Wererat, Human Form |
Wererat, Dire Rat Form |
Wererat, Hybrid Form |
|
Medium Humanoid (Human, Shapechanger) |
Small Humanoid (Human, Shapechanger) |
Medium Humanoid (Human, Shapechanger) |
Hit Dice: |
1d8+1 plus 1d8+2 (12 hp) |
1d8+1 plus 1d8+2 (12 hp) |
1d8+1 plus 1d8+2 (12 hp) |
Initiative: |
+0 |
+3 |
+3 |
Speed: |
30 ft. (6 squares) |
40 ft. (8 squares), climb 20 ft. |
30 ft. (6 squares) |
Armor Class: |
15 (+2 natural, +2 leather, +1 buckler) touch 10, flat-footed 15 |
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 |
16 (+3 Dex, +3 natural) touch 13, flat-footed 13 |
Base Attack/Grapple: |
+1/+2 |
+1/2 |
+1/+2 |
Attack: |
Rapier +2 melee (1d6+1/1820) or light crossbow +1 ranged (1d8/1920) |
Bite +6 melee (1d4+1 plus disease) |
Rapier +5 melee (1d6+1/1820) or light crossbow +4 ranged (1d8/1920) |
Full Attack: |
Rapier +2 melee (1d6+1/1820) or light crossbow +1 ranged (1d8/1920) |
Bite +6 melee (1d4+1 plus disease) |
Rapier +4 melee (1d6+1/1820) and bite 1 melee (1d6 plus disease); or light crossbow +4 ranged (1d8/1920) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks: |
|
Curse of lycanthropy, disease |
Curse of lycanthropy, disease |
Special Qualities: |
Alternate form, rat empathy, low-light vision, scent |
Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent |
Saves: |
Fort +5, Ref +2, Will +4 |
Fort +6, Ref +5, Will +4 |
Fort +6, Ref +5, Will +4 |
Abilities: |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 |
Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 |
Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 |
Skills: |
Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9 |
Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 |
Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9 |
Feats: |
Alertness, Dodge, Iron WillB, Weapon FinesseB |
(same as human form) |
(same as human form) |
Environment: |
Any |
Any |
Any |
Organization: |
Solitary, pair, pack (610), or troupe (25 plus 58 dire rats) |
(same as human form) |
(same as human form) |
Challenge Rating: |
2 |
2 |
2 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always lawful evil |
Always lawful evil |
Always lawful evil |
Advancement: |
By character class |
By character class |
By character class |
Level Adjustment: |
+3 |
+3 |
+3 |
A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.
|
Weretiger, Human Form |
Weretiger, Tiger Form |
Weretiger, Hybrid Form |
|
Medium Humanoid (Human, Shapechanger) |
Large Humanoid (Human, Shapechanger) |
Large Humanoid (Human, Shapechanger) |
Hit Dice: |
1d8+1 plus 6d8+18 (50 hp) |
1d8+1 plus 6d8+18 (50 hp) |
1d8+1 plus 6d8+18 (50 hp) |
Initiative: |
+4 |
+6 |
+6 |
Speed: |
20 ft. in breastplate (4 squares); base speed 30 ft. |
40 ft. (8 squares) |
30 ft. (6 squares) |
Armor Class: |
17 (+2 natural, +5 breastplate) touch 10, flat-footed 17 |
16 (1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 |
16 (1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 |
Base Attack/Grapple: |
+5/+6 |
+5/+16 |
+5/+16 |
Attack: |
Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3) |
|
|
|
Claw +11 melee (1d8+7) |
Claw +11 melee (1d8+7) |
|
Full Attack: |
Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3) |
2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3) |
2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3) |
Space/Reach: |
5 ft./5 ft. (10 ft. with glaive) |
10 ft./5 ft. |
10 ft./10 ft. |
Special Attacks: |
|
Pounce, improved grab, rake, curse of lycanthropy |
Curse of lycanthropy |
Special Qualities: |
Alternate form, tiger empathy, low-light vision, scent |
Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent |
Saves: |
Fort +8, Ref +5, Will +4 |
Fort +10, Ref +7, Will +4 |
Fort +10, Ref +7, Will +4 |
Abilities: |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 |
Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Skills: |
Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6 |
Balance +6, Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6 |
Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6 |
Feats: |
AlertnessB, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron WillB |
(same as human form) |
(same as human form) |
Environment: |
Warm forests |
Warm forests |
Warm forests |
Organization: |
Solitary or pair |
(same as human form) |
(same as human form) |
Challenge Rating: |
5 |
5 |
5 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
By character class |
By character class |
By character class |
Level Adjustment: |
+3 |
+3 |
+3 |
Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile.
|
Werewolf, Human Form |
Werewolf, Wolf Form |
Werewolf, Hybrid Form |
|
Medium Humanoid (Human, Shapechanger) |
Medium Humanoid (Human, Shapechanger) |
Medium Humanoid (Human, Shapechanger) |
Hit Dice: |
1d8+1 plus 2d8+6 (20 hp) |
1d8+1 plus 2d8+6 (20 hp) |
1d8+1 plus 2d8+6 (20 hp) |
Initiative: |
+4 |
+6 |
+6 |
Speed: |
30 ft. (6 squares) |
50 ft. (10 squares) |
30 ft. (6 squares) |
Armor Class: |
17 (+2 natural, +4 chain shirt, +1 light shield) touch 10, flat-footed 17 |
16 (+2 Dex, +4 natural), touch 12, flat-footed 14 |
16 (+2 Dex, +4 natural), touch 12, flat-footed 14 |
Base Attack/Grapple: |
+2/+3 |
+2/+4 |
+2/+4 |
Attack: |
Longsword +3 melee (1d8+1/1920) or light crossbow +2 ranged (1d8/1920) |
Bite +5 melee (1d6+3) |
Claw +4 melee (1d4+2) |
Full Attack: |
Longsword +3 melee (1d8+1/1920) or light crossbow +2 ranged (1d8/1920) |
Bite +5 melee (1d6+3) |
2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks: |
|
Curse of lycanthropy, trip |
Curse of lycanthropy |
Special Qualities: |
Alternate form, wolf empathy, low-light vision, scent |
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent |
Saves: |
Fort +6, Ref +3, Will +2 |
Fort +8, Ref +5, Will +2 |
Fort +8 Ref +5, Will +2 |
Abilities: |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 |
Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Skills: |
Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2 |
Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* |
Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* |
Feats: |
Improved Initiative, Iron WillB, Stealthy, TrackB, Weapon Focus (bite) |
(same as human form) |
(same as human form) |
Environment: |
Temperate forests |
Temperate forests |
Temperate forests |
Organization: |
Solitary, pair, pack (610), or troupe (25 plus 58 wolves) |
(same as human form) |
(same as human form) |
Challenge Rating: |
3 |
3 |
3 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always chaotic evil |
Always chaotic evil |
Always chaotic evil |
Advancement: |
By character class |
By character class |
By character class |
Level Adjustment: |
+3 |
+3 |
+3 |
Werewolves in humanoid form have no distinguishing traits.
|
Hill Giant Dire Wereboar Giant Form |
Hill Giant Dire Wereboar Dire Boar Form |
Hill Giant Dire Wereboar Hybrid Boar Form |
|
Large Giant (Shapechanger) |
Large Giant (Shapechanger) |
Large Giant (Shapechanger) |
Hit Dice: |
12d8+51 plus 7d8+49 (185 hp) |
12d8+51 plus 7d8+49 (185 hp) |
12d8+51 plus 7d8+49 (185 hp) |
Initiative: |
1 |
1 |
1 |
Speed: |
30 ft. in hide armor (6 squares); base speed 40 ft. |
40 ft. (8 squares) |
40 ft. (8 squares) |
Armor Class: |
22 (1 size, 1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22 |
16 (1 size, 1 Dex, +8 natural), touch 8, flat-footed 16 |
19 (1 size, 1 Dex, +11 natural), touch 8, flat-footed 19 |
Base Attack/Grapple: |
+14/+25 |
+14/+33 |
+14/+33 |
Attack: |
Greatclub +21 melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7) |
Gore +28 melee (1d8+22) |
Greatclub +29 melee (2d8+22) or claw +28 melee (1d6+15) |
Full Attack: |
Greatclub +21/+16 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged (2d6+7) |
Gore +28 melee (1d8+22) |
Greatclub +29 melee (2d8+22) and gore +23 melee (1d8+7); or 2 claws +28 melee (1d6+15) and gore +23 melee (1d8+7) |
Space/Reach: |
10 ft./10 ft. |
10 ft./5 ft. |
10 ft./10 ft. |
Special Attacks: |
Rock throwing |
Curse of lycanthropy |
Curse of lycanthropy |
Special Qualities: |
Alternate form, boar empathy, ferocity, low-light vision, rock catching, scent |
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Saves: |
Fort +17, Ref +8, Will +12 |
Fort +20, Ref +8, Will +12 |
Fort +20, Ref +8, Will +12 |
Abilities: |
Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7 |
Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7 |
Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7 |
Skills: |
Climb +10, Jump +10, Listen +10, Spot +12 |
Climb +18, Jump +22, Listen +10, Spot +12 |
Climb +18, Jump +22, Listen 10, Spot +12 |
Feats: |
AlertnessB, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron WillB, Power Attack, Weapon Focus (greatclub) |
(same as giant form) |
(same as giant form) |
Environment: |
Temperate hills |
Temperate hills |
Temperate hills |
Organization: |
Solitary, pair, brood (34), or troupe (24 plus 14 dire boars) |
(same as giant form) |
(same as giant form) |
Challenge Rating: |
11 |
11 |
11 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
By character class |
By character class |
By character class |
Level Adjustment: |
+7 |
+7 |
+7 |
Dire wereboars in giant form look much like normal hill giants, though slightly stockier, and with coarser, stiffer hair and stiff. The dire wereboar described here is based on a hill giant and natural lycanthrope with normal ability scores for a hill giant.