|
Large Giant |
Hit Dice: |
4d8+11 (29 hp) |
Initiative: |
1 |
Speed: |
30 ft. in hide armor (6 squares); base speed 40 ft. |
Armor Class: |
16 (1 size, 1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16 |
Base Attack/Grapple: |
+3/+12 |
Attack: |
Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) |
Full Attack: |
Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft., low-light vision |
Saves: |
Fort +6, Ref +0, Will +1 |
Abilities: |
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 |
Skills: |
Climb +5, Listen +2, Spot +2 |
Feats: |
Toughness, Weapon Focus (greatclub) |
Environment: |
Temperate hills (Merrow: Temperate aquatic) |
Organization: |
Solitary, pair, gang (34), or band (58) |
Challenge Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
+2 |
|
Large Giant |
Hit Dice: |
5d8+15 (37 hp) |
Initiative: |
+4 |
Speed: |
40 ft. (8 squares), fly 40 ft. (good) |
Armor Class: |
18 (1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18 |
Base Attack/Grapple: |
+3/+12 |
Attack: |
Greatsword +7 melee (3d6+7/1920) or longbow +2 ranged (2d6/x3) |
Full Attack: |
Greatsword +7 melee (3d6+7/1920) or longbow +2 ranged (2d6/x3) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Spell-like abilities |
Special Qualities: |
Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19 |
Saves: |
Fort +7, Ref +1, Will +3 |
Abilities: |
Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17 |
Skills: |
Concentration +11, Listen +10, Spellcraft +10, Spot +10 |
Feats: |
Combat Expertise, Improved Initiative |
Environment: |
Cold hills |
Organization: |
Solitary, pair, or troupe (12 plus 24 ogres) |
Challenge Rating: |
8 |
Treasure: |
Double standard |
Alignment: |
Usually lawful evil |
Advancement: |
By character class |
Level Adjustment: |
+7 |
|
Huge Ooze |
Hit Dice: |
10d10+60 (115 hp) |
Initiative: |
5 |
Speed: |
20 ft. (4 squares), climb 20 ft. |
Armor Class: |
3 (2 size, 5 Dex), touch 3, flat-footed 3 |
Base Attack/Grapple: |
+7/+18 |
Attack: |
Slam +8 melee (2d6+4 plus 2d6 acid) |
Full Attack: |
Slam +8 melee (2d6+4 plus 2d6 acid) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Acid, constrict 2d6+4 plus 2d6 acid, improved grab |
Special Qualities: |
Blindsight 60 ft., split, ooze traits |
Saves: |
Fort +9, Ref 2, Will 2 |
Abilities: |
Str 17, Dex 1, Con 22, Int , Wis 1, Cha 1 |
Skills: |
Climb +11 |
Feats: |
|
Environment: |
Underground |
Organization: |
Solitary |
Challenge Rating: |
7 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
1115 HD (Huge); 1630 HD (Gargantuan) |
Level Adjustment: |
|
|
Huge Ooze |
Hit Dice: |
4d10+32 (54 hp) |
Initiative: |
5 |
Speed: |
15 ft. (3 squares) |
Armor Class: |
3 (2 size, 5 Dex), touch 3, flat-footed 3 |
Base Attack/Grapple: |
+3/+11 |
Attack: |
Slam +1 melee (1d6 plus 1d6 acid) |
Full Attack: |
Slam +1 melee (1d6 plus 1d6 acid) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Acid, engulf, paralysis |
Special Qualities: |
Blindsight 60 ft., immunity to electricity, ooze traits, transparent |
Saves: |
Fort +9, Ref 4, Will 4 |
Abilities: |
Str 10, Dex 1, Con 26, Int , Wis 1, Cha 1 |
Skills: |
|
Feats: |
|
Environment: |
Underground |
Organization: |
Solitary |
Challenge Rating: |
3 |
Treasure: |
1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone) |
Alignment: |
Always neutral |
Advancement: |
512 HD (Huge); 1324 HD (Gargantuan) |
Level Adjustment: |
|
The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube's body.
|
Medium Ooze |
Hit Dice: |
3d10+15 (31 hp) |
Initiative: |
5 |
Speed: |
10 ft. (2 squares) |
Armor Class: |
5 (5 Dex), touch 5, flat-footed 5 |
Base Attack/Grapple: |
+2/+3 |
Attack: |
Slam +3 melee (1d6+1 plus 1d6 acid) |
Full Attack: |
Slam +3 melee (1d6+1 plus 1d6 acid) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Acid, constrict 1d6+1 plus 1d6 acid, improved grab |
Special Qualities: |
Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent |
Saves: |
Fort +6, Ref 4, Will 4 |
Abilities: |
Str 12, Dex 1, Con 21, Int , Wis 1, Cha 1 |
Skills: |
|
Feats: |
|
Environment: |
Cold marshes |
Organization: |
Solitary |
Challenge Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
46 HD (Medium); 79 HD (Large) |
Level Adjustment: |
|
A gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.
|
Large Ooze |
Hit Dice: |
6d10+36 (69 hp) |
Initiative: |
5 |
Speed: |
10 ft. (2 squares), climb 10 ft. |
Armor Class: |
4 (1 size, 5 Dex), touch 4, flat-footed 4 |
Base Attack/Grapple: |
+4/+10 |
Attack: |
Slam +5 melee (2d4+3 plus 1d4 acid) |
Full Attack: |
Slam +5 melee (2d4+3 plus 1d4 acid) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Acid, constrict 2d4+3 plus 1d4 acid, improved grab |
Special Qualities: |
Blindsight 60 ft., split, ooze traits |
Saves: |
Fort +8, Ref 3, Will 3 |
Abilities: |
Str 15, Dex 1, Con 22, Int , Wis 1, Cha 1 |
Skills: |
Climb +10 |
Feats: |
|
Environment: |
Temperate marshes |
Organization: |
Solitary |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
79 HD (Large); 1018 HD (Huge) |
Level Adjustment: |
|
An ochre jelly can grow to a diameter of about 15 feet and a thickness of about 6 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 5,600 pounds.
|
Orc, 1st-Level Warrior |
|
Medium Humanoid (Orc) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
13 (+3 studded leather armor), touch 10, flat-footed 13 |
Base Attack/Grapple: |
+1/+4 |
Attack: |
Falchion +4 melee (2d4+4/1820) or javelin +1 ranged (1d6+3) |
Full Attack: |
Falchion +4 melee (2d4+4/1820) or javelin +1 ranged (1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft., light sensitivity |
Saves: |
Fort +3, Ref +0, Will 2 |
Abilities: |
Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 |
Skills: |
Listen +1, Spot +1 |
Feats: |
Alertness |
Environment: |
Temperate hills |
Organization: |
Gang (24), squad (1120 plus 2 3rd-level sergeants and 1 leader of 3rd6th level), or band (30100 plus 150% 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: |
Often chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
+0 |
|
Large Aberration |
Hit Dice: |
6d8+9 (36 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
17 (1 size, +8 natural), touch 9, flat-footed 17 |
Base Attack/Grapple: |
+4/+8 |
Attack: |
Tentacle +4 melee (1d6) |
Full Attack: |
2 tentacles +4 melee (1d6) and bite 2 melee (1d4) |
Space/Reach: |
10 ft./10 ft. (15 ft. with tentacle) |
Special Attacks: |
Constrict 1d6, disease, improved grab |
Special Qualities: |
Darkvision 60 ft., scent |
Saves: |
Fort +3, Ref +2, Will +6 |
Abilities: |
Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6 |
Skills: |
Hide 1*, Listen +6, Spot +6 |
Feats: |
Alertness, Toughness, Weapon Focus (tentacle) |
Environment: |
Underground |
Organization: |
Solitary, pair, or cluster (34) |
Challenge Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
78 HD (Large); 918 HD (Huge) |
Level Adjustment: |
|
A typical otyugh has a body 8 feet in diameter and weighs about 500 pounds.
|
Large Magical Beast |
Hit Dice: |
4d10+4 (26 hp) |
Initiative: |
+3 |
Speed: |
10 ft. (2 squares), fly 70 ft. (average) |
Armor Class: |
15 (1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 |
Base Attack/Grapple: |
+4/+12 |
Attack: |
Claw +7 melee (1d6+4) |
Full Attack: |
2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Superior lowlight vision |
Saves: |
Fort +5, Ref +7, Will +3 |
Abilities: |
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 |
Skills: |
Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10 |
Feats: |
Alertness, Wingover |
Environment: |
Temperate forests |
Organization: |
Solitary, pair, or company (35) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Usually neutral good |
Advancement: |
58 HD (Large); 912 HD (Huge) |
Level Adjustment: |
+2 (cohort) |
Giant owls are nocturnal birds of prey, feared for their ability to hunt and attack in near silence. They are intelligent, and though naturally suspicious, sometimes associate with good creatures. A typical giant owl stands about 9 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size.
|
Large Magical Beast |
Hit Dice: |
5d10+25 (52 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 |
Base Attack/Grapple: |
+5/+14 |
Attack: |
Claw +9 melee (1d6+5) |
Full Attack: |
2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Improved grab |
Special Qualities: |
Scent |
Saves: |
Fort +9, Ref +5, Will +2 |
Abilities: |
Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10 |
Skills: |
Listen +8, Spot +8 |
Feats: |
Alertness, Track |
Environment: |
Temperate forests |
Organization: |
Solitary, pair, or pack (38) |
Challenge Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
68 HD (Large); 915 HD (Huge) |
Level Adjustment: |
|
An owlbear's coat ranges in color from brown-black to yellowish brown; its beak is a dull ivory color. A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. Adventurers who have survived encounters with the creature often speak of the bestial madness they glimpsed in its red-rimmed eyes.
|
Large Magical Beast |
Hit Dice: |
4d10+12 (34 hp) |
Initiative: |
+2 |
Speed: |
60 ft. (12 squares), fly 120 ft. (average) |
Armor Class: |
14 (1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 |
Base Attack/Grapple: |
+4/+12 |
Attack: |
Hoof +7 melee (1d6+4) |
Full Attack: |
2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft., low-light vision, scent, spell-like abilities |
Saves: |
Fort +7, Ref +6, Will +4 |
Abilities: |
Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13 |
Skills: |
Diplomacy +3, Listen +8, Sense Motive +9, Spot +8 |
Feats: |
Flyby Attack, Iron Will |
Environment: |
Temperate forests |
Organization: |
Solitary, pair, or herd (610) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Usually chaotic good |
Advancement: |
58 HD (Large) |
Level Adjustment: |
+2 (cohort) |
The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily tamed.
|
Medium Plant |
Hit Dice: |
2d8+6 (15 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
14 (+4 natural), touch 10, flat-footed 14 |
Base Attack/Grapple: |
+1/+3 |
Attack: |
Bite +3 melee (1d6+3) |
Full Attack: |
Bite +3 melee (1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Low-light vision, plant traits, greater invisibility |
Saves: |
Fort +6, Ref +0, Will +0 |
Abilities: |
Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9 |
Skills: |
Listen +4, Move Silently +6, Spot +4 |
Feats: |
Alertness |
Environment: |
Underground |
Organization: |
Solitary |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
34 HD (Medium); 56 HD (Large) |
Level Adjustment: |
|
This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants.
|
Large Magical Beast |
Hit Dice: |
5d10+15 (42 hp) |
Initiative: |
+7 |
Speed: |
40 ft. (8 squares), climb 20 ft. |
Armor Class: |
15 (1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 |
Base Attack/Grapple: |
+5/+12 |
Attack: |
Bite +7 melee (1d6+4 plus poison) |
Full Attack: |
Bite +7 melee (1d6+4 plus poison) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Poison |
Special Qualitiy: |
Darkvision 60 ft., ethereal jaunt, low-light vision |
Saves: |
Fort +7, Ref +7, Will +2 |
Abilities: |
Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10 |
Skills: |
Climb +11, Move Silently +11, Spot +4 |
Feats: |
Ability Focus (poison), Improved Initiative |
Environment: |
Warm hills |
Organization: |
Solitary or cluster (25) |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
68 HD (Large); 915 HD (Huge) |
Level Adjustment: |
|
Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.
|
Medium Aberration (Shapechanger) |
Hit Dice: |
15d8+30 (97 hp) |
Initiative: |
+6 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
17 (+2 Dex, +5 natural), touch 12, flat-footed 15 |
Base Attack/Grapple: |
+11/+12 |
Attack: |
Slam +12 melee (1d3+1) |
Full Attack: |
Slam +12 melee (1d3+1) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft. |
Saves: |
Fort +11, Ref +11, Will +11 |
Abilities: |
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14 |
Skills: |
Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8 |
Feats: |
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility |
Environment: |
Underground |
Organization: |
Solitary |
Challenge Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Usually chaotic neutral |
Advancement: |
1521 HD (Huge); 2245 HD (Gargantuan) |
Level Adjustment: |
|
A phasm is an amorphous creature that can assume the guise of almost any other creature or object. A phasm in its natural form is about 5 feet in diameter and 2 feet high at the center. Swirls of color indicate sensory organs. In this form, a phasm slithers about like an ooze and can attack with a pseudopod. It weighs about 400 pounds.
|
Aasimar, 1st-Level Warrior |
|
Medium Outsider (Native) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+4 |
Speed: |
20 ft. in scale mail (4 squares); base speed 30 ft. |
Armor Class: |
16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16 |
Base Attack/Grapple: |
+1/+2 |
Attack: |
Longsword +2 melee (1d8+1/1920) or light crossbow +1 ranged (1d8/1920) |
Full Attack: |
Longsword +2 melee (1d8+1/1920) or light crossbow +1 ranged (1d8/1920) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Daylight |
Special Qualities: |
Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5 |
Saves: |
Fort +3, Ref +0, Will +0 |
Abilities: |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10 |
Skills: |
Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3 |
Feats: |
Improved Initiative |
Environment: |
Temperate plains |
Organization: |
Solitary, pair, or team (34) |
Challenge Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually good (any) |
Advancement: |
By character class |
Level Adjustment: |
+1 |
|
Tiefling, 1st-Level Warrior |
|
Medium Outsider (Native) |
Hit Dice: |
1d8+1 (5 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: |
Rapier +3 melee (1d6+1/1820) or light crossbow +2 ranged (1d8/1920) |
Full Attack: |
Rapier +3 melee (1d6+1/1820) or light crossbow +2 ranged (1d8/1920) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Darkness |
Special Qualities: |
Darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5 |
Saves: |
Fort +3, Ref +1, Will 1 |
Abilities: |
Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6 |
Skills: |
Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1 |
Feats: |
Weapon Focus (rapier) |
Environment: |
Temperate plains |
Organization: |
Solitary, pair, or gang (34) |
Challenge Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually evil (any) |
Advancement: |
By character class |
Level Adjustment: |
+1 |
Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
|
Tiny Dragon |
Hit Dice: |
2d12+2 (15 hp) |
Initiative: |
+2 |
Speed: |
15 ft. (3 squares), fly 60 ft. (good) |
Armor Class: |
18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16 |
Base Attack/Grapple: |
+2/8 |
Attack: |
Sting +4 melee (1d32 plus poison) |
Full Attack: |
Sting +4 melee (1d32 plus poison) and bite 1 melee (1) |
Space/Reach: |
2-1/2 ft./0 ft. (5 ft. with tail) |
Special Attacks: |
Poison |
Special Qualities: |
Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft. |
Saves: |
Fort +4, Ref +5, Will +4 |
Abilities: |
Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10 |
Skills: |
Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks) |
Feats: |
Weapon Finesse |
Environment: |
Temperate forests |
Organization: |
Solitary, pair, or clutch (35) |
Challenge Rating: |
1 |
Treasure: |
None |
Alignment: |
Always neutral good |
Advancement: |
34 HD (Tiny) |
Level Adjustment: |
+3 |
A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.
|
Gargantuan Magical Beast |
Hit Dice: |
16d10+112 (200 hp) |
Initiative: |
2 |
Speed: |
20 ft. (4 squares), burrow 20 ft., swim 10 ft. |
Armor Class: |
19 (4 size, 2 Dex, +15 natural), touch 4, flat-footed 19 |
Base Attack/Grapple: |
+16/+40 |
Attack: |
Bite +25 melee (2d8+12) |
Full Attack: |
Bite +25 melee (2d8+12) and sting +20 melee (2d6+6 plus poison) |
Space/Reach: |
20 ft./15ft. |
Special Attacks: |
Improved grab, swallow whole, poison |
Special Qualities: |
Tremorsense 60 ft. |
Saves: |
Fort +17, Ref +8, Will +4 |
Abilities: |
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8 |
Skills: |
Listen +18, Swim +20 |
Feats: |
Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting) |
Environment: |
Underground |
Organization: |
Solitary |
Challenge Rating: |
12 |
Treasure: |
No coins, 50% goods (stone only), no items |
Alignment: |
Always neutral |
Advancement: |
1632 HD (Gargantuan); 3348 HD (Colossal) |
Level Adjustment: |
|
The body of a mature purple worm is 5 feet in diameter and 80 feet long, weighing about 40,000 pounds. The creature has a poisonous stinger in its tail.
|
Medium Outsider (Native) |
Hit Dice: |
7d8+21 (52 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
21 (+2 Dex, +9 natural), touch 12, flat-footed 19 |
Base Attack/Grapple: |
+7/+8 |
Attack: |
Claw +8 melee (1d4+1) |
Full Attack: |
2 claws +8 melee (1d4+1) and bite +3 melee (1d6) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Detect thoughts, spells |
Special Qualities: |
Change shape, damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27 |
Saves: |
Fort +8, Ref +7, Will +6 |
Abilities: |
Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17 |
Skills: |
Bluff +17*, Concentration +13, Diplomacy +7, Disguise +17 (+19 acting)*, Intimidate +5, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11 |
Feats: |
Alertness, Combat Casting, Dodge |
Environment: |
Warm marshes |
Organization: |
Solitary |
Challenge Rating: |
10 |
Treasure: |
Standard coins; double goods; standard items |
Alignment: |
Always lawful evil |
Advancement: |
By character class |
Level Adjustment: |
+7 |
A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.
|
Medium Outsider (Extraplanar, Fire) |
Hit Dice: |
4d8+7 (25 hp) |
Initiative: |
+5 |
Speed: |
5 ft. (1 square), fly 60 ft. (good) |
Armor Class: |
15 (+1 Dex, +4 natural), touch 11, flat-footed 14 |
Base Attack/Grapple: |
+4/+6 |
Attack: |
Claw +6 melee (1d4+2) or bite +6 melee (1d8+3) |
Full Attack: |
4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Paralyzing gaze, improved grab, blood drain |
Special Qualities: |
Darkvision 60 ft., flight, immunity to fire, vulnerability to cold |
Saves: |
Fort +5, Ref +5, Will +5 |
Abilities: |
Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12 |
Skills: |
Hide +8, Listen +8, Move Silently +8, Spot +8 |
Feats: |
Improved Initiative, Toughness |
Environment: |
Elemental Plane of Fire |
Organization: |
Solitary, pair, or cluster (36) |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
56 HD (Medium); 712 HD (Large) |
Level Adjustment: |
|
A rast has anywhere from ten to fifteen claws, though it can only use four at once.
|
Medium Outsider (Extraplanar) |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+4 |
Speed: |
20 ft. (4 squares), fly 60 ft. (perfect) |
Armor Class: |
25 (+15 natural), touch 10, flat-footed 25 |
Base Attack/Grapple: |
+3/+4 |
Attack: |
Tail slap +4 melee (1d6+1 plus positive energy) or tail touch +4 melee touch (positive energy) |
Full Attack: |
Tail slap +4 melee (1d6+1 plus positive energy) and claw +2 melee (1d4 plus positive energy); or tail touch +4 melee touch (positive energy) and claw touch +2 melee touch (positive energy) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Positive energy lash, animate objects |
Special Qualities: |
Darkvision 60 ft., flight, immunity to fire |
Saves: |
Fort +4, Ref +3, Will +4 |
Abilities: |
Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14 |
Skills: |
Escape Artist +6, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +7, Use Rope +0 (+2 with bindings) |
Feats: |
Improved Initiative, Multiattack |
Environment: |
Positive Energy Plane |
Organization: |
Solitary (1 plus at least 1 animated object) |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4 HD (Medium); 59 HD (Large) |
Level Adjustment: |
|
Ravids are creatures from the Positive Energy Plane. These bizarre entities imbue creatures with energy by their touch and animate lifeless objects around them. Ravids that make their way to the Material Plane wander about aimlessly, followed by the objects to which they have given life.
|
Huge Magical Beast |
Hit Dice: |
7d10+35 (73 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares), burrow 20 ft. |
Armor Class: |
20 (2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 |
Base Attack/Grapple: |
+7/+23 |
Attack: |
Bite +13 melee (2d8+12) |
Full Attack: |
Bite +13 melee (2d8+12) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Improved grab, swallow whole |
Special Qualities: |
Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft. |
Saves: |
Fort +10, Ref +6, Will +3 |
Abilities: |
Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10 |
Skills: |
Listen +8, Spot +8 |
Feats: |
Awesome Blow, Improved Bull Rush, Power Attack |
Environment: |
Cold desert |
Organization: |
Solitary |
Challenge Rating: |
7 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
814 HD (Huge); 1521 HD (Gargantuan) |
Level Adjustment: |
|
A remorhaz is whitish-blue in color but pulses with a reddish glow from the heat its body produces. The creature is a little more than 20 feet long, with a body about 5 feet wide. It weighs about 10,000 pounds.
|
Gargantuan Animal |
Hit Dice: |
18d8+126 (207 hp) |
Initiative: |
+2 |
Speed: |
20 ft. (4 squares), fly 80 ft. (average) |
Armor Class: |
17 (4 size, +2 Dex, +9 natural), touch 8, flatfooted 15 |
Base Attack/Grapple: |
+13/+37 |
Attack: |
Talon +21 melee (2d6+12) |
Full Attack: |
2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6) |
Space/Reach: |
20 ft./15 ft. |
Special Attacks: |
|
Special Qualities: |
Low-light vision |
Saves: |
Fort +18, Ref +13, Will +9 |
Abilities: |
Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11 |
Skills: |
Hide 3, Listen +10, Spot +14 |
Feats: |
Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover |
Environment: |
Warm mountains |
Organization: |
Solitary or pair |
Challenge Rating: |
9 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
1932 HD (Gargantuan); 3354 (Colossal) |
Level Adjustment: |
|
A roc's plumage is either dark brown or golden from head to tail. These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A roc weighs about 8,000 pounds.
|
Large Magical Beast |
Hit Dice: |
10d10+30 (85 hp) |
Initiative: |
+5 |
Speed: |
10 ft. (2 squares) |
Armor Class: |
24 (1 size, +1 Dex, +14 natural), touch 10, flat-footed 23 |
Base Attack/Grapple: |
+10/+18 |
Attack: |
Strand +11 ranged touch (drag) or bite +13 melee (2d6+6) |
Full Attack: |
6 strands +11 ranged touch (drag) and bite +13 melee (2d6+6) |
Space/Reach: |
10 ft./10 ft. (50 ft. with strand) |
Special Attacks: |
Drag, strands, weakness |
Special Qualities: |
Darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire |
Saves: |
Fort +10, Ref +8, Will +8 |
Abilities: |
Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12 |
Skills: |
Climb +12, Hide +10*, Listen +13, Spot +13 |
Feats: |
Alertness, Improved Initiative, Iron Will, Weapon Focus (strand) |
Environment: |
Underground |
Organization: |
Solitary, pair, or cluster (36) |
Challenge Rating: |
12 |
Treasure: |
No coins; 50% goods (stone only); no items |
Alignment: |
Usually chaotic evil |
Advancement: |
1115 HD (Large); 1630 HD (Huge) |
Level Adjustment: |
|
A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper's coloration and temperature change to match the features of the surrounding cave.
|
Medium Aberration |
Hit Dice: |
5d8+5 (27 hp) |
Initiative: |
+3 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
18 (+3 Dex, +5 natural), touch 13, flat-footed 15 |
Base Attack/Grapple: |
+3/+3 |
Attack: |
Antennae touch +3 melee (rust) |
Full Attack: |
Antennae touch +3 melee (rust) and bite 2 melee (1d3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Rust |
Special Qualities: |
Darkvision, scent |
Saves: |
Fort +2, Ref +4, Will +5 |
Abilities: |
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8 |
Skills: |
Listen +7, Spot +7 |
Feats: |
Alertness, Track |
Environment: |
Underground |
Organization: |
Solitary or pair |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
68 HD (Medium); 915 HD (Large) |
Level Adjustment: |
|
The hide of these creatures varies in color from a yellowish tan underside to a rust-red upper back. A rust monster's prehensile antennae can rust metals on contact.