mm mm mm mm mm Format: breath weapon (60-ft. cone, 8d6 fire damage, Reflex DC 20 for half, usable every 1d4 rounds); Location: Special Attacks; if the breath is more complicated than damage, it also appears under Special Abilities with its own entry. channel resistance (ex) A creature with this special quality (usually an undead) is less easily affected by channeled energy. A creature with channel resistance adds the bonus listed for that creature to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). Format: channel resistance +4; Location: Defensive Abilities. compression (Ex) The creature can move through an area as small as onequarter its space without squeezing or one-eighth its space when squeezing. Format: compression; Location: Special Qualities. curse (su) A creature with this ability bestows a curse upon its enemies. The effects of the curse, including its save, frequency, and cure, are included in the creature’s description. If a curse allows a saving throw, it is usually a Will save (DC 10 + 1/2 the cursing creature’s racial HD + the creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). Curses can be removed through remove curse and similar effects. Format: Curse Name (Su) Slam—contact; save Will DC 14, frequency 1 day, effect 1d4 Str drain; Location: Special Attacks and individual attacks. damage reduction (ex or su) A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below. The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability. Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or coldforged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. Some monsters are vulnerable to good-, evil-, chaotic-, or lawful-aligned weapons, such as from an align weapon spell or the holy magical weapon property. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature. When a damage reduction entry has a dash (—) after the slash, no weapon negates the damage reduction. A few creatures are harmed by more than one kind of weapon, such as “cold iron or magic.” A weapon that deals damage of either of these types overcomes this damage reduction. A few other creatures require combinations of different types of attacks to overcome their damage reduction (such as “magic and silver”), and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. Format: DR 5/silver; Location: Defensive Abilities. disease (ex or su) A creature with this ability causes disease in those it contacts. The effects of the disease, including its save, frequency, and cure, are included in the creature’s description. The saving throw to negate the disease is usually a Fort save (DC 10 + 1/2 the infecting creature’s racial HD + the creature’s Con modifier; the exact DC is given in the creature’s descriptive text). Disease can be removed through remove disease and similar effects. 300 the advanced bestiary
m mm mm mm mmm Format: Disease Name (Ex) Bite—injury; save Fort DC 15, onset 1d3 days, frequency 1 day, effect 1 Con damage, cure 2 consecutive saves; Location: Special Attacks and individual attacks. darkvision (ex or su) A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range, the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but is otherwise like normal sight. Format: darkvision 60 ft.; Location: Senses. distraction (ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + the 1/2 creature’s HD + the creature’s Con modifier) negates the effect. Format: distraction (DC 14); Location: Special Attacks. energy drain (su) This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. Format: energy drain (2 levels, DC 18); Location: Special Attacks and individual attacks. engulf (ex) The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based. Format: engulf (DC 12, 1d6 acid and paralysis); Location: Special Attacks. entrap (ex of su) The creature has an ability that restricts another creature’s movement, usually with a physical attack such as ice, mud, lava, or webs. The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 Greater than the saving throw DC. Destroying the entrapping material frees the creature. Format: entrap (DC 13, 1d10 minutes, hardness 5, hp 10); Location: special attacks and individual attacks. fast healing (ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. Format: fast healing 5; Location: hp. the advanced bestiary 301
mm mm mm mm mm fear aura (su) The use of this ability is a free action. The aura can freeze an opponent (as in the case of a mummy’s despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of the area. Format: fear aura (30 ft., DC 17); Location: Aura. freeze (ex) The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object. Format: freeze; Location: Special Qualities. gaze (su) A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect: petrification, death, and charm are common. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to attempt the saving throw by not looking at the creature, in one of two ways. • Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to attempt a saving throw against the gaze attack. The creature with the gaze attack gains concealment against that opponent. • Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent. A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn. Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to attempt a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability. Format: gaze; Location: Special Attacks. grab (ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature’s Special Attacks line. Format: grab; Location: individual attacks. Format: grab (Colossal); Location: Special Attacks. immunity (ex or su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. Format: Immune acid, fire, paralysis; Location: Defensive Abilities. 302 the advanced bestiary
m mm mm mm mmm incorporeal (ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. Format: incorporeal; Location: Defensive Abilities. lifesense (su) The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. Format: lifesense; Location: Senses. light blindness (ex) Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light. Format: light blindness; Location: Weaknesses. low-light vision (ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. Format: low-light vision; Location: Senses. mindless (ex or su) A mindless creature has no Intelligence score. It does not gain any feats or skill ranks, though it may have racial bonus feats and racial skill bonuses. It is also immune to all mind-affecting effects. A mindless creature cannot take any classes or prestige classes unless otherwise specified. Format: mindless; Location: Special Qualities natural attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. Table B-1 lists the advanced bestiary 303
mm mm mm mm mm some of the most common types of natural attacks and their classifications. Some creatures treat one or more of their attacks differently, such as dragons, which always receive 1-1/2 times their Strength bonus on damage rolls with their bite attack. These exceptions are noted in the creature’s description. Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack’s original type. The Damage Type column refers to the sort of damage that the natural attack typically deals: bludgeoning (B), slashing (S), or piercing (P). Some attacks deal damage of more than one type, depending on the creature. In such cases all the damage is considered to be of all listed types for the purpose of overcoming damage reduction. Some fey, humanoids, monstrous humanoids, and outsiders do not possess natural attacks. These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses, and they must use the two-weapon fighting rules when making attacks with both hands. See Table B-1 for typical damage values for natural attacks by creature size. Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1); Location: Melee and Ranged no breath (ex) The monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. Format: no breath; Location: SQ. natural invisibility (ex) A creature with this ability is invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the invisible stalker gains a +20 bonus on Stealth checks when moving, or +40 when standing still. Format: natural invisibility; Location: Defensive Abilities paralysis (ex or su) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature’s racial HD + the paralyzing creature’s Con modifier; the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature f lying in the air at the time that it is paralyzed cannot f lap its wings and falls. A swimmer can’t swim and may drown. The duration of the paralysis varies and is included in the creature’s description. table b-1: natural attack base damage by size Attack Fine Dim. Tiny Small Med. Large Huge Garg. Col. Dmg. Type Atk. Type Bite 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 B, P, and S Primary Claw — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B and S Primary Gore 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 P Primary Hoof — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B Secondary Pincers 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 B Secondary Slam — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B Primary Sting — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 P Secondary Tail slap 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 B Secondary Talons — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 S Primary Tentacle — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B Secondary Wing — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B Secondary Other — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B, P, or S Secondary 304 the advanced bestiary
m mm mm mm mmm Format: paralysis (1d4 rounds, DC 18); Location: Special Attacks and individual attacks. poison (ex or su) A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature’s description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature’s racial HD + the creature’s Con modifier; the exact DC is given in the creature’s descriptive text). Poisons can be removed through neutralize poison and similar effects. Format: Poison Name (Ex) Sting—injury; save Fort DC 22, frequency 1/round for 6 rounds, effect 1d4 Con, cure 2 consecutive saves; Location: Special Attacks and individual attacks. pounce (ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability). Format: pounce; Location: Special Attacks. rake (ex) A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn. Format: rake (2 claws +8, 1d4+2); Location: Special Attacks. scent (ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Format: scent; Location: Senses. see in darkness (su) The creature can see perfectly in darkness of any kind, including that created by deeper darkness. Format: see in darkness; Location: Senses. spell resistance (ex) A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must attempt a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. Format: SR 18; Location: Defensive Abilities. spell-like abilities (sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit. Reactivating a constant spell-like ability is a swift action. Using all other spelllike abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to attempt a concentration check to use a spelllike ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like the advanced bestiary 305
mm mm mm mm mm ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Format: At will—burning hands (DC 13); Location: Spell-Like Abilities split (ex) The creature splits into two identical copies of itself if subject to certain attacks or effects. Each copy has half the original’s current hit points (rounded down). A creature reduced below the listed hit points cannot be further split and can be killed normally. Format: split (piercing and slashing, 10 hp); Location: Defensive Abilities. stench (ex) A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 stench creature’s racial HD + stench creature’s Con modifier; the exact DC is given in the creature’s descriptive text) or be sickened. The duration of the sickened condition is given in the creature’s descriptive text. Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. Format: stench (DC 15, 10 rounds); Location: Aura. summon (sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters. Format: 1/day—summon (level 4, 1 hezrou 35%); Location: Spell-Like Abilities. sunlight powerlessness (ex) If the creature is in sunlight (but not in an area of daylight or similar spells), it cannot attack and is staggered. Format: sunlight powerlessness; Location: Weaknesses. undersized Weapons (ex) Creatures with the undersized weapons ability can use weapons that are one size category smaller. Format: undersized weapons; Location Special Qualities unnatural aura (su) Animals do not willingly approach the creature unless the animal’s master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. Format: unnatural aura (30 ft.); Location: Aura. vulnerabilities (ex or su) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or whether the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. Format: vulnerability to fire; Location: Weaknesses. 306 the advanced bestiary
m mm mm mm mmm appendix c: templates by cr adjustment Template CR Adj. Ofuda -1 Amphibious Creature 0 Arboeal Creature 0 Bipedal Creature 0 Ghoul 0 Lacedon 0 Lifespark Construct 0 Nocturnal Creature 0 Prismatic Creature (0-8 HD) 0 Quadrupedal Creature 0 Selenic Creature 0 Solaric Creature (0-6 HD) 0 Airborne Creature 1 Air-Infused 1 Avian Creature 1 Bramble 1 Brass-Clad 1 Cave Creature 1 Chaosborne 1 Clockwork 1 Cooper-Clad 1 Creature Swarm 1 Crystal Creature 1 Dread Ghoul 1 Dread Lich (applied to lich) 1 Dread Skeleton 1 Dread Zombie 1 web (ex) Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature’s HD + creature’s Con modifier. Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Format: web (+6 ranged, DC 15, 4 hp); Location: Special Attacks. Template CR Adj. Dream Creature 1 Drowblood 1 Dunesage 1 Dust Creeature 1 Earth-Infused 1 Eye-King (0-5 HD) 1 Fire-Infused 1 Flesh Plant 1 Force Creature 1 Fortune-Blessed 1 Fortune-Spurned 1 Ghast 1 Giantblood 1 Gold-Clad 1 Green Blighter 1 Green Warden 1 Harbinger Archon Graced 1 Holy Creature 1 Icy Creature 1 Id Ooze 1 Inveigler 1 Lantern Archon Graced 1 Lawbound 1 Lead-Clad 1 Magma Creature 1 Manimal 1 Mist Creature 1 Template CR Adj. Mohrg 1 Muck Creature 1 Mummy 1 Plantblood 1 Primitive Creature 1 Prismatic Creature (9+ HD) 1 Qlippoth Blighted 1 Quast Possessed 1 Quickling 1 Saurian 1 Scalding Creature 1 Schir Possessed 1 Seasonal Creature 1 Seelie Creature 1 Shadow 1 Slithering Ooze 1 Smoke Creature 1 Solaric Creature (7+ HD) 1 Suzerain 1 Swarmblooded 1 Teratocerphalos 1 Time Seer 1 Tin-Clad 1 Unholy Creature 1 Unseelie Creature 1 Water-Infused 1 Wight 1 the advanced bestiary 307
mm mm mm mm mm Template CR Adj. Acid Creature 2 Agathon Invested 2 Alacritous Creature 2 Allip 2 Astradaemon Host 2 Babau Possessed 2 Blood Knight 2 Bodak 2 Bralani Azata Inspired 2 Brijidine Azata Inspired 2 Bronze-Clad 2 Cassisian Angelic Vessel 2 Cold Creature 2 Cruicidaemon Host 2 Derghodaemon Host 2 Devourer 2 Dread Ghast 2 Dread Mohrg 2 Dread Shadow 2 Dread Wight 2 Drider 2 Eye-King (6-11 HD) 2 Fire Creature 2 Ghaele Azata Inspired 2 Herad of War 2 Herald of Death 2 Herald of Famine 2 Herald of Pentilence 2 Hezrou Possessed 2 Hound Archon Graced 2 Hydrodameon Host 2 Jann-Bound 2 Legion Archon Graced 2 Leukodaemon Host 2 Lillend Azata Inspired 2 Lyrakien Azata Inspired 2 Maladaemon Host 2 Moss Lich 2 Nabasu Possessed 2 Negative-Energy Charged 2 Piscodaemon Host 2 Plague Bearer 2 Template CR Adj. Poisonous Creature 2 Poltergeist 2 Positive-Energy Charged 2 Ravenous Creature 2 Rawboned 2 Shadow Demon Possessed 2 Shadow-Traced 2 Shield Archon Graced 2 Spectre 2 Swamp Lord 2 Thanadaemon Host 2 Thunder Child 2 Vrock Possessed 2 Vulnudaemon Host 2 Wraith 2 Apocalypse Swarm 3 Astral Deva Angelic Vessel 3 Coloxus Possesed 3 Djinn-Bound 3 Dread Allip 3 Dread Blood Knight 3 Dread Bodak 3 Dread Devourer 3 Dread Ghost 3 Dread Lacedon 3 Dread Lich (applied to nonlich) 3 Dread Mummy 3 Dread Poltergeist 3 Dread Spectre 3 Dread Vampire 3 Dread Wraith 3 Efreet-Bound 3 Eye-King (12-17 HD) 3 Glabrezu Possessed 3 Incubus Possessed 3 Iron-Clad 3 Kalavakus Possessed 3 Marid-Bound 3 Monadic Deva Angelic Vessel 3 Movanic Deva Angelic Vessel 3 Template CR Adj. Nalfeshnee Possessed 3 Olethrodaemon Host 3 Omox Possessed 3 Ooze Creature 3 Platinum-Clad 3 Purrodaemon Host 3 Shaitan-Bound 3 Silver-Clad 3 Sonic Creature 3 Star Archon Graced 3 Stone Idol 3 Succubus Possessed 3 War Machine 3 Dread Wraith Sovereign 4 Eye-King (18+ HD) 4 Jotunblood 4 Marilith Possessed 4 Planetar Angelic Vessel 4 Shemhazian Possessed 4 Steel-Clad 4 Vrolikai Possessed 4 Balor Possessed 5 Greater Shadow 5 Mithral-Clad 5 Solar Angelic Vessel 5 Adamatine-Clad 6 Dread Greater Shadow 6 Instrument of the Gods (mythic) 6 Amalgam varies Augmented varies Consuming Creature varies Eldrtich varies Feral Dragon varies Gigantean varies Limbjack varies Miniature varies Monstrous Lycanthrope varies Psychic varies Savant varies Thronefused varies Transforming Construct varies Verminoid Creature varies 308 the advanced bestiary
m mm mm mm mmm Creature CR Treefolk Warrior (Arboieal Halfling War 1) 1/3 Giant Spider Ghoul 1 Shadow Strix (Shadow Strix Rog 1) 1 Urandrix (Savant Pseuodragon) 1 Dunesage Ghoul 2 Fortune-Spurned Light Horse 2 Limbjack Gnoll 2 Nikvik the Many (Shadowtraced kobold magus 2) 2 Ofuda Hell Hound 2 Seelie Grig 2 Verminoid Bombardier Beetle 2 Amphibious Giant Mantis 3 Cave Fisher Mohrg 3 Crystal Sahuagin 3 Dread Skeleton Blink Dog 3 Magma Azer 3 Mahe’darg (Were-hell hound devil=spaen tiefling Ftr 3) 3 Miniature Formian Warrior 3 Ranimore (Bramble Elf Rgr 3) 3 Selenic Yeth Hound 3 Steel-clad orc (War 1) 3 Venom Horse 3 Curse of the Blood Clan (Orc Poltergeist Bar 3) 4 Drowblood Derro 4 Force Gelatinous Cube 4 Greater Shadow Dire Rat 4 Nightmare Hound (Swamblooded Yeth Hound) 4 Nocturnal Grizzly Bear 4 Ooze Troglodyte 4 Plague Bearer Vargouille 4 Primitive Ogre 4 Quickling Magmin 4 Saurian Centaur 4 Atisu Mindripper (Psychic Bugbear Sor 3) 5 Bipedal Nightmare 5 Creature CR Chaosborn Satyr 5 Dreadwing (Ravenous Pegasus) 5 Fire Ankheg 5 Hugorcerra (Stone Idol Imp) 5 Ice Mephit Herald of Petilence 5 Negative-Energy Charged Wight 5 Plantblood Green Hag 5 Scalding Minotaur 5 Slithering Gray Ooze 5 Sporeblight (Green blighter myceloid) 5 Augmented Gargoyle 6 Barghest Swamp Lord 6 Bise (Cold Yeti) 6 Dermock (Dread Ghast Gnoll Rgr [Trapper] 4) 6 Dread Wight Gargoyle 6 Faya (Monadic Deva-Vessel Elf Com 5) 6 Fire-Infused Troll 6 Id Ochre Jelly 6 Ix (Inveigler Doppelganger Rog 3) 6 Mist Djinn 6 Muck Tojanida 6 Otyugh Allip 6 Pixie Wight 6 Rhinoceros Wraith 6 Saltwater Merrow Lacedon 6 Timwater Qualax (FortuneBlessed Gnome Rog 6) 6 Unseelie Shadow Mastiff 6 Vezandarlir (Dread Zombie Aasimar Ora 6) 6 War Machine Ankheg 6 Bipedal Winter Wolf Herald of War 7 Cyclops Bodak 7 Dread Mummy Harpy 7 Dread Shadow Achaierai 7 Ettinblood Girallon 7 Eye-King Phase Spider 7 appendix d: sample creatures by cr Creature CR Icy Aranea Herald of Famine 7 Icy Belker 7 Kirien Longblade (SilvansheeInvested Human Rog 6) 7 Nik-Nub (Quasit Possessed Goblin War 8) 7 Peremalfait (Green warden shambling mound) 7 Poisonous Manticore 7 Quadrupedal Succubus 7 Rawboned Basilisk 7 Swift Guardian (Alacritous Graven Giuardian) 7 Uli (Qlippoth Blighted Incubus) 7 Annis Hag Herald of Death 8 Dhaigham (Suzerain Awakened Dire Lion) 8 Prismatic Chimera 8 Yg’photh the Sky Tyrant (Airborne Aboleth) 8 Aboleth Devourer 9 Byvrin (Hound Archon Graced Half-Elf Pal 8) 9 Dread Allip Lunar Naga 9 Dust Stone Giant 9 Flesh Treant 9 Marcellus (Time-seer hound archon Pal 5) 9 Nabiyre (Unique Solaric Gynophinx) 9 Sonic Howler 9 The Iron Warlord (Thronefused Hobgoblin Ftr 8) 9 The Keeper (Gnoll Mummy Clr 8) 9 White Lady (Feamle half-elf spectre ari 4/ exp 4) 9 Brijidine Inspired Axiomite 10 Consuming Void (Eldritch Black Pudding) 10 Dread Mohrg Seven-Headed Cryohydra 10 Dread Spectre Nymph 10 Dread Wraith Dire Bear 10 the advanced bestiary 309
mm mm mm mm mm Creature CR Ghoul Lord Frost Giant (Dread Ghoul Frost Giant) 10 Grakkus (Unholy Orc Clr 10) 10 Grey Render Drider 10 Osak Tonlortiaorma (Manimal Triceratops Ftr 2) 10 Plys Ironroot (Moss Lich Dwarf Drd 9) 10 Squibbin (Cave Giant Squid) 10 Varn the Slaughter King (Dread Blood Knight Human Brd 8) 10 Whispering Man (Vulnudaemon Host Elf Ari 5/Rog 5) 10 Apocalypse Hellwasp Swarm 11 Avian Guardian Naga 11 Bahadur Alborz (Dream Rakshasa) 11 Dread Bodak Tyrannosaurus 11 Jotunblood Hill Giant 11 Smoke Rukh 11 Creature CR Cailleach Bheur (Dread Vampire Night Hag) 12 Salh Al’Zia (Efreet-Bound Human Asn 5/Rog 5) 12 Dread Greater Shadow Yoaguai 13 Frost Worm Swarm 13 Galleon of Land and Sea (Transforming Colossal Animated Object) 13 Ytas (Acid Marid Shahzada) 13 Aello (Summer Storm Giant) 14 Ahalae (Holy Ghaele Azata) 14 Feral Very Old Red Dragon 14 Thrax the Red (Blood Knight Dwarf Ftr 12) 14 Dread Devourer Purple Worm 15 Dread Lacedon Great White Whale 15 Dread Poltergeist Athach 15 The Hunger Below (Consuming Purple Worm) 15 Thunder Child Storm Giant 15 Creature CR Draconix of Dawn (Mature amalgam gold dragon/ phoenix amalgam) 17 Imlimanegel (Lawbound Planetar) 17 Mistress of the Marsh (Dread Ghost Medusa Brd 8) 17 Dread Wraith Sovereign Trumpet Archon 18 Positive-Energy Charged Nightwalker 18 Hurn the Ironforged (Lifespark Iron Golem Sor 7) 19 The Crawling Rot (Shaggoth Ghast) 20 Siege Perilous (Clockwork Thanatotic Titan) 23 Appolous (Dread Lich Thanatotic Titan) 25 The Inexorable (Clockwork Thanatotic Titan Instrument of the Gods) 29 The Protean Plague (Gigantean chaos beast) 29 index a ability damage (ability) 299 ability drain (ability) 299 aboleth devourer 80 acid creature 9–11 additional augmentation (feat) 297 aello 252–254 agathion invested 11–14 ahalae 175–176 airborne creature 14–16 alacritous creature 16–17 alchemist discoveries 298 all-around vision (ability) 299 amalgam 18–23 amphibious (ability) 299 amphibious creature 23–24 angelic vessel 25–28 Ankheg War Machine 296 annis hag of death 169–170 apocalypse hellwasp swarm 29–30 apocalypse swarm 28–30 appolous 93–94 arboreal creature 30–31 archon-graced 32–34 atisu mindripper 235 augmented creature 35–38 Augmented Gargoyle 38 avian creature 39–40 avian guardian naga 39–40 azata-inspired 40–42 b Bahadur Alborz 125 barghest swamp lord 274–275 bipedal creature 43–44 Bipedal Nightmare 44 bipedal winter wolf of war 174 Bise 59 bleed (ability) 299 blindsense (ability) 299 blindsight (ability) 299 blood drain (ability) 299 blood knight 45–48 bramble 49–50 breath weapon (ability) 299 Brijidine-Inspired Axiomite 42–43 Byvrin 34 c Cailleach Bheur 115 cave creature 51–52 cave fisher mohrg 96 channel resistance (ability) 300 chaosborne 52–54 Chaosborne Satyr 54–55 clockwork 55–57 cold creature 58–59 compression (ability) 300 consuming creature 60–61 Consuming Void 136–137 Crawling Rot, the 82–83 create manimal (spell) 297 create verminoid (spell) 298 creature swarm 62–64 crystal creature 64–65 crystal sahuagin 65–66 curse (ability) 300 curse of the blood clan 102–103 cyclops bodak 77 d daemon-host 66–69 damage reduction (ability) 300 darkvision (ability) 301 demon-possessed 69–71 dhaigham 272 disease (ability) 300 distraction (ability) 301 draconix of dawn 21–23 dread allip 72–75 dread allip lunar naga 73–74 dread bodak 75–77 dread bodak tyrannosaurus 76 dread devourer 77–80 dread devourer purple worm 78–79 dread ghast 80–83 dread ghost 83–86 dread ghoul 86–88 dread greater shadow yaoguai 106–107 dread lacedon 89–91 dread lacedon great white whale 90 dread mhorg cryohydra 95–96 dread mohrg 94–96 dread mummy 97–99 dread mummy harpy 98–99 dread poltergeist 100–103 dread poltergeist athach 101–102 dread shadow 103–107 dread shadow achaierai 104–105 dread skeleton 107–109 dread skeleton blink dog 108–109 dread spectre 109–111 dread spectre nymph 110–111 dread vampire 112–115 dread wight 116–117 dread wight gargoyle 116–117 dreadwing 243–244 Dread Wraith Dire Bear 120 dread wraith sovereign 118–120 dread wraith sovereign trumpet archon 119–120 dread zombie 121–123 dream creature 123–125 310 the advanced bestiary
m mm mm mm mmm drider 126–127 drowblood 128–129 Drowblood Derro 129 dunesage 129–131 dunesage ghoul 130–131 dust creature 131–133 Dust Stone Giant 132–133 e eldritch 133–137 electric creature 137–139 electric soldier ant 138–139 element-infused 139–142 empower undead (spell) 298 energy drain (ability) 301 engulf (ability) 301 entrap (ability) 301 ettinblood girallon 159–160 eye caster (feat) 297 eye king 142–144 eye-king phase spider 144 f fast healing (ability) 301 faya 27–28 fear aura (ability) 302 feral dragon 144–145 Fire Ankheg 147 fire creature 146–147 fire-infused troll 142 flesh plant 148–149 flesh treant 148–149 flora to fauna (spell) 298 force creature 150–151 force gelatinous cube 151 fortune-blessed 151–153 fortune-spurned 153–154 Fortune-Spurned Horse 154 freeze (ability) 302 frost worm swarm 63–64 g galleon of land and sea 287–288 gaze (ability) 302 genie-bound 154–157 ghoul lord frost giant 87–88 giantblood 157–160 Giant Bombardier Verminoid 294 giant spider ghoul 88 gigantean 160–164 grab (ability) 302 grakkus 289–290 Gray Render Drider 127 greater shadow dire rat 106 green blighter 166–167 green warden 164–167 h herald of death 169–170 herald of famine 170–171 herald of pestilence 172–173 herald of war 173–174 heralds of the apocalypse 167–174 holy creature 175–176 hugorcerra 271 Hunger Below, the 61 Hurn the Ironforged 192–193 i ice mephit of pestilence 172–173 icy aranea of famine 171–172 icy belker 177–178 icy creature 177–178 Id Ochre Jelly 179–180 id ooze 179–180 imlimanegel 190–191 immunity (ability) 302 incorporeal (ability) 303 inexorable 181–182 instrument of the gods 180–182 inveigler 182–184 iron warlord, the 279–280 ix 183–184 j jotenblood hill giant 188–189 jotunblood giant 184–188 k keeper, the 99 kirien longblade 13–14 l lawbound 189–191 legion of folded paper (feat) 297 lifesense (ability) 303 lifespark construct 191–193 light blindness (ability) 303 limbjack 193–195 limbjack gnoll 194–195 low-light vision (ability) 303 m magma azer 196 magma creature 195–196 mahe’darg 207–208 manimal 197–198 marcellus 283–284 metal-clad creature 199–201 mindless (ability) 303 miniature 201–203 Miniature Formian Warrior 203 mist creature 203–205 mist djinn 204 mistress of the marsh 85–86 monstrous lycanthrope 205–208 monstrous mount (feat) 297 moss lich 209–211 muck creature 211–213 muck tojanida 212–213 n nabirye 265–266 natural attacks (ability) 303 natural invisibility (ability) 304 negative-energy charged 213–215 negative energy-charged wight 214–215 Nightmare Hound 276 nik-nub 71 nikyik the many 260–261 no breath (ability) 304 nocturnal creature 215–216 nocturnal grizzly bear 215–216 o ofuda 216–218 ofuda hell hound 217–218 ooze creature 218–220 ooze troglodyte 220 osak tonlortiaorma 198 otyugh allip 74–75 p paralysis (ability) 304 peremalfait 165–166 Pixie Wight 117 plague bearer 220–222 plague bearer vargouille 221–222 plantblood 222–224 plantblood green hag 223–224 plys ironroot 210–211 poison (ability) 305 poisonous creature 224–226 Poisonous Manticore 226 positive-energy charged 226–228 positive energy-charged nightwalker 228 pounce (ability) 305 powerful eye ray (feat) 297 primitive 229 primitive ogre 229 prismatic 230–232 Protean Plague, the 163–164 psychic 232–235 q qlippoth-blighted 236–238 quadrupedal creature 238–240 Quadrupedal Succubus 240 Quickling 241–242 Quickling Magmin 241–242 r rake (ability) 305 ravenous creature 242–244 rawboned 244–246 rawboned basilisk 245–246 rhinoceros wraith 121 s salah al’zia 156–157 salt-water merrow lacedon 91 saurian 246–247 saurian centaur 246–247 savant 247–249 scalding creature 249–251 scalding minotaur 250–251 scent (ability) 305 seasonal creature 251–253 see in darkness (ability) 305 seelie creature 253–255 Seelie Grig 255 selenic creature 256–259 selenic yeth hound 258–259 shadow strix 105–106 shadow-traced creature 259–261 Siege Perilous 57 slithering gray ooze 262–263 slithering ooze 261–263 smoke creature 263–264 solaric creature 265–266 sonic creature 266–269 sonic howler 268–269 spell-like abilities (ability) 305 spell resistance (ability) 305 split (ability) 306 Sporeblight 166–167 Squibbin 51–52 steel-clad orc 201 stench (ability) 306 stone idol 269–271 summon (ability) 306 sunlight powerlessness (ability) 306 suzerain 271–273 swamp lord 273–275 swarmblooded 275–276 Swift Guardian 17 t teratocephalos 277–278 thorn walk (spell) 298 thrax the red 46–47 thronefused 278–280 thunder child 280–282 thunder child storm giant 281–282 time seer 283–284 transforming construct 285–288 treefolk warrior 31 Tumwater Qualax 152–153 u uli 237–238 undead plants (spell) 298 undersized Weapons (ability) 306 unholy creature 289–290 unnatural aura (ability) 306 unseelie creature 291–293 unseelie shadow mastiff 292–293 urandrix 249 v varn the slaughter king 48 venom horse 278 verminoid 293–294 very old feral red dragon 145 Vezandarlir 123 vulnerabilities (ability) 306 w war machine 295–296 web (ability) 307 whispering man, the 68 white lady, the 111 xyz yg’photh the sky tyrant 15–16 Ytas 10 the advanced bestiary 311