|
Colossal Magical Beast |
Hit Dice: |
48d10+594 (858 hp) |
Initiative: |
+7 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
35 (8 size, +3 Dex, +30 natural), touch 5, flat-footed 32 |
Base Attack/Grapple: |
+48/+81 |
Attack: |
Bite +57 melee (4d8+17/1820/x3) |
Full Attack: |
Bite +57 melee (4d8+17/1820/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8) |
Space/Reach: |
30 ft./20 ft. |
Special Attacks: |
Augmented critical, frightful presence, improved grab, rush, swallow whole |
Special Qualities: |
Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32 |
Saves: |
Fort +38, Ref +29, Will +20 |
Abilities: |
Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14 |
Skills: |
Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks) |
Feats: |
Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6) |
Environment: |
Any |
Organization: |
Solitary |
Challenge Rating: |
20 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
49+ HD (Colossal) |
Level Adjustment: |
|
The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.
|
Huge Plant |
Hit Dice: |
9d8+54 (94 hp) |
Initiative: |
1 |
Speed: |
20 ft. (4 squares) |
Armor Class: |
16 (2 size, 1 Dex, +9 natural), touch 7, flat-footed 16 |
Base Attack/Grapple: |
+6/+23 |
Attack: |
Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4) |
Full Attack: |
Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4) |
Space/Reach: |
15 ft./15 ft. |
Special Attacks: |
Improved grab, paralysis, swallow whole |
Special Qualities: |
Low-light vision, plant traits, regeneration 10 |
Saves: |
Fort +12, Ref +2, Will +4 |
Abilities: |
Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3 |
Skills: |
Hide +9, Listen +1, Move Silently +1, Spot +1 |
Feats: |
Alertness, Iron Will, Power Attack, Stealthy |
Environment: |
Temperate forests |
Organization: |
Solitary |
Challenge Rating: |
6 |
Treasure: |
1/10th coins; 50% goods; 50% items |
Alignment: |
Always neutral |
Advancement: |
1016 HD (Huge); 1727 HD (Gargantuan) |
Level Adjustment: |
|
A tendriculos can rear up to a height of 15 feet. It weighs about 3,500 pounds.
|
Medium Elemental (Earth, Extraplanar, Fire) |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares), burrow 20 ft. |
Armor Class: |
18 (+1 Dex, +7 natural), touch 11, flat-footed 17 |
Base Attack/Grapple: |
+2/+4 |
Attack: |
Slam +4 melee (1d6+3 plus 2d6 fire) |
Full Attack: |
Slam +4 melee (1d6+3 plus 2d6 fire) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Heat, burn |
Special Qualities: |
Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold |
Saves: |
Fort +4, Ref +2, Will +2 |
Abilities: |
Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10 |
Skills: |
Listen +5, Move Silently +3, Survival +3 |
Feats: |
Alertness, Track |
Environment: |
Elemental Plane of Fire |
Organization: |
Solitary or pair |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
49 HD (Large) |
Level Adjustment: |
|
A thoqqua is about 1 foot in diameter and 4 to 5 feet long. It weighs about 200 pounds.
|
Huge Outsider (Chaotic, Extraplanar) |
Hit Dice: |
20d8+280 (370 hp) |
Initiative: |
+1 |
Speed: |
40 ft. in half-plate armor (8 squares); base speed 60 ft. |
Armor Class: |
38 (2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38 |
Base Attack/Grapple: |
+20/+44 |
Attack: |
Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or +3 javelin +22 ranged (2d6+19) or slam +34 (1d8+16) |
Full Attack: |
Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/?3) or +3 javelin +22 ranged (2d6+19) or 2 slams +34 (1d8+16) |
Space/Reach: |
15 ft./15 ft. |
Special Attacks: |
Oversized weapon, spell-like abilities |
Special Qualities: |
Damage reduction 15/lawful, darkvision 60 ft., spell resistance 32 |
Saves: |
Fort +26, Ref +13, Will +21 |
Abilities: |
Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24 |
Skills: |
Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16 |
Feats: |
Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning) |
Environment: |
A chaotic good-aligned plane |
Organization: |
Solitary or pair |
Challenge Rating: |
21 |
Treasure: |
Double standard plus +4 half-plate armor and Gargantuan +3 adamantine warhammer |
Alignment: |
Always chaotic (any) |
Advancement: |
2130 HD (Huge); 3160 HD (Gargantuan) |
Level Adjustment: |
|
A titan is about 25 feet tall and weighs about 14,000 pounds.
|
Juvenile Tojanida |
Adult Tojanida |
Elder Tojanida |
|
Small Outsider (Extraplanar, Water) |
Medium Outsider (Extraplanar, Water) |
Large Outsider (Extraplanar, Water) |
Hit Dice: |
3d8+6 (19 hp) |
7d8+14 (45 hp) |
15d8+60 (127 hp) |
Initiative: |
+1 |
+1 |
+1 |
Speed: |
10 ft. (2 squares), swim 90 ft. |
10 ft. (2 squares), swim 90 ft. |
10 ft. (2 squares), swim 90 ft. |
Armor Class: |
22 (+1 size, +1 Dex, +10 natural), touch 12, flat-footed 21 |
23 (+1 Dex, +12 natural), touch 11, flat-footed 22 |
24 (1 size, +1 Dex, +14 natural), touch 10, flat-footed 23 |
Base Attack/Grapple: |
+3/+1 |
+7/+10 |
+15/+25 |
Attack: |
Bite +6 melee (2d6+2) |
Bite +10 melee (2d8+3) |
Bite +20 melee (4d6+6) |
Full Attack: |
Bite +6 melee (2d6+2) and 2 claws +1 melee (1d4+1) |
Bite +10 melee (2d8+3) and 2 claws +5 melee (1d6+1) |
Bite +20 melee (4d6+6) and 2 claws +15 melee (1d8+3) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./5 ft. |
Special Attacks: |
Improved grab, ink cloud |
Improved grab, ink cloud |
Improved grab, ink cloud |
Special Qualities: |
All-around vision, darkvision 60 ft., immunity to acid and cold, resistance to |
All-around vision, darkvision 60 ft., immunity to acid and cold, electricity 10 and fire 10 |
All-around vision, darkvision 60 ft., resistance to electricity 10 and fire 10 immunity to acid and cold, resistance to electricity 10 and fire 10 |
Saves: |
Fort +5, Ref +4, Will +4 |
Fort +7, Ref +6, Will +6 |
Fort +13, Ref +10, Will +10 |
Abilities: |
Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9 |
Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9 |
Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 9 |
Skills: |
Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings) |
Diplomacy +1, Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search +14, Sense Motive +11, Spot +15, Survival +1 (+3 other planes and following tracks), Swim +11, Use Rope+1 (+3 with bindings) |
Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the Planes) +18, Listen +21, Search +22, Sense Motive +17, Spot +25, Survival +1 (+3 other planes and following tracks), Swim +14, Use Rope+1 (+3 with bindings) |
Feats: |
Blind-Fight, Dodge |
Blind-Fight, Dodge, Power Attack |
Alertness, Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack |
Environment: |
Elemental Plane of Water |
Elemental Plane of Water |
Elemental Plane of Water |
Organization: |
Solitary or clutch (24) |
Solitary or clutch (24) |
Solitary or clutch (24) |
Challenge Rating: |
3 |
5 |
9 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
46 HD (Small) |
814 HD (Medium) |
1624 HD (Large); 2545 HD (Huge) |
Level Adjustment: |
|
|
|
A tojanida's shell is blue-green in color. Inside the shell is a fleshy body from which extend seven stalks. Four of these stalks have paddles for locomotion, two are tipped with claws, and one bears the creature's head. Eight vents in the shell, four at each end, allow the tojanida to thrust its stalks out in whatever configuration it finds convenient.
|
Huge Plant |
Hit Dice: |
7d8+35 (66 hp) |
Initiative: |
1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
20 (2 size, 1 Dex, +13 natural), touch 7, flat-footed 20 |
Base Attack/Grapple: |
+5/+22 |
Attack: |
Slam +12 melee (2d6+9) |
Full Attack: |
2 slams +12 melee (2d6+9) |
Space/Reach: |
15 ft./15 ft. |
Special Attacks: |
Animate trees, double damage against objects, trample 2d6+13 |
Special Qualities: |
Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire |
Saves: |
Fort +10, Ref +1, Will +7 |
Abilities: |
Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12 |
Skills: |
Diplomacy +3, Hide 9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground) |
Feats: |
Improved Sunder, Iron Will, Power Attack |
Environment: |
Temperate forests |
Organization: |
Solitary or grove (47) |
Challenge Rating: |
8 |
Treasure: |
Standard |
Alignment: |
Usually neutral good |
Advancement: |
816 HD (Huge); 1721 HD (Gargantuan) |
Level Adjustment: |
+5 |
A treant's leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant's legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.
|
Medium Outsider (Native, Water) |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+0 |
Speed: |
5 ft. (1 square), swim 40 ft. |
Armor Class: |
16 (+6 natural), touch 10, flat-footed 16 |
Base Attack/Grapple: |
+3/+4 |
Attack: |
Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/1920) |
Full Attack: |
Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/1920) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Spell-like abilities |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +4, Ref +3, Will +4 |
Abilities: |
Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11 |
Skills: |
Craft (any one) +7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9 |
Feats: |
Mounted Combat, Ride-By Attack |
Environment: |
Temperate aquatic |
Organization: |
Company (25), squad (611), or band (2080) |
Challenge Rating: |
2 |
Treasure: |
Standard |
Alignment: |
Usually neutral good |
Advancement: |
49 HD (Medium) |
Level Adjustment: |
+2 |
A triton has silvery skin that fades into silver-blue scales on the lower half of its body. A triton's hair is deep blue or blue-green.
|
Medium Humanoid (Reptilian) |
Hit Dice: |
2d8+4 (13 hp) |
Initiative: |
1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (1 Dex, +6 natural), touch 9, flat-footed 15 |
Base Attack/Grapple: |
+1/+1 |
Attack: |
Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6) |
Full Attack: |
Club +1 melee (1d6) and claw 1 melee (1d4) and bite 1 melee (1d4); or 2 claws +1 melee (1d4) and bite 1 melee (1d4); or javelin +1 ranged (1d6) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Stench |
Special Qualities: |
Darkvision 90 ft. |
Saves: |
Fort +5, Ref 1, Will +0 |
Abilities: |
Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10 |
Skills: |
Hide +5*, Listen +3 |
Feats: |
MultiattackB, Weapon Focus (javelin) |
Environment: |
Underground |
Organization: |
Clutch (25), squad (611 plus 12 monitor lizards), or band (2080 plus 20% noncombatants plus 313 monitor lizards) |
Challenge Rating: |
1 |
Treasure: |
50% coins; 50% goods; 50% items |
Alignment: |
Usually chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
+2 |
A troglodyte stands about 5 feet tall and weighs about 150 pounds.
|
Large Giant |
Hit Dice: |
6d8+36 (63 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
16 (1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 |
Base Attack/Grapple: |
+4/+14 |
Attack: |
Claw +9 melee (1d6+6) |
Full Attack: |
2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
Rend 2d6+9 |
Special Qualities: |
Darkvision 90 ft., low-light vision, regeneration 5, scent |
Saves: |
Fort +11, Ref +4, Will +3 |
Abilities: |
Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 |
Skills: |
Listen +5, Spot +6 |
Feats: |
Alertness, Iron Will, Track |
Environment: |
Cold mountains (Scrag: Cold aquatic) |
Organization: |
Solitary or gang (24) |
Challenge Rating: |
5 |
Treasure: |
Standard |
Alignment: |
Usually chaotic evil |
Advancement: |
By character class |
Level Adjustment: |
+5 |
|
Large Magical Beast |
Hit Dice: |
4d10+20 (42 hp) |
Initiative: |
+3 |
Speed: |
60 ft. (12 squares) |
Armor Class: |
18 (1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 |
Base Attack/Grapple: |
+4/+13 |
Attack: |
Horn +11 melee (1d8+8) |
Full Attack: |
Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy |
Saves: |
Fort +9, Ref +7, Will +6 |
Abilities: |
Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 |
Skills: |
Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8* |
Feats: |
Alertness, Skill Focus (Survival) |
Environment: |
Temperate forests |
Organization: |
Solitary, pair, or grace (36) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always chaotic good |
Advancement: |
58 HD (Large) |
Level Adjustment: |
+4 (cohort) |
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
|
Medium Undead |
Hit Dice: |
4d12+3 (29 hp) |
Initiative: |
+6 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+2 Dex, +3 natural), touch 12, flat-footed 13 |
Base Attack/Grapple: |
+2/+5 |
Attack: |
Slam +5 melee (1d6+4 plus energy drain) |
Full Attack: |
Slam +5 melee (1d6+4 plus energy drain) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Blood drain, domination, energy drain |
Special Qualities: |
+2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits |
Saves: |
Fort +1, Ref +5, Will +5 |
Abilities: |
Str 16, Dex 14, Con , Int 13, Wis 13, Cha 14 |
Skills: |
Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11 |
Feats: |
AlertnessB, Improved InitiativeB, Lightning ReflexesB, Skill Focus (selected Craft or Profession skill), Toughness |
Environment: |
Any |
Organization: |
Solitary or pack (25) |
Challenge Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Always evil (any) |
Advancement: |
|
Level Adjustment: |
|
Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.
|
Small Outsider (Evil, Extraplanar) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+1 |
Speed: |
Fly 30 ft. (good) (6 squares) |
Armor Class: |
12 (+1 size, +1 Dex), touch 11, flat-footed 11 |
Base Attack/Grapple: |
+1/3 |
Attack: |
Bite +3 melee (1d4 plus poison) |
Full Attack: |
Bite +3 melee (1d4 plus poison) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Shriek, kiss, poison |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +3, Ref +3, Will +3 |
Abilities: |
Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8 |
Skills: |
Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5 |
Feats: |
Weapon Finesse |
Environment: |
An evil-aligned plane |
Organization: |
Cluster (25) or mob (611) |
Challenge Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral evil |
Advancement: |
23 HD (Small) |
Level Adjustment: |
|
A vargouille is slightly larger than a human head, about 18 inches high, with a wingspan of 4 feet. It weighs about 10 pounds.
|
Medium Undead |
Hit Dice: |
4d12 (26 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+1 Dex, +4 natural), touch 11, flat-footed 14 |
Base Attack/Grapple: |
+2/+3 |
Attack: |
Slam +3 melee (1d4+1 plus energy drain) |
Full Attack: |
Slam +3 melee (1d4+1 plus energy drain) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Create spawn, energy drain |
Special Qualities: |
Darkvision 60 ft., undead traits |
Saves: |
Fort +1, Ref +2, Will +5 |
Abilities: |
Str 12, Dex 12, Con , Int 11, Wis 13, Cha 15 |
Skills: |
Hide +8, Listen +7, Move Silently +16, Spot +7 |
Feats: |
Alertness, Blind-Fight |
Environment: |
Any |
Organization: |
Solitary, pair, gang (35), or pack (611) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always lawful evil |
Advancement: |
58 HD (Medium) |
Level Adjustment: |
|
A wight's appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human.
|
Small Aberration (Air) |
Hit Dice: |
9d8 (40 hp) |
Initiative: |
+13 |
Speed: |
Fly 50 ft. (perfect) (10 squares) |
Armor Class: |
29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20 |
Base Attack/Grapple: |
+6/3 |
Attack: |
Shock +16 melee touch (2d8 electricity) |
Full Attack: |
Shock +16 melee touch (2d8 electricity) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
|
Special Qualities: |
Darkvision 60 ft., immunity to magic, natural invisibility |
Saves: |
Fort +3, Ref +12, Will +9 |
Abilities: |
Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12 |
Skills: |
Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks) |
Feats: |
Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon FinesseB |
Environment: |
Temperate marshes |
Organization: |
Solitary, pair, or string (34) |
Challenge Rating: |
6 |
Treasure: |
1/10 coins; 50% goods; 50% items |
Alignment: |
Usually chaotic evil |
Advancement: |
1018 HD (Small) |
Level Adjustment: |
|
Will-o'-wisps can be yellow, white, green, or blue. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A will-o'-wisp's body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.
|
Large Magical Beast (Cold) |
Hit Dice: |
6d10+18 (51 hp) |
Initiative: |
+5 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
15 (1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 |
Base Attack/Grapple: |
+6/+14 |
Attack: |
Bite +9 melee (1d8+6 plus 1d6 cold) |
Full Attack: |
Bite +9 melee (1d8+6 plus 1d6 cold) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Breath weapon, freezing bite, trip |
Special Qualities: |
Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire |
Saves: |
Fort +8, Ref +6, Will +3 |
Abilities: |
Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10 |
Skills: |
Hide 1*, Listen +6, Move Silently +7, Spot +6, Survival +1* |
Feats: |
Alertness, Improved Initiative, Track |
Environment: |
Cold forests |
Organization: |
Solitary, pair, or pack (35) |
Challenge Rating: |
5 |
Treasure: |
1/10 coins; 50% goods; 50% items |
Alignment: |
Usually neutral evil |
Advancement: |
79 HD (Large); 1018 HD (Huge) |
Level Adjustment: |
+3 (cohort) |
A winter wolf grows about 8 feet long and stands about 4-1/2 feet at the shoulder. It weighs about 450 pounds.
|
Medium Magical Beast |
Hit Dice: |
4d10+8 (30 hp) |
Initiative: |
+2 |
Speed: |
50 ft. (10 squares) |
Armor Class: |
14 (+2 Dex, +2 natural), touch 12, flat-footed 12 |
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: |
Trip |
Special Qualities: |
Darkvision 60 ft., low-light vision, scent |
Saves: |
Fort +6, Ref +6, Will +3 |
Abilities: |
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10 |
Skills: |
Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2* |
Feats: |
Alertness, Track |
Environment: |
Temperate plains |
Organization: |
Solitary, pair, or pack (611) |
Challenge Rating: |
2 |
Treasure: |
1/10 coins; 50% goods; 50% items |
Alignment: |
Usually neutral evil |
Advancement: |
56 HD (Medium); 712 HD (Large) |
Level Adjustment: |
+1 (cohort) |
A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds.
|
Wraith |
Dread Wraith |
|
Medium Undead (Incorporeal) |
Large Undead (Incorporeal) |
Hit Dice: |
5d12 (32 hp) |
16d12 (104 hp) |
Initiative: |
+7 |
+13 |
Speed: |
Fly 60 ft. (good) (12 squares) |
Fly 60 ft. (good) (12 squares) |
Armor Class: |
15 (+3 Dex, +2 deflection), touch 15, flat-footed 12 |
25 (1 size, +9 Dex, +7 deflection), touch 25, flat-footed 16 |
Base Attack/Grapple: |
+2/ |
+8/ |
Attack: |
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain) |
Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain) |
Full Attack: |
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain) |
Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain) |
Space/Reach: |
5 ft./5 ft. |
10 ft./10 ft. |
Special Attacks: |
Constitution drain, create spawn |
Constitution drain, create spawn |
Special Qualities: |
Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura |
Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura |
Saves: |
Fort +1, Ref +4, Will +6 |
Fort +5, Ref +14, Will +14 |
Abilities: |
Str , Dex 16, Con , Int 14, Wis 14, Cha 15 |
Str , Dex 28, Con , Int 17, Wis 18, Cha 24 |
Skills: |
Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks) |
Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks) |
Feats: |
AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB |
AlertnessB, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack |
Environment: |
Any |
Any |
Organization: |
Solitary, gang (25), or pack (611) |
Solitary |
Challenge Rating: |
5 |
11 |
Treasure: |
None |
None |
Alignment: |
Always lawful evil |
Always lawful evil |
Advancement: |
610 HD (Medium) |
1732 HD (Large) |
Level Adjustment: |
|
|
Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature's AC or combat abilities but only reflects the shape it had in life.
|
Large Dragon |
Hit Dice: |
7d12+14 (59 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4 squares), fly 60 ft. (poor) |
Armor Class: |
18 (1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 |
Base Attack/Grapple: |
+7/+15 |
Attack: |
Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10 melee (2d8+4) |
Full Attack: |
Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Poison, improved grab |
Special Qualities: |
Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent |
Saves: |
Fort +7, Ref +6, Will +6 |
Abilities: |
Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9 |
Skills: |
Hide +7, Listen +13, Move Silently +11, Spot +16 |
Feats: |
Ability Focus (poison), Alertness, Flyby Attack, MultiattackB |
Environment: |
Warm hills |
Organization: |
Solitary, pair, or flight (36) |
Challenge Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
810 HD (Huge); 1121 HD (Gargantuan) |
Level Adjustment: |
|
A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail.
|
Medium Outsider (Extraplanar) |
Hit Dice: |
5d8+10 (32 hp) |
Initiative: |
+7 |
Speed: |
40 ft. (8 squares) |
Armor Class: |
20 (+3 Dex, +7 natural), touch 13, flat-footed 17 |
Base Attack/Grapple: |
+5/+7 |
Attack: |
Short sword +7 melee (1d6+2/1920) or claw +7 melee (1d4+2) or longbow +8 ranged (1d8/x3) |
Full Attack: |
2 short swords +5 melee (1d6+2/1920, 1d6+1/1920) and 2 claws +5 melee (1d4+1); or 4 claws +5 melee (1d4+2, 1d4+1); or 2 longbows +4 ranged (1d8/x3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Implant, improved grab, paralysis |
Special Qualities: |
Darkvision 60 ft., planewalk, spell resistance 21 |
Saves: |
Fort +6, Ref +7, Will +5 |
Abilities: |
Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11 |
Skills: |
Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings) |
Feats: |
Improved Initative, MultiattackB, Multiweapon Fighting |
Environment: |
Ethereal Plane |
Organization: |
Solitary or gang (25) |
Challenge Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Always lawful evil |
Advancement: |
68 HD (Medium); 915 HD (Large) |
Level Adjustment: |
+4 |
A xill stands 4 to 5 feet tall and weighs about 100 pounds. Xills speak Infernal.
|
Minor Xorn |
Average Xorn |
Elder Xorn |
|
Small Outsider (Extraplanar, Earth) |
Medium Outsider (Extraplanar, Earth) |
Large Outsider (Extraplanar, Earth) |
Hit Dice: |
3d8+9 (22 hp) |
7d8+17 (48 hp) |
15d8+63 (130 hp) |
Initiative: |
+0 |
+0 |
+0 |
Speed: |
20 ft. (4 squares), burrow 20 ft. |
20 ft. (4 squares), burrow 20 ft. |
20 ft. (4 squares), burrow 20 ft. |
Armor Class: |
23 (+1 size, +12 natural), touch 11, flat-footed 23 |
24 (+14 natural), touch 10, flat-footed 24 |
25 (1 size, +16 natural), touch 9, flat-footed 25 |
Attack: |
Bite +6 melee (2d8+2) |
Bite +10 melee (4d6+3) |
Bite +21 melee (4d8+7) |
Full Attack: |
Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1) |
Bite +10 melee (4d6+3) and 3 claws +8 melee (1d4+1) |
Bite +21 melee (4d8+7) and 3 claws +19 melee (1d6+3) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./10 ft. |
Special Attacks: |
|
|
|
Special Qualities: |
All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft. |
All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft. |
All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft. |
Saves: |
Fort +5, Ref +3, Will +3 |
Fort +7, Ref +5, Will +5 |
Fort +13, Ref +9, Will +9 |
Abilities: |
Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10 |
Str 17, Dex 10, Con 15, |
Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10 Int 10, Wis 11, Cha 10 |
Skills: |
Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground) |
Hide +10, Intimidate +10, Knowledge(dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground) |
Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground) |
Feats: |
Multiattack, Toughness |
CleaveB, Multiattack, Power Attack, Toughness |
Awesome Blow, CleaveB, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness |
Environment: |
Elemental Plane of Earth |
Elemental Plane of Earth |
Elemental Plane of Earth |
Organization: |
Solitary, pair, or cluster (35) |
Solitary, pair, or cluster (35) |
Solitary, pair, or party (611) |
Challenge Rating: |
3 |
6 |
8 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
46 HD (Small) |
814 HD (Medium) |
1621 HD (Large); 2245 HD (Huge) |
Level Adjustment: |
|
|
|
Minor xorns are about 3 feet tall and wide and weigh about 120 pounds. Average xorns are about 5 feet tall and wide, weighing about 600 pounds. Elder xorns are about 8 feet tall and wide and weigh about 9,000 pounds.
|
Medium Outsider (Extraplanar, Evil) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+6 |
Speed: |
40 ft. (8 squares), fly 60 ft. (good) |
Armor Class: |
20 (+2 Dex, +8 natural), touch 12, flat-footed 18 |
Base Attack/Grapple: |
+3/+6 |
Attack: |
Bite +6 melee (1d8+4) |
Full Attack: |
Bite +6 melee (1d8+4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Bay, trip |
Special Qualities: |
Damage reduction 10/silver, darkvision 60 ft., flight, scent |
Saves: |
Fort +5, Ref +5, Will +5 |
Abilities: |
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10 |
Skills: |
Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)* |
Feats: |
Improved Initiative, Track |
Environment: |
An evil-aligned plane |
Organization: |
Solitary, pair, or pack (611) |
Challenge Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral evil |
Advancement: |
46 HD (Medium); 79 HD (Large) |
Level Adjustment: |
+3 (cohort) |
A yeth hound stands 5 feet tall at the shoulder and weighs about 400 pounds.
|
Huge Magical Beast |
Hit Dice: |
12d10+36 (102 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4 squares), fly 60 ft. (average) |
Armor Class: |
18 (2 size, +2 Dex, +8 natural), touch 10, flat-footed 16 |
Base Attack/Grapple: |
+12/+25 |
Attack: |
Bite +15 melee (2d8+5) or sonic lance +12 ranged touch (6d6) |
Full Attack: |
Bite +15 melee (2d8+5) and 2 claws +13 melee (1d6+2); or sonic lance +12 ranged touch (6d6) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
Sonic lance, explosion |
Special Qualities: |
Blindsight 120 ft., immunities, vulnerability to sonic |
Saves: |
Fort +11, Ref +10, Will +5 |
Abilities: |
Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11 |
Skills: |
Listen +12, Move Silently +10 |
Feats: |
Endurance, Flyby Attack, Improved Initiative, Multiattack, Snatch |
Environment: |
Temperate mountains |
Organization: |
Solitary or clutch (24) |
Challenge Rating: |
9 |
Treasure: |
None |
Alignment: |
Often neutral |
Advancement: |
1316 HD (Huge); 1736 HD (Gargantuan) |
Level Adjustment: |
|
A yrthak is blind. It senses sound and movement by means of a special organ on its long tongue. It emits powerfully focused beams of sound from the protrusion on its head. The creature is a yellowish-green color, with the wings and fin being more yellow and the head and body more green. The teeth are yellow.
|
Kobold Zombie |
Human Commoner Zombie |
Troglodyte Zombie |
|
Small Undead |
Medium Undead |
Medium Undead |
Hit Dice: |
2d12+3 (16 hp) |
2d12+3 (16 hp) |
4d12+3 (29 hp) |
Initiative: |
+0 |
1 |
2 |
Speed: |
30 ft. (6 squares; can't run) |
30 ft. (6 squares; can't run) |
30 ft. (6 squares; can't run) |
Armor Class: |
13 (+1 size, +2 natural), touch 11, flat-footed 13 |
11 (1 Dex, +2 natural), touch 9, flat-footed 11 |
16 (2 Dex, +8 natural), touch 8, flat-footed 16 |
Base Attack/Grapple: |
+1/4 |
+1/+2 |
+2/+3 |
Attack: |
Spear+1 melee (1d61/x3) or slam +1 melee (1d41) or light crossbow +2 ranged (1d6/1920) |
Slam+2 melee (1d6+1) or club +2 melee (1d6+1) |
Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1) |
Full Attack: |
Spear +0 melee (1d61/x3) or slam +0 melee (1d41) or light crossbow +1 ranged (1d6/1920) |
Slam+2 melee, (1d6+1) or club +2 melee (1d6+1) |
Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft |
5 ft./5 ft |
Special Attacks: |
|
|
|
Special Qualities: |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Saves: |
Fort +0, Ref +0, Will +3 |
Fort +0, Ref 1, Will +3 |
Fort +1, Ref 1, Will +4 |
Abilities: |
Str 8, Dex 11, Con , Int , Wis 10, Cha 1 |
Str 12, Dex 8, Con , Int , Wis 10, Cha 1 |
Str 12, Dex 7, Con , Int , Wis 10, Cha 1 |
Skills: |
|
|
|
Feats: |
Toughness |
Toughness |
Toughness |
Environment: |
Temperate forests |
Any |
Underground |
Organization: |
Any |
Any |
Any |
Challenge Rating: |
1/2 |
1/2 |
1 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral evil |
Always neutral evil |
Always neutral evil |
Advancement: |
None |
None |
None |
Level Adjustment: |
|
|
|
|
Bugbear Zombie |
Ogre Zombie |
Minotaur Zombie |
|
Medium Undead |
Large Undead |
Large Undead |
Hit Dice: |
6d12+3 (42 hp) |
8d12+3 (55 hp) |
12d8+3 (81 hp) |
Initiative: |
+0 |
2 |
1 |
Speed: |
30 ft. (6 squares; can't run) |
40 ft. (8 squares; can't run) |
30 ft. (6 squares; can't run) |
Armor Class: |
16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16 |
15 (1 size, 2 Dex, +8 natural) touch 7, flat-footed 15 |
16 (1 size, 1 Dex, +8 natural) touch 8, flat-footed 16 |
Base Attack/Grapple: |
+3/+6 |
+4/+14 |
+6/+15 |
Attack: |
Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2) |
Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6) |
Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5) |
Full Attack: |
Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2) |
Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6) |
Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5) |
Space/Reach: |
5 ft./5 ft. |
10 ft./10 ft. |
10 ft./10 ft. |
Special Attacks: |
|
|
|
Special Qualities: |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Saves: |
Fort +2, Ref +2, Will +5 |
Fort +2, Ref +0, Will +6 |
Fort +4, Ref +3, Will +8 |
Abilities: |
Str 17, Dex 10, Con , Int , Wis 10, Cha 1 |
Str 23, Dex 6, Con , Int , Wis 10, Cha 1 |
Str 21, Dex 8, Con , Int , Wis 10, Cha 1 |
Skills: |
|
|
|
Feats: |
Toughness |
Toughness |
Toughness |
Environment: |
Temperate mountains |
Temperate hills |
Underground |
Organization: |
Any |
Any |
Any |
Challenge Rating: |
2 |
3 |
4 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral evil |
Always neutral evil |
Always neutral evil |
Advancement: |
None |
None |
None |
Level Adjustment: |
|
|
|
|
Wyvern Zombie |
Gray Render Zombie |
|
Large Undead |
Large Undead |
Hit Dice: |
14d12+3 (94 hp) |
20d8+3 (133 hp) |
Initiative: |
+0 |
1 |
Speed: |
20 ft. (4 squares; can't run), fly 60 ft. (poor) |
30 ft. (6 squares; can't run) |
Armor Class: |
20 (2 size, +12 natural), touch 8, flat-footed 20 |
16 (1 size, 1 Dex, +8 natural) touch 8, flat-footed 16 |
Base Attack/Grapple: |
+7/+16 |
+10/+21 |
Attack: |
Slam +11 melee (2d6+7) or talons +11 melee (2d6+5) |
Bite +16 melee (2d6+7) or slam +16 melee (1d8+10) |
Full Attack: |
Slam +11 melee (2d6+7) or talons +11 melee (2d6+5) |
Bite +16 melee (2d6+7) or slam +16 melee (1d8+10) |
Special Attacks: |
|
|
Special Qualities: |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Saves: |
Fort +4, Ref +4, Will +9 |
Fort +6, Ref +5, Will +12 |
Abilities: |
Str 21, Dex 10, Con , Int , Wis 10, Cha 1 |
Str 25, Dex 8, Con , Int , Wis 10, Cha 1 |
Skills: |
|
|
Feats: |
Toughness |
Toughness |
Environment: |
Warm hills |
Temperate marshes |
Organization: |
Any |
Any |
Challenge Rating: |
4 |
6 |
Treasure: |
None |
None |
Alignment: |
Always neutral evil |
Always neutral evil |
Advancement: |
1620 HD (Huge) |
None |
Level Adjustment: |
|
|