|
Small Elemental (Fire, Extraplanar) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
17 (+1 size, +6 natural), touch 11, flat-footed 17 |
Base Attack/Grapple: |
+1/1 |
Attack: |
Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion) |
Full Attack: |
Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Combustion, fiery aura |
Special Qualities: |
Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold |
Saves: |
Fort +3, Ref +3, Will +0 |
Abilities: |
Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10 |
Skills: |
Climb +4, Spot +3 |
Feats: |
Great Fortitude |
Environment: |
Elemental Plane of Fire |
Organization: |
Solitary, gang (24), or squad (610) |
Challenge Rating: |
3 |
Treasure: |
Standard coins; standard goods (nonflammables only); standard items (nonflammables only) |
Alignment: |
Always chaotic neutral |
Advancement: |
34 HD (Small); 56 HD (Medium) |
Level Adjustment: |
|
Magmins are small, human-shaped beings from the Elemental Plane of Fire that radiate intense heat and are wreathed in an aura of searing flames. A typical magmin is 4 feet tall and weighs 400 pounds.
|
Large Magical Beast |
Hit Dice: |
6d10+24 (57 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6 squares), fly 50 ft. (clumsy) |
Armor Class: |
17 (1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 |
Base Attack/Grapple: |
+6/+15 |
Attack: |
Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/1920) |
Full Attack: |
2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/1920) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Spikes |
Special Qualities: |
Darkvision 60 ft., low-light vision, scent |
Saves: |
Fort +9, Ref +7, Will +3 |
Abilities: |
Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9 |
Skills: |
Listen +5, Spot +9, Survival +1 |
Feats: |
Flyby Attack, Multiattack, TrackB, Weapon Focus (spikes) |
Environment: |
Warm marshes |
Organization: |
Solitary, pair, or pride (36) |
Challenge Rating: |
5 |
Treasure: |
Standard |
Alignment: |
Usually lawful evil |
Advancement: |
716 HD (Large); 1718 HD (Huge) |
Level Adjustment: |
+3 (cohort) |
A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common.
|
Medium Monstrous Humanoid |
Hit Dice: |
6d8+6 (33 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+2 Dex, +3 natural), touch 12, flat-footed 13 |
Base Attack/Grapple: |
+6/+6 |
Attack: |
Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4/1920) or snakes +8 melee (1d4 plus poison) |
Full Attack: |
Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/1920) and snakes +3 melee (1d4 plus poison) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Petrifying gaze, poison |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +3, Ref +7, Will +6 |
Abilities: |
Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15 |
Skills: |
Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8 |
Feats: |
Point Blank Shot, Precise Shot, Weapon Finesse |
Environment: |
Temperate marshes |
Organization: |
Solitary or covey (24) |
Challenge Rating: |
7 |
Treasure: |
Double standard |
Alignment: |
Usually lawful evil |
Advancement: |
By character class |
Level Adjustment: |
|
A medusa is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). The creature often wears garments that enhance its body while hiding
|
Small Outsider (Air, Extraplanar) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+7 |
Speed: |
30 ft. (6 squares), fly 60 ft. (perfect) |
Armor Class: |
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 |
Base Attack/Grapple: |
+3/1 |
Attack: |
Claw +4 melee (1d3) |
Full Attack: |
2 claws +4 melee (1d3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, spell-like abilities, summon mephit |
Special Qualities: |
Damage reduction 5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +3, Ref +6, Will +3 |
Abilities: |
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings) |
Feats: |
Dodge, Improved Initiative |
Environment: |
Elemental Plane of Air |
Organization: |
Solitary (1), gang (24 mephits of mixed types), or mob (512 mephits of mixed types) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
46 HD (Small); 79 HD (Medium) |
Level Adjustment: |
+3 (cohort) |
Air mephits come from the Elemental Plane of Air. An air mephit is about 4 feet tall and weighs about 1 pound.
|
Small Outsider (Air, Extraplanar) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+7 |
Speed: |
30 ft. (6 squares), fly 50 ft. (perfect) |
Armor Class: |
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 |
Base Attack/Grapple: |
+3/1 |
Attack: |
Claw +4 melee (1d3) |
Full Attack: |
2 claws +4 melee (1d3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, spell-like abilities, summon mephit |
Special Qualities: |
Damage reduction 5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +3, Ref +6, Will +3 |
Abilities: |
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings) |
Feats: |
Dodge, Improved Initiative |
Environment: |
Elemental Plane of Air |
Organization: |
Solitary (1), gang (24 mephits of mixed types), or mob (512 mephits of mixed types) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
46 HD (Small); 79 HD (Medium) |
Level Adjustment: |
+3 (cohort) |
Dust mephits come from the Elemental Plane of Air.
|
Small Outsider (Earth, Extraplanar) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
1 |
Speed: |
30 ft. (6 squares), fly 40 ft. (average) |
Armor Class: |
16 (+1 size, 1 Dex, +6 natural), touch 10, flat-footed 16 |
Base Attack/Grapple: |
+3/+2 |
Attack: |
Claw +7 melee (1d3+3) |
Full Attack: |
2 claws +7 melee (1d3+3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, spell-like abilities, summon mephit |
Special Qualities: |
Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +4, Ref +2, Will +3 |
Abilities: |
Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope 1 (+1 with bindings) |
Feats: |
Power Attack, Toughness |
Environment: |
Elemental Plane of Earth |
Organization: |
Solitary (1), gang (24 mephits of mixed types), or mob (512 mephits of mixed types) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
46 HD (Small); 79 HD (Medium) |
Level Adjustment: |
+3 (cohort) |
Earth mephits come from the Elemental Plane of Earth.
|
Small Outsider (Extraplanar, Fire) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6 squares), fly 50 ft. (average) |
Armor Class: |
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15 |
Base Attack/Grapple: |
+3/1 |
Attack: |
Claw +4 melee (1d3 and 1d4 fire) |
Full Attack: |
2 claws +4 melee (1d3 and 1d4 fire) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, spell-like abilities, summon mephit |
Special Qualities: |
Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold |
Saves: |
Fort +3, Ref +4, Will +3 |
Abilities: |
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings) |
Feats: |
Dodge, Improved Initiative |
Environment: |
Elemental Plane of Fire |
Organization: |
Solitary (1), gang (24 mephits of mixed types), or mob (512 mephits of mixed types) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
46 HD (Small); 79 HD (Medium) |
Level Adjustment: |
+3 (cohort) |
Fire mephits come from the Elemental Plane of Fire.
|
Small Outsider (Air, Cold, Extraplanar) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+7 |
Speed: |
30 ft. (6 squares), fly 50 ft. (perfect) |
Armor Class: |
18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15 |
Base Attack/Grapple: |
+3/1 |
Attack: |
Claw +4 melee (1d3 plus 1d4 cold) |
Full Attack: |
2 claws +4 melee (1d3 plus 1d4 cold) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, spell-like abilities, summon mephit |
Special Qualities: |
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire |
Saves: |
Fort +3, Ref +6, Will +3 |
Abilities: |
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings) |
Feats: |
Dodge, Improved Initiative |
Environment: |
Elemental Plane of Air |
Organization: |
Solitary (1), gang (24 mephits of mixed types), or mob (512 mephits of mixed types) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
46 HD (Small); 79 HD (Medium) |
Level Adjustment: |
+3 (cohort) |
Ice mephits come from the Elemental Plane of Air.
|
Small Outsider (Fire, Extraplanar) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6 squares), fly 50 ft. (average) |
Armor Class: |
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15 |
Base Attack/Grapple: |
+3/1 |
Attack: |
Claw +4 melee (1d3 plus 1d4 fire) |
Full Attack: |
2 claws +4 melee (1d3 plus 1d4 fire) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, spell-like abilities, summon mephit |
Special Qualities: |
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold |
Saves: |
Fort +3, Ref +4, Will +3 |
Abilities: |
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings) |
Feats: |
Dodge, Improved Initiative |
Environment: |
Elemental Plane of Fire |
Organization: |
Solitary (1), gang (24 mephits of mixed types), or mob (512 mephits of mixed types) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
46 HD (Small); 79 HD (Medium) |
Level Adjustment: |
+3 (cohort) |
Magma mephits come from the Elemental Plane of Fire. Magma mephits are slow-witted and brutish. Each one is about 4 feet tall and weighs about 60 pounds.
|
Small Outsider (Extraplanar, Water) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares), fly 40 ft. (average), swim 30 ft. |
Armor Class: |
16 (+1 size, +5 natural), touch 11, flat-footed 16 |
Base Attack/Grapple: |
+3/+1 |
Attack: |
Claw +6 melee (1d3+2) |
Full Attack: |
2 claws +6 melee (1d3+2) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, spell-like abilities, summon mephit |
Special Qualities: |
Damage reduction 5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +4, Ref +3, Will +3 |
Abilities: |
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings) |
Feats: |
Power Attack, Toughness |
Environment: |
Elemental Plane of Water |
Organization: |
Solitary (1), gang (24 mephits of mixed types), or mob (512 mephits of mixed types) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
46 HD (Small); 79 HD (Medium) |
Level Adjustment: |
+3 (cohort) |
Ooze mephits come from the Elemental Plane of Water. An ooze mephit is about 4 feet tall and weighs about 30 pounds.
|
Small Outsider (Earth, Extraplanar) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
1 |
Speed: |
30 ft. (6 squares), fly 40 ft. (average) |
Armor Class: |
16 (+1 size, 1 Dex, +6 natural), touch 10, flat-footed 16 |
Base Attack/Grapple: |
+3/+2 |
Attack: |
Claw +7 melee (1d3+3) |
Full Attack: |
2 claws +7 melee (1d3+3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, spell-like abilities, summon mephit |
Special Qualities: |
Damage reduction 5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +4, Ref +2, Will +3 |
Abilities: |
Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope 1 (+1 with bindings) |
Feats: |
Power Attack, Toughness |
Environment: |
Elemental Plane of Earth |
Organization: |
Solitary (1), gang (24 mephits of mixed types), or mob (512 mephits of mixed types) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
46 HD (Small); 79 HD (Medium) |
Level Adjustment: |
+3 (cohort) |
Salt mephits come from the Elemental Plane of Earth.
|
Small Outsider (Extraplanar, Fire) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6 squares), fly 50 ft. (average) |
Armor Class: |
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15 |
Base Attack/Grapple: |
+3/1 |
Attack: |
Claw +4 melee (1d3 plus 1d4 fire) |
Full Attack: |
2 claws +4 melee (1d3 plus 1d4 fire) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, spell-like abilities, summon mephit |
Special Qualities: |
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold |
Saves: |
Fort +3, Ref +4, Will +3 |
Abilities: |
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings) |
Feats: |
Dodge, Improved Initiative |
Environment: |
Elemental Plane of Fire |
Organization: |
Solitary (1), gang (24 mephits of mixed types), or mob (512 mephits of mixed types) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
46 HD (Small); 79 HD (Medium) |
Level Adjustment: |
+3 (cohort) |
Steam mephits come from the Elemental Plane of Fire.
|
Small Outsider (Extraplanar, Water) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares), fly 40 ft. (average) , swim 30 ft. |
Armor Class: |
16 (+1 size, +5 natural), touch 11, flat-footed 16 |
Base Attack/Grapple: |
+3/+1 |
Attack: |
Claw +6 melee (1d3+2) |
Full Attack: |
2 claws +6 melee (1d3+2) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Breath weapon, spell-like abilities, summon mephit |
Special Qualities: |
Damage reduction 5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +4, Ref +3, Will +3 |
Abilities: |
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings) |
Feats: |
Power Attack, Toughness |
Environment: |
Elemental Plane of Water |
Organization: |
Solitary (1), gang (24 mephits of mixed types), or mob (512 mephits of mixed types) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
46 HD (Small); 79 HD (Medium) |
Level Adjustment: |
+3 (cohort) |
Water mephits come from the Elemental Plane of Water.
|
Merfolk, 1st-Level Warrior |
|
Medium Humanoid (Aquatic) |
Hit Dice: |
1d8+2 (6 hp) |
Initiative: |
+1 |
Speed: |
5 ft. (1 square), swim 50 ft. |
Armor Class: |
13 (+1 Dex, +2 leather), touch 11, flat-footed 12 |
Base Attack/Grapple: |
+1/+2 |
Attack: |
Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/1920) |
Full Attack: |
Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/1920) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Amphibious, low-light vision |
Saves: |
Fort +4, Ref +1, Will 1 |
Abilities: |
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10 |
Skills: |
Listen +3, Spot +3, Swim +9 |
Feats: |
Alertness |
Environment: |
Temperate aquatic |
Organization: |
Company (24), patrol (1120 plus 2 3rd-level lieutenants and 1 leader of 3rd6th level), or band (3060 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises) |
Challenge Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
By character class |
Level Adjustment: |
+1 |
A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds.
|
Large Aberration (Shapechanger) |
Hit Dice: |
7d8+21 (52 hp) |
Initiative: |
+1 |
Speed: |
10 ft. (2 squares) |
Armor Class: |
15 (1 size, +1 Dex, +5 natural), touch 10, flat-footed 15 |
Base Attack/Grapple: |
+5/+13 |
Attack: |
Slam +9 melee (1d8+4) |
Full Attack: |
2 slams +9 melee (1d8+4) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Adhesive, crush |
Special Qualities: |
Darkvision 60 ft., immunity to acid, mimic shape |
Saves: |
Fort +5, Ref +5, Will +6 |
Abilities: |
Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10 |
Skills: |
Climb +9, Disguise +13, Listen +8, Spot +8 |
Feats: |
Alertness, Lightning Reflexes, Weapon Focus (slam) |
Environment: |
Underground |
Organization: |
Solitary |
Challenge Rating: |
4 |
Treasure: |
1/10th coins; 50% goods; 50% items |
Alignment: |
Usually neutral |
Advancement: |
810 HD (Large); 1121 HD (Huge) |
Level Adjustment: |
|
A mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.
|
Large Monstrous Humanoid |
Hit Dice: |
6d8+12 (39 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
14 (1 size, +5 natural), touch 9, flat-footed (see text) |
Base Attack/Grapple: |
+6/+14 |
Attack: |
Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4) |
Full Attack: |
Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Powerful charge 4d6+6 |
Special Qualities: |
Darkvision 60 ft., natural cunning, scent |
Saves: |
Fort +6, Ref +5, Will +5 |
Abilities: |
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8 |
Skills: |
Intimidate +2, Listen +7, Search +2, Spot +7 |
Feats: |
Great Fortitude, Power Attack, Track |
Environment: |
Underground |
Organization: |
Solitary, pair, or gang (34) |
Challenge Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually chaotic Evil |
Advancement: |
By character class |
Level Adjustment: |
+2 |
A minotaur stands more than 7 feet tall and weighs about 700 pounds.
|
Medium Undead |
Hit Dice: |
14d12 (91 hp) |
Initiative: |
+9 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
23 (+4 Dex, +9 natural), touch 14, flat-footed 14 |
Base Attack/Grapple: |
+7/+12 |
Attack: |
Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis) |
Full Attack: |
Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Improved grab, paralyzing touch, create spawn |
Special Qualities: |
Darkvision 60 ft., undead traits |
Saves: |
Fort +4, Ref +10, Will +9 |
Abilities: |
Str 21, Dex 19, Con , Int 11, Wis 10, Cha 10 |
Skills: |
Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9 |
Feats: |
Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility |
Environment: |
Any |
Organization: |
Solitary, gang (24), or mob (24 plus 510 zombies) |
Challenge Rating: |
8 |
Treasure: |
None |
Alignment: |
Always chaotic evil |
Advancement: |
1521 HD (Medium); 2228 HD (Large) |
Level Adjustment: |
|
Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Most mohrgs are 5 to 6 feet tall and weigh about 120 pounds.
|
Medium Undead |
Hit Dice: |
8d12+3 (55 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
20 (+10 natural), touch 10, flat-footed 20 |
Base Attack/Grapple: |
+4/+11 |
Attack: |
Slam +11 melee (1d6+10 plus mummy rot) |
Full Attack: |
Slam +11 melee (1d6+10 plus mummy rot) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Despair, mummy rot |
Special Qualities: |
Damage reduction 5/, darkvision 60 ft., undead traits, vulnerability to fire |
Saves: |
Fort +4, Ref +2, Will +8 |
Abilities: |
Str 24, Dex 10, Con , Int 6, Wis 14, Cha 15 |
Skills: |
Hide +7, Listen +8, Move Silently +7, Spot +8 |
Feats: |
Alertness, Great Fortitude, Toughness |
Environment: |
Any |
Organization: |
Solitary, warden squad (24), or guardian detail (610) |
Challenge Rating: |
5 |
Treasure: |
Standard |
Alignment: |
Usually lawful evil |
Advancement: |
916 HD (Medium); 1724 HD (Large) |
Level Adjustment: |
|
Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
|
Large Aberration |
Hit Dice: |
9d8+18 (58 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
14 (1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
Base Attack/Grapple: |
+6/+12 |
Attack: |
Sting +7 melee (2d4+2 plus poison) |
Full Attack: |
Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Poison, spells |
Special Qualities: |
Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm |
Saves: |
Fort +5, Ref +7, Will +8 |
Abilities: |
Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17 |
Skills: |
Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11 |
Feats: |
Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes |
Environment: |
Temperate hills |
Organization: |
Solitary or nest (24) |
Challenge Rating: |
8 |
Treasure: |
Standard |
Alignment: |
Usually lawful evil |
Advancement: |
1013 HD (Large); 1427 HD (Huge) |
Level Adjustment: |
|
Dark nagas speak Common and Infernal.
|
Large Aberration |
Hit Dice: |
11d8+44 (93 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
18 (1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 |
Base Attack/Grapple: |
+8/+17 |
Attack: |
Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison) |
Full Attack: |
Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Poison, spit, spells |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +7, Ref +7, Will +11 |
Abilities: |
Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18 |
Skills: |
Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13 |
Feats: |
Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes |
Environment: |
Temperate plains |
Organization: |
Solitary or nest (24) |
Challenge Rating: |
10 |
Treasure: |
Standard |
Alignment: |
Usually lawful good |
Advancement: |
1216 HD (Large); 1733 HD (Huge) |
Level Adjustment: |
|
Guardian nagas speak Celestial and Common.
|
Large Aberration |
Hit Dice: |
9d8+36 (76 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
16 (1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 |
Base Attack/Grapple: |
+6/+14 |
Attack: |
Bite +9 melee (2d6+6 plus poison) |
Full Attack: |
Bite +9 melee (2d6+6 plus poison) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Charming gaze, poison, spells |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +7, Ref +6, Will +9 |
Abilities: |
Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17 |
Skills: |
Concentration +13, Listen +14, Spellcraft +10, Spot +14 |
Feats: |
Ability Focus (charming gaze), Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes |
Environment: |
Temperate marshes |
Organization: |
Solitary or nest (24) |
Challenge Rating: |
9 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
1013 HD (Large); 1427 HD (Huge) |
Level Adjustment: |
|
Spirit nagas speak Abyssal and Common.
|
Large Aberration (Aquatic) |
Hit Dice: |
7d8+28 (59 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares), swim 50 ft. |
Armor Class: |
15 (1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 |
Base Attack/Grapple: |
+5/+12 |
Attack: |
Bite +7 melee (2d6+4 plus poison) |
Full Attack: |
Bite +7 melee (2d6+4 plus poison) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Poison, spells |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +6, Ref +5, Will +8 |
Abilities: |
Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15 |
Skills: |
Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11 |
Feats: |
Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes |
Environment: |
Temperate aquatic |
Organization: |
Solitary, pair, or nest (34) |
Challenge Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
810 HD (Large); 1121 HD (Huge) |
Level Adjustment: |
|
Water nagas speak Aquan and Common.
|
Medium Outsider (Evil, Extraplanar) |
Hit Dice: |
8d8+32 (68 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
22 (+1 Dex, +11 natural), touch 11, flat-footed 21 |
Base Attack/Grapple: |
+8/+12 |
Attack: |
Bite +12 melee (2d6+6 plus disease) |
Full Attack: |
Bite +12 melee (2d6+6 plus disease) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities, dream haunting |
Special Qualities: |
Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25 |
Saves: |
Fort +12*, Ref +9*, Will +10* |
Abilities: |
Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12 |
Skills: |
Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15 |
Feats: |
Alertness, Combat Casting, Mounted Combat |
Environment: |
A evil-aligned plane |
Organization: |
Solitary, mounted (1, on nightmare), or covey (3, on nightmares) |
Challenge Rating: |
9 |
Treasure: |
Standard |
Alignment: |
Always neutral evil |
Advancement: |
916 HD (Medium) |
Level Adjustment: |
|
A night hag is about the same height and weight as a female human.
|
Large Outsider (Evil, Extraplanar) |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+6 |
Speed: |
40 ft. (8 squares), fly 90 ft. (good) |
Armor Class: |
24 (1 size, +2 Dex, +13 natural), touch 11, flat-footed 22 |
Base Attack/Grapple: |
+6/+14 |
Attack: |
Hoof +9 melee (1d8+4 plus 1d4 fire) |
Full Attack: |
2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Flaming hooves, smoke |
Special Qualities: |
Astral projection, darkvision 60 ft., etherealness |
Saves: |
Fort +8, Ref +7, Will +6 |
Abilities: |
Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 |
Skills: |
Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks) |
Feats: |
Alertness, Improved Initiative, Run |
Environment: |
A evil-aligned plane |
Organization: |
Solitary Solitary |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral evil |
Advancement: |
710 HD (Large); 1118 HD (Huge) |
Level Adjustment: |
+4 (cohort) |
|
Gargantuan Undead (Extraplanar) |
Hit Dice: |
25d12+50 (212 hp) |
Initiative: |
+4 |
Speed: |
30 ft. (6 squares), burrow 60 ft. |
Armor Class: |
35 (4 size, +29 natural), touch 6, flat-footed 35 |
Base Attack/Grapple: |
+12/+45 |
Attack: |
Bite +29 melee (4d6+21) |
Full Attack: |
Bite +29 melee (4d6+21/1920) and sting +24 melee (2d8+11/1920 plus poison) |
Space/Reach: |
20 ft./15 ft. |
Special Attacks: |
Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole |
Special Qualities: |
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead traits |
Saves: |
Fort +12, Ref +10, Will +23 |
Abilities: |
Str 48, Dex 10, Con , Int 20, Wis 20, Cha 18 |
Skills: |
Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks) |
Feats: |
Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold) |
Environment: |
Plane of Shadow |
Organization: |
Solitary or pair |
Challenge Rating: |
18 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
2650 HD (Colossal) |
Level Adjustment: |
|
|
Huge Undead (Extraplanar) |
Hit Dice: |
21d12+42 (178 hp) |
Initiative: |
+6 |
Speed: |
40 ft (8 squares)., fly 20 ft. (poor) |
Armor Class: |
32 (2 size, +2 Dex, +22 natural), touch 10, flat-footed 30 |
Base Attack/Grapple: |
+10/+34 |
Attack: |
Slam +24 melee (2d6+16) |
Full Attack: |
2 slams +24 melee (2d6+16) |
Space/Reach: |
15 ft./15 ft. |
Special Attacks: |
Crush item, desecrating aura, evil gaze, spell-like abilities, summon undead |
Special Qualities: |
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy 100 ft., undead traits |
Saves: |
Fort +11, Ref +11, Will +19 |
Abilities: |
Str 38, Dex 14, Con , Int 20, Wis 20, Cha 18 |
Skills: |
Concentration +28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks) |
Feats: |
Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight) |
Environment: |
Plane of Shadow |
Organization: |
Solitary, pair, or gang (34) |
Challenge Rating: |
16 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
2231 HD (Huge); 3242 HD (Gargantuan) |
Level Adjustment: |
|
Nightwalkers are human-shaped horrors that haunt the darkness.
|
Huge Undead (Extraplanar) |
Hit Dice: |
17d12+34 (144 hp) |
Initiative: |
+8 |
Speed: |
20 ft. (4 squares), fly 60 ft. (good) |
Armor Class: |
30 (2 size, +4 Dex, +18 natural) touch 12, flat-footed 26 |
Base Attack/Grapple: |
+8/+28 |
Attack: |
Bite +18 melee (2d6+17/1920 plus magic drain) |
Full Attack: |
Bite +18 melee (2d6+17/1920 plus magic drain) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Desecrating aura, magic drain, spell-like abilities, summon undead |
Special Qualities: |
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits |
Saves: |
Fort +9, Ref +11, Will +17 |
Abilities: |
Str 31, Dex 18, Con , Int 18, Wis 20, Cha 18 |
Skills: |
Concentration +24, Diplomacy +6, Hide +16*, Listen +25, Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot +25, Survival +5 (+7 following tracks) |
Feats: |
Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative |
Environment: |
Plane of Shadow |
Organization: |
Solitary, pair, or flock (36) |
Challenge Rating: |
14 |
Treasure: |
Standard |
Alignment: |
Always chaotic evil |
Advancement: |
1825 HD (Huge); 2634 HD (Gargantuan) |
Level Adjustment: |
|
|
Medium Fey |
Hit Dice: |
6d6+6 (27 hp) |
Initiative: |
+3 |
Speed: |
30 ft. (6 squares), swim 20 ft. |
Armor Class: |
17 (+3 Dex, +4 deflection), touch 17, flat-footed 14 |
Base Attack/Grapple: |
+3/+3 |
Attack: |
Dagger +6 melee (1d4/1920) |
Full Attack: |
Dagger +6 melee (1d4/1920) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Blinding beauty, spells, spell-like abilities, stunning glance |
Special Qualities: |
Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy |
Saves: |
Fort +7, Ref +12, Will +12 |
Abilities: |
Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19 |
Skills: |
Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings) |
Feats: |
Combat Casting, Dodge, Weapon Finesse |
Environment: |
Temperate forests |
Organization: |
Solitary |
Challenge Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Usually chaotic good |
Advancement: |
712 HD (Medium) |
Level Adjustment: |
+7 |
A nymph is about the height and weight of a female elf.