|
Medium Monstrous Humanoid (Aquatic) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares), swim 60 ft. |
Armor Class: |
16 (+1 Dex, +5 natural), touch 11, flat-footed 15 |
Base Attack/Grapple: |
+2/+4 |
Attack: |
Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +3 ranged (1d10/1920) |
Full Attack: |
Trident +4 melee (1d8+3) and bite +2 melee (1d4+1); or 2 talons +4 melee (1d4+2) and bite +2 melee (1d4+1); or heavy crossbow +3 ranged (1d10/1920) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Blood frenzy, rake 1d4+1 |
Special Qualities: |
Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent |
Saves: |
Fort +3, Ref +4, Will +4 |
Abilities: |
Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9 |
Skills: |
Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1* |
Feats: |
Great Fortitude, MultiattackB |
Environment: |
Warm aquatic |
Organization: |
Solitary, pair, team (58), patrol (1120 plus 1 3rd-level lieutenant and 12 sharks), band (2080 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 12 sharks), or tribe (70160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 14 underpriestesses of 3rd6th level, 1 7th-level priestess, and 1 baron of 6th8th level plus 58 sharks) |
Challenge Rating: |
2 |
Treasure: |
Standard |
Alignment: |
Usually lawful evil |
Advancement: |
35 HD (Medium), 610 HD (Large), or by character class |
Level Adjustment: |
+2 (+3 if four-armed) |
Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.
|
Flamebrother Salamander |
Average Salamander |
Noble Salamander |
|
Small Outsider (Extraplanar, Fire) |
Medium Outsider (Extraplanar, Fire) |
Large Outsider (Extraplanar, Fire) |
Hit Dice: |
4d8+8 (26 hp) |
9d8+18 (58 hp) |
15d8+45 (112 hp) |
Initiative: |
+1 |
+1 |
+1 |
Speed: |
20 ft. (4 squares) |
20 ft. (4 squares) |
20 ft. (4 squares) |
Armor Class: |
19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18 |
18 (+1 Dex, +7 natural), touch 11, flat-footed 17 |
18 (1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 |
Base Attack/Grapple: |
+4/+1 |
+9/+11 |
+15/+25 |
Attack: |
Spear +6 melee (1d6+1/x3 plus 1d6 fire) |
Spear +11 melee (1d8+3/x3 plus 1d6 fire) |
+3 longspear +23 melee (1d8+9/x3 plus 1d8 fire) |
Full Attack: |
Spear +6 melee (1d6+1/x3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire) |
Spear +11/+6 melee (1d8+3/x3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire) |
+3 longspear +23/+18/+13 melee (1d8+9/x3 plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. (10 ft. with tail) |
10 ft./10 ft. (20 ft. with tail or longspear) |
Special Attacks: |
Constrict 1d4 plus 1d6 fire, heat, improved grab |
Constrict 2d6+1 plus 1d6 fire, heat, improved grab |
Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities |
Special Qualities: |
Darkvision 60 ft., immunity to fire, vulnerability to cold |
Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold |
Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold |
Saves: |
Fort +6, Ref +5, Will +6 |
Fort +8, Ref +7, Will +8 |
Fort +12, Ref +10, Will +11 |
Abilities: |
Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13 |
Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13 |
Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15 |
Skills: |
Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11 |
Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8 |
Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13 |
Feats: |
Alertness, Multiattack |
Alertness, Multiattack, Power Attack |
Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing]) |
Environment: |
Elemental Plane of Fire |
Elemental Plane of Fire |
Elemental Plane of Fire |
Organization: |
Solitary, pair, or cluster (35) |
Solitary, pair, or cluster (35) |
Solitary, pair, or noble party (914) |
Challenge Rating: |
3 |
6 |
10 |
Treasure: |
Standard (nonflammables only) |
Standard (nonflammables only) |
Double standard (nonflammables only) and +3 longspear |
Alignment: |
Usually evil (any) |
Usually evil (any) |
Usually evil (any) |
Advancement: |
46 HD (Small) |
814 HD (Medium) |
1621 HD (Large); 2245 HD (Huge) |
Level Adjustment: |
+4 |
+5 |
|
|
Medium Fey |
Hit Dice: |
5d6+5 (22 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
15 (+1 Dex, +4 natural), touch 11, flat-footed 14 |
Base Attack/Grapple: |
+2/+2 |
Attack: |
Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3) |
Full Attack: |
Head butt +2 melee (1d6) and dagger 3 melee (1d4/1920); or shortbow +3 ranged (1d6/x3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Pipes |
Special Qualities: |
Damage reduction 5/cold iron, low-light vision |
Saves: |
Fort +2, Ref +5, Will +5 |
Abilities: |
Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 |
Skills: |
Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground) |
Feats: |
AlertnessB, Dodge, Mobility |
Environment: |
Temperate forests |
Organization: |
Solitary, pair, band (35), or troop (611) |
Challenge Rating: |
2 (without pipes) or 4 (with pipes) |
Treasure: |
Standard |
Alignment: |
Usually chaotic neutral |
Advancement: |
610 HD (Medium) |
Level Adjustment: |
+2 |
A satyr's hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
|
Large Magical Beast |
Hit Dice: |
6d10+18 (51 hp) |
Initiative: |
+1 |
Speed: |
10 ft. (2 squares), swim 40 ft. |
Armor Class: |
18 (1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 |
Base Attack/Grapple: |
+6/+14 |
Attack: |
Claw +9 melee (1d6+4) |
Full Attack: |
2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Rend 2d6+6 |
Special Qualities: |
Darkvision 60 ft., hold breath, low-light vision, scent |
Saves: |
Fort +8, Ref +6, Will +5 |
Abilities: |
Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10 |
Skills: |
Listen +8, Spot +7, Swim +12 |
Feats: |
Alertness, Endurance, Iron Will |
Environment: |
Temperate aquatic |
Organization: |
Solitary, pair, or pride (512) |
Challenge Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
79 HD (Large); 1018 HD (Huge) |
Level Adjustment: |
|
A typical sea cat is 12 feet long and weighs 800 pounds.
|
Medium Undead (Incorporeal) |
Hit Dice: |
3d12 (19 hp) |
Initiative: |
+2 |
Speed: |
Fly 40 ft. (good) (8 squares) |
Armor Class: |
13 (+2 Dex, +1 deflection), touch 13, flat-footed 11 |
Base Attack/Grapple: |
+1/ |
Attack: |
Incorporeal touch +3 melee (1d6 Str) |
Full Attack: |
Incorporeal touch +3 melee (1d6 Str) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Create spawn, strength damage |
Special Qualities: |
Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits |
Saves: |
Fort +1, Ref +3, Will +4 |
Abilities: |
Str , Dex 14, Con ,Int 6, Wis 12, Cha 13 |
Skills: |
Hide +8*, Listen +7, Search +4, Spot +7 |
Feats: |
Alertness, Dodge |
Environment: |
Any |
Organization: |
Solitary, gang (25), or swarm (611) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always chaotic evil |
Advancement: |
49 HD (Medium) |
Level Adjustment: |
|
|
Medium Outsider (Extraplanar) |
Hit Dice: |
4d8+12 (30 hp) |
Initiative: |
+5 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
14 (+1 Dex, +3 natural), touch 11, flat-footed 13 |
Base Attack/Grapple: |
+4/+7 |
Attack: |
Bite +7 melee (1d6+4) |
Full Attack: |
Bite +7 melee (1d6+4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Bay, trip |
Special Qualities: |
Darkvision 60 ft., shadow blend, scent |
Saves: |
Fort +7, Ref +5, Will +5 |
Abilities: |
Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13 |
Skills: |
Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8* |
Feats: |
Dodge, Improved Initiative, TrackB |
Environment: |
Plane of Shadow |
Organization: |
Solitary, pair, or pack (512) |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral evil |
Advancement: |
56 HD (Medium); 712 HD (Large) |
Level Adjustment: |
+3 (cohort) |
This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.
|
Large Plant |
Hit Dice: |
8d8+24 (60 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4 squares), swim 20 ft. |
Armor Class: |
20 (1 size, +11 natural), touch 9, flat-footed 20 |
Base Attack/Grapple: |
+6/+15 |
Attack: |
Slam +11 melee (2d6+5) |
Full Attack: |
2 slams +11 melee (2d6+5) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Improved grab, constrict 2d6+7 |
Special Qualities: |
Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 10 |
Saves: |
Fort +9, Ref +2, Will +4 |
Abilities: |
Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9 |
Skills: |
Hide +3*, Listen +8, Move Silently +8 |
Feats: |
Iron Will, Power Attack, Weapon Focus (slam) |
Environment: |
Temperate marshes |
Organization: |
Solitary |
Challenge Rating: |
6 |
Treasure: |
1/10th coins; 50% goods; 50% items |
Alignment: |
Usually neutral |
Advancement: |
912 HD (Large); 1324 HD (Huge) |
Level Adjustment: |
+6 |
Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants.
|
Small Magical Beast |
Hit Dice: |
2d10+2 (13 hp) |
Initiative: |
+6 |
Speed: |
40 ft. (8 squares), climb 20 ft., swim 20 ft. |
Armor Class: |
16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 |
Base Attack/Grapple: |
+2/2 |
Attack: |
Bite +3 melee (1d4) |
Full Attack: |
Bite +3 melee (1d4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Stunning shock, lethal shock |
Special Qualities: |
Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision |
Saves: |
Fort +4, Ref +5, Will +1 |
Abilities: |
Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 |
Skills: |
Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10 |
Feats: |
Improved Initiative |
Environment: |
Warm marshes |
Organization: |
Solitary, pair, clutch (35), or colony (611) |
Challenge Rating: |
2 |
Treasure: |
1/10 coins; 50% goods; 50% items |
Alignment: |
Always neutral |
Advancement: |
34 HD (Small); 56 HD (Medium) |
Level Adjustment: |
|
A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds.
|
Human Warrior Skeleton |
Wolf Skeleton |
Owlbear Skeleton |
|
Medium Undead |
Medium Undead |
Large Undead |
Hit Dice: |
1d12 (6 hp) |
2d12 (13 hp) |
5d12 (32 hp) |
Initiative: |
+5 |
+7 |
+6 |
Speed: |
30 ft. (6 squares) |
50 ft. (10 squares) |
30 ft. (6 squares) |
Armor Class: |
15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14 |
15 (+3 Dex, +2 natural), touch 13, flat-footed 12 |
13 (1 size, +2 Dex, +2 natural), touch 11, flat-footed 11 |
Base Attack/Grapple: |
+0/+1 |
+1/+2 |
+2/+11 |
Attack: |
Scimitar +1 melee (1d6+1/1820) or claw +1 melee (1d4+1) |
Bite +2 melee (1d6+1) |
Claw +6 melee (1d6+5) |
Full Attack: |
Scimitar +1 melee (1d6+1/1820) or 2 claws +1 melee (1d4+1) |
Bite +2 melee (1d6+1) |
2 claws +6 melee (1d6+5) and bite +1 melee (1d8+2) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./5 ft. |
Special Attacks: |
|
|
|
Special Qualities: |
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Saves: |
Fort +0, Ref +1, Will +2 |
Fort +0, Ref +3, Will +3 |
Fort +1, Ref +3, Will +4 |
Abilities: Str 13, Dex 13, Con , Int , Wis 10, Cha 1 |
Str 13, Dex 17, Con , Int , Wis 10, Cha 1 |
Str 21, Dex 14, Con , Int , Wis 10, Cha 1 |
|
Feats: |
Improved Initiative |
Improved Initiative |
Improved Initiative |
Environment: |
Temperate plains |
Temperate forests |
Temperate forests |
Organization: |
Any |
Any |
Any |
Challenge Rating: |
1/3 |
1 |
2 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral evil |
Always neutral evil |
Always neutral evil |
Advancement: |
|
3 HD (Medium); 46 HD (Large) |
68 HD (Large); 915 HD (Huge) |
Level Adjustment: |
|
|
|
|
Troll Skeleton |
Chimera Skeleton |
Ettin Skeleton |
|
Large Undead |
Large Undead |
Large Undead |
Hit Dice: |
6d12 (39 hp) |
9d12 (58 hp) |
10d12 (65 hp) |
Initiative: |
+7 |
+6 |
+4 |
Speed: |
30 ft. (6 squares) |
30 ft. (6 squares) |
40 ft. (8 squares) |
Armor Class: |
14 (+3 Dex, 1 size, +2 natural), touch 12, flat-footed 11 |
13 (+2 Dex., 1 size, +2 natural), touch 11, flat-footed 11 |
11 (1 size, +2 natural), touch 9, flat-footed 11 |
Base Attack/Grapple: |
+3/+13 |
+4/+12 |
+5/+15 |
Attack: |
Claw +8 melee (1d6+6) |
Bite +7 melee (2d6+4) |
Morningstar +10 melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6) |
Full Attack: |
2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3) |
Bite +7 melee (2d6+4) and bite+7 melee (1d8+4) and gore +7 melee (1d8+4) and 2 claws +2 melee (1d6+2) |
2 morningstars +10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged (1d8+6) |
Space/Reach: |
10 ft./10 ft |
10 ft./5 ft |
10 ft./10 ft. |
Special Attacks: |
|
|
|
Special Qualities: |
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon |
Saves: |
Fort +2, Ref +5, Will +5 |
Fort +3, Ref +5, Will +6 |
Fort +3, Ref +3, Will +7 |
Abilities: |
Str 23, Dex 16, Con , Int , Wis 10, Cha 1 |
Str 19, Dex 15, Con , Int , Wis 10, Cha 1 |
Str 23, Dex 10, Con , Int , Wis 10, Cha 1 |
Feats: |
Improved Initiative |
Improved Initiative |
Improved Initiative |
Environment: |
Cold mountains |
Temperate hills |
Cold hills |
Organization: |
Any |
Any |
Any |
Challenge Rating: |
3 |
4 |
5 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral evil |
Always neutral evil |
Always neutral evil |
Advancement: |
|
1013 HD (Large); 1427 HD (Huge) |
|
Level Adjustment: |
|
|
|
|
Advanced Megaraptor Skeleton |
Cloud Giant Skeleton |
Young Adult Red Dragon Skeleton |
|
Huge Undead |
Huge Undead |
Huge Undead (Fire) |
Hit Dice: |
12d12 (78 hp) |
17d12 (110 hp) |
19d12 (123 hp) |
Initiative: |
+7 |
+6 |
+5 |
Speed: |
60 ft. (12 squares) |
50 ft. (10 squares) |
40 ft. (8 squares) |
Armor Class: |
14 (2 size, +3 Dex, +3 natural), touch 11, flat-footed 11 |
13 (2 size, +2 Dex, +3 natural), touch 10, flat-footed 11 |
12 (2 size, +1 Dex, +3 natural), touch 9, flat-footed 11 |
Base Attack/Grapple: |
+6/+19 |
+8/+28 |
+9/+27 |
Attack: |
Talons +9 melee (2d8+5) |
Gargantuan morningstar +18 melee (4d6+18) or claw +18 melee (1d8+12) or rock +8 ranged (2d8+12) |
Bite +17 melee (2d8+10) |
Full Attack: |
Talons +9 melee (2d8+5) and 2 claws +4 melee (1d8+2) and bite +4 melee (2d6+2) |
Gargantuan morningstar +18/+13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12) |
Bite +17 melee (2d8+10) and 2 claws +12 melee (2d6+5) and 2 wings +12 melee (1d8+5) and tail slap +12 melee (2d6+15) |
Space/Reach: |
15 ft./10 ft. |
15 ft./15 ft. |
15 ft./10 ft. |
Special Attacks: |
|
|
|
Special Qualities: |
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits |
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits |
Saves: |
Fort +4, Ref +7, Will +8 |
Fort +5, Ref +7, Will +10 |
Fort +6, Ref +7, Will +8 |
Abilities: |
Str 21, Dex 17, Con , Int , Wis 10, Cha 1 |
Str 35, Dex 15, Con , Int , Wis 10, Cha 1 |
Str 31, Dex 12, Con , Int , Wis 10, Cha 1 |
Feats: |
Improved Initiative |
Improved Initiative |
Improved Initiative |
Environment: |
Warm forests |
Temperate mountains |
Warm mountains |
Organization: |
Any |
Any |
Any |
Challenge Rating: |
6 |
7 |
8 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral evil |
Always neutral evil |
Always neutral evil |
Advancement: |
1316 HD (Huge); 1720 HD (Gargantuan) |
|
20 HD (Huge) |
Level Adjustment: |
|
|
|
|
Medium Aberration (Aquatic) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4 squares), swim 40 ft. |
Armor Class: |
13 (+1 Dex, +2 natural), touch 11, flat-footed 12 |
Base Attack/Grapple: |
+1/+5 |
Attack: |
Bite +5 melee (2d6+4) |
Full Attack: |
Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Rake 1d6+2 |
Special Qualities: |
Darkvision 60 ft., amphibious |
Saves: |
Fort +1, Ref +1, Will +3 |
Abilities: |
Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6 |
Skills: |
Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12 |
Feats: |
Alertness |
Environment: |
Underground |
Organization: |
Brood (25) or pack (615) |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Usually lawful evil |
Advancement: |
34 HD (Medium); 56 HD (Large) |
Level Adjustment: |
+3 |
A skum is about the same height and weight as a human. Skum speak Aquan.
|
Medium Undead (Incorporeal) |
Hit Dice: |
7d12 (45 hp) |
Initiative: |
+7 |
Speed: |
40 ft. (8 squares), fly 80 ft. (perfect) |
Armor Class: |
15 (+3 Dex, +2 deflection), touch 15, flat-footed 13 |
Base Attack/Grapple: |
+3/ |
Attack: |
Incorporeal touch +6 melee (1d8 plus energy drain) |
Full Attack: |
Incorporeal touch +6 melee (1d8 plus energy drain) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Energy drain, create spawn |
Special Qualities: |
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura |
Saves: |
Fort +2, Ref +5, Will +7 |
Abilities: |
Str , Dex 16, Con , Int 14, Wis 14, Cha 15 |
Skills: |
Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks) |
Feats: |
Alertness, Blind-Fight, Improved Initiative |
Environment: |
Any land and underground |
Organization: |
Solitary, gang (24), or swarm (611) |
Challenge Rating: |
7 |
Treasure: |
None |
Alignment: |
Always lawful evil |
Advancement: |
814 HD (Medium) |
Level Adjustment: |
|
A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual's face in a painting or a drawing. In many cases, the evidence of a violent death is visible on its body. A spectre is roughly human-sized and is weightless.
|
Large Magical Beast |
Hit Dice: |
12d10+48 (114 hp) |
Initiative: |
+0 |
Speed: |
50 ft. (10 squares), fly 80 ft. (poor) |
Armor Class: |
22 (1 size, +13 natural), touch 9, flat-footed 22 |
Base Attack/Grapple: |
+12/+23 |
Attack: |
Claw +18 melee (2d4+7) |
Full Attack: |
2 claws +18 melee (2d4+7) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Pounce, rake 2d4+3, roar, spells |
Special Qualities: |
Darkvision 60 ft., low-light vision |
Saves: |
Fort +12, Ref +8, Will +7 |
Abilities: |
Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17 |
Skills: |
Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18 |
Feats: |
Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track |
Environment: |
Warm deserts |
Organization: |
Solitary |
Challenge Rating: |
9 |
Treasure: |
Standard |
Alignment: |
Always chaotic good |
Advancement: |
1318 HD (Large); 1936 HD (Huge) |
Level Adjustment: |
+5 (cohort) |
These sphinxes are always male. Androsphinxes are clever and generally good-natured, but they can be savage opponents.
|
Large Magical Beast |
Hit Dice: |
10d10+30 (85 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6 squares), fly 60 ft. (poor) |
Armor Class: |
20 (1 size, +11 natural), touch 9, flat-footed 20 |
Base Attack/Grapple: |
+10/+20 |
Attack: |
Gore +15 melee (2d6+6) |
Full Attack: |
Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Pounce, rake 1d6+3 |
Special Qualities: |
Darkvision 60 ft., low-light vision |
Saves: |
Fort +10, Ref +7, Will +3 |
Abilities: |
Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11 |
Skills: |
Intimidate +8, Listen +11, Spot +1 |
Feats: |
Alertness, Cleave, Flyby Attack, Power Attack |
Environment: |
Warm deserts |
Organization: |
Solitary |
Challenge Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Always neutral |
Advancement: |
1115 HD (Large); 1630 HD (Huge) |
Level Adjustment: |
+3 (cohort) |
These sphinxes are always male. Neither good nor evil, they lack the intelligence of the androsphinx.
|
Large Magical Beast |
Hit Dice: |
8d10+8 (52 hp) |
Initiative: |
+5 |
Speed: |
40 ft. (8 squares), fly 60 ft. (poor) |
Armor Class: |
21 (1 size, +1 Dex, +11 natural), touch 10, flat-footed 20 |
Base Attack/Grapple: |
+8/+16 |
Attack: |
Claw +11 melee (1d6+4) |
Full Attack: |
2 claws +11 melee (1d6+4) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Pounce, rake 1d6+2, spell-like abilities |
Special Qualities: |
Darkvision 60 ft., low-light vision |
Saves: |
Fort +7, Ref +7, Will +8 |
Abilities: |
Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19 |
Skills: |
Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17 |
Feats: |
Combat Casting, Improved Initiative, Iron Will |
Environment: |
Warm deserts |
Organization: |
Solitary or covey (24) |
Challenge Rating: |
8 |
Treasure: |
Double standard |
Alignment: |
Always neutral |
Advancement: |
912 HD (Large); 1324 HD (Huge) |
Level Adjustment: |
+4 (cohort) |
These sphinxes are the female counterparts of androsphinxes.
|
Large Magical Beast |
Hit Dice: |
9d10+18 (67 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6 squares), fly 90 ft. (poor) |
Armor Class: |
19 (1 size, +2 Dex, +8 natural), touch 11, flat-footed 17 |
Base Attack/Grapple: |
+9/+18 |
Attack: |
Bite +13 melee (1d10+5) |
Full Attack: |
Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Pounce, rake 1d6+2 |
Special Qualities: |
Darkvision 60 ft., lowlight vision |
Saves: |
Fort +8, Ref +8, Will +5 |
Abilities: |
Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10 |
Skills: |
Listen +10, Spot +14 |
Feats: |
Alertness, Cleave, Flyby Attack, Power Attack |
Environment: |
Warm deserts |
Organization: |
Solitary, pair, or flock (47) |
Challenge Rating: |
5 |
Treasure: |
None |
Alignment: |
Always chaotic evil |
Advancement: |
1014 HD (Large); 1527 HD (Huge) |
Level Adjustment: |
+3 (cohort) |
Combat
|
Tiny Fey |
Hit Dice: |
1/2 d6+1 (2 hp) |
Initiative: |
+4 |
Speed: |
20 ft. (4 squares), fly 40 ft. (poor) |
Armor Class: |
18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16 |
Base Attack/Grapple: |
+0/11 |
Attack: |
Short sword +6 melee (1d33/1920) or longbow +6 ranged (1d43/x3) |
Full Attack: |
Short sword +6 melee (1d33/1920) or longbow +6 ranged (1d43/x3) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special Attacks: |
Spell-like abilities, fiddle |
Special Qualities: |
Damage reduction 5/cold iron, low-light vision, spell resistance 17 |
Saves: |
Fort +1, Ref +6, Will +3 |
Abilities: |
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 |
Skills: |
Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3 |
Feats: |
DodgeB, Weapon Finesse |
Environment: |
Temperate forests |
Organization: |
Gang (24), band (611), or tribe (2080) |
Challenge Rating: |
1 |
Treasure: |
No coins; 50% goods; 50% items |
Alignment: |
Always neutral good |
Advancement: |
13 HD (Tiny) |
Level Adjustment: |
+3 |
Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound.
|
Small Fey (Aquatic) |
Hit Dice: |
1d6 (3 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4 squares), swim 30 ft. |
Armor Class: |
14 (+1 size, +3 Dex), touch 14, flat-footed 11 |
Base Attack/Grapple: |
+0/6 |
Attack: |
Short sword +4 melee (1d42/1920) or light crossbow +4 ranged (1d6/1920) |
Full Attack: |
Short sword +4 melee (1d42/1920) or light crossbow +4 ranged (1d6/1920) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Charm person |
Special Qualities: |
Amphibious, damage reduction 5/cold iron, low-light vision, spell resistance 16, water breathing, wild empathy |
Saves: |
Fort +0, Ref +5, Will +3 |
Abilities: |
Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18 |
Skills: |
Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6 |
Feats: |
DodgeB, Weapon Finesse |
Environment: |
Temperate aquatic |
Organization: |
Gang (24), band (611), or tribe (2080) |
Challenge Rating: |
1 |
Treasure: |
No coins; 50% goods (metal or stone only); 50% items (no scrolls) |
Alignment: |
Always neutral |
Advancement: |
23 HD (Small) |
Level Adjustment: |
+3 |
Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes.
|
Small Fey |
Hit Dice: |
1d6 (3 hp) |
Initiative: |
+4 |
Speed: |
20 ft. (4 squares), fly 60 ft. (good) |
Armor Class: |
16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12 |
Base Attack/Grapple: |
+0/6 |
Attack: |
Short sword +5 melee (1d42/1920) or longbow +5 ranged (1d62/?3) |
Full Attack: |
Short sword +5 melee (1d42/1920) or longbow +5 ranged (1d62)/x3 |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities, special arrows |
Special Qualities: |
Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15 |
Saves: |
Fort +0, Ref +6, Will +4 |
Abilities: |
Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16 |
Skills: |
Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8 |
Feats: |
DodgeB, Weapon Finesse |
Environment: |
Temperate forests |
Organization: |
Gang (24), band (611), or tribe (2080) |
Challenge Rating: |
4 (5 with irresistible dance) |
Treasure: |
No coins; 50% goods; 50% items |
Alignment: |
Always neutral good |
Advancement: |
23 HD (Small) |
Level Adjustment: |
+4 (+6 with irresistible dance) |
Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.
|
Diminutive Magical Beast (Extraplanar, Evil, Swarm) |
Hit Dice: |
12d10+27 (93 hp) |
Initiative: |
+10 |
Speed: |
5 ft. (1 square), fly 40 ft. |
Armor Class: |
20 (+4 size, +6 Dex), touch 20, flat-footed 14 |
Base Attack/Grapple: |
+12/ |
Attack: |
Swarm (3d6 plus poison) |
Full Attack: |
Swarm (3d6 plus poison) |
Space/Reach: |
10 ft./0 ft. |
Special Attacks: |
Distraction, inhabit, poison |
Special Qualities: |
Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance to fire 10, low-light vision, swarm traits |
Saves: |
Fort +10, Ref +14, Will +7 |
Abilities: |
Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9 |
Skills: |
Hide +19, Listen +10, Spot +10 |
Feats: |
Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness |
Environment: |
A evil-aligned plane |
Organization: |
Solitary, fright (24 swarms), or terror (58 swarms) |
Challenge Rating: |
8 |
Treasure: |
None |
Alignment: |
Always lawful evil |
Advancement: |
None |
Level Adjustment: |
|
A single hellwasp resembles a thumb-sized normal wasp, except its carapace is gleaming black with ruby-red stripes, and its compound eyes are an iridescent green. In swarms, hellwasps form a collective hive mind intelligence with infernal cunning and bloodlust.
|
Tiny Animal (Swarm) |
Hit Dice: |
4d8 (13 hp) |
Initiative: |
+2 |
Speed: |
15 ft. (3 squares), climb 15 ft. |
Armor Class: |
14 (+2 size, +2 Dex), touch 14, flat-footed 12 |
Base Attack/Grapple: |
+3/ |
Attack: |
Swarm (1d6 plus disease) |
Full Attack: |
Swarm (1d6 plus disease) |
Space/Reach: |
10 ft./0 ft. |
Special Attacks: |
Disease, distraction |
Special Qualities: |
Half damage from slashing and piercing, low-light vision, scent, swarm traits |
Saves: |
Fort +4, Ref +6, Will +2 |
Abilities: |
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 |
Skills: |
Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10 |
Feats: |
Alertness, Weapon Finesse |
Environment: |
Any |
Organization: |
Solitary, pack (24 swarms), or infestation (712 swarms) |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
None |
Level Adjustment: |
|
Combat