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Published by Chris Winnower, 2019-12-13 14:11:59

Monster Manual I

Monster Manual I

OOZE a DC 21 Reflex save. The save DCs are Constitution-based.
The pudding’s acidic touch deals 21 points of damage per round

Oozes are amorphous creatures that live only to eat. They inhabit to wooden or metal objects, but the ooze must remain in contact

underground areas throughout the world, scouring caverns, ruins, with the object for 1 full round to deal this damage.

and dungeons in search of organic matter—living or dead. Constrict (Ex): A black pudding deals automatic slam and acid

COMBAT damage with a successful grapple check. The opponent’s clothing

and armor take a –4 penalty on Reflex saves against the acid.

Oozes attack any creatures they encounter. They lash out with Improved Grab (Ex): To use this ability, a black pudding must

pseudopods or simply engulf opponents with their bodies, which hit with its slam attack. It can then attempt to start a grapple as a

secrete acids that help them catch or digest their prey. free action without provoking an attack of opportunity. If it wins

Blindsight (Ex): An ooze’s entire body is a primitive sensory the grapple check, it establishes a hold and can constrict.

organ that can ascertain prey by scent and vibration within 60 feet. Split (Ex): Slashing and piercing weapons deal no damage to a

BLACK PUDDING black pudding. Instead the creature splits into two identical pud- OOZE

dings, each with half of the original’s current hit points (round

This creature resembles nothing so much as a roundish blob of inky down). A pudding with 10 hit points or less cannot be further split

black goo. and dies if reduced to 0 hit points.

Skills: A black pudding has a +8 racial bonus on Climb checks

Black puddings slither and undulate along underground terrain and can always choose to take 10 on a Climb check, even if rushed

seeking sustenance. or threatened.

The typical black pudding measures 15 feet across and 2 feet ELDER BLACK PUDDING

thick. It weighs about 18,000 pounds.

The most ancient black puddings are vast pools of inky

Combat death.

A black pudding attacks by grab-

bing and squeezing their prey. Gelatinous cube Combat
Acid (Ex): The creature se-
The save DC for the elder

cretes a digestive acid that black pudding’s acid attack

dissolves organic material (DC 29) is adjusted for its

and metal quickly, but does additional Hit Dice and

not affect stone. Any higher Constitution score.

melee hit or constrict GELATINOUS CUBE

attack deals acid dam- Illus. by T. Lockwood

age, and the opponent’s Huge Ooze

armor and clothing dis- Hit Dice: 4d10+32 (54 hp)

solve and become use- Initiative: –5

less immediately unless Speed: 15 ft. (3 squares)

they succeed on DC 21 Re- Armor Class: 3 (–2 size, –5

flex saves. A metal or wooden Dex), touch 3, flat-footed 3

weapon that strikes a Base Attack/Grapple:

black pudding also +3/+11

dissolves immediate- Attack: Slam +1 melee (1d6

ly unless it succeeds on plus 1d6 acid)

Hit Dice: Black Pudding Elder Black Pudding 201
Initiative: Huge Ooze Gargantuan Ooze
Speed: 10d10+60 (115 hp) 20d10+180 (290 hp)
Armor Class: –5 –5
Base Attack/Grapple: 20 ft. (4 squares), climb 20 ft. 20 ft. (4 squares), climb 20 ft.
Attack: 3 (–2 size, –5 Dex), touch 3, flat-footed 3 1 (–4 size, –5 Dex), touch 1, flat-footed 1
Full Attack: +7/+18 +15/+35
Space/Reach: Slam +8 melee (2d6+4 plus 2d6 acid) Slam +19 melee (3d6+12 plus 3d6 acid)
Special Attacks: Slam +8 melee (2d6+4 plus 2d6 acid) Slam +19 melee (3d6+12 plus 3d6 acid)
Special Qualities: 15 ft./10 ft. 20 ft./20 ft.
Saves: Acid, constrict 2d6+4 plus 2d6 acid, improved grab Acid, constrict 2d8+12 plus 2d6 acid, improved grab
Abilities: Blindsight 60 ft., split, ooze traits Blindsight 60 ft., split, ooze traits
Fort +9, Ref –2, Will –2 Fort +15, Ref +1, Will +1
Skills: Str 17, Dex 1, Con 22, Str 26, Dex 1, Con 28,
Feats: Int —, Wis 1, Cha 1 Int —, Wis 1, Cha 1
Environment: Climb +11 Climb +16
Organization: — —
Underground Underground
Challenge Rating: Solitary Solitary

Treasure: 7 12
Alignment:
Advancement: None None
Level Adjustment: Always neutral Always neutral
11–15 HD (Huge); 16–30 HD (Gargantuan) —
— —

OOZE Full Attack: Slam +1 melee (1d6 plus 1d6 acid) Special Qualities: Blindsight 60 ft., immunity to cold and fire,
Space/Reach: 15 ft./10 ft. ooze traits, transparent
202 Special Attacks: Acid, engulf, paralysis
Special Qualities: Blindsight 60 ft., immunity to electricity, Saves: Fort +6, Ref –4, Will –4
Abilities: Str 12, Dex 1, Con 21, Int —, Wis 1, Cha 1
ooze traits, transparent Skills: —
Saves: Fort +9, Ref –4, Will –4 Feats: —
Abilities: Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1 Environment: Cold marshes
Skills: — Organization: Solitary
Feats: — Challenge Rating: 4
Environment: Underground Treasure: None
Organization: Solitary Alignment: Always neutral
Challenge Rating: 3 Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), Level Adjustment: —

50% items (no nonmetal or nonstone) What seemed to be just a puddle of water is in fact a slimy horror that
Alignment: Always neutral
Advancement: 5–12 HD (Huge); 13–24 HD (Gargantuan) moves and flows like some giant protozoan.
Level Adjustment: —
A gray ooze appears to be a harmless puddle of water, a patch of
This creature looks like a thick wall of quivering, transparent protoplasm. wet sand, or a section of damp stone—until it moves or strikes.

The nearly transparent gelatinous cube travels slowly along dun- A gray ooze can grow to a diameter of up to 10 feet and a thick-
geon corridors and cave floors, absorbing carrion, creatures, and ness of about 6 inches. A typical specimen weighs about 700
trash. Inorganic material remains trapped and visible inside the pounds.
cube’s body.
Combat
A typical gelatinous cube is 15 feet on a side and weighs about
50,000 pounds, though much larger specimens are not unknown. A gray ooze strikes like a snake, slamming opponents with its
body.
Combat
Acid (Ex): A gray ooze secretes a digestive acid that quickly dis-
A gelatinous cube attacks by slamming its body into its prey. It is solves organic material and metal, but not stone. Any melee hit or
capable of lashing out with a pseudopod, but usually engulfs foes. constrict attack deals acid damage. Armor or clothing dissolves
and becomes useless immediately unless it succeeds on a DC 16
Acid (Ex): A gelatinous cube’s acid does not harm metal or Reflex save. A metal or wooden weapon that strikes a gray ooze
stone. also dissolves immediately unless it succeeds on a DC 16 Reflex
save. The save DCs are Constitution-based.
Engulf (Ex): Although it moves slowly, a gelatinous cube can
simply mow down Large or smaller creatures as a standard action. The ooze’s acidic touch deals 16 points of damage per round to
It cannot make a slam attack during a round in which it engulfs. wooden or metal objects, but the ooze must remain in contact
The gelatinous cube merely has to move over the opponents, with the object for 1 full round to deal this damage.
affecting as many as it can cover. Opponents can make opportu-
nity attacks against the cube, but if they do so they are not entitled Constrict (Ex): A gray ooze deals automatic slam and acid dam-
to a saving throw. Those who do not attempt attacks of opportu- age with a successful grapple check. The opponent’s clothing and
nity must succeed on a DC 13 Reflex save or be engulfed; on a suc- armor take a –4 penalty on Reflex saves against the acid.
cess, they are pushed back or aside (opponent’s choice) as the cube
moves forward. Engulfed creatures are subject to the cube’s paral- Improved Grab (Ex): To use this ability, a gray ooze must hit
ysis and acid, and are considered to be grappled and trapped with its slam attack. It can then attempt to start a grapple as a free
within its body. The save DC is Strength-based and includes a +1 action without provoking an attack of opportunity. If it wins the
racial bonus. grapple check, it establishes a hold and can constrict.

Paralysis (Ex): A gelatinous cube secretes an anesthetizing Transparent (Ex): A gray ooze is hard to identify, even under
slime. A target hit by a cube’s melee or engulf attack must succeed ideal conditions, and it takes a DC 15 Spot check to notice one.
on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube Creatures who fail to notice a gray ooze and walk into it are auto-
can automatically engulf a paralyzed opponent. The save DC is matically hit with a melee attack for slam and acid damage.
Constitution-based.
OCHRE JELLY
Transparent (Ex): Gelatinous cubes are hard to see, even under
ideal conditions, and it takes a DC 15 Spot check to notice one. Large Ooze
Creatures who fail to notice a cube and walk into it are automati- Hit Dice: 6d10+36 (69 hp)
cally engulfed. Initiative: –5
Speed: 10 ft. (2 squares), climb 10 ft.
GRAY OOZE Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +4/+10
Medium Ooze Attack: Slam +5 melee (2d4+3 plus 1d4 acid)
Hit Dice: 3d10+15 (31 hp) Full Attack: Slam +5 melee (2d4+3 plus 1d4 acid)
Initiative: –5 Space/Reach: 10 ft./5 ft.
Speed: 10 ft. (2 squares) Special Attacks: Acid, constrict 2d4+3 plus 1d4 acid, improved
Armor Class: 5 (–5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +2/+3 grab
Attack: Slam +3 melee (1d6+1 plus 1d6 acid) Special Qualities: Blindsight 60 ft., split, ooze traits
Full Attack: Slam +3 melee (1d6+1 plus 1d6 acid) Saves: Fort +8, Ref –3, Will –3
Space/Reach: 5 ft./5 ft. Abilities: Str 15, Dex 1, Con 22, Int —, Wis 1, Cha 1
Special Attacks: Acid, constrict 1d6+1 plus 1d6 acid, improved Skills: Climb +10
Feats: —
grab Environment: Temperate marshes
Organization: Solitary

Challenge Rating: 5 This creature looks like a primitive human with gray skin and coarse hair. ORC
Treasure: None It has a stooped posture, low forehead, and a piglike face with prominent
Alignment: Always neutral lower canines that resemble a boar’s tusks.
Advancement: 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment: — Orcs are aggressive humanoids that raid, pillage, and battle other
creatures. They have a hatred of elves and dwarves that began gen-
This creature resembles a giant, dark yellow amoeba. erations ago, and often kill such creatures on sight.

An ochre jelly seeps along floors, walls, and ceilings with ease, An orc’s hair usually is black. It has lupine ears and reddish eyes.
squeezing its malleable body under doors and through cracks in Orcs prefer wearing vivid colors that many humans would con-
search of meals. sider unpleasant, such as blood red, mustard yellow, yellow-green,
and deep purple. Their equipment is dirty and unkempt. An adult
An ochre jelly can grow to a diameter of about 15 feet and a male orc is a little over 6 feet tall and weighs about 210 pounds.
thickness of about 6 inches, but can compress its body to fit into Females are slightly smaller.
cracks as small as 1 inch wide. A typical specimen weighs about
5,600 pounds. When not actually fighting other creatures, orcs are usually
planning raids or practicing their fighting skills.
Combat
The language an orc speaks varies slightly from tribe to tribe,
An ochre jelly attempts to envelop and squeeze its prey. but any orc is understandable by someone else who speaks Orc.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves Some orcs know Goblin or Giant as well.

only flesh. Any melee hit or constrict attack deals acid damage. Most orcs encountered away from their homes are warriors; the
Constrict (Ex): An ochre jelly deals automatic slam and acid information in the statistics block is for one of 1st level.

damage with a successful grapple check. COMBAT
Improved Grab (Ex): To use this ability, an ochre jelly must hit
Orcs are proficient with all simple weapons, preferring those that
with its slam attack. It can then attempt to start a grapple as a free cause the most damage in the least time. Many orcs who take up
action without provoking an attack of opportunity. If it wins the the warrior or fighter class also gain proficiency with the falchion
grapple check, it establishes a hold and can constrict. or the greataxe as a martial weapon. They
enjoy attacking from concealment
Split (Ex): Slashing and piercing weapons and electricity and setting ambushes, and
attacks deal no damage to an ochre jelly. Instead the creature splits they obey the rules of war
into two identical jellies, each with half of the original’s current hit (such as honoring a truce)
points (round down). A jelly with 10 hit points or less cannot be only as long as it is con-
further split and dies if reduced to 0 it points. venient for them.

Skills: An ochre jelly has a +8 racial bonus on Climb checks and Light Sensitivity
can always choose to take 10 on a Climb check, even if rushed or (Ex): Orcs are dazzled in bright
threatened. sunlight or within the radius
of a daylight spell.
ORC
Orc
Orc, 1st-Level Warrior
Medium Humanoid (Orc) 203
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10,

flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1

ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18–20) or javelin

+1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will –2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Environment: Temperate hills
Organization: Gang (2–4), squad (11–20 plus 2 3rd-level

sergeants and 1 leader of 3rd–6th level), or band (30–100 plus
150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5
5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +0

OTYUGH ORC SOCIETY —Orc Blood: For all effects related to race, a half-orc is consid-
ered an orc. Half-orcs, for example, are just as vulnerable to special
Illus. by T. Lockwood Orcs believe that to survive, they must conquer as much territory effects that affect orcs as their orc ancestors are, and they can use
as possible, which puts them at odds with all intelligent creatures magic items that are only usable by orcs.
that live near them. They are constantly warring with or preparing
to war with other humanoids, including other orc tribes. They can —Automatic Languages: Common, Orc. Bonus Languages: Dra-
ally with other humanoids for a time but quickly rebel if not com- conic, Giant, Gnoll, Goblin, Abyssal.
manded by orcs. Their deities teach them that all other beings are
inferior and that all worldly goods rightfully belong to the orcs, —Favored Class: Barbarian.
having been stolen by the others. Orc spellcasters are ambitious,
and rivalries between them and warrior leaders sometimes tear a OTYUGH
tribe apart.
Large Aberration
Orc society is patriarchal: Females are prized possessions at best Hit Dice: 6d8+9 (36 hp)
and chattel at worst. Male orcs pride themselves on the number of Initiative: +0
females they own and male children they sire, as well as their Speed: 20 ft. (4 squares)
battle prowess, wealth, and amount of territory. They wear their Armor Class: 17 (–1 size, +8 natural), touch 9, flat-footed 17
battle scars proudly and ritually scar themselves to mark signifi- Base Attack/Grapple: +4/+8
cant achievements and turning points in their lives. Attack: Tentacle +4 melee (1d6)
Full Attack: 2 tentacles +4 melee (1d6) and bite –2 melee (1d4)
An orc lair may be a cave, a series of wooden huts, a fort, or even Space/Reach: 10 ft./10 ft. (15 ft. with tentacle)
a large city built above and below ground. A tribe includes females Special Attacks: Constrict 1d6, disease, improved grab
(as many as there are males), young (half as many as there are Special Qualities: Darkvision 60 ft., scent
females), and slaves (about one for every ten males). Saves: Fort +3, Ref +2, Will +6
Abilities: Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
The chief orc deity is Gruumsh, a one-eyed god who tolerates Skills: Hide –1*, Listen +6, Spot +6
no sign of peaceability among his people. Feats: Alertness, Toughness, Weapon Focus (tentacle)
Environment: Underground
ORCS AS CHARACTERS Organization: Solitary, pair, or cluster (3–4)
Challenge Rating: 4
Orc leaders tend to be barbarians. Orc clerics worship Gruumsh. Treasure: Standard
An orc cleric has access to two of the following domains: Chaos, Alignment: Usually neutral
Evil, Strength, or War (favored weapon: any spear). Most orc spell- Advancement: 7–8 HD (Large); 9–18 HD (Huge)
casters are adepts. Orc adepts favor spells that deal damage. Level Adjustment: —

Orc Traits (Ex): Orcs possess the following racial traits. This creature looks like a bloated ovoid covered with a rocklike skin. A
— +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma. vinelike stalk about 2 feet long rises from the top of the disgusting body
—An orc’s base land speed is 30 feet. and bears the two eyes. Its mouth—little more than a wide gash filled
—Darkvision out to 60 feet. with razor-sharp teeth—is in the center of the mass. The creature shuffles
—Light Sensitivity: Orcs are dazzled in bright sunlight or about on three thick, sturdy legs and has two long tentacles covered in
within the radius of a daylight spell. rough, thorny protrusions. The tentacles end in leaflike appendages
—Automatic Languages: Common, Orc. Bonus Languages: covered in more thorny growths.
Dwarven, Giant, Gnoll, Goblin, Undercommon.
—Favored Class: Barbarian. Otyugh

204 The orc warrior presented here had the following ability scores
before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9,
Cha 8.

HALF-ORCS

These orc–human crossbreeds can be found in
either orc or human society (where their
status varies according to local senti-
ments), or in communities of their
own. Half-orcs usually inherit a
good blend of the physical char-
acteristics of their parents. They
are as tall as humans and a little
heavier, thanks to their muscle.
They have greenish pigmenta-
tion, sloping foreheads, jutting jaws,
prominent teeth, and coarse body hair.
Half-orcs who have lived among or
near orcs have scars, in keeping with
orcish tradition.

Half-Orc Traits (Ex): Half-orcs possess
the following racial traits.

— +2 Strength, –2 Intelligence, –2 Charisma.
—Medium size.
—A half-orc’s base land speed is 30
feet.
—Darkvision: Half-orcs can see in the
dark up to 60 feet.

Otyughs are grotesque subterranean monsters that lurk within Challenge Rating: 3

heaps of refuse. Although primarily scavengers that can eat almost Treasure: None

any kind of refuse, they never object to a meal of fresh meat when Alignment: Usually neutral good

the opportunity presents itself. Advancement: 5–8 HD (Large); 9–12 HD (Huge)

An otyugh spend most of its time within its lair, which it keeps Level Adjustment: +2 (cohort)

filled with carrion, offal, and all manner of similar trash. An

otyugh usually covers itself with this vile stuff, leaving only its Giant owls are nocturnal birds of prey, feared for their ability to

sensory stalk exposed (the stack also carries the otyugh’s olfactory hunt and attack in near silence. They are intelligent, and though

organ) and lies there for hours, shoveling food into its mouth. naturally suspicious, sometimes associate with good creatures.

Intelligent subterranean beings sometimes coexist with otyughs, They attack creatures that appear threatening, especially those

which they regard as convenient garbage disposals: They dump intent on raiding the owls’ nest for eggs or fledglings, which fetch

their refuse in the lair of the otyugh, which generally refrains a handsome price in many civilized areas. Young owls can be OWL, GIANT

from attacking them. trained and are prized as aerial mounts.

A typical otyugh has a body 8 feet in diameter and weighs about A typical giant owl stands about 9 feet tall, has a wingspan of up

500 pounds. to 20 feet, and resembles its smaller cousins in nearly every way

Otyughs speak Common. except size.

COMBAT Giant owls speak Common and Sylvan.

An otyugh attacks living creatures if it feels threatened or if it is COMBAT

hungry; otherwise it is content to remain hidden. Otyughs slash A giant owl attacks by gliding silently just a few feet above its prey

and squeeze opponents with their tentacles, which they also use to and plunging to strike when directly overhead.

drag prey into their mouths. A solitary giant owl is typically hunting or patrolling in the vi-

Constrict (Ex): An otyugh deals automatic tentacle damage cinity of its nest and generally ignores creatures that do not appear

with a successful grapple check. threatening. A mated pair of giant owls will attack in concert and

Disease (Ex): Filth fever—bite, fight to the death to

Fortitude DC 14, incubation defend their nest. Sev-

period 1d3 days; damage 1d3 eral giant owls sometimes

Dex and 1d3 Con. The save DC operate as a company for

is Constitution-based. Giant owl some specific purpose, such as

Improved Grab (Ex): To use driving away a group of evil

this ability, an otyugh must hit humanoids.

with a tentacle attack. It can Superior Low-Light Vision

then attempt to start a grapple as (Ex): A giant owl can see five times as

a free action without provoking far as a human can in dim light.

an attack of opportunity. If it wins Skills: Giant owls have a +8 racial

the grapple check, it establishes a bonus on Listen checks and a +4 racial

hold and can constrict. bonus on Spot checks.

Skills: *An otyugh has a +8 racial *When in flight, giant owls gain a +8

bonus on Hide checks when in its lair, bonus on Move Silently checks.

due to its natural coloration. TRAINING A
GIANT OWL
OWL, GIANT
Although intelligent, a giant

Large Magical Beast owl requires training before it

Hit Dice: 4d10+4 (26 hp) can bear a rider in combat. To be

Initiative: +3 trained, a giant owl must have a

Speed: 10 ft. (2 squares), fly 70 ft. (average) friendly attitude toward the trainer

Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch (this can be achieved through a success-

12, flat-footed 12 ful Diplomacy check). Training a

Base Attack/Grapple: +4/+12 friendly giant owl requires six

Attack: Claw +7 melee (1d6+4) weeks of work and a DC 25

Full Attack: 2 claws +7 melee (1d6+4) and bite Handle Animal check. Riding

+2 melee (1d8+2) a giant owl requires an exotic

Space/Reach: 10 ft./5 ft. saddle. A giant owl can fight while carrying a

Special Attacks: — rider, but the rider cannot also attack unless he or

Special Qualities: Superior low- she succeeds on a Ride check.

light vision Giant owl eggs are worth 2,500 gp apiece

Saves: Fort +5, Ref +7, Will +3 on the open market, while chicks are

Abilities: Str 18, Dex 17, Con worth 4,000 gp each. Professional train-

12, Int 10, Wis 14, Cha 10 ers charge 1,000 gp to rear or train a giant

Skills: Knowledge (nature) +2, Listen +17, owl.

Move Silently +8*, Spot +10 Carrying Capacity: A light load for a

Feats: Alertness, Wingover giant owl is up to 300 pounds; a medium

Environment: Temperate forests load, 301–600 pounds; and a heavy load,

Organization: Solitary, pair, or company 601–900 pounds. 205

(3–5)

OWLBEAR OWLBEAR PEGASUS

Large Magical Beast Large Magical Beast
Hit Dice: 5d10+25 (52 hp) Hit Dice: 4d10+12 (34 hp)
Initiative: +1 Initiative: +2
Speed: 30 ft. (6 squares) Speed: 60 ft. (12 squares), fly 120 ft. (average)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11,

flat-footed 14 flat-footed 12
Base Attack/Grapple: +4/+12
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d6+5) Attack: Hoof +7 melee (1d6+4)
Full Attack: 2 claws +9 melee Full Attack: 2 hooves +7 melee (1d6+4) and bite +2
melee (1d3+2)
(1d6+5) and bite +4 melee Space/Reach: 10 ft./5 ft.
Special Attacks: —
(1d8+2) Special Qualities: Darkvision
60 ft., low-light vision, scent,
Space/Reach: 10 ft./5 ft. spell-like abilities
Special Attacks: Improved grab Saves: Fort +7, Ref +6, Will +4
Special Qualities: Scent Abilities: Str 18, Dex 15, Con
Saves: Fort +9, Ref +5, Will +2 16, Int 10, Wis 13, Cha 13
Abilities: Str 21, Dex 12, Con Skills: Diplomacy +3, Listen +8,
Sense Motive +9, Spot +8
21, Int 2, Wis 12, Cha 10 Feats: Flyby Attack, Iron Will
Environment: Temperate
Skills: Listen +8, Spot +8 forests
Feats: Alertness, Track Organization: Solitary, pair,
Environment: Temperate or herd (6–10)
Challenge Rating: 3
forests Treasure: None
Alignment: Usually chaotic
Organization: Solitary, pair, good
or pack (3–8) Advancement: 5–8 HD (Large)
Level Adjustment: +2 (cohort)
Challenge Rating: 4
Treasure: None This creature looks like a horse but has two large,
Alignment: Always neutral
Advancement: 6–8 HD feathered wings. Its coat and wings are pure white.

(Large); 9–15 HD (Huge) The pegasus is a magnificent winged horse that sometimes serves
the cause of good. Though highly prized as aerial steeds, pegasi are
Level Adjustment: — wild and shy creatures not easily tamed.

This creature has a thick, shaggy Owlbear Pegasi mate for life, building their nests in high, remote loca-
coat of feathers and fur. Its body is tions. A mated pair have either 1–2 eggs or 1–2 young in their
like a bear’s, but it has an avian nest.
head with big, round eyes and a
hooked beak. A typical pegasus stands 6 feet high at the shoulder, weighs
1,500 pounds, and has a wingspan of 20 feet. Rumors tell of some
206 Owlbears are extraordinarily vicious predators with a reputation specimens that are brown or black instead of white.
for ferocity, aggression, and sheer ill temper. They tend to attack
nearly anything that moves without provocation. Pegasi cannot speak, but they understand Common.

Scholars have long debated the origins of the owlbear. The most COMBAT
common theory is that a demented wizard created the first speci-
men by crossing a giant owl with a bear. An owlbear’s coat ranges Pegasi attack with their sharp hooves and powerful bite. Mated
in color from brown-black to yellowish brown; its beak is a dull pairs and herds attack as a team, fighting to the death to defend
ivory color. A full-grown male can stand as tall as 8 feet and weigh their eggs and young.
up to 1,500 pounds. Adventurers who have survived encounters
with the creature often speak of the bestial madness they Spell-Like Abilities: At will—detect good and detect evil within a
glimpsed in its red-rimmed eyes. 60-foot radius. Caster level 5th.

Owlbears inhabit wilderness areas, making their lairs within Skills: Pegasi have a +4 racial bonus on Listen and Spot checks.
tangled forests or in shallow underground caverns. They can be
active during the day or night, depending on the habits of the TRAINING A PEGASUS
available prey. Adults live in mated pairs and hunt in packs, leav-
ing their young in the lair. A lair usually has 1d6 young, fetching a Although intelligent, a pegasus requires training before it can bear
price of 3,000 gp each in many civilized areas. While owlbears a rider in combat. To be trained, a pegasus must have a friendly
cannot be domesticated, they can still be placed in strategically attitude toward the trainer (this can be achieved through a suc-
important areas as free-roaming guardians. Professional trainers cessful Diplomacy check). Training a friendly pegasus requires six
charge 2,000 gp to rear or train an owlbear (DC 23 for a young crea- weeks of work and a DC 25 Handle Animal check. Riding a pega-
ture, DC 30 for an adult). sus requires an exotic saddle. A pegasus can fight while carrying a
rider, but the rider cannot also attack unless he or she succeeds on
COMBAT a Ride check.

Owlbears attack prey—any creature bigger than a mouse—on Pegasus eggs are worth 2,000 gp each on the open market, while
sight, always fighting to the death. They slash with claws and beak, young are worth 3,000 gp per head. Pegasi mature at the same rate
trying to grab their prey and rip it apart.

Improved Grab (Ex): To use this ability, an owlbear must hit
with a claw attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity.

This creature looks like a brown and greenish-brown mass with a
cluster of nodules atop the main mass, though it is visible
only when dead. A cluster of nodules atop the main
mass serve as sensory organs. The creature feeds and
attacks with a gaping maw lined with rows of teeth.
Four stumpy legs support the creature and allow it
to move about.

This ambulatory fungus is naturally invis- PHASE SPIDER
ible, making it a feared predator among

subterranean inhabitants.

COMBAT

A phantom fungus usually roams

quietly, hunting for prey. It

attacks lone individuals almost any-

where, but when tackling groups it

prefers an open space where it has a better

chance .

Greater Invisibility (Su): This ability is constant,

allowing a phantom fungus to remain invisible even

Pegasus when attacking. It works like greater invisibility

(caster level 12th) and lasts as long as the phan-

tom fungus is alive. This ability is not subject to

the invisibility purge spell. A phantom fungus

becomes visible 1 minute after it is killed.

as horses. Professional trainers charge 1,000 gp to Skills: A phantom fungus has a +5 racial bonus on Move

rear or train a pegasus, which serves a good or neutral master with Silently checks.

absolute faithfulness for life. Phantom fungus illus. by C. Crichlow

Carrying Capacity: A light load for a pegasus is up to 300 PHASE SPIDER
pounds; a medium load, 301–600 pounds; and a heavy load,

601–900 pounds. Large Magical Beast

Hit Dice: 5d10+15 (42 hp)

PHANTOM FUNGUS Initiative: +7
Speed: 40 ft. (8 squares), climb 20 ft.
Medium Plant Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12,

Hit Dice: 2d8+6 (15 hp) flat-footed 12

Initiative: +0 Base Attack/Grapple: +5/+12

Speed: 20 ft. (4 squares) Attack: Bite +7 melee (1d6+4 plus poison)

Armor Class: 14 (+4 natural), touch Full Attack: Bite +7 melee (1d6+4 plus

10, flat-footed 14 poison)

Base Attack/Grapple: +1/+3 Space/Reach: 10 ft./5 ft.

Attack: Bite +3 melee (1d6+3) Special Attacks: Poison

Full Attack: Bite +3 melee (1d6+3) Special Qualitiy: Darkvision 60 ft., ethe-

Space/Reach: 5 ft./5 ft. real jaunt, low-light vision

Special Attacks: — Saves: Fort +7, Ref +7, Will +2

Special Qualities: Low-light vision, plant Abilities: Str 17, Dex 17, Con 16, Int 7,

traits, greater invisibility Wis 13, Cha 10

Saves: Fort +6, Ref +0, Will +0 Skills: Climb +11, Move Silently +11,

Abilities: Str 14, Dex 10, Con 16, Int 2, Spot +4

Wis 11, Cha 9 Feats: Ability Focus (poison),

Skills: Listen +4, Move Silently +6, Improved Initiative

Spot +4 Environment: Warm hills

Feats: Alertness Organization: Solitary

Environment: Underground or cluster (2–5)

Organization: Solitary Challenge Rating:

Challenge Rating: 3 5

Treasure: None Treasure: None

Alignment: Always neutral Alignment: Always

Advancement: 3–4 HD neutral

(Medium); 5–6 HD (Large) Advancement: 6–8 HD

Level Adjustment: — (Large); 9–15 HD (Huge)

Level Adjustment: —

Soft, squelching footfalls and a strange, moldy odor

indicate that some creature is nearby—but nothing can be 207

seen. Phantom fungus

This creature resembles a giant wolf spider, except with a larger head and This creature looks like a slithering blob of multicolored goo perhaps 5 feet

variegated markings in white, gray, and blue over the legs and back. Its wide and a little less than half that high.

eight eyes are silver-white.

A phasm is an amorphous creature that can assume the guise of

Phase spiders are aggressive predators that can move quickly from almost any other creature or object.

the Ethereal Plane to attack opponents on the Material Plane. Its shapeshifting ability frees a phasm from most material

A typical phase spider’s body is 8 feet long. It weighs about 700 needs, which usually leads it to a life of exploration, hedonism, or

pounds. philosophical contemplation. There’s no telling where

Phase spiders cannot speak. a phasm will turn up, nor what it will do if discov-

COMBAT ered. They are natural spies but notori-
ously unreliable, since they feel no

Phase spiders dwell and hunt on particular need to report

PHASM the Material Plane. Once a spi- what they learn. They

der locates prey, however, it have an affinity for

shifts to the Ethereal Plane to doppelgangers

attack, attempting to catch its and sometimes

victim flat-footed. The spider ally themselves

shifts in, bites its victim, with groups of

and retreats quickly back them for secu-

to the Ethereal Plane. rity—or just

Ethereal Jaunt for the fun

(Su): A phase spi- of it.

der can shift

from the Ethe- Phase spider

real Plane

to the

Material Plane as a free action,

and shift back again as a move

action (or during a move action). The ability is otherwise A phasm in its natural form is about 5 feet in diameter and 2 feet

identical with ethereal jaunt (caster level 15th). high at the center. Swirls of color indicate sensory organs. In this

Spider illus. by B. Despain Poison (Ex): Injury, Fortitude DC 17, initial and secondary form, a phasm slithers about like an ooze and can attack with a

damage 1d8 Con. The save DC is Constitution-based. pseudopod. It weighs about 400 pounds.

Skills: A phase spider has a +8 racial bonus on Climb checks Phasms can speak Common but prefer telepathic communica-

and can always choose to take 10 on a Climb check, even if rushed tion.

or threatened. COMBAT

PHASM When faced with potential danger, a phasm is equally likely to
retreat, parley, or attack, as its fancy strikes. Phasms value new

Medium Aberration (Shapechanger) experiences: fresh scents and tastes, obscure facts, gossip, odd bric-

Hit Dice: 15d8+30 (97 hp) a-brac, and the like. Those who offer a phasm such things stand a

Initiative: +6 good chance of avoiding a fight.

Speed: 30 ft. (6 squares) If pursued or harassed, a phasm transforms into the

Armor Class: 17 (+2 Dex, +5 natu- most fearsome creature it knows, such as an adult

ral), touch 12, flat-footed 15 white dragon or a fire giant, and attacks. When seri-

Base Attack/Grapple: +11/+12 ously hurt, it changes to some fast or agile

Attack: Slam +12 melee (1d3+1) form and tries to escape.

Full Attack: Slam +12 melee Amorphous (Ex): A phasm in its nat-

(1d3+1) ural form has immunity to poison,

Space/Reach: 5 ft./5 ft. sleep, paralysis, polymorph, and stun-

Special Attacks: — ning effects. It is not subject to criti-

Special Qualities: Alternate form, amor- cal hits and, having no clear front or

phous, resilient, scent, telepathy 100 ft., tremor- back, cannot be flanked.

sense 60 ft. Resilient (Ex): A phasm has a +4

Saves: Fort +11, Ref +11, Will +11 racial bonus on Fortitude and Reflex

Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14 saves (included in the statistics block).

Skills: Bluff +20, Climb +7, Craft (any one) +12, Phasm Alternate Form (Su): A phasm can assume any form of Large

Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate size or smaller as a standard action. This ability functions as a poly-

+4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8 morph spell cast on itself (caster level 15th), except that the phasm

Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, does not regain hit points for changing form. A phasm can remain

Improved Initiative, Mobility in its alternate form until it chooses to assume a new one or return

Environment: Underground to its natural form.

Organization: Solitary Tremorsense (Ex): A phasm can automatically sense the loca-

Challenge Rating: 7 tion of anything within 60 feet that is in contact with the ground,

Treasure: Standard so long as it is touching the ground itself.

208 Alignment: Usually chaotic neutral Skills: *When using shapechange, a phasm gains a +10 circum-

Advancement: 15–21 HD (Huge); 22–45 HD (Gargantuan) stance bonus on Disguise checks.

Level Adjustment: —

PLANETOUCHED the vengeful, judgmental aspect of their celestial ancestor, but this
is rare. They are rarely found in leadership positions and often live
Planetouched is a general word to describe someone who can as loners due to their absolute dedication to goodness. Others are
trace his or her bloodline back to an outsider, usually a fiend or less fanatical and fit seamlessly into normal human society.
celestial.
Combat PLANETOUCHED
The effects of having a supernatural being in one’s heritage last
for many generations. Although not as dramatically altered as a Aasimars usually like a fair, straightforward contest. Against a par-
half-celestial or a half-fiend, planetouched still retain some special ticularly evil foe, however, they fight with utter conviction and to
qualities. the death.

The two planetouched varieties described here are the most Daylight (Sp): An aasimar can use daylight once per day as a 1st-
common. Aasimars are humans with some trace of celestial blood level caster or a caster of his class levels, whichever is higher.
in their veins, and tieflings have some fiendishness in their family
tree. Skills: An aasimar has a +2 racial bonus on Spot and Listen
checks.
There is no “typical” aasimar or tiefling. They do not have their
own societies or cultures, instead blending into existing ones. The aasimar warrior presented here had the following ability
Many have character classes. scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10,
Wis 9, Cha 8.
AASIMAR

Aasimar, 1st-Level Warrior Aasimar as Characters

Medium Outsider (Native) Aasimar characters possess the following racial traits.

Hit Dice: 1d8+1 (5 hp) — +2 Wisdom, +2 Charisma.

Initiative: +4 —Medium size.

Speed: 20 ft. in scale mail (4 squares); base speed —An aasimar’s base land speed is 30 feet.

30 ft. —Darkvision: Aasimars can see in the dark up to 60 feet.

Armor Class: 16 (+4 scale mail, +2 heavy shield), —Racial Skills: Aasimars have a +2 racial bonus on Spot and

touch 10, flat-footed 16 Listen checks.

Base Attack/Grapple: +1/+2 —Racial Feats: An aasimar gains feats according to its class

Attack: Longsword +2 melee (1d8+1/19–20) or levels.

light crossbow +1 ranged (1d8/19–20) —Special Attacks (see above): Daylight.

Full Attack: Longsword +2 melee (1d8+1/19–20) —Special Qualities (see above): Resistance to acid 5, cold 5, and

or light crossbow +1 ranged (1d8/19–20) electricity 5.

Space/Reach: 5 ft./5 ft. —Automatic Languages: Common, Celestial. Bonus Languages:

Special Attacks: Daylight Draconic, Dwarven, Elven, Gnome, Halfling,

Special Qualities: Darkvision 60 ft., resistance to Sylvan.

acid 5, cold 5, and electricity 5 —Favored Class: Paladin.

Saves: Fort +3, Ref +0, Will +0 —Level adjustment +1.

Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha Aasimar TIEFLING

10

Skills: Heal +4, Knowledge (religion) +1, Listen Tiefling, 1st-Level

+3, Ride +1, Spot +3 Warrior

Feats: Improved Initiative Medium Outsider (Native)

Environment: Temperate Tiefling Hit Dice: 1d8+1 (5 hp)

plains Initiative: +1

Organization: Solitary, pair, Speed: 30 ft. (6 squares)

or team (3–4) Armor Class: 15 (+1 Dex,

Challenge Rating: 1/2 +3 studded leather, +1

Treasure: Standard light shield), touch 11,

Alignment: Usually good (any) flat-footed 14

Advancement: By character class Base Attack/Grapple:

Level Adjustment: +1 +1/+2

Attack: Rapier +3 melee

This being looks like a beautiful human, (1d6+1/18–20) or light
with calm, serene features and an inner
radiance that shines from its face. crossbow +2 ranged

(1d8/19–20)

Full Attack: Rapier +3 melee

Graced with a touch of the holy, aasi- (1d6+1/18–20) or light crossbow
mars are usually tall, good-looking, and
generally pleasant. Some have a minor +2 ranged (1d8/19–20)
physical trait suggesting their her-
itage, such as silver hair, golden Space/Reach: 5 ft./5 ft.
eyes, or an unnaturally
intense stare. Special Attacks: Darkness

Most aasimars are Special Qualities: Darkvision
decidedly good-aligned.
They fight against evil causes 60 ft., resistance to cold 5, elec-
and attempt to sway others to do
the right thing. Occasionally they take on tricity 5, and fire 5

Saves: Fort +3, Ref +1,

Will –1

Abilities: Str 13, Dex 209

13, Con 12, Int 12, Wis

9, Cha 6

Planetouched

Skills: Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1 PSEUDODRAGON
Feats: Weapon Focus (rapier)
Environment: Temperate plains Tiny Dragon
Organization: Solitary, pair, or gang (3–4) Hit Dice: 2d12+2 (15 hp)
Challenge Rating: 1/2 Initiative: +2
Treasure: Standard Speed: 15 ft. (3 squares), fly 60 ft. (good)
Alignment: Usually evil (any) Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14,
Advancement: By character class
Level Adjustment: +1 flat-footed 16
Base Attack/Grapple: +2/–8
PSEUDOGRAGON This being looks like a human, but it has a faintly disturbing demeanor Attack: Sting +4 melee (1d3–2 plus poison)
about it and a wicked gleam in its eyes. Short horns sprout from its fore- Full Attack: Sting +4 melee (1d3–2 plus poison) and bite –1
head.
melee (1)
Twisted, devious, and untrustworthy, tieflings more often than Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail)
not follow their inherent tendencies and heed the call to evil. A Special Attacks: Poison
few defy their nature, but still must fight against popular opinion Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity
(if their nature is known) or the feeling of otherworldly “wrong-
ness” that seems to follow them wherever they go. to sleep and paralysis, low-light vision, spell resistance 19,
telepathy 60 ft.
Aside from a demeanor that many find disturbing, many Saves: Fort +4, Ref +5, Will +4
tieflings are indistinguishable from humans. Others have small Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
horns, pointed teeth, red eyes, a whiff of brimstone about them, or Skills: Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense
even cloven feet. No two tieflings are the same. Motive +7, Spot +7, Survival +1 (+3 following tracks)
Feats: Weapon Finesse
In most human societies, tieflings maintain a low profile, oper- Environment: Temperate forests
ating as thieves, assassins, or spies. Occasionally one rises to a posi- Organization: Solitary, pair, or clutch (3–5)
tion of power, but when its nature is revealed it quickly becomes Challenge Rating: 1
an outcast. Treasure: None
Alignment: Always neutral good
Combat Advancement: 3–4 HD (Tiny)
Level Adjustment: +3
Tieflings are sneaky, subtle, and
This creature resembles a miniature red dragon, slightly smaller than a
generally conniv- housecat. It is red-brown in color rather than deep red. It has fine
scales and sharp horns and teeth. Its tail is about twice as long
ing. They prefer to as its body, barbed, and very flexible.

strike from ambush Pseudodragon Pseudodragons are tiny, playful
members of the dragon family.
and usually avoid a fair A pseudodragon has a body
about 1 foot long, with a 2-
fight if they can. foot tail. It weights about
7 pounds.
Darkness (Sp): A tiefling can A pseudodragon
can communicate
use darkness once per day (caster telepathically
and can also vo-
level equal to class levels). calize animal
noises, such
Skills: A tiefling has a +2 racial as a rasping
purr (pleasure),
bonus on Bluff and Hide checks. a hiss (unpleas-
ant surprise), a
The tiefling warrior presented here chirp (desire), or
had the following ability scores a growl (anger).
before racial adjustments:
Str 13, Dex 11, Con 12, COMBAT
Int 10, Wis 9, Cha 8.
A pseudodragon can deliver a vicious bite, but its principal
210 Tieflings as weapon is its sting-equipped tail.
Characters
Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1
Tiefling characters pos- minute, secondary damage sleep for 1d3 hours. The save DC is
sess the following Constitution-based and includes a +2 racial bonus.
racial traits.
Blindsense (Ex): A pseudodragon can locate creatures within
— +2 Dexterity, +2 Intelli- 60 feet by nonvisual means (mostly hearing and scent, but also by
gence, –2 Charisma. noticing vibration and other environmental clues). Opponents
the pseudodragon can’t actually see still have total concealment
—Medium size. against the pseudodragon.
—A tiefling’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Skills: Tieflings have a +2 racial bonus on Bluff and
Hide checks.
—Racial Feats: A tiefling gains feats according to its class levels.
—Special Attacks (see above): Darkness.
—Special Qualities (see above): Resistance to cold 5, electricity
5, and fire 5.
—Automatic Languages: Common, Infernal. Bonus Languages:
Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
—Favored Class: Rogue.
—Level adjustment +1.

Telepathy (Su): Pseudodragons can communicate telepathi- These massive scavengers attempt to consume any organic mate-

cally with creatures that speak Common or Sylvan, provided they rial they find. Purple worms are feared for swallowing their prey

are within 60 feet. whole: Entire groups of adventurers have vanished down their

Skills: Pseudodragons have a chameleonlike ability that grants gullets, one member after the other.

them a +4 racial bonus on Hide checks. *In forests or overgrown The body of a mature purple worm is 5 feet in diameter and 80

areas, this bonus improves to +8. feet long, weighing about 40,000 pounds. The creature has a poi-

PSEUDODRAGON COMPANIONS sonous stinger in its tail.

A purple worm consumes great quantities of dirt and rock when

A pseudodragon may very rarely seek humanoid companionship. tunneling. Its gizzard may hold gems and other acid-resistant

It stalks a candidate silently for days, reading his or her thoughts items. In mineral-rich areas, purple worm castings might contain

and judging his or her deeds. If it finds the candidate promising, unrefined ores.

the pseudodragon presents itself as a potential companion and ob- RAKSHASA
serves the other’s reaction. If the candidate seems delighted and COMBAT

promises to take very good care of it, the pseudodragon accepts. In battle, a purple worm forms into a coil 20 feet in diameter,

Otherwise, it flies away. biting and stinging anything within reach.

A pseudodragon’s personality has been described as catlike. Improved Grab (Ex): To use this ability, a purple worm must

At times the creature seems arrogant, demanding, and less than hit with its bite attack. It can then attempt to

helpful. It is willing to serve—provided that it is well fed and start a grapple as a free action without pro-

groomed, and receives lots of attention. The companion voking an attack of opportunity. If it

must pamper it and make it feel like the most wins the grapple check, it establishes a

important thing in his or her life. If the pseudo- hold and can attempt to swallow the

dragon is mistreated or insulted, it will leave— foe the following round.

or worse, play pranks when least expected. Poison (Ex): Injury, Fortitude DC 25,

Pseudodragons particularly dislike cruelty initial damage 1d6 Str, secondary damage

and will not serve cruel masters. 2d6 Str. The save DC is Constitution-based.

A pseudodragon egg can fetch a price of Swallow Whole (Ex): A purple worm can try to

up to 10,000 gp, and a hatchling as much swallow a grabbed opponent of a smaller size than

as 20,000 gp. Pseudodragons have a life itself by making a successful grapple check. Once

span of 10 to 15 years. Like dragons, they inside, the opponent takes 2d8+12 points of

are attracted to bright, shiny objects. crushing damage plus 8 points of acid

damage per round from the worm’s giz-

PURPLE WORM zard. A swallowed creature can cut its
way out by using a light slashing or

Gargantuan Magical Beast piercing weapon to deal 25 points of

Hit Dice: 16d10+112 (200 hp) damage to the gizzard (AC 17). Once

Initiative: –2 the creature exits, muscular action

Speed: 20 ft. (4 squares), burrow 20 closes the hole; another swallowed

ft., swim 10 ft. opponent must cut its own way out. A

Armor Class: 19 (–4 size, –2 Gargantuan worm’s interior can hold 2

Dex, +15 natural), touch 4, Large, 8 Medium, 32 Small, 128 Tiny, or

flat-footed 19 512 Diminutive or smaller opponents.

Base Attack/Grapple: Skills: A purple worm has a +8

+16/+40 racial bonus on any Swim check to

Attack: Bite +25 melee perform some special action or

(2d8+12) avoid a hazard. It can always

Full Attack: Bite +25 melee choose to take 10 on a Swim

(2d8+12) and sting +20 melee check, even if distracted or

(2d6+6 plus poison) endangered. It can use the run

Space/Reach: 20 ft./15ft. action while swimming, provided it

Special Attacks: Improved grab, swallow whole, swims in a straight line.

poison Purple worm

Special Qualities: Tremorsense 60 ft. RAKSHASA
Saves: Fort +17, Ref +8, Will +4

Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8 Medium Outsider (Native)

Skills: Listen +18, Swim +20 Hit Dice: 7d8+21 (52 hp)

Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Initiative: +2

Attack, Weapon Focus (bite), Weapon Focus (sting) Speed: 40 ft. (8 squares)

Environment: Underground Armor Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19

Organization: Solitary Base Attack/Grapple: +7/+8

Challenge Rating: 12 Attack: Claw +8 melee (1d4+1)

Treasure: No coins, 50% goods (stone only), no items Full Attack: 2 claws +8 melee (1d4+1) and bite +3 melee (1d6)

Alignment: Always neutral Space/Reach: 5 ft./5 ft.

Advancement: 16–32 HD (Gargantuan); 33–48 HD (Colossal) Special Attacks: Detect thoughts, spells

Level Adjustment: — Special Qualities: Change shape, damage reduction 15/good

and piercing, darkvision 60 ft., spell resistance 27 211

This creature looks like a massive worm covered with plates of dark purple, Saves: Fort +8, Ref +7, Will +6

chitinous armor. Its toothy maw is as wide as a human is tall. Abilities: Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17

RAKSHASA Skills: Bluff +17*, Concentration +13, Diplomacy +7, Disguise
+17 (+19 acting)*, Intimidate +5, Listen +13, Move Silently
+13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11,
Spot +11

Feats: Alertness, Combat Casting, Dodge
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 10
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +7

This being looks like a humanoid tiger garbed in expensive clothes. The
body seems mostly human except for a luxurious coat of tiger’s fur and
its tiger head.

212 Some say rakshasas are the very embodiment of evil. Few beings Rakshasa
are more malevolent.
equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise,
A closer look at a rakshasa reveals that the palms of its hands Listen, Move Silently, Perform, Sense Motive, and Spot. A rak-
are where the backs of the hands would be on a human. While shasa has a +4 racial bonus on Bluff and Disguise checks, and it can
this doesn’t detract from the creature’s manual dexterity, it gain further bonuses by using change shape (+10 on Disguise
makes a rakshasa look very disturbing to those unfamiliar with checks) and detect thoughts (+4 on Bluff and Disguise checks).
the creature.
—Racial Feats: A rakshasa’s outsider levels give it three feats.
A rakshasa is about the same height and weight as a human. — +9 natural armor bonus.
Rakshasas speak Common, Infernal, and Undercommon. —Natural Weapons: Bite (1d6) and 2 claws (1d4).
—Detect Thoughts (Su): The save DC is 13 + the character’s Cha
COMBAT modifier.
—Spells: A rakshasa character casts spells as a 7th-level sor-
In close combat, which a rakshasa disdains as ignoble, it cerer. If the character takes additional levels of sorcerer, these
employs its sharp claws and powerful bite. Whenever possible, levels stack with the rakshasa’s base spellcasting ability for spells
it uses its other abilities to make such encounters unnecessary. known, spells per day, and other effects dependent on caster
level. For example, a rakshasa 2nd-level sorcerer has the same
Detect Thoughts (Su): A rakshasa can continuously use spells known, spells per day, and caster level as any other 9th-
detect thoughts as the spell (caster level 18th; Will DC 15 level sorcerer. A rakshasa character likewise uses the sum of its
negates). It can suppress or resume this ability as a free action. racial spellcasting levels and class levels to determine the abili-
The save DC is Charisma-based. ties of its familiar.
—Special Qualities (see above): Change shape, damage reduc-
Spells: A rakshasa casts spells as a 7th-level sorcerer. tion 15/good and piercing, spell resistance equal to 27 + class
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): levels.
0—detect magic, light, mage hand, message, read magic, resistance, —Automatic Languages: Common, Infernal. Bonus Languages:
touch of fatigue; 1st—charm person, mage armor, magic missile, shield, Sylvan, Undercommon.
silent image; 2nd—bear’s endurance, invisibility, Melf ’s acid arrow; —Favored Class: Sorcerer.
3rd—haste, suggestion. —Level adjustment +7.
Change Shape (Su): A rakshasa can assume any humanoid
form, or revert to its own form, as a standard action. In humanoid
form, a rakshasa loses its claw and bite attacks (although it often
equips itself with weapons and armor instead). A rakshasa remains
in one form until it chooses to assume a new one. A change in
form cannot be dispelled, but the rakshasa reverts to its natural
form when killed. A true seeing spell reveals its natural form.
Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise
checks.
*When using change shape, a rakshasa gains an additional +10
circumstance bonus on Disguise checks. If reading an opponent’s
mind, its circumstance bonus on Bluff and Disguise checks in-
creases by a further +4.

RAKSHASAS AS CHARACTERS

Rakshasa characters possess the following racial traits.
— +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence,

+2 Wisdom, +6 Charisma.
—Medium size.
—A rakshasa’s base land speed is 40 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: A rakshasa begins with seven levels of out-

sider, which provide 7d8 Hit Dice, a base attack bonus of +7, and
base saving throw bonuses of Fort +5, Ref +5, and Will +5.

—Racial Skills: A rakshasa’s outsider levels give it skill points

RAST COMBAT RAVID

Medium Outsider (Extraplanar, Fire) Rasts attack with a frightening, brutal cunning. The creatures par-
Hit Dice: 4d8+7 (25 hp) alyze as many of their foes as possible, then attack any that are still
Initiative: +5 moving. A rast can claw or bite, but cannot do both during the
Speed: 5 ft. (1 square), fly 60 ft. (good) same round.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+6 Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Forti-
Attack: Claw +6 melee (1d4+2) or bite +6 melee (1d8+3) tude DC 13 negates. The save DC is Charisma-based.
Full Attack: 4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3)
Space/Reach: 5 ft./5 ft. Improved Grab (Ex): To use this ability, a rast must hit with its
Special Attacks: Paralyzing gaze, improved grab, blood drain bite attack. It can then attempt to start a grapple as a free action
Special Qualities: Darkvision 60 ft., flight, immunity to fire, without provoking an attack of opportunity.

vulnerability to cold Blood Drain (Ex): A rast drains blood from a grabbed oppo-
Saves: Fort +5, Ref +5, Will +5 nent, dealing 1 point of Constitution damage each round it main-
Abilities: Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12 tains the hold.
Skills: Hide +8, Listen +8, Move Silently +8, Spot +8
Feats: Improved Initiative, Toughness Flight (Su): A rast can cease or resume flight as a free action. A
Environment: Elemental Plane of Fire rast that loses this ability falls and can perform only a single action
Organization: Solitary, pair, or cluster (3–6) (either a move action or an attack action) each round.
Challenge Rating: 5
Treasure: None RAVID
Alignment: Usually neutral
Advancement: 5–6 HD (Medium); 7–12 HD (Large) Medium Outsider (Extraplanar)
Level Adjustment: — Hit Dice: 3d8+3 (16 hp)
Initiative: +4
This vile creature must have at least a dozen long, spindly claws that hang Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 25 (+15 natural), touch 10, flat-footed 25
from its bulbous, floating body. Its round head is almost all mouth, and Base Attack/Grapple: +3/+4
Attack: Tail slap +4 melee (1d6+1 plus positive energy) or tail
its mouth is almost all teeth.
touch +4 melee touch (positive energy)
Rasts swarm in isolated pockets on distant planes, particularly the Full Attack: Tail slap +4 melee (1d6+1 plus positive energy) and
Elemental Plane of Fire. Floating, fleshy sacks of teeth and claws,
these insatiable creatures eat almost continuously. claw +2 melee (1d4 plus positive energy); or tail touch +4
melee touch (positive energy) and claw touch +2 melee touch
At its heart, a rast is a creature of ash and cinder, but it feasts on (positive energy)
blood with a lust that would shame most normal beasts. A rast has Space/Reach: 5 ft./5 ft.
anywhere from ten to fifteen claws, though it can only use four at Special Attacks: Positive energy lash, animate objects
once. Special Qualities: Darkvision 60 ft., flight, immunity to fire
Saves: Fort +4, Ref +3, Will +4
A rast has a body about the size of a large dog’s, with a head Abilities: Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14
almost as large as the body. It weighs about 200 pounds. Skills: Escape Artist +6, Hide +6, Listen +7, Move Silently +6,
Spot +7, Survival +7, Use Rope +0 (+2 with bindings)
Feats: Improved Initiative, Multiattack
Environment: Positive Energy Plane
Organization: Solitary (1 plus at least 1 animated object)
Challenge Rating: 5
Treasure: None

Alignment: Always neutral
Advancement: 4 HD (Medium); 5–9 HD (Large)
Level Adjustment: —

This creature has a long, serpentine body that trails away
as it floats effortlessly through the air, and a single
claw that juts forward near its head.

Ravids are creatures from the Positive 213
Energy Plane. These bizarre entities imbue
creatures with energy by their touch and
animate lifeless objects around them.

Ravids that make their way to the Mater-
ial Plane wander about aimlessly, followed
by the objects to which they have given
life.

A ravid is about 7 feet long and weighs
Rast about 75 pounds.

COMBAT

Ravids fight only in self-defense. A ravid itself is not very power-
ful but is always accompanied by at least one animated object that
defends it.

REMORHAZ Positive Energy Lash (Su): A ravid can make a touch attack or Ravid
hit with a claw or tail slap attack to infuse a target with posi-
214 tive energy. The energy produces an unpleasant tingle in Skills:
living creatures, and against undead foes (even incor- Listen +8,
poreal ones) it deals 2d10 points of damage. Spot +8
Feats: Awesome Blow,
Animate Objects (Su): Once per round, a Improved Bull Rush, Power Attack
random object within 20 feet of a ravid animates as Environment: Cold desert
though by the spell animate objects (caster level 20th). Organization: Solitary
These objects defend the ravid to the best of their abil- Challenge Rating: 7
ity, but the ravid isn’t intelligent enough to employ elabo- Treasure: None
rate tactics with them. Alignment: Usually neutral
Advancement: 8–14 HD (Huge); 15–21 HD (Gargantuan)
Flight (Su): A ravid can cease or resume flight as a Level Adjustment: —
free action. A rast that loses this ability falls and can
perform only a single action (either a move action The beast looks like a huge worm with dozens of insectoid legs,
or an attack action) each round. faceted eyes, and a wide mouth brimming with jagged teeth. The back
of the head bristles with a pair of winglike fins.
Feats: A ravid has the Multiattack feat even
through it does not have the requisite three The remorhaz is an arctic monster, an aggressive predator that
natural weapons. burrows through ice and earth.

REMORHAZ Although wild remorhazes prey on frost giants (as well as polar
bears, elk, and deer), the giants occasionally train or entice these
Huge Magical Beast beasts to guard their lairs.
Hit Dice: 7d10+35 (73 hp)
Initiative: +1 A remorhaz is whitish-blue in color but pulses with a reddish
Speed: 30 ft. (6 squares), burrow 20 ft. glow from the heat its body produces. The creature is a little more
Armor Class: 20 (–2 size, +1 Dex, +11 natural), touch 9, than 20 feet long, with a body about 5 feet wide. It weighs about
10,000 pounds.
flat-footed 19
Base Attack/Grapple: +7/+23 Remorhazes cannot speak.
Attack: Bite +13 melee (2d8+12)
Full Attack: Bite +13 melee (2d8+12) COMBAT
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole Remorhazes hide under the snow and ice until they hear move-
Special Qualities: Darkvision 60 ft., heat, low-light vision, ment above them, then attack from below and sur-
prise prey.
tremorsense 60 ft.
Saves: Fort +10, Ref +6, Will +3 Improved Grab (Ex): To use this ability, a remorhaz
Abilities: Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10 must hit an opponent least one size category smaller than
itself with its bite attack. It can then attempt to start a grap-
Remorhaz ple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can
attempt to swallow the opponent the following round.
Swallow Whole (Ex): When a remorhaz begins its turn with
a grappled opponent in its mouth, it can swallow that opponent
with a successful grapple check. Once inside, the opponent
takes 2d8+12 points of bludgeoning damage plus 8d6 points of
fire damage per round from the remorhaz’s gizzard. A swal-
lowed creature can cut its way out by using a light slashing or
piercing weapon to deal 25 points of damage to the gizzard
(AC 15). Once the creature exits, muscular action closes the hole;
another swallowed opponent must cut its own way out.

A Huge remorhaz’s interior can hold 2 Large, 4
Medium, 8 Small, 32 Tiny, 128 Diminutive, or
512 Fine or smaller opponents.
Heat (Ex): An enraged remorhaz
generates heat so intense that any-
thing touching its body takes 8d6
points of fire damage. Creatures
striking a remorhaz with natural
attacks or unarmed attacks are subject
to this damage, but creatures striking
with melee weapons do not take damage
from the remorhaz’s heat. This heat can melt
or char weapons; any weapon that strikes a

remorhaz is allowed a DC 18 Fortitude save to avoid destruction.
The save DC is Constitution-based.

Skills: Remorhazes have a +4 racial bonus on Listen checks.

ROC Roc ROPER

Gargantuan Animal ROPER
Hit Dice: 18d8+126 (207 hp)
Initiative: +2 Large Magical Beast
Speed: 20 ft. (4 squares), fly 80 ft. (average) Hit Dice: 10d10+30 (85 hp)
Armor Class: 17 (–4 size, +2 Dex, +9 natural), touch 8, flat- Initiative: +5
Speed: 10 ft. (2 squares)
footed 15 Armor Class: 24 (–1 size, +1 Dex, +14 natural), touch 10,

Base Attack/Grapple: +13/+37 flat-footed 23
Attack: Talon +21 melee (2d6+12) Base Attack/Grapple: +10/+18
Full Attack: 2 talons +21 melee (2d6+12) and Attack: Strand +11 ranged touch (drag) or bite +13 melee

bite +19 melee (2d8+6) (2d6+6)
Full Attack: 6 strands +11 ranged touch (drag) and bite +13
Space/Reach: 20 ft./15 ft.
Special Attacks: — melee (2d6+6)
Special Qualities: Low-light vision Space/Reach: 10 ft./10 ft. (50 ft. with strand)
Saves: Fort +18, Ref +13, Will +9 Special Attacks: Drag, strands, weakness
Abilities: Str 34, Dex 15, Con 24, Special Qualities: Darkvision 60 ft., immunity to electricity,

Int 2, Wis 13, Cha 11 low-light vision, resistance to cold 10, spell resistance 30,
vulnerability to fire
Skills: Hide –3, Listen +10, Saves: Fort +10, Ref +8, Will +8
Spot +14
Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
Feats: Alertness, Flyby Skills: Climb +12, Hide +10*, Listen +13, Spot +13
Attack, Iron Will, Feats: Alertness, Improved Initiative, Iron Will,
Weapon Focus (strand)
Multiattack, Power Attack, Snatch, Wingover Environment: Underground
Organization: Solitary, pair, or cluster (3–6)
Environment: Warm mountains Challenge Rating: 12
Organization: Solitary or pair
Challenge Rating: 9 Treasure: No coins; 50% goods (stone only); no items
Treasure: None Alignment: Usually chaotic evil
Alignment: Always neutral Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Advancement: 19–32 HD (Gargantuan); 33–54 (Colossal) Level Adjustment: —
Level Adjustment: —
This creature looks much like a natural stalagmite about 10
This creature is an enormous bird, easily the size of a building. feet tall. Its great, gaping maw lined with crystalline teeth
suggests it is a meat eater.
Almost too big to be believed, rocs are huge birds of prey that
dwell in warm mountainous regions and are known for carrying Ropers are hideous creatures that lurk in the deep cav-
off large animals (cattle, horses, even elephants). erns of the world. They are altogether evil and far more
intelligent than most people would judge by their
A roc’s plumage is either dark brown or golden from head to tail. appearance.
In a few rare instances, red, black, or white rocs are sighted, but
they are often considered bad omens. These enormous creatures
are 30 feet long from the beak to the base of the tail, with wing-
spans as wide as 80 feet. A roc weighs about
8,000 pounds.

Rocs lair in vast nests made from
trees, branches, lumber, and the like.
They prefer to dwell high in the moun-
tains, far from other rocs, to avoid strain-
ing their food supply; they hunt within
a radius of about 10 miles around
their nests.

COMBAT Roper 215

A roc attacks from the air, swooping
earthward to snatch prey in its power-
ful talons and carry it off for itself
and its young to devour. A
solitary roc is typically hunting and
will attack any Medium or larger
creature that appears edible. A
mated pair of rocs attack in concert,
fighting to the death to defend
their nests or hatchlings.

Skills: Rocs have a +4 racial
bonus on Spot checks.

RUST MONSTER A roper stands some 9 feet tall and tapers from 3 or 4 feet in thick, lumpy hide. Its tail is covered with armor plates and ends in a bony
diameter at the base to 1 foot across at the top. It weighs 2,200 projection that looks like a double-ended paddle. The creature sports two
pounds. A roper’s coloration and temperature change to match the long antennae on its head, one beneath each eye.
features of the surrounding cave.
Most fighters would rather face an army of orcs than confront a
Ropers speak Terran and Undercommon. rust monster. These creatures corrode and eat metal objects and
have ruined the armor, shields, and weapons of countless adven-
COMBAT turers.

A roper hunts by standing very still and imitating a bit of rock. The hide of these creatures varies in color from a yellowish tan
This tactic often allows it to attack with surprise. When prey underside to a rust-red upper back. A rust monster’s prehensile
comes within reach, it lashes out with its strands. In melee, it bites antennae can rust metals on contact.
adjacent opponents with its powerful maw.
The typical rust monster measures 5 feet long and 3 feet high,
Drag (Ex): If a roper hits with a strand attack, the strand latches weighing 200 pounds.
onto the opponent’s body. This deals no damage but drags the
stuck opponent 10 feet closer each subsequent round (provoking COMBAT
no attack of opportunity) unless that creature breaks free, which
requires a DC 23 Escape Artist check or a DC 19 Strength check. A rust monster can scent a metal object from up to 90 feet away.
The check DCs are Strength-based, and the Escape Artist DC When it detects one, it dashes toward the source and attempts to
includes a +4 racial bonus. A roper can draw in a creature within strike it with its antennae. The creature is relentless, chasing char-
10 feet of itself and bite with a +4 attack bonus in the same round. acters over long distances if they still possess intact metal objects
but usually ceasing its attacks to devour a freshly rusted meal. A
A strand has 10 hit points and can be attacked by making a suc- clever (or desperate) character can often distract a hungry rust
cessful sunder attempt. However, attacking a roper’s strand does monster by tossing it some metal objects, then fleeing while it
not provoke an attack of opportunity. If the strand is currently consumes them.
attached to a target, the roper takes a –4 penalty on its opposed
attack roll to resist the sunder attempt. Severing a strand deals no The creature targets the largest metal object available, striking
damage to a roper. first at armor, then at shields and smaller items. It prefers ferrous
metals (steel or iron) over precious metals (such as gold or silver)
Strands (Ex): Most encounters with a roper begin when it fires but will devour the latter if given the opportunity.
strong, sticky strands. The creature can have up to six strands at
once, and they can strike up to 50 feet away (no range increment). Rust (Ex): A rust monster that makes a successful touch attack
If a strand is severed, the roper can extrude a new one on its next with its antennae causes the target metal to corrode, falling to
turn as a free action. pieces and becoming useless immediately. The touch can destroy
up to a 10-foot cube of metal instantly. Magic armor and weapons,
Weakness (Ex): A roper’s strands can sap an opponent’s and other magic items made of metal, must succeed on a DC 17
strength. Anyone grabbed by a strand must succeed on a DC 18 Reflex save or be dissolved. The save DC is Constitution-based and
Fortitude save or take 2d8 points of Strength damage. The save DC includes a +4 racial bonus.
is Constitution-based.
A metal weapon that deals damage to a rust monster corrodes
Skills: *Ropers have a +8 racial bonus on Hide checks in stony immediately. Wooden, stone, and other nonmetallic weapons are
or icy areas. unaffected.

RUST MONSTER Rust monster

216 Medium Aberration
Hit Dice: 5d8+5 (27 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Antennae touch +3 melee (rust)
Full Attack: Antennae touch +3 melee

(rust) and bite –2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rust
Special Qualities: Darkvision, scent
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 10, Dex 17, Con 13, Int 2,

Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Alertness, Track
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6–8 HD (Medium);

9–15 HD (Large)
Level Adjustment: —

This creature seems to be about the size of a

pony. It has four insectlike legs and a squat, humped. body protected by a

SAHUAGIN sides, leaving a portion of their forces in the water as reinforce- SAHUAGIN
ments or to deal with opponents the raiders throw into the sea.
Medium Monstrous Humanoid (Aquatic) Illus. by P. Jaquays
Hit Dice: 2d8+2 (11 hp) Blindsense (Ex): A sahuagin can locate creatures underwater
Initiative: +1 within a 30-foot radius. This ability works only when the sahuagin
Speed: 30 ft. (6 squares), swim 60 ft. is underwater.
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+4 Blood Frenzy: Once per day a sahuagin that takes damage in
Attack: Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or combat can fly into a frenzy in the following round, clawing and
biting madly until either it or its opponent is dead. It gains +2
heavy crossbow +3 ranged (1d10/19–20) Constitution and +2 Strength, and takes a –2 penalty to Armor
Full Attack: Trident +4 melee (1d8+3) and bite +2 melee (1d4+1); Class. A sahuagin cannot end its frenzy voluntarily.

or 2 talons +4 melee (1d4+2) and bite +2 melee (1d4+1); or Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin
heavy crossbow +3 ranged (1d10/19–20) also gains two rake attacks when it attacks while swimming.
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood frenzy, rake 1d4+1 Freshwater Sensitivity (Ex): A sahuagin fully immersed in
Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater fresh water must succeed on a DC 15 Fortitude save or become
sensitivity, light blindness, speak with sharks, water dependent fatigued. Even on a success, it must repeat the save attempt every
Saves: Fort +3, Ref +4, Will +4 10 minutes it remains immersed.
Abilities: Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Skills: Handle Animal +4*, Hide +6*, Listen +6*, Profession Light Blindness (Ex): Abrupt exposure to bright light (such as
(hunter) +1*, Ride +3, Spot +6*, Survival +1* sunlight or a daylight spell) blinds sahuagin for round. On subse-
Feats: Great Fortitude, MultiattackB quent rounds, they are dazzled while operating in bright light.
Environment: Warm aquatic
Organization: Solitary, pair, team (5–8), patrol (11–20 plus 1 Speak with Sharks (Ex): Sahuagin can communicate tele-
3rd-level lieutenant and 1–2 sharks), band (20–80 plus 100% pathically with sharks up to 150 feet away. The communication is
noncombatants plus 1 3rd-level lieutenant and 1 4th-level limited to fairly simple concepts such as “food,” “danger,” and
chieftain per 20 adults plus 1–2 sharks), or tribe (70–160 plus “enemy.” Sahuagin can use the Handle Animal skill to befriend
100% noncombatants plus 1 3rd-level lieutenant per 20 adults, and train sharks.
1 4th-level chieftain per 40 adults, 9 4th-level guards, 1–4
underpriestesses of 3rd–6th level, 1 7th-level priestess, and 1 Water Dependent (Ex): Sahuagin can survive out of the water
baron of 6th–8th level plus 5–8 sharks) for 1 hour per 2 points of Constitution (after that, refer to the
Challenge Rating: 2 drowning rules on page 304 of the Dungeon Master’s Guide).
Treasure: Standard
Alignment: Usually lawful evil Skills: A sahuagin has a +8 racial bonus on any
Advancement: 3–5 HD (Medium), 6–10 HD (Large), or by char- Swim check to perform some special action or
acter class avoid a hazard. It can always choose to take 10
Level Adjustment: +2 (+3 if four-armed) on a Swim check, even if distracted or endan-
gered. It can use the run action while swim-
This humanoid has scaly skin with webbed fingers and toes, and sharp ming, provided it swims in a straight line.

fangs fill its mouth. It has a long tail ending in a curved fin, and it has fins *Underwater, a sahuagin has a +4 racial
bonus on Hide, Listen, and Spot checks.
on its arms, back, and head. Its great, staring eyes are deep black.
Sahuagin
Sahuagin are marine predators superbly adapted to undersea
hunting. Also known as sea devils, these beings dwell in coastal 217
waters, forming organized groups that raid shore communities.

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 sahua-
gin stands roughly 6 feet tall and weighs about 200 pounds.

Sahuagin are the natural enemy of aquatic elves. The two
cannot coexist peacefully: Wars between them are prolonged,
bloody affairs that sometimes interfere with shipping and mar-
itime trade. Sahuagin have an only slightly less vehement
hatred for tritons.

Sahuagin speak their own language, Sahuagin.
Thanks to their high Intelligence scores, most sahua-
gin also speak two bonus languages, usually Common
and Aquan.

COMBAT

Sahuagin are savage fighters, asking for and giving no
quarter. When swimming, a sahuagin tears with its
feet as it strikes with its talons or a weapon. About
half of any group of sahuagin are also armed with nets.

When sahuagin raid surface dwellers’ communities, they ven-
ture ashore on dark, moonless nights to slaughter the inhabitants
and livestock for food. They attack ships by swarming up from all

*A sahuagin has a +4 racial bonus on Survival and Profession SALAMANDER
(hunter) checks within 50 miles of its home.
This being has a muscular humanoid upper body with a hawkish face.
*A sahuagin has a +4 racial bonus on Handle Animal checks Its body is serpentine from the waist down, and is covered in red and
when working with sharks. black scales. Flame-shaped spines sprout form the creature’s spine,
arms, and head.
SAHUAGIN MUTANTS
SALAMANDER The Elemental Plane of Fire is home to many strange creatures,
About one in two hundred sahuagin has four arms. Such creatures including the fearsome legions of the salamanders. These serpen-
can make four claw attacks or use extra weapons, in addition to the tine beings dwell in metal cities glowing with supernatural heat.
claw and bite attacks.
Salamanders are selfish and cruel, and they enjoy tormenting
If a community of aquatic elves is located within 100 miles of a others. They are rarely encountered without their heated metal
sahuagin community, about one in one hundred sahuagin looks spears, but sometimes wield other weapons.
just like an aquatic elf. These creatures, called malenti, have a swim
speed of 40 feet, can remain out of water for 1 hour per point of When summoned to the Material Plane, salamanders often
Constitution, and have freshwater sensitivity and light sensitivity assist forge workers and smiths. Their ability to work metal while
(dazzled in bright light). Malenti have no natural attacks. They are it’s still in the fire makes them some of the best metalsmiths
otherwise identical with sahuagin. known anywhere.

SAHUAGIN SOCIETY Salamanders reproduce asexually, each producing a single
larva every ten years and incubating the young in fire pits until
The sea devils live by a code of ritualized behavior developed over they reach maturity. Flamebrothers and average salamanders are
millennia. Every member of a sahuagin actually different species, while nobles rise from the ranks of the
community knows its place well—and
remains there. The sahuagin average.
pride themselves on Salamanders speak Ignan. Some average
self-sufficiency and salamanders and all nobles also speak
strict adherence to Common.
their social code.
Unfortunately for COMBAT
others, one of
their core beliefs is Salamander Salamanders use metal spears
that the survival of
the sahuagin de- heated red-hot by their own
pends on ruthlessly
eradicating anything furnacelike bodies. Blood-
that is not sahuagin.
thirsty and sadistic,
Sahuagin dwell in
communities of vary- they are quick to at-
ing sizes, from villages
to cities, built of stone tack. They prefer to
and other natural mate-
rials deep beneath the take on those who
ocean waves. The crea-
tures employ a variety appear strongest
of defenses, both pas-
sive (such as seaweed first, saving weaker
camouflage) and active
(such as traps and tame enemies for slower,
sharks), to protect their com-
munities. Elite groups of senior agonizing treatment
males (especially the four-armed ones) rule each community:
A baron governs a village, while a prince rules approximately later.
twenty villages. Sahuagin kings rule much larger territories and
dwell within cities having as many as six thousand inhabitants. A If a salamander
sahuagin kingdom generally covers an entire seacoast, with vil-
lages and towns at least 100 miles apart. Sahuagin clerics function has damage reduc-
as teachers and keepers of lore, controlling religious life in their
communities. Despite the presence of these priestesses within tion, its natural
their society, the superstitious sea devils distrust and fear magic.
weapons are treated
The patron deity of sahuagin is Sekolah, a great devil shark.
as magic weapons for
SAHUAGIN CHARACTERS
the purpose of over-
A male sahuagin’s favored class is ranger, and most sahuagin lead-
ers are rangers. Most sahuagin rangers choose humanoids (elves) coming damage reduction.
as their favored enemy. Female sahuagin favor the cleric class.
Sahuagin clerics worship Sekolah. A sahuagin cleric has access to Constrict (Ex): A salaman-
two of the following domains: Evil, Law, Strength, or War (favored
weapon: trident). der deals automatic tail slap damage

(including fire damage) with a successful

grapple check. A noble salamander can constrict multiple crea-

tures simultaneously, provided they are all at least two sizes

smaller than it.

Heat (Ex): A salamander generates so much heat that its mere

touch deals additional fire damage. Salamanders’ metallic weap-

ons also conduct this heat.

Improved Grab (Ex): To use this ability, a salamander must hit

a creature of up to one size larger than itself with its tail slap attack.

It can then attempt to start a grapple as a free action without pro-

voking an attack of opportunity. If it wins the grapple check, it

establishes a hold and can constrict.

Spell-Like Abilities: (Noble salamanders only) 3/day—burn-

ing hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire

(DC 16); 1/day—dispel magic, summon monster VII (Huge fire ele-

mental). Caster level 15th. The save DCs are Charisma-based.

218 Skills: Salamanders have a +4 racial bonus on Craft (black-

smithing) checks.

Flamebrother Salamander Average Salamander Noble Salamander

Small Outsider Medium Outsider Large Outsider

(Extraplanar, Fire) (Extraplanar, Fire) (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), 18 (+1 Dex, +7 natural), 18 (–1 size, +1 Dex, +8 natural),

touch 12, flat-footed 18 touch 11, flat-footed 17 touch 10, flat-footed 17

Base Attack/Grapple: +4/+1 +9/+11 +15/+25

Attack: Spear +6 melee Spear +11 melee longspear +23 melee

(1d6+1/×3 plus 1d6 fire) (1d8+3/×3 plus 1d6 fire) (1d8+9/×3 plus 1d8 fire)

Full Attack: Spear +6 melee Spear +11/+6 melee longspear +23/+18/+13

(1d6+1/×3 plus 1d6 fire) and (1d8+3/×3 plus 1d6 fire) and melee (1d8+9/×3 plus 1d8 fire) SATYR

tail slap +4 melee (1d4 plus tail slap +9 melee (2d6+1 plus and tail slap +18 melee (2d8+3

1d6 fire) 1d6 fire) 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, Constrict 2d6+1 plus 1d6 fire, heat, Constrict 2d8+3 plus 1d8 fire, heat,

improved grab improved grab improved grab, spell-like abilities

Special Qualities: Darkvision 60 ft., immunity to Damage reduction 10/magic, Damage reduction 15/magic,

fire, vulnerability to cold darkvision 60 ft., immunity to fire, darkvision 60 ft., immunity to fire,

vulnerability to cold 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, Str 14, Dex 13, Con 14, Str 22, Dex 13, Con 16,

Int 14, Wis 15, Cha 13 Int 14, Wis 15, Cha 13 Int 16, Wis 15, Cha 15

Skills: Craft (blacksmithing) +8, Bluff +11, Craft (blacksmithing) +19, Bluff +19, Craft (blacksmithing) +25,

Hide +12, Listen +11, Diplomacy +3, Disguise +1 (+3 acting), Diplomacy +4, Hide +15,

Move Silently +6, Spot +11 Hide +11, Intimidate +3, Listen +8, Intimidate +4, Listen +13,

Move Silently +11,Search +12, Spot +8 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 (3–5) Solitary, pair, or cluster (3–5) Solitary, pair, or noble party (9–14)

Challenge Rating: 3 6 10

Treasure: Standard (nonflammables only) Standard (nonflammables only) Double standard (nonflammables

only) and longspear

Alignment: Usually evil (any) Usually evil (any) Usually evil (any)

Advancement: 4–6 HD (Small) 8–14 HD (Medium) 16–21 HD (Large); 22–45 HD (Huge)

Level Adjustment: +4 +5 —

Feats: Salamanders have the Multiattack feat even though they SATYR 219
do not have the requisite three natural weapons.
Medium Fey
SALAMANDER SOCIETY Hit Dice: 5d6+5 (22 hp)
Initiative: +1
Flamebrothers, the smallest of the salamanders, are barbaric and Speed: 40 ft. (8 squares)
tribal. Often more sophisticated salamanders force their civiliza- Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
tion upon their smaller kin. Salamander nobility make a point of Base Attack/Grapple: +2/+2
traveling through the planes, learning secrets to further their Attack: Head butt +2 melee (1d6) or shortbow +3 ranged
power. These experienced creatures eventually return to master
their own kind and raise mighty kingdoms. (1d6/×3)
Full Attack: Head butt +2 melee (1d6) and dagger –3 melee
In a mixed society, status is determined by size and power—
flamebrothers are the lowest class and the front ranks of salaman- (1d4/19–20); or shortbow +3 ranged (1d6/×3)
der armies. Average salamanders are the middle class and the main Space/Reach: 5 ft./5 ft.
fighting force, while noble salamanders are commanders. Special Attacks: Pipes
Special Qualities: Damage reduction 5/cold iron, low-light
Salamander nations do their best to resist the mighty elemental
lords on their plane, and they disdain the azers, efreet, and other vision
inhabitants. They often fail, though, and are enslaved by other
fiery masters or conscripted into elemental armies. Saves: Fort +2, Ref +5, Will +5
Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
SALAMANDER CHARACTERS Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13,

Flamebrothers have no favored class. They sometimes become Intimidate +3, Knowledge (nature) +9, Listen +15, Move
adepts or warriors. Average or noble salamanders may be clerics,
sorcerers, or fighters (their favored class). Silently +13, Perform (wind instruments) +9, Spot +15,

Survival +1 (+3 aboveground)
Feats: AlertnessB, Dodge, Mobility
Environment: Temperate forests
Organization: Solitary, pair, band (3–5), or troop (6–11)
Challenge Rating: 2 (without pipes) or 4 (with pipes)

Treasure: Standard —Medium size.
Alignment: Usually chaotic neutral —A satyr’s base land speed is 40 feet.
Advancement: 6–10 HD (Medium) —Low-light vision.
Level Adjustment: +2 —Racial Hit Dice: A satyr begins with five levels of fey, which
provide 5d8 Hit Dice, a base attack bonus of +2, and base saving
This being might best be described as a horned man with the legs of a throw bonuses of Fort +1, Ref +4, and Will +4.
goat. —Racial Skills: A satyr’s fey levels give it skill points equal to 8
× (6 + Int modifier). Its class skills are Bluff, Hide, Knowledge
SEA CAT Satyrs, also known as fauns, are hedonistic creatures (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4
that frolic in the wild places of the world. They racial bonus on Hide, Listen, Move Silently, Perform, and Spot
love fine food, strong drink, and pas-
sionate romance. checks.
—Racial Feats: A satyr’s fey levels give it two feats. A
A satyr’s hair is red or chestnut satyr receives Alertness as a bonus feat.
brown, while its hooves and horns — +4 natural armor bonus.
are jet black. —Natural Weapons: Head butt (1d6).
—Special
A satyr is far more likely to be Attacks (see
carrying musical instruments above): Pipes.
or bottles of wine than weap- —Special Qualities
ons. For the most part, satyrs leave (see above): Damage
travelers alone. They are, how- reduction 5/cold iron.
ever, more than a little mis- —Automatic Lan-
chievous and often seek fun guages: Sylvan. Bonus
at the expense of those Languages: Common, Elven,
who wander too near their Gnome.
woodland homes. —Favored Class: Bard.
—Level adjustment +2.
A satyr is about as tall
and heavy as a SEA CAT
half-elf.
Large Magical Beast
Satyrs speak Sylvan, Hit Dice: 6d10+18 (51 hp)
and most also speak Initiative: +1
Common. Speed: 10 ft. (2 squares), swim 40 ft.

COMBAT Armor Class: 18 (–1 size, +1
Dex, +8 natural), touch 10,
The keen senses of a satyr flat-footed 17

make it almost impossible Base Attack/Grapple: +6/+14
Attack: Claw +9 melee (1d6+4)
to surprise one in the wild.
Full Attack: 2 claws +9 melee
Conversely, with their (1d6+4) and bite +4 melee
(1d8+2)
own natural grace and Space/Reach: 10 ft./5 ft.
Special Attacks: Rend 2d6+6
agility, satyrs can sneak Special Qualities: Darkvision 60 ft., hold breath, low-light
vision, scent
up on travelers who are not Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10
carefully watching the sur- Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will
rounding wilderness. Environment: Temperate aquatic
Organization: Solitary, pair, or pride (5–12)
Once engaged in battle, Challenge Rating: 4
Treasure: None
an unarmed satyr attacks Alignment: Always neutral
Advancement: 7–9 HD (Large); 10–18 HD (Huge)
with a powerful head butt. Satyr Level Adjustment: —

A satyr expecting trouble This creature has a body like that of a porpoise or a small whale, with a

is likely to be armed with a bow and a dagger and typically looses leonine head and forepaws. A ruff of silky hair runs from the top of its head

arrows from hiding, weakening an enemy before closing. all the way to its tail flukes.

Pipes (Su): Satyrs can play a variety of magical tunes on their The sea cat is a fearsome aquatic predator.
Sea cats inhabit shallow coastal waters, making their lairs in
pan pipes. Usually, only one satyr in a group carries pipes. When it
undersea caves or in the wreckage of ships. They hunt for fish,
plays, all creatures within a 60-foot spread (except satyrs) must aquatic mammals, sea birds, and anything else they can catch and
kill.
succeed on a DC 13 Will save or be affected by charm person, sleep,

or fear (caster level 10th; the satyr chooses the tune and its effect).

In the hands of other beings, these pipes have no special powers. A

creature that successfully saves against any of the pipe’s effects

cannot be affected by the same set of pipes for 24 hours. The save

DC is Charisma-based.

A satyr often uses its pipes to charm and seduce especially

comely women or to put a party of adventurers to sleep and then

steal their valuables.

Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move

Silently, Perform, and Spot checks.

220 SATYRS AS CHARACTERS

Satyr characters possess the following racial traits.

— +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom,

+2 Charisma.

Sea cat A typical sea cat is 12 feet long and weighs 800 pounds.

COMBAT SHADOW

Sea cats attack on sight, either for food or to defend their territory,
and use both claws and teeth to grab and rend their prey. They dis-
play tremendous courage, always fighting to the death, even
against creatures many times their size. Pairs and prides of sea cats
attack in concert, trying to wear the opponent down until one
beast can dispatch it.

Hold Breath (Ex): A sea cat can hold its breath for a number of
rounds equal to 6 × its Constitution score before it risks drowning.

Rend (Ex): A sea cat that hits with both claw attacks latches
onto the opponent’s body and tears the flesh. This automatically
deals an extra 2d6+6 points of damage.

Skills: A sea cat has a +8 racial bonus on any Swim check to per-
form some special action or avoid a hazard. It can always choose to
take 10 on a Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims in a
straight line.

SHADOW

This creature seems to be nothing but a patch of mobile gloom, more or
less humanoid in shape.

Sea cats are aggressively territorial, attacking any creature, Shadows are creatures of sentient darkness, hating life and light
regardless of size, that enters their domain. Their chief enemies with equal fervor. Their touch bestows the painful chill of nonex-
and competitors are sharks, and sea cats go out of their way to istence, making them very dangerous opponents.
attack them. Sometimes they form temporary prides to deal with
particularly dangerous or resistant intruders. Their normal pride A shadow can be difficult to see in dark or gloomy areas but
structure is much like that of terrestrial lions. stands out starkly in brightly illuminated places.

Natural enemies of all that live, shadows are aggressive and
predatory. They are quick to strike and make short work of those
unprepared to deal with them.

A shadow is 5 to 6 feet tall and is weightless.
Shadows cannot speak intelligibly.

COMBAT

Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points

of Strength damage to a living foe. A creature reduced to Strength
0 by a shadow dies. This is a negative energy effect.

Hit Dice: Shadow Greater Shadow 221
Initiative: Medium Undead (Incorporeal) Medium Undead (Incorporeal)
Speed: 3d12 (19 hp) 9d12 (58 hp)
Armor Class: +2 +2
Base Attack/Grapple: Fly 40 ft. (good) (8 squares) Fly 40 ft. (good) (8 squares)
Attack: 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12
Full Attack: +1/— +4/—
Space/Reach: Incorporeal touch +3 melee (1d6 Str) Incorporeal touch +6 melee (1d8 Str)
Special Attacks: Incorporeal touch +3 melee (1d6 Str) Incorporeal touch +6 melee (1d8 Str)
Special Qualities: 5 ft./5 ft. 5 ft./5 ft.
Create spawn, strength damage Create spawn, strength damage
Saves: Darkvision 60 ft., incorporeal traits, Darkvision 60 ft., incorporeal traits,
Abilities: +2 turn resistance, undead traits +2 turn resistance, undead traits
Fort +1, Ref +3, Will +4 Fort +3, Ref +5, Will +7
Skills: Str —, Dex 14, Con —, Str —, Dex 15, Con —,
Feats: Int 6, Wis 12, Cha 13 Int 6, Wis 12, Cha 14
Environment: Hide +8*, Listen +7, Search +4, Spot +7 Hide +14*, Listen +9, Search +6, Spot +9
Organization: Alertness, Dodge Alertness, Dodge, Mobility, Spring Attack
Any Any
Challenge Rating: Solitary, gang (2–5), or swarm (6–11) Solitary

Treasure: 3 8
Alignment:
Advancement: None None
Level Adjustment: Always chaotic evil Always chaotic evil
4–9 HD (Medium) —
— —

Create Spawn (Su): Any humanoid reduced to Strength 0 by a COMBAT
shadow becomes a shadow under the control of its killer within
1d4 rounds. Shadow mastiffs prefer fighting in shadows or dark
conditions, which gives them a great advantage.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks If a magical light source negates the shad-
and a +4 racial bonus on Search checks. ows around them, shadow mastiffs are
cunning enough to either move out of
*A shadow gains a +4 racial bonus on Hide checks in areas of the light or back off and break up the
shadowy illumination. In brightly lit areas, it takes a –4 penalty opposition with their baying. They have
on Hide checks. been known to seize and carry off items
enspelled with daylight spells.
SHADOW GREATER SHADOW Bay (Su): When a shadow mastiff howls
MASTIFF or barks, all creatures except evil outsiders
Although no more intelligent than an average shadow, a within a 300-foot spread must succeed on a
DC 13 Will save or become panicked for 2d4
greater shadow is more fearsome because of its rounds. This is a sonic mind-affecting fear
effect. Whether or not the save is successful, an
increased damage and its hit-and-run tactics. affected creature is immune to the same mas-
tiff ’s bay for 24 hours. The save DC is
Combat Charisma-based.
Trip (Ex): A shadow mastiff that hits with
A greater shadow uses stealth and Shadow its bite attack can attempt to trip the opponent
as a free action (+3 check modifier) without
cunning in combat. A favorite making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent
tactic is to lie in wait, almost com-
cannot react to trip the shadow mastiff.
pletely concealed by walls or floor, then swoop out, make an Shadow Blend (Su): In any condition of illumi-
nation other than full daylight, a shadow mastiff can
incorporeal touch attack, and retreat back into a solid object disappear into the shadows, giving it total conceal-
ment. Artificial illumination, even a light or continual
without allowing a return attack. flame spell, does not negate this ability. A daylight spell,
however, will.
Strength Damage (Su): The touch of a greater shadow Skills: *A shadow mastiff has a +4 racial bonus on Sur-
vival checks when tracking by scent.
deals 1d8 points of Strength damage to a living foe.
SHAMBLING MOUND
Illus. by S. Wood SHADOW MASTIFF
Large Plant
Medium Outsider (Extraplanar) Hit Dice: 8d8+24 (60 hp)
Hit Dice: 4d8+12 (30 hp) Initiative: +0
Initiative: +5 Speed: 20 ft. (4 squares), swim 20 ft.
Speed: 50 ft. (10 squares) Armor Class: 20 (–1 size, +11 natural), touch 9, flat-footed 20
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 Base Attack/Grapple: +6/+15
Base Attack/Grapple: +4/+7 Attack: Slam +11 melee (2d6+5)
Attack: Bite +7 melee (1d6+4) Full Attack: 2 slams +11 melee (2d6+5)
Full Attack: Bite +7 melee (1d6+4) Space/Reach: 10 ft./10 ft.
Space/Reach: 5 ft./5 ft.
Special Attacks: Bay, trip Special Attacks: Improved grab,
Special Qualities: Darkvision 60 ft., shadow blend, scent constrict 2d6+7
Saves: Fort +7, Ref +5, Will +5 Special Qualities: Darkvision 60 ft.,
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* immunity to electricity, low-light
Feats: Dodge, Improved Initiative, TrackB vision, plant traits, resistance to fire
Environment: Plane of Shadow 10
Organization: Solitary, pair, or pack (5–12) Saves: Fort +9, Ref +2, Will +4
Challenge Rating: 5 Abilities: Str 21, Dex 10, Con 17,
Treasure: None Int 7, Wis 10, Cha 9
Alignment: Always neutral evil
Advancement: 5–6 HD (Medium); 7–12 HD (Large) Skills: Hide +3*, Listen +8, Move
Level Adjustment: +3 (cohort) Silently +8
Feats: Iron Will, Power Attack, Weapon
This creature has the body of a large dog, with a smooth Focus (slam)
black coat and a mouth full of sharp teeth. Environment: Temperate marshes
Organization: Solitary
222 Shadow mastiffs are great hounds Challenge Rating: 6
that prowl the night, seeking Treasure: 1/10th coins; 50% goods; 50% items
any prey they can find. Their Alignment: Usually neutral
native plane is a place of Advancement: 9–12 HD (Large); 13–24
eternal shadow.
HD (Huge)
A shadow Level Adjustment: +6
mastiff is
slightly more
than 2 feet high at
the shoulder and
weighs about 200 pounds.

Shadow mastiffs can-
not speak, but they un-
derstand Common.

Shadow mastiff

Shambine mound grasp or lightning bolt) used against a shambler temporarily grants it
1d4 points of Constitution. The shambler loses these points at the
rate of 1 per hour. SHIELD
GUARDIAN
Skills: Shamblers have a +4 racial bonus on Hide, Listen, and
Move Silently checks. *They have a +12 racial bonus on Hide
checks when in a swampy or forested area.

SHIELD GUARDIAN

Large Construct
Hit Dice: 15d10+30 (112 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 24 (–1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +11/+21
Attack: Slam +16 melee (1d8+6)
Full Attack: 2 slams +16 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —

Special Qualities: Construct traits, darkvision 60 ft., fast
healing 5, find master, guard, low-light vision, shield other, spell
storing
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 22, Dex 10, Con —, Int —, Wis 10, Cha 1
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 16–24 HD (Large); 25–45 HD (Huge)
Level Adjustment: —

Shield guardian

This creature looks like a mass of leaves and vines with a generally human- 223

like form. It has a barrel-shaped body with ropy arms and stumpy legs. It

doesn’t seem to have a head.

Shambling mounds, also called shamblers, appear to be heaps of
rotting vegetation. They are actually intelligent, carnivorous
plants.

A shambler’s brain and sensory organs are located in its upper
body.

A shambler is almost totally silent and invisible in its natural
surroundings, often catching opponents flat-footed. It may lie par-
tially submerged in a shallow bog, waiting patiently for some crea-
ture to walk onto it. Shamblers move easily through water as well,
and they have been known to sneak into the camps of unsuspect-
ing travelers at night.

Adventurers tell stories of shamblers moving about during
intense electrical storms without so much as flinching from direct
lightning strikes.

A shambler’s body has an 8-foot girth and is about 6 feet tall
when the creature stands erect. It weighs about 3,800 pounds.

COMBAT

A shambling mound batters or constricts its opponents with two
huge, armlike appendages.

Improved Grab (Ex): To use this ability, a shambler must hit
with both slam attacks. It can then attempt to start a grapple as a
free action without provoking an attack of opportunity. If it wins
the grapple check, it establishes a hold and can constrict.

Constrict (Ex): A shambler deals 2d6+7 points of damage with
a successful grapple check.

Immunity to Electricity (Ex): Shamblers take no damage
from electricity. Instead, any electricity attack (such as shocking

SHOCKER This massive conglomeration of stone, wood, and metal is the size of an do the job. Creating the body requires a DC 16 Craft (black-
LIZARD smithing) or Craft (carpentry) check. The keyed amulet is fash-
ogre and resembles a giant stick figure with stony appendages. ioned at the same time, and its cost (20,000 gp) is included in the
cost of the guardian. After the body is sculpted, the shield
Created by spellcasters to be bodyguards, shield guardians are con- guardian is animated through an extended magical ritual that re-
structs that protect their masters with spells and stamina. quires a specially prepared laboratory or workroom, similar to an
alchemist’s laboratory and costing 500 gp to establish. If the cre-
When it is fashioned, a shield guardian is keyed to a particular ator is personally constructing the creature’s body, the building
magical amulet. Henceforth, it regards the wearer of that amulet and the ritual can be performed together.
to be its master, protecting and following that individual every-
where (unless specifically commanded not to do so). A shield guardian with more than 15 Hit Dice can be created,
but each additional Hit Die adds +5,000 gp to the market price,
A shield guardian obeys its master’s verbal commands to the and the price increases by +20,000 gp if the creature’s size increases
best of its ability, although it is not good for much beyond combat to Huge, modifying the cost to create accordingly.
and possibly simple manual labor. It can also be keyed to perform
specific tasks at specific times or when certain conditions are met. CL 15th; Craft Construct (see page 303), limited wish, discern loca-
The wearer of the amulet can call the shield guardian from any dis- tion, shield, shield other, caster must be at least 15th level; Price
tance, and it will come as long as it is on the same plane. 120,000 gp; Cost 65,000 gp + 4,600 XP.

A shield guardian is some 9 feet tall and weighs more than AMULET
1,200 pounds.
If a shield guardian’s amulet is destroyed, the guardian ceases to
Shield guardians cannot speak, but they understand commands function until a new one is created. If the wearer dies but the
given in any language. amulet is intact, the shield guardian carries out the last command
it was given.
COMBAT
SHOCKER LIZARD
Shield guardians are straightforward in battle, bashing with their
heavy stone fists. They are made for defense and are not particu- Small Magical Beast
larly impressive on offense. Hit Dice: 2d10+2 (13 hp)
Initiative: +6
Find Master (Su): As long as a shield guardian and its amulet Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
are on the same plane, the shield guardian can find the amulet Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13,
wearer (or just the amulet, if it is removed after the guardian is
called). flat-footed 14
Base Attack/Grapple: +2/–2
Guard (Ex): If ordered to do so, a shield guardian moves swiftly Attack: Bite +3 melee (1d4)
to defend the wearer of its amulet, blocking blows and disrupting
224 foes. All attacks against the amulet wearer take a –2 penalty when
the shield guardian is adjacent to its master.

Shield Other (Sp): The wearer of a shield guardian’s amulet can
activate this defensive
ability if within 100 feet
of the shield guardian.
Just as the spell of the
same name, this ability
transfers to the shield
guardian half the dam-
age that would be dealt
to the amulet wearer
(this ability does not
provide the spell’s AC or
save bonuses).

Spell Storing (Sp): A
shield guardian can
store one spell of 4th
level or lower that is cast
into it by another crea-
ture. It “casts” this spell
when commanded to do
so or when a predefined
situation arises. Once
this spell is used, the
shield guardian can
store another spell (or
the same spell again).

CONSTRUCTION

A shield guardian is
built from wood, bronze,
stone, and steel. The
materials cost 5,000 gp.
The creature’s master
may assemble the body
or hire someone else to

Full Attack: Bite +3 melee (1d4) damage for each lizard contributing to it, to a maximum of 12d8. SKELETON
Space/Reach: 5 ft./5 ft. A Reflex save (DC 10 + number of lizards contributing) reduces
Special Attacks: Stunning shock, lethal shock the damage by half.
Special Qualities: Darkvision 60 ft., electricity sense, immunity
Electricity Sense (Ex): Shocker lizards automatically detect
to electricity, low-light vision any electrical discharges within 100 feet.
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 Skills: Shocker lizards have a +4 racial bonus on Hide checks
Skills: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, due to their coloration. Shocker lizards have a +2 racial bonus on
Listen and Spot checks.
Swim +10
Feats: Improved Initiative Shocker lizards use their Dexterity modifier instead of their
Environment: Warm marshes Strength modifier for Climb and Jump checks.
Organization: Solitary, pair, clutch (3–5), or colony (6–11)
Challenge Rating: 2 A shocker lizard has a +8 racial bonus on Climb checks and can
Treasure: 1/10 coins; 50% goods; 50% always choose to take 10 on a Climb check, even if rushed or
threatened.
items
Alignment: Always neutral A shocker lizard has a +8 racial bonus on any Swim check to per-
Advancement: 3–4 HD (Small); 5–6 form some special action or avoid a hazard. It can always choose to

HD (Medium) take 10 on a Swim check, even if distracted or
Level Adjustment: — endangered. It can use the run action while swim-
ming, provided it swims in a straight line.
This little lizard is about the size of a terrier, It has
SKELETON
a bullet-shaped head sporting a large pair of horns that
This creature appears to be nothing
sweep back from the sides like spiky ears. A similar struc- but a set of animated bones. Pin-
points of red light smolder in its
ture appears on the tip of the tail. empty eye sockets.

The shocker lizard is a sleek reptilelike creature whose body Skeleton Skeletons are the animated Illus. by B. Snoddy
can generate intense electrical shocks. bones of the dead, mindless
automatons that obey the
A shocker lizard has a pale gray or blue underside, shading orders of their evil masters.
to a darker hue on its back. It has blue-black markings
along its back and tail. A skeleton is seldom
garbed in anything more
Shocker lizards prefer warm and damp than the rotting remnants
conditions, and often lurk in swamps, of any clothing or armor it
shaded riverbanks, and water-filled was wearing when slain.
caves. They hunt fish, reptiles, and A skeleton does only what it
small animals, but also scavenge or take is ordered to do. It can draw no
larger prey from time to time. They spend most conclusions of its own and takes no
of their time hiding and waiting for prey to initiative. Because of this limitation,
happen by. its instructions must always be
simple, such as “Kill anyone
A shocker lizard is about 1 foot tall at the shoulder who enters this chamber.”
and weighs about 25 pounds.
A skeleton attacks
COMBAT until destroyed, for

Unless it is very hungry, a shocker lizard dislikes fight- that is what it
ing creatures larger than itself and usually tries to was created to
warn off intruders by emitting a series of rapid do. The threat
clicks. The sound is actually a low-
power electrical discharge, and posed by a
living creatures within 10 feet group of
can feel the current tick- skeletons depends
ling their skins and primarily on its size.
scalps. If the warning fails,
the lizard raises its horns and tail to adminis- CREATING A SKELETON 225
ter stunning shocks.
“Skeleton” is an acquired template that can be added to any cor-
A shocker lizard relies on its electricity abilities in combat. A poreal creature (other than an undead) that has a skeletal system
lizard tends to bite only after its shock has rendered an opponent (referred to hereafter as the base creature).
unconscious or when the shock seems to have no effect at all. A
solitary lizard flees once it delivers its shocks, but if other shocker Size and Type: The creature’s type changes to undead. It
lizards are nearby, they all home in on their comrade’s discharges retains any subtype except for alignment subtypes (such as good)
and attempt to administer their shocks to the foe. and subtypes that indicate kind (such as goblinoid or reptilian).
It does not gain the augmented subtype. It uses all the base crea-
Stunning Shock (Su): Once per round, a shocker lizard can ture’s statistics and special abilities except as noted here.
deliver an electrical shock to a single opponent within 5 feet. This
attack deals 2d8 points of nonlethal damage to living opponents Hit Dice: Drop any Hit Dice gained from class levels (to a
(Reflex DC 12 half ). The save DC is Constitution-based. minimum of 1) and raise remaining Hit Dice to d12s. If the crea-
ture has more than 20 Hit Dice, it can’t be made into a skeleton
Lethal Shock (Su): Whenever two or more shocker lizards by the animate dead spell.
are within 20 feet of each other, they can work together to create
a lethal shock. This effect has a radius of 20 feet, centered on any Speed: Winged skeletons can’t use their wings to fly. If the
one contributing lizard. The shock deals 2d8 points of electricity base creature flew magically, so can the skeleton.

Human Warrior Skeleton Wolf Skeleton Owlbear Skeleton
Medium Undead Large Undead
Medium Undead 2d12 (13 hp) 5d12 (32 hp)
+7 +6
Hit Dice: 1d12 (6 hp) 50 ft. (10 squares) 30 ft. (6 squares)
15 (+3 Dex, +2 natural), 13 (–1 size, +2 Dex, +2 natural),
Initiative: +5 touch 13, flat-footed 12 touch 11, flat-footed 11
+1/+2 +2/+11
Speed: 30 ft. (6 squares) Bite +2 melee (1d6+1) Claw +6 melee (1d6+5)

Armor Class: 15 (+1 Dex, +2 natural, +2 heavy Bite +2 melee (1d6+1) 2 claws +6 melee (1d6+5) and
bite +1 melee (1d8+2)
steel shield), touch 11, flat-footed 14 5 ft./5 ft. 10 ft./5 ft.
— —
Base Attack/Grapple:+0/+1 Damage reduction 5/bludgeoning, Damage reduction 5/bludgeoning,
darkvision 60 ft., darkvision 60 ft.,
Attack: Scimitar +1 melee (1d6+1/18–20) immunity to cold, undead traits immunity to cold, undead traits
Fort +0, Ref +3, Will +3 Fort +1, Ref +3, Will +4
or claw +1 melee (1d4+1) Str 13, Dex 17, Con —, Str 21, Dex 14, Con —,
Int —, Wis 10, Cha 1 Int —, Wis 10, Cha 1
Full Attack: Scimitar +1 melee (1d6+1/18–20) Improved Initiative Improved Initiative
Temperate forests Temperate forests
SKELETON or 2 claws +1 melee (1d4+1) Any Any
1 2
Space/Reach: 5 ft./5 ft. None None
Always neutral evil Always neutral evil
Special Attacks: — 3 HD (Medium); 4–6 HD (Large) 6–8 HD (Large); 9–15 HD (Huge)
— —
Special Qualities: Damage reduction 5/bludgeoning,

darkvision 60 ft.,

immunity to cold, undead traits

Saves: Fort +0, Ref +1, Will +2

Abilities: Str 13, Dex 13, Con —,

Int —, Wis 10, Cha 1

Feats: Improved Initiative

Environment: Temperate plains

Organization: Any

Challenge Rating: 1/3

Treasure: None

Alignment: Always neutral evil

Advancement: —

Level Adjustment: —

Armor Class: Natural armor bonus changes to a number based improve its melee or ranged attacks. A skeleton gains the follow-
on the skeleton’s size: ing special qualities.

Tiny or smaller +0 Immunity to Cold (Ex): Skeletons are not affected by cold.
Small +1 Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal
Medium or Large +2 organs.
Huge +3 Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and
Gargantuan +6 Will +1/2 HD + 2.
Colossal +10 Abilities: A skeleton’s Dexterity increases by +2, it has no Con-
stitution or Intelligence score, its Wisdom changes to 10, and its
Attacks: A skeleton retains all the natural weapons, manufac- Charisma changes to 1.
tured weapon attacks, and weapon proficiencies of the base crea- Skills: A skeleton has no skills.
ture, except for attacks that can’t work without flesh (such as a Feats: A skeleton loses all feats of the base creature and gains
mind flayer’s tentacle attacks). A creature with hands gains one Improved Initiative.
claw attack per hand; the skeleton can strike with each of its claw Environment: Any, usually same as base creature.
attacks at its full attack bonus. A skeleton’s base attack bonus is Organization: Any.
equal to 1/2 its Hit Dice. Challenge Rating: Depends on Hit Dice, as follows:

Damage: Natural and manufactured weapons deal damage nor- Hit Dice Challenge Rating
mally. A claw attack deals damage depending on the skeleton’s 1/2 1/6
size. (If the base creature already had claw attacks with its hands, 1 1/3
use the skeleton claw damage only if it’s better.) 2–3 1
4–5 2
Diminutive or Fine 1 6–7 3
Tiny 1d2 8–9 4
Small 1d3 10–11 5
Medium 1d4 12–14 6
Large 1d6 15–17 7
Huge 1d8 18–20 8
Gargantuan 2d6
Colossal 2d8 Treasure: None.
Alignment: Always neutral evil.
Special Attacks: A skeleton retains none of the base creature’s Advancement: As base creature (or — if the base creature ad-
special attacks. vances by character class).

Special Qualities: A skeleton loses most special qualities of Level Adjustment: —.
the base creature. It retains any extraordinary special qualities that
226

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) 13 (+2 Dex., –1 size, +2 natural), 11 (–1 size, +2 natural)

touch 12, flat-footed 11 touch 11, flat-footed 11 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 +7 melee (2d6+4) and bite+7 melee 2 morningstars +10 melee (2d6+6) SKELETON

bite +3 melee (1d6+3) (1d8+4) and gore +7 melee (1d8+4) or 2 claws +10 melee (1d6+6)

and 2 claws +2 melee (1d6+2) 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, Damage reduction 5/bludgeoning, Damage reduction 5/bludgeoning,

darkvision 60 ft., darkvision 60 ft., darkvision 60 ft.,

immunity to cold, undead traits immunity to cold, undead traits immunity to cold, superior two-

weapon fighting, undead traits

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 —, Str 19, Dex 15, Con —, Str 23, Dex 10, Con —,

Int —, Wis 10, Cha 1 Int —, Wis 10, Cha 1 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: — 10–13 HD (Large); 14–27 HD (Huge) —

Level Adjustment: — — —

Advanced Megaraptor Cloud Giant Young Adult Red Dragon
Skeleton
Skeleton Skeleton Huge Undead (Fire)
19d12 (123 hp)
Huge Undead Huge Undead +5
40 ft. (8 squares)
Hit Dice: 12d12 (78 hp) 17d12 (110 hp) 12 (–2 size, +1 Dex, +3 natural),
touch 9, flat-footed 11
Initiative: +7 +6 +9/+27
Bite +17 melee (2d8+10)
Speed: 60 ft. (12 squares) 50 ft. (10 squares)
Bite +17 melee (2d8+10) and 2 claws
Armor Class: 14 (–2 size, +3 Dex, +3 natural), 13 (–2 size, +2 Dex, +3 natural), +12 melee (2d6+5) and 2 wings +12
melee (1d8+5) and tail slap +12
touch 11, flat-footed 11 touch 10, flat-footed 11 melee (2d6+15)
15 ft./10 ft.
Base Attack/Grapple:+6/+19 +8/+28 —
Damage reduction 5/bludgeoning,
Attack: Talons +9 melee (2d8+5) Gargantuan morningstar +18 melee darkvision 60 ft., immunity to cold
and fire, undead traits
(4d6+18) or claw +18 melee (1d8+12) Fort +6, Ref +7, Will +8
Str 31, Dex 12, Con —,
or rock +8 ranged (2d8+12) Int —, Wis 10, Cha 1
Improved Initiative
Full Attack: Talons +9 melee (2d8+5) and Gargantuan morningstar +18/+13 Warm mountains
Any
2 claws +4 melee (1d8+2) and melee (4d6+18) or 2 claws +18 8
None
bite +4 melee (2d6+2) melee (1d8+12) or rock +8 ranged Always neutral evil
20 HD (Huge)
(2d8+12)

Space/Reach: 15 ft./10 ft. 15 ft./15 ft.

Special Attacks: — —

Special Qualities: Damage reduction 5/bludgeoning, Damage reduction 5/bludgeoning,

darkvision 60 ft., darkvision 60 ft., immunity to cold,

immunity to cold, undead traits oversize weapon, undead traits

Saves: Fort +4, Ref +7, Will +8 Fort +5, Ref +7, Will +10

Abilities: Str 21, Dex 17, Con —, Str 35, Dex 15, Con —,

Int —, Wis 10, Cha 1 Int —, Wis 10, Cha 1

Feats: Improved Initiative Improved Initiative

Environment: Warm forests Temperate mountains

Organization: Any Any

Challenge Rating: 6 7

Treasure: None None

Alignment: Always neutral evil Always neutral evil

Advancement: 13–16 HD (Huge); —

17–20 HD (Gargantuan)

Level Adjustment: — — 227

SKUM SLAAD
Medium Aberration (Aquatic) The chaotic planes seethe and roil with random energy and bits of

Hit Dice: 2d8+2 (11 hp) matter. Weaving their way amid this cacophony of light and sound

Initiative: +1 are the slaadi.

Speed: 20 ft. (4 squares), swim 40 ft. Creatures of chaos, slaadi have been likened to humanoid toads,

Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed but that description belies their agility and fearsome fighting

12 prowess.

Base Attack/Grapple: +1/+5 All slaadi speak their own language, Slaad. Green, gray, and

Attack: Bite +5 melee (2d6+4) death slaadi also speak Common, and in addition death slaadi

Full Attack: Bite +5 melee (2d6+4) can communicate telepathically.

SKUM and 2 claws +0 melee (1d4+2) COMBAT
Space/Reach: 5 ft./5 ft.

Special Attacks: Rake 1d6+2 Slaadi generally attack with their claws and

Special Qualities: Darkvision bite. They relish melee combat but are savvy

60 ft., amphibious enough to use their summoning and other

Saves: Fort +1, Ref +1, spell-like abilities to good effect. A slaad’s

Will +3 natural weapons, as well as any weapons it

Abilities: Str 19, Dex 13, wields, are treated as chaotic-aligned

Con 13, Int 10, Wis 10, for the purpose of overcoming damage

Cha 6 reduction.

Skills: Hide +6*, Listen +7*, All slaadi have resistance to acid 5,

Move Silently +6, Spot +7*, cold 5, electricity 5, and fire 5, and

Swim +12 immunity to sonic damage.

Feats: Alertness Summon Slaad (Sp): Slaadi can

Environment: summon other slaadi much as

Underground though casting a summon mon-

Organization: Brood (2–5) ster spell, but they have only a

or pack (6–15) limited chance of success. Roll

Challenge Rating: 2 d%: On a failure, no slaadi

Treasure: None answer the summons. Sum-

Alignment: Usually lawful moned creatures automatically

evil return whence they came after

Advancement: 3–4 HD 1 hour. A slaad that has just

(Medium); 5–6 HD been summoned cannot use its

(Large) own summon ability for 1

Level Adjustment: +3 hour.

Most slaadi do not use this

This creature looks like an ability lightly, since they are

abominable crossbreed of generally distrustful and fear-

human and fish. Its fins ful of one another. In general,

have grown into twisted arms they use it only when necessary

and legs, and its bent back is crowned with a long, Skum to save their own lives.

spiny frill. It has a slender, muscular tail and bulbous eyes. SLAADI CHARACTERS

Skum are misbegotten creatures created by aboleths to serve as Slaadi rarely have the focus to devote themselves to a character

beasts of burden and slaves. They are derived from human stock, class. Grays sometimes become sorcerers, and the most powerful

making them even more loathsome. death slaadi train as rogues to take the assassin class.

A skum is about the same height and weight as a human. RED SLAAD
Skum speak Aquan.

COMBAT Large Outsider (Chaotic, Extraplanar)
Hit Dice: 7d8+21 (52 hp)

In the water, skum are dangerous enemies who attack by biting, Initiative: +2

clawing, and raking with their rear legs. Skum serving an aboleth Speed: 30 ft. (6 squares)

are sometimes trained to fight with weapons, usually two-handed Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11,

melee weapons with reach (such as longspears) and simple ranged flat-footed 17

weapons such as javelins, tridents, or slings. Base Attack/Grapple: +7/+16

Rake (Ex): Attack bonus +0 melee, damage 1d6+2. A skum also Attack: Bite +11 melee (2d8+5)

gains two rake attacks when it attacks while swimming. Full Attack: Bite +11 melee (2d8+5) and 2 claws +9 melee (1d4+2

Skills: *Skum have a +4 racial bonus on Hide, Listen, and Spot plus implant)

checks underwater. Space/Reach: 10 ft./10 ft.

A skum has a +8 racial bonus on any Swim check to perform Special Attacks: Pounce, implant, stunning croak, summon slaad

some special action or avoid a hazard. It can always choose to take Special Qualities: Darkvision 60 ft., fast healing 5, immunity to

10 on a Swim check, even if distracted or endangered. It can use sonic, resistance to acid 5, cold 5, electricity 5, and fire 5

228 the run action while swimming, provided it swims in a straight Saves: Fort +8, Ref +7, Will +3

line. Abilities: Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8

Skills: Climb +15, Hide +8, Jump +15, Listen +8, Move Silently Stunning Croak (Su): Once per day a red slaad can emit a loud

+12, Spot +8 croak. Every creature (except slaadi) within 20 feet must succeed

Feats: Dodge, Mobility, Multiattack on a DC 16 Fortitude save or be stunned for 1d3 rounds. The save

Environment: Ever-Changing Chaos of Limbo DC is Constitution-based.

Organization: Solitary, pair, gang (3–5), or pack (6–10) Summon Slaad (Sp): Once per day a red slaad can attempt to

Challenge Rating: 7 summon another red slaad with a 40% chance of success. This abil-

Treasure: Standard ity is the equivalent of a 3rd-level spell.

Alignment: Usually chaotic neutral BLUE SLAAD
Advancement: 8–10 HD (Large); 11–21 HD (Huge)

Level Adjustment: +6 Large Outsider (Chaotic, Extraplanar)

Hit Dice: 8d8+32 (68 hp)

This creature looks like a roughly humanoid, red-skinned toad with almost Initiative: +2

no neck and a massive, flat head. It is bipedal, with clawed hands and Speed: 30 ft. (6 squares) SLAAD

feet. The hands and the digits on them are particularly large. A human Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11,

would stand only about as high as the creature’s shoulders. flat-footed 18

Base Attack/Grapple: +8/+18

Weakest of the slaadi, the reds wander about indi- Blue Slaad Attack: Claw +13 melee (2d6+6)

vidually, often establishing secret lairs on Full Attack: 4 claws +13 melee (2d6+6) and bite

other planes. Most seek to escape from +11 melee (2d8+3 plus disease)

the other more powerful and some- Space/Reach: 10 ft./10 ft.

times cruel slaadi. Special Attacks: Spell-like abilities,

A red slaad is about 8 feet tall slaad fever, summon slaad

and weighs about 650 pounds. Special Qualities: Darkvision

As its name suggests, a red 60 ft., fast healing 5, immunity

slaad is mostly red, darker to sonic, resistance to acid 5,

along the back and paler cold 5, electricity 5, and fire 5

around the belly. Saves: Fort +10, Ref +8,

Red slaadi are found in Will +4

groups only when working Abilities: Str 23, Dex 15,

for some greater power that Con 19, Int 6, Wis 6,

somehow has mastered Cha 10

them. Even then, they Skills: Climb +17, Hide +9,

don’t coordinate actions Jump +17, Listen +9, Move

well. Silently +13, Spot +9

Feats: Dodge, Mobility,

Combat Multiattack

Red slaadi usually attack Environment: Ever-

only when hungry or Changing Chaos of Limbo

riled. Once aroused, Organization: Solitary, pair,

however, a red slaad gang (3–5), or pack (6–10)

fights to the death. Challenge Rating: 8

Pounce (Ex): If a Treasure: Standard

red slaad charges, it Alignment: Usually

can make a full chaotic neutral

attack in the same Advancement: 9–12

round. HD (Large); 13–24

Implant (Ex): A HD (Huge)

red slaad that hits Level

with a claw attack can Adjustment: +6

inject an egg pellet into

the opponent’s body. The This hulking creature

affected creature must suc- looks like a strapping

ceed on a DC 16 Fortitude save to blue-skinned humanoid

avoid implantation. The save DC is Death slaad toad, as big as an ogre, with almost no neck

Constitution-based. and a massive, flat head. It is bipedal, with clawed hands and feet. It has

Often the slaad implants an unconscious or otherwise helpless wicked-looking, bony hooks on the backs of its hands.

creature (which gets no saving throw). The egg gestates for one

week before hatching into a blue slaad that eats its way out, killing Blue slaadi gather to wage horrific battles against other societies

the host. Twenty-four hours before the egg fully matures, the and their own. They are bullies that value only strength and

victim falls extremely ill (–10 to all ability scores, to a minimum of power.

1). A remove disease spell rids a victim of the pellet, as does a DC 25 A blue slaad is about 10 feet tall and very broad. It weighs about

Heal check. If the check fails, the healer can try again, but each 1,000 pounds. As its name suggests, a blue slaad is mostly blue,

attempt (successful or not) deals 1d4 points of damage to the darker along the back and paler around the belly.

patient. Blue slaadi are most often found in groups and work well

If the host is an arcane spellcaster, the egg pellet instead hatches together—at least, better than red slaadi. 229

into a green slaad.

Combat Alignment: Usually chaotic neutral
Advancement: 10–15 HD (Large); 16–27 HD (Huge)
Blue slaadi are quick to anger, and inclined to attack most other Level Adjustment: +7

creatures on sight to prove their strength. The bone hooks on the This tall, gangly creature looks like a cross between an ogre and a frog. Its
skin is a mottled green, and it has long, sharp claws and a wide mouth.
backs of its hands give a blue slaad four claw attacks each round
If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane
when it makes a full attack. spellcaster, that host produces a green slaad.

Spell-Like Abilities: At will—hold person (DC 13), passwall, tele- A green slaad is about 10 feet tall and very broad. It weighs
about 1,000 pounds. As its name suggests, a green slaad is mostly
kinesis (DC 15); 1/day—chaos hammer (DC 14). Caster level 8th. green, darker along the back and paler around the belly.

The save DCs are Charisma-based. Green slaadi are self-centered, arrogant louts that think only of
themselves. They lust after magical power, eventually transform-
Slaad Fever (Su): Supernatural disease—bite, Fortitude DC 18, ing into grays (see below) if they find it.

incubation period 1 day, damage 1d3 Dex and 1d3 Cha. The save Green slaadi work in groups if
doing so suits their immediate
DC is Constitution-based. needs.

An afflicted humanoid reduced to Charisma 0 by slaad fever

SLAAD immediately transforms into a red slaad. It retains none of the fea-

tures, traits, memories, or abilities of its

former self, and is a normal red

slaad in all respects. Green slaad

If the infected being is an

arcane spellcaster, the disease

instead produces a green slaad.

Gray slaad

Illus. by J. Jarvis Summon
Slaad (Sp): Once
per day a blue slaad can
attempt to summon another
blue slaad with a 40% chance of
success. This ability is the equiva-
lent of a 4th-level spell.

GREEN SLAAD Combat

Large Outsider (Chaotic, Green slaadi prefer to use
spell-like abilities over physical
Extraplanar) combat but aren’t afraid to attack
with tooth and claw if they must.
Hit Dice: 9d8+36 (76 hp) They never fight to the death,
though, if they can avoid it.
Initiative: +5 Spell-Like Abilities: At will—
chaos hammer (DC 15), detect magic,
Speed: 30 ft. (6 squares) detect thoughts (DC 13), fear (DC 15),

Armor Class: 23 (–1 size, +1 Dex, +13 protection from law, see invisibility,
shatter (DC 13); 3/day—
natural), touch 10, flat-footed 22 dispel law (DC 16), deeper

Base Attack/Grapple: +9/+19 darkness, fireball (DC 14). Caster
level 9th. The save DCs are Charisma-based.
Attack: Claw +14 melee (1d6+6)
Change Shape (Su): A green can assume any Medium or
Full Attack: 2 claws +14 melee Red slaad Large humanoid form as a standard action. In humanoid form, a
green slaad cannot use its natural weapons (although a slaad can
(1d6+6) and bite +12 melee (2d8+3) equip itself with weapons and armor appropriate to its appear-
ance). A green slaad remains in one form until it chooses to
Space/Reach: 10 ft./10 ft. assume a new one. A change in form cannot be dispelled, but the
slaad reverts to its natural form when killed. A true seeing spell
Special Attacks: Spell-like abilities, summon slaad reveals its natural form.

Special Qualities: Change shape, darkvision 60 ft., fast healing Summon Slaad (Sp): Twice per day a green slaad can attempt to
summon another green slaad with a 40% chance of success. This
5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, ability is the equivalent of a 5th-level spell.

and fire 5

Saves: Fort +10, Ref +7, Will +6

Abilities: Str 23, Dex 13, Con 19, Int 10, Wis 10, Cha 12

Skills: Climb +18, Concentration +10, Hide +9, Jump +18,

Listen +12, Move Silently +13, Search +12, Spot +12,

Survival +6 (+8 following tracks)

Feats: Cleave, Improved Initiative, Multiattack, Power Attack

Environment: Ever-Changing Chaos of Limbo

Organization: Solitary or gang (2–5)

230 Challenge Rating: 9

Treasure: Standard

GRAY SLAAD Armor Class: 28 (+6 Dex, +12 natural), touch 16, flat-footed 22 SLAAD
Base Attack/Grapple: +15/+20
Medium Outsider (Chaotic, Extraplanar) Attack: Claw +20 melee (3d6+5 plus stun)
Hit Dice: 10d8+50 (95 hp) Full Attack: 2 claws +20 melee (3d6+5 plus stun) and bite +18
Initiative: +7
Speed: 30 ft. (6 squares) melee (2d10+2)
Armor Class: 24 (+3 Dex, +11 natural), touch 13, flat-footed 21 Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +10/+14 Special Attacks: Stun, spell-like abilities, summon slaad
Attack: Claw +15 melee (2d4+4) Special Qualities: Change shape, damage reduction 10/lawful,
Full Attack: 2 claws +15 melee (2d4+4) and bite +12 melee
darkvision 60 ft., fast healing 5, immunity to sonic, resistance
(2d8+2) to acid 5, cold 5, electricity 5, and fire 5, telepathy 100 ft.
Saves: Fort +14, Ref +15, Will +13
Space/Reach: 5 ft./5 ft. Abilities: Str 21, Dex 23, Con 21, Int 18, Wis 18, Cha 18
Special Attacks: Spell-like abilities, summon slaad Skills: Climb +23, Concentration +15, Escape Artist +24, Hide
Special Qualities: Change shape, damage reduction 10/lawful, +24, Intimidate +22, Jump +23, Knowledge (any two) +22,
Listen +22, Move Silently +24, Search +22, Spot +22, Survival
darkvision 60 ft., fast healing 5, immunity to sonic, resistance +12 (+14 when tracking), Use Rope +6 (+8 with bindings)
Feats: Cleave, Great Cleave, Improved Initiative, Improved
to acid 5, cold 5, electricity 5, and fire 5 Sunder, Multiattack, Power Attack
Environment: Ever-Changing Chaos of Limbo
Saves: Fort +12, Ref +10, Will +9 Organization: Solitary or pair
Abilities: Str 19, Dex 17, Con 21, Int 14, Wis 14, Cha 14 Challenge Rating: 13
Skills: Climb +17, Concentration +15, Hide +16, Jump +17, Treasure: Double standard
Alignment: Usually chaotic evil
Knowledge (arcana) +15, Listen +15, Move Silently +16, Search Advancement: 16–22 HD (Medium); 23–45 HD (Large)
Level Adjustment: —
+15, Spellcraft +17, Spot +15, Survival +5 (+7 following tracks)
Lean and quick-looking, this humanoid resembles a two-legged frog. Its
Feats: Multiattack, Improved Initiative, Weapon Focus (claw),
item creation feat (any one) skin is a dappled gray color, and its fingers are long and clawed. It stands

Environment: Ever-Changing Chaos of Limbo as tall as a human.
Organization: Solitary or pair
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: +6

Lean and quick-looking, this humanoid resembles a two-legged frog. Its Death slaadi are grays that undergo some mysterious ritual that
skin is a dappled gray color, and its fingers are long and clawed. It stands transforms them into veritable killing machines. Although they
as tall as a human. have spell-like abilities like gray slaadi, death slaadi focus more on
killing than on magical power. They look exactly like gray slaadi.
A green slaad that survives for more than a century retreats into
isolation for at least a year. It returns as a smaller, leaner gray slaad All slaadi obey the command of a death slaad, out of fear more
and devotes most of its time and attention to magical study. Gray than anything else. Death slaadi represent a corruption of pure
slaadi enjoy crafting magic items to further their own power. chaos by evil rather than true exemplars of it.

Combat Combat

Gray slaadi prefer to fight from a distance, using their spell-like Although its prowess with its natural weapons is fearsome, a death
abilities, although they don’t shy away from melee. slaad enjoys wielding a magic weapon if available.

Spell-Like Abilities: At will—chaos hammer (DC 16), deeper Stun (Ex): Three times per day, a death slaad can attempt to
darkness, detect magic, identify, invisibility, lightning bolt (DC 15), magic stun its opponent on an attack with one of its natural weapons. If
circle against law, see invisibility, shatter (DC 14); 3/day—animate the opponent fails a DC 21 Fortitude save, it is stunned for 1 round
objects, dispel law (DC 17), fly; 1/day—power word stun. Caster level in addition to taking normal damage from the attack. The save DC
10th. The save DCs are Charisma-based. is Wisdom-based.

Change Shape (Su): A gray slaad can assume any humanoid Spell-Like Abilities: At will—animate objects, chaos hammer
form as a standard action. In humanoid form, a gray slaad cannot (DC 18), deeper darkness, detect magic, dispel law (DC 19), fear (DC 18),
use its natural weapons (although a slaad can equip itself with finger of death (DC 21), fireball (DC 17), fly, identify, invisibility, magic
weapons and armor appropriate to its appearance). A gray slaad re- circle against law, see invisibility, shatter (DC 16); 3/day—circle of death
mains in one form until it chooses to assume a new one. A change (DC 20), cloak of chaos (DC 22), word of chaos (DC 21); 1/day—implo-
in form cannot be dispelled, but the slaad reverts to its natural sion (DC 23), power word blind. Caster level 15th. The save DCs are
form when killed. A true seeing spell reveals its natural form. Charisma-based.

Summon Slaad (Sp): Twice per day a gray slaad can attempt to Change Shape (Su): A death slaad can assume any humanoid
summon 1–2 red slaadi or 1 blue slaad with a 60% chance of suc- form as a standard action. In humanoid form, a death slaad cannot
cess, or 1 green slaad with a 40% chance of success. This ability is use its natural weapons (although a slaad can equip itself with
the equivalent of a 5th-level spell. weapons and armor appropriate to its appearance). A death slaad
remains in one form until it chooses to assume a new one. A
DEATH SLAAD change in form cannot be dispelled, but the slaad reverts to its nat-
ural form when killed. A true seeing spell reveals its natural form.
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 15d8+75 (142 hp) Summon Slaad (Sp): Twice per day a death slaad can attempt to
Initiative: +10 summon 1–2 red or blue slaadi with a 60% chance of success, or
Speed: 30 ft. (6 squares) 1–2 green slaadi with a 40% chance of success. This ability is the
equivalent of a 6th-level spell.

231

SPECTRE SPECTRE Sunlight Powerlessness (Ex): Spectres are powerless in natu-
ral sunlight (not merely a daylight spell) and flee from it. A spectre
Medium Undead (Incorporeal) caught in sunlight cannot attack and can take only a single move
Hit Dice: 7d12 (45 hp) or attack action in a round.
Initiative: +7
Speed: 40 ft. (8 squares), fly 80 ft. (perfect) SPHINX
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +3/— Sphinxes are enigmatic creatures with great, feathery wings and
Attack: Incorporeal touch +6 melee (1d8 plus energy drain) leonine bodies. All sphinxes are territorial, but the more intelli-
Full Attack: Incorporeal touch +6 melee (1d8 plus energy drain) gent ones can differentiate between deliberate intrusion and tem-
Space/Reach: 5 ft./5 ft. porary or inadvertent trespass.
Special Attacks: Energy drain, create spawn
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn A typical sphinx is about 10 feet long and weighs about 800
pounds.
resistance, sunlight powerlessness, undead traits, unnatural aura
Sphinxes speak Sphinx, Common, and Draconic.
Saves: Fort +2, Ref +5, Will +7
Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15 Combat
Skills: Hide +13, Intimidate +12, Knowledge (religion) +12,
Most sphinxes fight on the ground, using their wings to help
Listen +14, Search +12, Spot +14, Survival +2 (+4 following them pounce much as lions do. If outnumbered by earthbound

tracks) creatures, a sphinx takes wing and attacks on the fly.
Pounce (Ex): If a sphinx charges a foe, it can make a
Feats: Alertness, Blind-Fight, Improved Initiative full attack, including two rake attacks.
Environment: Any land and underground Rake (Ex): A sphinx that pounces onto a
Organization: Solitary, gang (2–4), or creature can make two rake attacks with its
hind legs. Each sphinx’s description pro-
swarm (6–11) vides its attack bonus and damage.

Challenge Rating: 7 ANDROSPHINX
Treasure: None
Alignment: Always lawful evil Large Magical Beast
Advancement: 8–14 HD Hit Dice: 12d10+48 (114 hp)
Initiative: +0
(Medium) Speed: 50 ft. (10 squares), fly 80 ft.

Level Adjustment: — (poor)
Armor Class: 22 (–1 size, +13 natu-
This entity looks like a human,
but with a diaphanous and faint- ral), touch 9, flat-footed 22
ly luminous body. Base Attack/Grapple: +12/+23
Attack: Claw +18 melee (2d4+7)
Spectres are incorporeal un- Full Attack: 2 claws +18 melee
(2d4+7)
dead often mistaken for Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 2d4+3, roar,
ghosts. They haunt the places Spectre spells
Special Qualities: Darkvision 60 ft., low-light
where they died, retaining their vision
Saves: Fort +12, Ref +8, Will +7
sentience but now hating all living Abilities: Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17
Skills: Intimidate +17, Knowledge (any one) +18, Listen +18,
things. Spot +18, Survival +18
Feats: Alertness, Cleave, Great Cleave, Flyby Attack, Power
A spectre looks much as it did in life Attack, Track
Environment: Warm deserts
and can be easily recognized by those who Organization: Solitary
Challenge Rating: 9
knew the individual or have seen the individ- Treasure: Standard
Alignment: Always chaotic good
ual’s face in a painting or a drawing. In many cases, the Advancement: 13–18 HD (Large); 19–36 HD (Huge)
Level Adjustment: +5 (cohort)
evidence of a violent death is visible on its body. The chill of death
This creature is bigger than a riding horse and has a tawny lion body, great
lingers in the air around spectres and in the places they haunt. falcon wings, and a humanoid face.

A spectre is roughly human-sized and is weightless. These sphinxes are always male. Androsphinxes are clever and
generally good-natured, but they can be savage opponents.
232 COMBAT
Though outwardly gruff and bad-tempered, androsphinxes
In close combat a spectre attacks with its numbing, life-draining have noble hearts, and are a little bit shy. They appreciate small
touch. It makes full use of its incorporeal nature, moving through courtesies, but seldom admit it, and praise makes them feel
walls, ceilings, and floors as it attacks. uncomfortable.

Energy Drain (Su): Living creatures hit by a spectre’s incorpo-
real touch attack gain two negative levels. The DC is 15 for the For-
titude save to remove a negative level. The save DC is Charisma-
based. For each such negative level bestowed, the spectre gains 5
temporary hit points.

Create Spawn (Su): Any humanoid slain by a spectre becomes
a spectre in 1d4 rounds. Spawn are under the command of the
spectre that created them and remain enslaved until its death.
They do not possess any of the abilities they had in life.

Unnatural Aura (Su): Animals, whether wild or domesticated,
can sense the unnatural presence of a spectre at a distance of 30
feet. They do not willingly approach nearer than that and panic if
forced to do so; they remain panicked as long as they are within
that range.

Combat Advancement: 11–15 HD (Large); 16–30 HD (Huge)

In battle, an androsphinx rips apart enemies with its razor-sharp Level Adjustment: +3 (cohort)

claws. It relies on its natural weapons in a fight, employing its

spells for defense or healing. This creature is bigger than a horse and has a tawny lion body, great

Rake (Ex): Attack bonus +18 melee, damage 2d4+3. falcon wings, and a ram’s head.

Roar (Su): Three times per day an androsphinx can loose a

mighty roar. The first time it does this, all creatures within 500 feet These sphinxes are always male. Neither good nor evil, they lack

must succeed on a DC 19 Will save or be affected as though by a the intelligence of the androsphinx.

fear spell for 2d6 rounds. Criosphinxes constantly seek gynosphinxes, but if they cannot

If the sphinx roars a second time during the same encounter, all find one, they pursue wealth above all else. The best deal an adven-

creatures within 250 feet must succeed on a DC 19 Fortitude save turer can hope to strike with a criosphinx is safe passage in ex-

or be paralyzed for 1d4 rounds, and all those within 90 feet are change for all of his or her treasure.

deafened for 2d6 rounds (no save). SPHINY

If it roars a third time during the same encounter, all those within Combat

250 feet must succeed on a DC 19 Fortitude save or take 2d4 points Criosphinxes

of Strength damage for 2d4 rounds. In addition, any Medium or attack with their

smaller creature within 90 feet must succeed on a DC 19 Forti- claws, as do their kin, but

tude save or be thrown to the ground and take 2d8 points of they can also butt with their

damage. The force of this roar is so great that it deals 50 points horns. They don’t cast spells and

of damage to any stone or employ only the most simple battle tactics.

crystalline object within Rake (Ex): Attack bonus +15 melee,

90 feet. Magic items and damage 1d6+3.

held or carried items can avoid GYNOSPHINX

damage with a DC 19 Reflex save.

Other androsphinxes are immune Large Magical Beast

to these effects. The Hit Dice: 8d10+8 (52 hp)

save DCs are Cha- Initiative: +5

risma-based. Speed: 40 ft. (8 squares), fly 60 ft. (poor)

Spells: An andro- Armor Class: 21 (–1 size, +1 Dex, +11 natural),

sphinx casts divine touch 10, flat-footed 20

spells as a 6th-level Base Attack/Grapple: +8/+16

cleric from the Attack: Claw +11 melee (1d6+4)

cleric spell list and Full Attack: 2 claws +11 melee (1d6+4)

from the Good, Healing, Space/Reach: 10 ft./5 ft.

and Protection domains. Special Attacks: Pounce, rake 1d6+2,

Typical Cleric Spells Pre- spell-like abilities

pared (5/5/5/4; save DC 13 + spell level): Special Qualities: Darkvision 60 ft.,

0—cure minor wounds, detect magic, guidance, light, low-light vision

resistance; 1st—divine favor, protection from evil , shield of Saves: Fort +7, Ref +7, Will +8

faith, remove fear, summon monster I; 2nd—bull’s strength, Abilities: Str 19, Dex 12, Con 13,

remove paralysis, resist energy, shield other , summon monster II; Gynosphinx Int 18, Wis 19, Cha 19

3rd—cure serious wounds , daylight, invisibility purge, searing Skills: Bluff +15,

light. Concentration +12,

*Domain spell. Domains: Good and Healing. Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13,

CRIOSPHINX Listen +17, Sense Motive +15, Spot +17

Feats: Combat Casting, Improved Initiative, Iron Will

Large Magical Beast Environment: Warm deserts

Hit Dice: 10d10+30 (85 hp) Organization: Solitary or covey (2–4)

Initiative: +0 Challenge Rating: 8

Speed: 30 ft. (6 squares), fly 60 ft. (poor) Treasure: Double standard

Armor Class: 20 (–1 size, +11 natural), touch 9, flat-footed 20 Alignment: Always neutral

Base Attack/Grapple: +10/+20 Advancement: 9–12 HD (Large); 13–24 HD (Huge)

Attack: Gore +15 melee (2d6+6) Level Adjustment: +4 (cohort)

Full Attack: Gore +15 melee (2d6+6) and 2 claws +10 melee

(1d6+3) This creature is bigger than a horse and has a tawny lion body, great

Space/Reach: 10 ft./5 ft. falcon wings, and the head of a female humanoid.

Special Attacks: Pounce, rake 1d6+3

Special Qualities: Darkvision 60 ft., low-light vision These sphinxes are the female counterparts of androsphinxes.

Saves: Fort +10, Ref +7, Will +3 Gynosphinxes often are willing to bargain for treasure or ser-

Abilities: Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11 vice. They constantly seek out new intellectual challenges—rid-

Skills: Intimidate +8, Listen +11, Spot +1 dles, puzzles, and other such tests delight them to no end. They

Feats: Alertness, Cleave, Flyby Attack, Power Attack find criosphinxes and hieracosphinxes detestable.

Environment: Warm deserts

Organization: Solitary Combat

Challenge Rating: 7 In close combat, gynosphinxes use their powerful claws to flay the 233

Treasure: Standard flesh from their enemies. Despite their deadly nature, they prefer

Alignment: Always neutral to avoid combat whenever possible.

Rake (Ex): Attack bonus +11 melee, damage 1d6+2. Attack: Sting +8 melee (1d8+5 plus poison)

Spell-Like Abilities: 3/day—clairaudience/clairvoyance, detect Full Attack: Sting +8 melee (1d8+5 plus poison) and bite +3

magic, read magic, see invisibility; 1/day—comprehend languages, locate melee (1d8+2)

object, dispel magic, remove curse (DC 18), legend lore. Caster level Space/Reach: 10 ft./5 ft.

14th. The save DC is Charisma-based. Special Attacks: Implant, poison

Once per week a gynosphinx can create a symbol of death, a Special Qualities: Darkvision 60 ft., freedom of movement, low-

symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persua- light vision, scent

sion, a symbol of sleep, and a symbol of stunning as the spells (caster Saves: Fort +9, Ref +5, Will +2

level 18th), except that all save DCs are 22 and each symbol re- Abilities: Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 10

mains a maximum of one week once scribed. The save DCs are Skills: Listen +10, Spot +11

Charisma-based. Feats: Alertness, Dodge

HIERACOSPHINX Environment: Temperate forests

SPIDER Organization: Solitary
EATER
Large Magical Beast Challenge Rating: 5

Hit Dice: 9d10+18 (67 hp) Treasure: None

Initiative: +2 Alignment: Always neutral

Speed: 30 ft. (6 squares), fly 90 ft. (poor) Advancement: 5–12 HD (Huge)

Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, Level Adjustment: —

flat-footed 17

Base Attack/Grapple: +9/+18 Spider eater This beast resembles an enormous, two-legged hornet

Attack: Bite +13 melee (1d10+5) with a pair of small forelimbs and huge bat wings.

Full Attack: Bite +13 melee (1d10+5) and 2

claws +8 melee (1d6+2) A spider eater has a temperament that

Space/Reach: 10 ft./5 ft. matches its nasty appearance. Nevertheless,

Special Attacks: Pounce, rake 1d6+2 these predators are valued as flying steeds. A com-

Special Qualities: Darkvision 60 ft., low- pany of bandits mounted on spider eaters is fear-

light vision some indeed. The creature gets its name from

Saves: Fort +8, Ref +8, Will +5 its ability to shrug off webs and its habit of laying

Abilities: Str 21, Dex 14, Con 15, Int 6, eggs in the paralyzed bodies of enormous creatures,

Wis 15, Cha 10 often arachnids.

Illus. by C. Critchlow Skills: Listen +10, Spot +14 A spider eater is about 10 feet long and 4 feet high,

Feats: Alertness, Cleave, Flyby Attack, Power and has a wingspan of about 20 feet. It weighs about

Attack 4,000 pounds.

Environment: Warm deserts COMBAT

Organization: Solitary, pair, or flock (4–7)

Challenge Rating: 5 A spider eater attacks with its venomous sting and

Treasure: None powerful mandibles. Its usual tactic is to deliver a

Alignment: Always chaotic evil sting, then back off, hovering out of reach until the

Advancement: 10–14 HD (Large); 15–27 HD venom takes effect. Spider eaters do not like to give up

(Huge) their prey, and foes who harry them with spells or

Level Adjustment: +3 (cohort) ranged attacks provoke a determined counterattack.

Implant (Ex): Female spider eaters lay their eggs inside

This creature is bigger than a horse and has a tawny lion body, great paralyzed creatures of Large or larger size. The young emerge

falcon wings, and the head of a falcon. about six weeks later, literally devouring the host from inside.

Poison (Ex): Injury, Fortitude DC 17, initial damage none, sec-

Of all the sphinxes, only these creatures are evil at heart. They are ondary damage paralysis for 1d8+5 weeks. The save DC is Con-

always male. They spend much of their time searching for a stitution-based.

gynosphinx but are generally just as happy to maul someone. Freedom of Movement (Su): Spider eaters have a continuous

freedom of movement ability as the spell (caster level 12th). When

Combat the spider eater serves as a mount, this effect does not extend to its

Hieracosphinxes can make short work of even the most danger- rider.

ous opponents with their claws. They are not particularly intelli- Skills: Spider eaters have a +4 racial bonus on Listen and Spot

gent, but are cunning enough to dive at their enemies from above checks.

with their flying ability. TRAINING A SPIDER EATER

Rake (Ex): Attack bonus +13 melee, damage 1d6+2.

Skills: Hieracosphinxes have a +4 racial bonus on Spot checks. A spider eater requires training before it can bear a rider in com-

bat. Training a spider eater requires six weeks of work and a DC 25

SPIDER EATER Handle Animal check. Riding a spider eater requires an exotic
saddle. A spider eater can fight while carrying a rider, but the rider

Large Magical Beast cannot also attack unless he or she succeeds on a Ride check.

Hit Dice: 4d10+20 (42 hp) Spider eater eggs are worth 2,000 gp apiece on the open market,

Initiative: +1 while young are worth 3,000 gp each. Professional trainers charge

Speed: 30 ft. (6 squares), fly 60 ft. (good) 3,000 gp to rear or train a spider eater.

Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat- Carrying Capacity: A light load for a spider eater is up to 306

234 footed 13 pounds; a medium load, 307–612 pounds; and a heavy load,

Base Attack/Grapple: +4/+13 613–920 pounds.

SPRITE Fiddle (Su): One grig in each band carries a tiny, grig-sized
fiddle. When the fiddler plays, any nonsprite within 30 feet of the
Sprites are reclusive fey. They go out of their way to fight evil and instrument must succeed on a DC 12 Will save or be affected as
ugliness and to protect their homelands. Legend claims that though by Otto’s irresistible dance for as long as the playing contin-
sprites die only through injury or disease. ues. The save DC is Charisma-based.

Combat Skills: Grigs have a +8 racial bonus on Jump checks.
*They also have a +5 racial bonus on Move Silently checks in a
Sprites fight their opponents with spell-like abilities and pint- forest setting.
sized weaponry. They prefer ambushes and other trickery over
direct confrontation. NIXIE

Skills: All sprites have a +2 racial bonus on Search, Spot, and Small Fey (Aquatic)
Listen checks. Hit Dice: 1d6 (3 hp)
Initiative: +3
GRIG Speed: 20 ft. (4 squares), swim 30 ft. SPRITE
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Tiny Fey Nixie Base Attack/Grapple: +0/–6
Hit Dice: 1/2 d6+1 (2 hp) Grig
Initiative: +4 Attack: Short sword +4 melee
Speed: 20 ft. (4 squares), fly 40 ft. (poor) (1d4–2/19–20) or light crossbow +4
Armor Class: 18 (+2 size, +4 Dex, +2 natu- ranged (1d6/19–20)

ral), touch 16, flat-footed 16 Full Attack: Short sword +4 melee
(1d4–2/19–20) or light crossbow +4
Base Attack/Grapple: +0/–11 ranged (1d6/19–20)
Attack: Short sword +6 melee Space/Reach: 5 ft./5 ft..
Special Attacks: Charm person
(1d3–3/19–20) or longbow +6 ranged Special Qualities: Amphibious,
damage reduction 5/cold iron, low-light
(1d4–3/×3) vision, spell resistance 16, water breathing,
Full Attack: Short sword +6 melee wild empathy
Saves: Fort +0, Ref +5, Will +3
(1d3–3/19–20) or longbow +6 ranged Abilities: Str 7, Dex 16, Con 11,
Int 12, Wis 13, Cha 18
(1d4–3/×3) Skills: Bluff +8, Craft (any one) +5,
Space/Reach: 2-1/2 ft./0 ft. Escape Artist +6, Handle Animal +8,
Special Attacks: Spell-like abilities, fiddle Hide +7*, Listen +6, Perform (sing) +7,
Special Qualities: Damage reduction 5/cold Search +3, Sense Motive +5, Spot +6,
Swim +6
iron, low-light vision, spell resistance 17 Feats: DodgeB, Weapon Finesse
Environment: Temperate aquatic
Saves: Fort +1, Ref +6, Will +3 Organization: Gang (2–4), band
Abilities: Str 5, Dex 18, Con 13, Int 10, (6–11), or tribe (20–80)
Challenge Rating: 1
Wis 13, Cha 14 Treasure: No coins; 50% goods (metal or
Pixie stone only); 50% items (no scrolls)
Skills: Craft (any one) +4, Escape Artist +8, Alignment: Always neutral
Hide +16, Jump +3, Listen +3, Move Advancement: 2–3 HD (Small)
Level Adjustment: +3
Silently +8*, Perform (string instru-
This being looks something like a small elf. It has green skin, webbed
ments) +6, Search +2, Spot +3
Feats: DodgeB, Weapon Finesse fingers and toes, pointed ears, and wide silver eyes.
Environment: Temperate forests
Organization: Gang (2–4), band (6–11), or Nixies are aquatic sprites who dwell in and protect pristine ponds
and lakes. They are even more reclusive than most fey and tend to
tribe (20–80) treat intruders with suspicion and hostility.

Challenge Rating: 1 Most nixies are slim and comely, with lightly scaled, pale green
Treasure: No coins; 50% goods; 50% items skin and dark green hair. Females often twine shells and pearl
Alignment: Always neutral good strings in their hair and dress in wraps woven from colorful sea-
Advancement: 1–3 HD (Tiny) weed. Males wear loincloths of the same materials. Nixies prefer
Level Adjustment: +3 not to leave their lakes.

This tiny being has a humanoid head, torso, and arms, with the wings, A nixie stands about 4 feet tall and weighs about 45 pounds.
antennae, and legs of a cricket. Nixies speak Aquan and Sylvan. Some also speak Common.

Grigs are mischievous and lighthearted. They have no fear of
larger creatures and delight in playing tricks on them. Favorite
pranks include stealing food, collapsing tents, and using ventrilo-
quism to make objects talk.

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.
Grigs speak Sylvan. Some also speak Common.

Combat Combat 235

Grigs are fierce by sprite standards, attacking opponents fearlessly Nixies rely on their charm person ability to deter enemies, entering
with bow and dagger. combat only to protect themselves and their territory.

Spell-Like Abilities: 3/day—disguise self, entangle (DC 13), Charm Person (Sp): A nixie can use charm person three times per
invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13). day as the spell (caster level 4th). Those affected must succeed on
Caster level 9th. The save DCs are Charisma-based. a DC 15 Will save or be charmed for 24 hours. Most charmed crea-

STIRGE tures are used to perform heavy labor, guard duty, and other oner- Combat
ous tasks for the nixie community. Shortly before the effect wears
236 off, the nixie escorts the charmed creature away and orders it to The normally carefree pixies ferociously attack evil creatures and
keep walking. The save DC is Charisma-based. unwanted intruders. They take full advantage of their invisibility
and other abilities to harass and drive away opponents.
Amphibious (Ex): Although nixies are aquatic, they can sur-
vive indefinitely on land. Greater Invisibility (Su): A pixie remains invisible even when
it attacks. This ability is constant, but the pixie can suppress or re-
Water Breathing (Sp): Once per day a nixie can use water breath- sume it as a free action.
ing as the spell (caster level 12th). Nixies usually bestow this effect
on those they have charmed. Spell-Like Abilities: 1/day—lesser confusion (DC 14), dancing
lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC
Wild Empathy (Ex): This ability works like the druid’s wild 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual
empathy class feature, except that a nixie has a +6 racial bonus on and auditory elements only), polymorph (self only). Caster level
the check. 8th. The save DCs are Charisma-based.

Skills: A nixie has a +8 racial bonus on any Swim check to per- One pixie in ten can use Otto’s irresistible dance (caster level 8th)
form some special action or avoid a hazard. It can always choose to once per day.
take 10 on a Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims in a Special Arrows (Ex): Pixies sometimes employ arrows that
straight line. deal no damage but can erase memory or put a creature to sleep.

*Nixies have a +5 racial bonus on Hide checks when in the Memory Loss: An opponent struck by this arrow must succeed on
water. a DC 15 Will save or lose all memory. The save DC is Charisma-
based and includes a +2 racial bonus. The subject retains skills, lan-
PIXIE guages, and class abilities but forgets everything else until he or
she receives a heal spell or memory restoration with limited wish,
Small Fey wish, or miracle.
Hit Dice: 1d6 (3 hp)
Initiative: +4 Sleep: Any opponent struck by this arrow, regardless of Hit Dice,
Speed: 20 ft. (4 squares), fly 60 ft. (good) must succeed on a DC 15 Fortitude save or be affected as though
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, by a sleep spell. The save DC is Charisma-based and includes a +2
racial bonus.
flat-footed 12
Base Attack/Grapple: +0/–6 Pixies as Characters
Attack: Short sword +5 melee (1d4–2/19–20) or longbow +5
A pixie character exchanges its 1 HD of fey for its first class level,
ranged (1d6–2/×3) so a 1st-level pixie sorcerer has a d4 Hit Die, a +0 base attack bonus,
Full Attack: Short sword +5 melee (1d4–2/19–20) or longbow the base save bonuses of a sorcerer, and the sorcerer’s skill points
and class skills.
+5 ranged (1d6–2)/×3
Space/Reach: 5 ft./5 ft. Pixie characters possess the following racial traits.
Special Attacks: Spell-like abilities, special arrows — –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6
Special Qualities: Damage reduction 10/cold iron, greater Charisma.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls,
invisibility, low-light vision, spell resistance 15 +4 bonus on Hide checks, –4 penalty on grapple checks, lifting
Saves: Fort +0, Ref +6, Will +4 and carrying limits 3/4 those of Medium characters.
Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16 —A pixie’s base land speed is 20 feet. It also has a fly speed of 60
Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, feet (good).
—Low-light vision.
Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive —Skills: Pixies have a +2 racial bonus on Listen, Search, and
+6, Spot +8 Spot checks.
Feats: DodgeB, Weapon Finesse —Racial Feats: A pixie receives Dodge as a bonus feat.
Environment: Temperate forests — +1 natural armor bonus.
Organization: Gang (2–4), band (6–11), or tribe (20–80) —Special Attacks (see above): Spell-like abilities.
Challenge Rating: 4 (5 with Otto’s irresistible dance) —Special Qualities (see above): Damage reduction 10/cold
Treasure: No coins; 50% goods; 50% items iron, greater invisibility, spell resistance equal to 15 + class levels.
Alignment: Always neutral good —Automatic Languages: Common, Sylvan. Bonus Languages:
Advancement: 2–3 HD (Small) Elven, Gnome, Halfling.
Level Adjustment: +4 (+6 with Otto’s irresistible dance) —Favored Class: Sorcerer.
—Level adjustment +4 (+6 if the pixie can use Otto’s irresistible
This being resembles a very small elf, but with longer ears and gossamer dance).

wings. STIRGE

Pixies are merry pranksters that love to lead travelers astray. They Tiny Magical Beast
can, however, be roused to surprising ire when dealing with evil Hit Dice: 1d10 (5 hp)
creatures. Initiative: +4
Speed: 10 ft (2 squares), fly 40 ft. (average)
These sprites love to trick misers out of their wealth. They do Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
not covet treasure themselves but use it to taunt and frustrate Base Attack/Grapple: +1/–11 (+1 when attached)
greedy folk. If a victim of pixie pranks exhibits no greed or Attack: Touch +7 melee (attach)
demonstrates a good sense of humor, the tricksters may allow the Full Attack: Touch +7 melee (attach)
individual to choose a reward from their hoard. Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach, blood drain
Pixies wear bright clothing, often including a cap and shoes Special Qualities: Darkvision 60 ft., low-light vision
with curled and pointed toes.

A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.
Pixies speak Sylvan and Common, and may know other lan-
guages as well.

Saves: Fort +2, Ref +6, Will +1 centipede swarms, hellwasp swarms, locust swarms, rat swarms, SWARM
Abilities: Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6 and spider swarms are described here. The swarm’s type varies
Skills: Hide +14, Listen +4, Spot +4 with the nature of the component creature (most are animals or
Feats: Alertness, Weapon Finesse B vermin), but all swarms have the swarm subtype.
Environment: Warm marshes
Organization: Colony (2–4), flock (5–8), or storm (9–14) A swarm of Tiny creatures consists of 300 nonflying creatures or
Challenge Rating: 1/2 1,000 flying creatures. A swarm of Diminutive creatures consists
Treasure: None of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of
Alignment: Always neutral Fine creatures consists of 10,000 creatures, whether they are flying
Advancement: — or not. Swarms of nonflying creatures include many more crea-
Level Adjustment: — tures than could normally fit in a 10-foot square based on their
normal space, because creatures in a swarm are packed tightly
This nasty-looking creature seems to be a cross between a bat and a giant together and generally crawl over each other and their prey when
mosquito. It has membranous bat wings, a short furry body, eight jointed moving or attacking. Larger swarms are represented by multiples
legs that end in sharp pincers, and a needlelike proboscis. of single swarms. A large swarm is completely shapeable, though
it usually remains contiguous.

Stirges are batlike creatures that feed on the blood of living beings. COMBAT

While just one In order to attack, a single swarm moves into opponents’ spaces,

poses little danger which provokes an attack of opportunity. It can occupy the same

to most adventurers, space as a creature of any size,

multiple stirges can be a for- since it crawls all over its prey, but

midable threat. remains a creature with a 10-foot

A stirge’s coloration ranges from Stirge space. Swarms never make attacks

rust-red to reddish-brown, with a of opportunity, but they can pro-

dirty yellow underside. The voke attacks of opportunity.

proboscis is pink Unlike other creatures with a 10-foot

at the tip, fading to space, a swarm is shapeable. It can occupy any

gray at its base. four contiguous squares, and it can squeeze

A stirge’s body is about 1 foot through any space large enough to contain one

long, with a wingspan of about 2 of its component creatures (for example, a bat

feet. It weighs about 1 pound. swarm can squeeze through a space that a Tiny

COMBAT creature could squeeze through).

A stirge attacks by landing on a victim, find- Vulnerabilities of Swarms

ing a vulnerable spot, and plunging its proboscis Swarms are extremely difficult to fight with physical

into the flesh. This is a touch attack and can target only attacks. However, they have a few special vulnerabil-

Small or larger creatures. ities, as follows:

Attach (Ex): If a stirge hits with a touch attack, it uses its A lit torch swung as an improvised weapon

eight pincers to latch onto the opponent’s body. An deals 1d3 points of fire damage per hit.

attached stirge is effectively grappling its prey. The A weapon with a special ability such as flam-

stirge loses its Dexterity bonus to AC and has an AC ing or frost deals its full energy damage with

of 12, but holds on with great tenacity. Stirges have a +12 each hit, even if the weapon’s normal

racial bonus on grapple checks (already figured into the Base damage can’t affect the swarm.

Attack/Grapple entry above). A lit lantern can be used as a thrown weapon, dealing 1d4 points

An attached stirge can be struck with a weapon or grappled of fire damage to all creatures in squares adjacent to where it breaks.

itself. To remove an attached stirge through grappling, the oppo- BAT SWARM

nent must achieve a pin against the stirge.

Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Diminutive Animal (Swarm)

Constitution damage in any round when it begins its turn Hit Dice: 3d8 (13 hp)

attached to a victim. Once it has dealt 4 points of Constitution Initiative: +2

damage, it detaches and flies off to digest the meal. If its victim Speed: 5 ft. (1 square), fly 40 ft. (good)

dies before the stirge’s appetite has been sated, the stirge detaches Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12

and seeks a new target. Base Attack/Grapple: +2/—

Attack: Swarm (1d6)

SWARM Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.

Swarms are dense masses of Fine, Diminutive, or Tiny creatures Special Attacks: Distraction, wounding

that would not be particularly dangerous in small groups, but Special Qualities: Blindsense 20 ft., half damage from slashing

can be terrible foes when gathered in sufficient numbers. While and piercing, low-light vision, swarm traits

a single cloud of locusts might actually be hundreds of feet Saves: Fort +3, Ref +7, Will +3

across, for game purposes a swarm is defined as a single creature Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4

with a space of 10 feet—gigantic hordes of bats or locusts are Skills: Listen +11, Spot +11

actually composed of dozens of swarms in close proximity. A Feats: Alertness, Lightning Reflexes

swarm has a single pool of Hit Dice and hit points, a single ini- Environment: Temperate deserts

tiative modifier, a single speed, and a single Armor Class. It Organization: Solitary, flight (2–4 swarms), or colony (11–20 237

makes saving throws as a single creature. swarms)

Many different creatures can mass as swarms; bat swarms, Challenge Rating: 2

SWARM Treasure: None Distraction (Ex): Any living creature that begins its turn with a
Alignment: Always neutral centipede swarm in its space must succeed on a DC 13 Fortitude
238 Advancement: None save or be nauseated for 1 round. The save DC is Constitution-based.
Level Adjustment: —
Poison (Ex): Injury, Fortitude DC 13, initial and secondary
A whirring mass of quick, darting shadows sweeps closer. Hundreds of damage 1d4 Dex. The save DC is Constitution-based.
high-pitched squeaks fill the air.
Skills: A centipede swarm has a +4 racial bonus on Spot checks
A bat swarm is a mass of small, fierce carnivorous bats with a thirst and a +8 racial bonus on Climb checks, and uses its Dexterity mod-
for the blood of any creature unfortunate enough to cross their path. ifier instead of its Strength modifier for Climb checks.

A bat swarm is nocturnal, and is never found aboveground in A centipede swarm has a +8 racial bonus on Climb checks and
daylight. can always choose to take 10 on a Climb check, even if rushed or
threatened.
Combat
HELLWASP SWARM
A bat swarm seeks to surround and attack any warm-blooded prey
it encounters. The swarm deals 1d6 points of damage to any crea- Diminutive Magical Beast (Extraplanar, Evil, Swarm)
ture whose space it occupies at the end of its move. Hit Dice: 12d10+27 (93 hp)
Initiative: +10
Distraction (Ex): Any living creature that begins its turn with Speed: 5 ft. (1 square), fly 40 ft.
a swarm in its space must succeed on a DC 11 Fortitude save or be Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
nauseated for 1 round. The save DC is Constitution-based. Base Attack/Grapple: +12/—
Attack: Swarm (3d6 plus poison)
Wounding (Ex): Any living creature damaged by a bat swarm Full Attack: Swarm (3d6 plus poison)
continues to bleed, losing 1 hit point per round thereafter. Multi- Space/Reach: 10 ft./0 ft.
ple wounds do not result in cumulative bleeding loss. The bleed- Special Attacks: Distraction, inhabit, poison
ing can be stopped by a DC 10 Heal check or the application of a Special Qualities: Damage reduction 10/magic, darkvision
cure spell or some other healing magic.
60 ft., hive mind, immune to weapon damage, resistance to
Blindsense (Ex): A bat swarm notices and locates creatures fire 10, low-light vision, swarm traits
within 20 feet. Opponents still have total concealment against the Saves: Fort +10, Ref +14, Will +7
bat swarm (but swarm attacks ignore concealment). Abilities: Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Skills: Hide +19, Listen +10, Spot +10
Skills: A bat swarm has a +4 racial bonus on Listen and Spot Feats: Ability Focus (poison), Alertness, Improved Initiative,
checks. These bonuses are lost if its blindsense is negated. Iron Will, Toughness
Environment: Bleak Eternity of Gehenna
CENTIPEDE SWARM Organization: Solitary, fright (2–4 swarms), or terror (5–8
swarms)
Diminutive Vermin (Swarm) Challenge Rating: 8
Hit Dice: 9d8–9 (31 hp) Treasure: None
Initiative: +4 Alignment: Always lawful evil
Speed: 20 ft. (4 squares), climb 20 ft. Advancement: None
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14 Level Adjustment: —
Base Attack/Grapple: +6/—
Attack: Swarm (2d6 plus poison) An angry buzz fills the air around a darting cloud of thousands of ruby-red
Full Attack: Swarm (2d6 plus poison)
Space/Reach: 10 ft./0 ft. insects.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon Hellwasps are vicious, foul-tempered magical insects from the
infernal planes. A single hellwasp resembles a thumb-sized
damage, swarm traits, tremorsense 30 ft., vermin traits normal wasp, except its carapace is gleaming black with ruby-red
Saves: Fort +5, Ref +7, Will +3 stripes, and its compound eyes are an iridescent green. In swarms,
Abilities: Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2 hellwasps form a collective hive mind intelligence with infernal
Skills: Climb +12, Spot +4 cunning and bloodlust.
Feats: Weapon FinesseB
Environment: Underground Combat
Organization: Solitary, tangle (2–4 swarms), or colony (7–12
Like any swarm, a hellwasp swarm seeks to surround and attack
swarms) any living prey it encounters. A swarm deals 3d6 points of damage
Challenge Rating: 4 to any creature whose space it occupies at the end of its move. The
Treasure: None swarm can take over the bodies of its prey and infest both the liv-
Alignment: Always neutral ing and the dead, using them as horrible living (or unliving) pup-
Advancement: None pets to accomplish acts of wickedness that a swarm of insects
Level Adjustment: — could never attempt.

A glistening, squirming mass of blue-black insects advances like a venomous A hellwasp swarm’s attack is treated as an evil-aligned weapon and
army. a magic weapon for the purpose of overcoming damage reduction.

A centipede swarm is a crawling mass of voracious centipedes that Distraction (Ex): Any living creature that begins its turn with a
can climb over obstacles to get at prey. hellwasp swarm in its space must succeed on a DC 18 Fortitude save
or be nauseated for 1 round. The save DC is Constitution-based.
Combat
Inhabit (Ex): A hellwasp swarm can enter the body of a help-
A centipede swarm seeks to surround and attack any living prey it less or dead creature by crawling into its mouth and other orifices.
encounters. A swarm deals 2d6 points of damage to any creature Inhabiting requires 1 minute, and the victim must be Small,
whose space it occupies at the end of its move. Medium, or Large (although four swarms working together can

inhabit a Huge creature). The swarm can abandon the body at any or be nauseated for 1 round. The save DC is Constitution-based. SWARM
time, although doing this takes 1 full round. Any attack against Skills: A locust swarm has a +4 racial bonus on Listen and Spot
the host deals half damage to the hellwasp swarm as well, 239
although the swarm’s resistances and immunities may negate checks.
some or all of this damage.
RAT SWARM
If a hellwasp swarm inhabits a dead body, it can restore anima-
tion to the creature and control its movements, effectively trans- Tiny Animal (Swarm)
forming it into a zombie of the appropriate size for as long as the Hit Dice: 4d8 (13 hp)
swarm remains inside. If a hellwasp swarm inhabits a living Initiative: +2
victim, it can neutralize the effects of its own poison and control Speed: 15 ft. (3 squares), climb 15 ft.
the victim’s movement and actions as if using dominate monster on Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
the victim. The hellwasps quickly consume a living victim, dealing Base Attack/Grapple: +3/—
2d4 points of Constitution damage per hour they inhabit a body. A Attack: Swarm (1d6 plus disease)
body reduced to Constitution 0 is dead. Full Attack: Swarm (1d6 plus disease)
Space/Reach: 10 ft./0 ft.
A hellwasp-inhabited creature is relatively easy to spot, since its Special Attacks: Disease, distraction
skin crawls with the forms of insects inside. The swarm is intelli- Special Qualities: Half damage from slashing and piercing,
gent enough to attempt to hide beneath loose clothing or a large
cloak to keep its presence from being detected. The swarm can low-light vision, scent, swarm traits
attempt a Disguise check to conceal its inhabitation of a host, with Saves: Fort +4, Ref +6, Will +2
a –4 penalty if currently inhabiting a Small host. Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7,
A remove disease or heal spell cast on an inhabited victim forces
the hellwasp swarm to abandon its host. Swim +10
Feats: Alertness, Weapon Finesse
Poison (Ex): Injury, Fortitude DC 18, initial and secondary Environment: Any
damage 1d6 Dex. The save DC is Constitution-based. Organization: Solitary, pack (2–4 swarms), or infestation (7–12

Hive Mind (Ex): Any hellwasp swarm with at least 1 hit point swarms)
per Hit Die (or 12 hit points, for a standard hellwasp swarm) forms Challenge Rating: 2
a hive mind, giving it an Intelligence of 6. When a hellwasp swarm Treasure: None
is reduced below this hit point threshold, it becomes mindless. Alignment: Always neutral
Advancement: None
LOCUST SWARM Level Adjustment: —

Diminutive Vermin (Swarm) A squirming, squeaking horde of feral rats surges closer, teeth glistening in
Hit Dice: 6d8–6 (21 hp)
Initiative: +4 their slavering jaws.
Speed: 10 ft. (2 squares), fly 30 ft. (poor)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14 A rat swarm is a mass of teeming, famished, disease-ridden rats. A
Base Attack/Grapple: +4/— swarm is composed of individuals very much like the rat described
Attack: Swarm (2d6) on page 278, but in such great numbers, rats can become implaca-
Full Attack: Swarm (2d6) ble hunters capable of killing a human with hundreds of bites.
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction A rat swarm sometimes can be found in the sewers and founda-
Special Qualities: Darkvision 60 ft., immune to weapon tions of human cities.

damage, swarm traits, vermin traits Combat
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2 A rat swarm seeks to surround and attack any warm-blooded prey
Skills: Listen +4, Spot +4 it encounters. A swarm deals 1d6 points of damage to any creature
Feats: — whose space it occupies at the end of its move.
Environment: Temperate plains
Organization: Solitary, cloud (2–7 swarms), or plague (11–20 Disease (Ex): Filth fever—swarm attack, Fortitude DC 12,
incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The
swarms) save DC is Constitution-based.
Challenge Rating: 3
Treasure: None Distraction (Ex): Any living creature that begins its turn with
Alignment: Always neutral a swarm in its square must succeed on a DC 12 Fortitude save or be
Advancement: None nauseated for 1 round. The save DC is Constitution-based.
Level Adjustment: —
Skills: A rat swarm has a +4 racial bonus on Hide and Move
A whirling, clacking cloud of voracious, grasshopperlike insects flutters Silently checks, and a +8 racial bonus on Balance, Climb, and
Swim checks. A rat swarm can always choose to take 10 on all
closer, filling the air with a high-pitched buzz. Climb checks, even if rushed or threatened.

A locust swarm is a cloud of thousands of winged vermin that A rat swarm uses its Dexterity modifier instead of its Strength
devours any organic material in its path. modifier for Climb and Swim checks.

Combat A rat swarm has a +8 racial bonus on any Swim check to perform
some special action or avoid a hazard. It can always choose to take
A locust swarm surrounds and attacks any living prey it encoun- 10 on a Swim check, even if distracted or endangered. It can use the
ters. A swarm deals 2d6 points of damage to any creature whose run action while swimming, provided it swims in a straight line.
space it occupies at the end of its move.
SPIDER SWARM
Distraction (Ex): Any living creature that begins its turn with
a locust swarm in its space must succeed on a DC 12 Fortitude save Diminutive Vermin (Swarm)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft.

TARRASQUE Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14 Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat
Base Attack/Grapple: +1/— Reflexes, Dodge, Great Cleave, Improved Bull Rush,
Illus. by C. Critchlow Attack: Swarm (1d6 plus poison) Improved Initiative, Iron Will, Power Attack, Toughness (6)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 ft./0 ft. Environment: Any
Special Attacks: Distraction, poison Organization: Solitary
Special Qualities: Darkvision 60 ft., swarm traits, tremorsense Challenge Rating: 20
Treasure: None
30 ft., vermin traits Alignment: Always neutral
Saves: Fort +3, Ref +3, Will +0 Advancement: 49+ HD (Colossal)
Abilities: Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2 Level Adjustment: —
Skills: Climb +11, Listen +4, Spot +4
Environment: Warm forests This scaly biped seems about as tall as a five-story building. It carries itself
Organization: Solitary, tangle (2–4 swarms), or colony (7–12 like a bird of prey, leaning well forward and using its powerful, lashing tail
for balance. It has two horns on its head and a thick, reflective carapace
swarms) on its back.
Challenge Rating: 1
Treasure: None The legendary tarrasque—fortunately, only one exists—is possi-
Alignment: Always neutral bly the most dreaded monster of all (except for the largest drag-
Advancement: None ons). None can predict where and when the creature will strike
Level Adjustment: — next.

A horrible, scuttling army of hand-sized spiders scrambles forward. The location of the tarrasque’s lair is a mystery, and the beast
remains dormant much of the time. Its torporous slumber usually
A spider swarm is a scuttling horde of venomous spiders. lasts 6d4 months before it leaves its lair for a brief hunting foray
lasting 1d3 days. Once every decade or so, the monster is particu-
Combat larly active, staying awake for 1d2 weeks. Thereafter, it slumbers
for at least 4d6 years unless disturbed.
A spider swarm seeks to surround and attack any living prey it
encounters. A swarm deals 1d6 points of damage to any creature When active, the tarrasque is a perfect engine of destruction. It
whose space it occupies at the end of its move. rampages across the land eating everything in its path, including
plants, animals, humanoids, and even towns. Nothing is safe, and
Distraction (Ex): Any living creature that begins its turn with a entire communities prefer to flee the ravening tarrasque rather
spider swarm in its space must succeed on a DC 11 Fortitude save than face its power.
or be nauseated for 1 round. The save DC is Constitution-based.
Many legends surround the tarrasque’s origins and purpose.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary Some hold it to be an abomination unleashed by ancient, forgotten
damage 1d3 Str. The save DC is Constitution-based. gods to punish all of nature, while others tell of a conspiracy be-
tween evil wizards or merciless elemental powers. These tales are
Skills: A spider swarm has a +4 racial bonus on Hide and Spot mere speculation, however, and the creature’s true nature will prob-
checks and a +8 racial bonus on Climb checks. It uses its Dexterity mod- ably remain a mystery. The tarrasque isn’t in the habit of explaining
ifier instead of its Strength modifier for Climb checks. It can always itself, and it rarely leaves any living witnesses in its wake.
choose to take 10 on a Climb check, even if rushed or threatened.
The tarrasque is 70 feet long and 50 feet tall, and it
TARRASQUE weighs about 130 tons.
The tarrasque can-
Colossal Magical Beast not speak.
Hit Dice: 48d10+594 (858 hp)
Initiative: +7 Tarrasque
Speed: 20 ft. (4 squares)
240 Armor Class: 35 (–8 size, +3 Dex, +30

natural), touch 5, flat-footed 32
Base Attack/Grapple: +48/+81
Attack: Bite +57 melee (4d8+17/18–20/×3)
Full Attack: Bite +57 melee (4d8+17/

18–20/×3) 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)

COMBAT TENDRICULOS

The tarrasque attacks with its claws, teeth, horns, and tail.

The tarrasque’s natural weapons are treated as epic weapons for Huge Plant

the purpose of overcoming damage reduction. Hit Dice: 9d8+54 (94 hp)

Augmented Critical (Ex): The tarrasque’s bite threatens a crit- Initiative: –1

ical hit on a natural attack roll of 18–20, dealing triple damage on Speed: 20 ft. (4 squares)

a successful critical hit. Armor Class: 16 (–2 size, –1 Dex, +9 natural), touch 7, flat-footed 16

Frightful Presence (Su): The tarrasque can inspire terror by Base Attack/Grapple: +6/+23

charging or attacking. Affected creatures must succeed on a DC Attack: Bite +13 melee (2d8+9)

36 Will save or become shaken, remaining in that condition and 2 tendrils +8 melee

as long as they remain with 60 feet of the tarrasque. The (1d6+4) TENDRICULOS

save DC is Charisma-based. Full Attack: Bite +13 melee

Improved Grab (Ex): To use this ability, the (2d8+9) and 2 tendrils +8

tarrasque must hit a Huge or smaller oppo- melee (1d6+4)

nent with its bite attack. It can then Space/Reach: 15 ft./15 ft.

attempt to start a grapple as a free Tendriculos Special Attacks: Improved

action without provoking an attack grab, paralysis, swallow whole

of opportunity. If it wins the grap- Special Qualities: Low-light vision,

ple check, it establishes a hold and plant traits, regeneration 10

can try to swallow the foe the follow- Saves: Fort +12, Ref +2, Will +4

ing round. Abilities: Str 28, Dex 9, Con 22, Int 3,

Rush (Ex): Once per minute, the Wis 8, Cha 3

normally slow-moving tarrasque Skills: Hide +9, Listen +1, Move Silently

can move at a speed of 150 feet. +1, Spot +1

Swallow Whole (Ex): The Feats: Alertness, Iron Will, Power Attack,

tarrasque can try to swallow a Stelathy

grabbed opponent of Huge or Environment: Temperate forests

smaller size by making a suc- Organization: Solitary

cessful grapple check. Once Challenge Rating: 6

inside, the opponent takes Treasure: 1/10th coins; 50% goods; 50%

2d8+8 points of crushing items

damage plus 2d8+6 points of Alignment: Always neutral

acid damage per round from Advancement: 10–16 HD

the tarrasque’s digestive (Huge); 17–27 HD

juices. A swallowed creature (Gargantuan)

can cut its way out by dealing Level Adjustment: —

50 points of damage to the tar-

rasque’s digestive tract (AC 25). This creature looks like a mound

Once the creature exits, muscu- of vegetation supported by vines

lar action closes the hole; another and branches. The mass has a huge

swallowed opponent must cut its opening filled with “teeth” of

own way out. sharp branches and long thorns.

The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128

Small, or 512 Tiny or smaller creatures. The tendriculos is a plant that may have been mutated by foul

Carapace (Ex):The tarrasque’s armorlike carapace is exceptionally magic, or may have originated on another plane of existence—or

tough and highly reflective, deflecting all rays, lines, cones, and even possibly both of these theories are true.

magic missile spells. There is a 30% chance of reflecting any such A tendriculos can rear up to a height of 15 feet. It weighs about

effect back at the caster; otherwise, it is merely negated. Check for 3,500 pounds.

reflection before rolling to overcome the creature’s spell resistance. The tendriculos is best known for its ability to grow and regrow

Regeneration (Ex): No form of attack deals lethal damage to its vegetable body extremely rapidly. Whole new leaves and vines

the tarrasque. The tarrasque regenerates even if it fails a saving appear in just a few minutes. A tendriculos accomplishes this by

throw against a disintegrate spell or a death effect. If the tarrasque consuming vast quantities of meat.

fails its save against a spell or effect that would kill it instantly Animals and other plant creatures are unnerved by the presence

(such as those mentioned above), the spell or effect instead deals of a tendriculos; they avoid it and any place it has been within the

nonlethal damage equal to the creature’s full normal hit points +10 last 24 hours.

(or 868 hp). The tarrasque is immune to effects that produce incur-
able or bleeding wounds, such as mummy rot, a sword with the COMBAT

wounding special ability, or a clay golem’s cursed wound ability. Prowling deep forests or waiting in vegetated areas (looking like

The tarrasque can be slain only by raising its nonlethal damage nothing more than a small hillock), a tendriculos attacks savagely,

total to its full normal hit points +10 (or 868 hit points) and using showing no fear. It attempts to swallow as much flesh as it can, as

a wish or miracle spell to keep it dead. quickly as it can.

If the tarrasque loses a limb or body part, the lost portion re- Improved Grab (Ex): To use this ability, a tendriculos must hit a

grows in 1d6 minutes (the detached piece dies and decays nor- creature at least one size smaller than itself with its bite attack. It can

mally). The creature can reattach the severed member instantly by then attempt to start a grapple as a free action without provoking an

holding it to the stump. attack of opportunity. If it wins the grapple check, it establishes a 241

Skills: The tarrasque has a +8 racial bonus on Listen and Spot hold and can try to swallow the opponent in the following round.

checks. A tendriculos can also use its improved grab ability on a tendril

attack. If it wins the grapple check, it establishes a hold, picks up Thoqqua A thoqqua spends most of its time bur-
the opponent, and transfers it to the mouth as a free rowing through rock looking for miner-
action, automatically dealing bite damage. als to eat. It burrowing leaves behind a

Swallow Whole/Paralysis (Ex): A ten- usable tunnel, albeit a small one with
driculos can try to swallow a grabbed blistering hot walls.
opponent by making a successful grapple A thoqqua is about 1 foot in
check. Once inside the plant’s mass, diameter and 4 to 5 feet long. It
the opponent must succeed on a DC
20 Fortitude save or be paralyzed weighs about 200 pounds.
for 3d6 rounds by the tendricu-
THOQQUA los’s digestive juices, taking 2d6 COMBAT
points of acid damage per
round. A new save is required each round When a thoqqua is disturbed, its first instinct
inside the plant. The save DC is Constitution-based. is to attack. Its favored tactic is to spring
directly at a foe, either by bursting out of the
A swallowed creature that avoids paralysis can climb out of the rock or by coiling up its body and launching itself
mass with a successful grapple check. This returns it to the plant’s like a spring. (Treat this as a charge, even though the thoqqua does
maw, where another successful grapple check is needed to get not need to move 10 feet before attacking.)
free. A swallowed creature can also cut its way out by using a light Heat (Ex): Merely touching or being touched by a thoqqua
slashing or piercing weapon to deal 25 points of damage to the ten- automatically deals 2d6 fire damage.
driculos’s interior (AC 14). Once the creature exits, the plant’s Burn (Ex): When a thoqqua hits with its slam attack, the oppo-
regenerative capacity closes the hole; another swallowed oppo- nent must succeed on a DC 12 Reflex save or catch fire. The save
nent must cut its own way out. DC is Constitution-based. The flame burns for 1d4 rounds if not
extinguished sooner. A burning creature can use a full-round
A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 action to put out the flame (see Catching on Fire, page 303 of the
Small, 128 Tiny, or 512 Diminutive or smaller opponents. Dungeon Master’s Guide).

Regeneration (Ex): Bludgeoning weapons and acid deal Huge Outsider (Chaotic, Extraplanar) TITAN
normal damage to a tendriculos.
Hit Dice: 20d8+280 (370 hp)
A tendriculos that loses part of its body mass can regrow it in
1d6 minutes. Holding the severed portion against the mass Initiative: +1
enables it to reattach instantly.
Titan illus. by J. Jarvis Speed: 40 ft. in half-plate armor (8 squares); base speed 60 ft.
THOQQUA
Armor Class: 38 (–2 size, +19 natural, +11 +4 half-plate armor),
Medium Elemental (Earth, Extraplanar,
Fire) touch 8, flat-footed 38

Hit Dice: 3d8+3 (16 hp) Base Attack/Grapple: +20/+44
Initiative: +1
Speed: 30 ft. (6 squares), burrow 20 ft. Attack: Gargantuan +3 adamantine warhammer
Armor Class: 18 (+1 Dex, +7 natural), touch 11,
+37 melee (4d6+27/×3) or +3 javelin +22
flat-footed 17
Base Attack/Grapple: +2/+4 ranged (2d6+19) or slam +34 (1d8+16)
Attack: Slam +4 melee (1d6+3 plus 2d6 fire)
Full Attack: Slam +4 melee (1d6+3 plus 2d6 fire) Full Attack: Gargantuan +3 adamantine
Space/Reach: 5 ft./5 ft.
Special Attacks: Heat, burn warhammer +37/+32/+27/+22 melee
Special Qualities: Darkvision 60 ft., elemental traits, immunity
(4d6+27/×3) or +3 javelin +22 ranged
to fire, tremorsense 60 ft., vulnerability to cold
Saves: Fort +4, Ref +2, Will +2 (2d6+19) or 2 slams +34 (1d8+16)
Abilities: Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Skills: Listen +5, Move Silently +3, Survival +3 Space/Reach: 15 ft./15 ft.
Feats: Alertness, Track
Environment: Elemental Plane of Fire Special Attacks: Oversized weapon,
Organization: Solitary or pair
Challenge Rating: 2 spell-like abilities
Treasure: None
Alignment: Usually neutral Special Qualities: Damage
Advancement: 4–9 HD (Large)
Level Adjustment: — reduction 15/lawful, dark-

This creature has a sinuous body that is vision 60 ft., spell

segmented like an earthworm’s. The whole body resistance 32

glows with orange-white heat. Saves: Fort +26, Ref

The thoqqua is a wormlike monster with a +13, Will +21
body hot enough to melt solid rock. It has a
choleric mood and a foul temper. Although native to the Abilities: Str 43,
Elemental Plane of Fire, it is also known to inhabit the Elemental
Plane of Earth. 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

242 Titan +28, Spellcraft +17, Spot +32,

Survival +9 (+11 following

tracks), Swim +16

Feats: Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, like abilities: At will—bestow curse (DC 21), deeper darkness, unholy TOHANIDA
Improved Sunder, Power Attack, Quicken Spell-Like Ability blight (DC 21); 1/day—Bigby’s crushing hand (DC 26). Caster level
(chain lightning) 20th. The save DCs are Charisma-based. 243

Environment: Olympian Glades of Arborea TACTICS ROUND-BY-ROUND
Organization: Solitary or pair
Challenge Rating: 21 Titans enjoy combat and usually close with their foes. If that
Treasure: Double standard plus +4 half-plate armor and proves ineffective, they swiftly back off and pelt the foe with spell-
like abilities and magical effects. Because of a titan’s Quicken
Gargantuan +3 adamantine warhammer Spell-Like Ability feat, it can use chain lightning as a free action,
Alignment: Always chaotic (any) and frequently attacks in melee while lashing out with this ability
Advancement: 21–30 HD (Huge); 31–60 HD (Gargantuan) at the same time.
Level Adjustment: —
Prior to combat: Invisibility purge or invisibility.
This being looks like a giant-sized human of great physical strength and Round 1: Charge and attempt to sunder the weapon of the most
dangerous foe. Hurl chain lightning at opponents standing away
beauty. It carries an enormous warhammer. It seems very lively and self- from the fight.
Round 2: Full attack against the disarmed opponent, and hurl
assured. chain lightning at other opponents.
Round 3: Back away from first opponent and use maze or meteor
Titans are statuesque beings of heroic proportions. They have agile swarm on any spellcaster causing trouble.
minds and powerful bodies. Many come from the plane of Round 4: Sunder the weapon of the next most effective combat-
Arborea. ant, or use greater dispel magic on all nearby opponents.
Round 5: Full attack against any nearby opponent, or use fire storm.
Titans favor heavy armor crafted in ancient designs. They wear Use another quickened chain lightning if foes seem really dangerous.
rare and valuable jewelry and generally make themselves seem A titan usually reserves its gate and etherealness abilities to escape
beautiful and overpowering. a fight that is not going well.

Titans are wild and chaotic, masters of their own fates. They are TOJANIDA
closer to the wellsprings of life than mere mortals and so revel in
existence. They are prone to more pronounced emotions than hu- This creature resembles a snapping turtle. It has a spindle-shaped shell
mans and can experience deitylike fits of rage. Many titans are made up of hexagonal plates and a narrow head with jaws that open hori-
powerful servants of good, but in ages past the race of titans re- zontally rather than vertically. A seemingly random array of crablike claws
belled against the deities themselves, and a number of titans and paddles sprout from openings at both ends of the creature’s shell.
turned to evil. An evil titan is an indomitable tyrant who often
masters entire kingdoms of mortals. Tojanida

A titan is about 25 feet tall and weighs about 14,000 pounds. Tojanidas are omnivores from the Elemental Plane of Water.
Titans speak Abyssal, Common, Celestial, Draconic, and Giant. Though they seem clumsy and innocuous at first glance, they are
nimble swimmers and capable fighters.
COMBAT
A tojanida’s shell is blue-green in color. Inside the shell is a
Titans can wreak havoc with their massive warhammers, which fleshy body from which extend seven stalks. Four of these stalks
are sometimes referred to as “mauls of the titans.” In
addition to their considerable battle prowess, titans
possess great speed and considerable magical
power.

A titan’s natural weapons, as well as any weapons
it wields, are treated as chaotic-aligned for the pur-
pose of overcoming damage reduction.

Oversized Weapon (Ex): A titan
wields a great, two-handed war-
hammer (big enough for Gargan-
tuan creatures) without
penalty.

Spell-Like Abilities:
At will—chain lightning
(DC 23), charm monster
(DC 21), cure critical wounds (DC 21),
fire storm (DC 24), greater dispel
magic, hold monster (DC 22), invisi-
bility, invisibility purge, levitate,
persistent image (DC 22),
polymorph (humanoid
forms only, duration 1
hour); 3/day—ethere-
alness, word of chaos (DC
22), summon nature’s ally IX; 1/day—gate,
maze, meteor swarm (DC 26). Caster level 20th. The save DCs are
Charisma-based.

In addition, titans of good or neutral alignment can use the fol-
lowing additional spell-like abilities: At will—daylight, holy smite
(DC 21), remove curse (DC 21); 1/day—greater restoration. Caster
level 20th. The save DCs are Charisma-based.

Titans of evil alignment can use the following additional spell-

Juvenile Tojanida Adult Tojanida Elder Tojanida

Small Outsider Medium Outsider Large Outsider

(Extraplanar, Water) (Extraplanar, Water) (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), 23 (+1 Dex, +12 natural), 24 (–1 size, +1 Dex, +14 natural),

touch 12, flat-footed 21 touch 11, flat-footed 22 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 Bite +10 melee (2d8+3) and Bite +20 melee (4d6+6) and

2 claws +1 melee (1d4+1) 2 claws +5 melee (1d6+1) 2 claws +15 melee (1d8+3)

TREANT 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., All-around vision, darkvision 60 All-around vision, darkvision 60 ft.,

immunity to acid and cold, resistance to ft., immunity to acid and cold, immunity to acid and cold,

electricity 10 and fire 10 resistance to electricity 10 resistance to electricity 10

and fire 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, Str 16, Dex 13, Con 15, Str 22, Dex 13, Con 19,

Int 10, Wis 12, Cha 9 Int 10, Wis 12, Cha 9 Int 10, Wis 12, Cha 9

Skills: Diplomacy +1, Escape Artist +7, Diplomacy +1, Escape Artist +11, Escape Artist +19, Hide +15,

Hide +11, Knowledge (the planes) +6, Hide +11, Knowledge (the Intimidate +17, Knowledge

Listen +7, Search +6, Spot +9, planes) +6, Listen +11, Search (the Planes) +18, Listen +21, Search

Sense Motive +7, Survival +1 (+3 other +14, Sense Motive +11, Spot +15, +22, Sense Motive +17, Spot +25,

planes and following tracks), Swim +10, Survival +1 (+3 other planes and Survival +1 (+3 other planes and

Use Rope +1 (+3 with bindings) following tracks), Swim +11, following tracks), Swim +14,

Use Rope+1 (+3 with bindings) Use Rope+1 (+3 with bindings)

Feats: Blind-Fight, Dodge Blind-Fight, Dodge, Alertness, Blind-Fight, Cleave,

Power Attack Dodge, Improved Sunder,

Power Attack

Environment: Elemental Plane of Water Elemental Plane of Water Elemental Plane of Water

Organization: Solitary or clutch (2–4) Solitary or clutch (2–4) Solitary or clutch (2–4)

Challenge Rating: 3 59

Treasure: Standard Standard Standard

Alignment: Always neutral Always neutral Always neutral

Advancement: 4–6 HD (Small) 8–14 HD (Medium) 16–24 HD (Large); 25–45 HD

(Huge)

Level Adjustment: — ——

244 have paddles for locomotion, two are tipped with claws, and one emerges in a stream up to 30 feet long, which a tojanida can squirt
bears the creature’s head. Eight vents in the shell, four at each end, into an opponent’s eyes. The affected creature must succeed on a
allow the tojanida to thrust its stalks out in whatever configura- Reflex save or be blinded for 1 round. The save DC is 13 against a
tion it finds convenient. juvenile, 15 against an adult, and 21 against an elder. The save DCs
are Constitution based.
A juvenile tojanida is up to 25 years old. It has a shell about 3
feet long, and it weighs about 60 pounds. An adult is aged 26 to 80. All-Around Vision (Ex): The multiple apertures in a tojanida’s
Its shell is about 6 feet long, and it weighs about 220 pounds. An shell allow it to look in any direction, bestowing a +4 racial bonus
elder can reach 150 years of age. It has a shell about 9 feet long, and on Spot and Search checks. Opponents gain no flanking bonuses
it weighs about 500 pounds. when attacking a tojanida.

Tojanidas speak Aquan and can be loquacious, but usually only Skills: A tojanida has a +8 racial bonus on any Swim check to
on the subject of food. perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or endan-
COMBAT gered. It can use the run action while swimming, provided it
swims in a straight line.
Tojanidas are fairly even-tempered but can be ferocious if mo-
lested. They are very jealous of their food supply and become testy TREANT
if they suspect a newcomer is trying to beat them to a meal.
Huge Plant
Improved Grab (Ex): To use this ability, a tojanida must hit Hit Dice: 7d8+35 (66 hp)
with a bite or claw attack. It can then attempt to start a grapple as Initiative: –1
a free action without provoking an attack of opportunity. Under- Speed: 30 ft. (6 squares)
water, a tojanida can tow a grabbed victim of its own size or Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7,
smaller at its swim speed (but it cannot run). A favorite tactic is to
grab a single opponent, then withdraw, hauling the opponent flat-footed 20
away from its allies. Base Attack/Grapple: +5/+22
Attack: Slam +12 melee (2d6+9)
Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet- Full Attack: 2 slams +12 melee (2d6+9)
black ink with a radius of 30 feet once per minute as a free action. Space/Reach: 15 ft./15 ft.
The effect is otherwise similar to fog cloud cast by an individual of
a level equal to the tojanida’s Hit Dice. Out of water, the ink

Special Attacks: Animate trees, double damage against objects, TRITON
trample 2d6+13

Special Qualities: Damage reduction 10/slashing, low-light Medium Outsider (Native, Water)

vision, plant traits, vulnerability to fire Hit Dice: 3d8+3 (16 hp)

Saves: Fort +10, Ref +1, Will +7 Initiative: +0

Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12 Speed: 5 ft. (1 square), swim 40 ft.

Skills: Diplomacy +3, Hide –9*, Intimidate +6, Knowledge Armor Class: 16 (+6 natural), touch 10, flat-footed 16

(nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 Base Attack/Grapple: +3/+4

(+10 aboveground) Attack: Trident +4 melee (1d8+1) or heavy crossbow +3 ranged

Feats: Improved Sunder, Iron Will, Power Attack (1d10/19–20)

Environment: Temperate forests Full Attack: Trident +4 melee (1d8+1) or heavy crossbow +3

Organization: Solitary or grove (4–7) ranged (1d10/19–20)

Challenge Rating: 8 Space/Reach: 5 ft./5 ft. TRITON

Treasure: Standard Special Attacks: Spell-like abilities

Alignment: Usually neutral good Special Qualities: Darkvision 60 ft.

Advancement: 8–16 HD (Huge); 17–21 Saves: Fort +4, Ref +3, Will +4

HD (Gargantuan) Abilities: Str 12, Dex 10, Con 12,

Level Adjustment: +5 Int 13, Wis 13, Cha 11

Skills: Craft (any one) +7,

This tall being looks much like an Diplomacy +2, Hide +6,

animated tree. Its skin is thick and Listen +7, Move Silently +6,

brown, with a barklike texture. Ride +6, Search +7, Sense

Its arms are gnarled like branches, Motive +7, Spot +7, Survival +7

and its legs look like the split trunk of (+9 following tracks), Swim +9

a tree. Above the eyes and along the Feats: Mounted Combat,

head are dozens of smaller branches Ride-By Attack

from which hang great leaves. Environment: Temperate

aquatic

Treants combine features of trees Organization: Company

and humans. They are peaceful by (2–5), squad (6–11), or

nature but deadly when angered. They hate evil and the unre- band (20–80) Illus. by T. Diterlizzi

strained use of fire, considering themselves guardians of the Challenge Rating: 2

trees. Treasure: Standard

A treant’s leaves are deep green in the spring and summer. In Alignment: Usually neutral

the fall and winter the leaves change to yellow, orange, or red, good

but they rarely fall out. A treant’s legs fit together when closed to Advancement: 4–9 HD (Medium)

look like the trunk of a tree, and a motionless treant is nearly Level Adjustment: +2

indistinguishable from a tree.

A treant is about 30 feet tall, with a “trunk” about 2 feet in This being is roughly human-sized. Its lower half

diameter. It weighs about 4,500 pounds. ends in two finned legs, while its torso, head,

Treants speak their own language, plus Common and arms are human.

and Sylvan. Most also can manage a smattering of

just about all other humanoid tongues—at least Tritons are thought to originate from the

enough to say “Get away from my trees!” Elemental Plane of Water, but have migrated to

COMBAT the Material Plane for some unknown pur-

pose. They are sea dwellers, preferring warm

Treants prefer to watch potential foes waters but able to tolerate colder depths.

carefully before attacking. They often A triton has silvery skin that fades into

charge suddenly from cover to trample silver-blue scales on the lower half of its body.

the despoilers of forests. If sorely pressed, A triton’s hair is deep blue or blue-green.

they animate trees as reinforcements. Treant Tritons form communities, either in great undersea

Animate Trees (Sp): A treant can animate trees castles built of rock, coral, and other natural materials or

within 180 feet at will, controlling up to two trees at a time. It in finely sculpted caverns. A hunter-gatherer people, tritons take

takes 1 full round for a normal tree to uproot itself. Thereafter it from the sea’s vast bounty only what they need to survive. They are

moves at a speed of 10 feet and fights as a treant in all respects. Ani- naturally suspicious of surface dwellers and prefer not to deal with

mated trees lose their ability to move if the treant that animated them if possible. However, tritons deal harshly with beings who

them is incapacitated or moves out of range. The ability is other- intentionally invade their communities, capturing the intruders

wise similar to liveoak (caster level 12th). Animated trees have the and setting them adrift without any possessions at least 10 miles

same vulnerability to fire that a treant has. from any shoreline, left “to the mercy of the sea.”

Double Damage against Objects (Ex): A treant or animated Tritons are the natural enemy of the cruel and evil sahuagin.

tree that makes a full attack against an object or structure deals The two cannot coexist peacefully: Wars between them are pro-

double damage. longed, bloody affairs that sometimes interfere with shipping and

Trample (Ex): Reflex DC 22 half. The save DC is Strength- maritime trade.

based. A triton is about the same size and weight as a human.

Skills: *Treants have a +16 racial bonus on Hide checks made Tritons speak Common and Aquan. 245

in forested areas.

COMBAT Troglodytes are revolting lizard creatures as evil as the
foulest of demons. They are very warlike and savor the
The reclusive tritons prefer to avoid combat, but they fiercely taste of their enemies—especially humanoids.
Troglodytes are not especially intelligent, but their
defend their homes. They attack with either melee or ranged ferocity and natural cunning more than compensate
for this deficiency. They often launch bloody raids
weapons as the circumstances warrant. When encoun- against humanoid settlements or ambush caravans in
warm climates. They guard their lairs aggressively,
tered outside their lair, they are 90% likely to be mounted lashing out at anyone who comes too near.
A troglodyte stands about 5 feet tall and weighs
on friendly sea creatures such as porpoises. about 150 pounds.
Troglodytes speak Draconic.
Spell-Like Abilities: 1/day—summon nature’s
COMBAT
ally IV. Caster level 7th. Tritons often choose
Half of a group of troglodytes are armed only with
water elementals for their companions. claws and teeth; the rest carry one or two javelins
and clubs. They normally conceal themselves, launch
Skills: A triton has a +8 racial bonus a volley of javelins, then close to attack. If the battle
goes against them, they retreat and attempt to hide.
TROGLODYTE on any Swim check to perform some Stench (Ex): When a troglodyte is angry or frightened,
it secretes an oily, musklike chemical that nearly every
special action or avoid a hazard. It can form of animal life finds offensive. All living creatures
(except troglodytes) within 30 feet of a troglodyte must
always choose to take 10 on a Swim succeed on a DC 13 Fortitude save or be sickened for 10
rounds. The save DC is Constitution-based. Creatures
check, even if distracted or endan- that successfully save cannot be affected by the
same troglodyte’s stench for 24 hours. A delay
gered. It can use the run action while poison or neutralize poison spell removes the effect
from the sickened creature. Creatures with immu-
swimming, pro- nity to poison are unaffected, and creatures resistant
to poison receive their normal
vided it swims in a Triton bonus on their saving
throws.
straight line.
Skills: The
246 TROGLODYTE skin of a trog-
lodyte changes
Medium Humanoid color some-
(Reptilian) what, allowing it to
blend in with its surround-
Hit Dice: 2d8+4 (13 hp) ings like a chameleon and
Initiative: –1 providing a +4 racial bonus
Speed: 30 ft. (6 squares) on Hide checks. *In rocky
Armor Class: 15 (–1 Dex, or underground settings,
this bonus improves to +8.
+6 natural), touch 9,
flat-footed 15 TROGLODYTE
Base Attack/Grapple: SOCIETY
+1/+1
Attack: Club +1 melee Troglodyte tribes are ruled
(1d6) or claw +1 melee by the largest and fiercest
(1d4) or javelin +1 among them, with sub-
ranged (1d6) chieftains
Full Attack: Club +1 melee who
(1d6) and claw –1 melee (1d4) and bite –1 melee (1d4); or 2 have dis-
claws +1 melee (1d4) and bite –1 melee (1d4); or javelin +1 tinguished them-
ranged (1d6) selves in battle. Trogs like
Space/Reach: 5 ft./5 ft. to lair near humanoid settle-
Special Attacks: Stench ments to prey on inhabi-
Special Qualities: Darkvision 90 ft. tants and their livestock.
Saves: Fort +5, Ref –1, Will +0 They raid on moonless
Abilities: Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10 nights when their darkvision
Skills: Hide +5*, Listen +3 and coloration are most ef-
Feats: MultiattackB, Weapon Focus (javelin) fective.
Environment: Underground
Organization: Clutch (2–5), squad (6–11 plus 1–2 monitor Troglodyte
lizards), or band (20–80 plus 20% noncombatants plus 3–13
monitor lizards)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

This reptilian creature looks somewhat humanoid. It is a little shorter than

a human. It has spindly but muscular arms and walks erect on its squat

legs, trailing a long, slender tail. Its head is lizardlike and crowned with a

frill that extends from the forehead to the base of the neck. Its eyes are

black and beady.

Troglodytes prize steel above all else. Though individuals usu- TROLL TROLL
ally have no wealth, a lair may contain valuable items casually dis-
carded, pushed into corners, or mixed in with refuse. The lair is This big, bipedal creature is about one and a half times as tall as a human
usually a large cave with smaller caves for the hatchlings and eggs. but very thin. It has long and ungainly arms and legs The legs end in great
A lair has hatchlings equal to one-fifth the number of adults and three-toed feet, the arms in wide, powerful hands with sharpened claws.
eggs equal to one-tenth. The hide is rubbery, and its hair is thick and ropy, and seems to writhe with
its own energy.
Troglodytes revere Laogzed, a vile deity who resembles a cross
between a toad and a lizard. Trolls are horrid carnivores found in all climes, from arctic waste-
lands to tropical jungles. Most creatures avoid these beasts, who
TROGLODYTE CHARACTERS know no fear and attack unceasingly when hungry.

Troglodyte characters possess the following racial traits. Trolls have ravenous appetites, devouring everything from
— –2 Dexterity, +4 Constitution, –2 Intelligence. grubs to bears and humanoids. They often lair near settlements
—Medium size. and hunt the inhabitants until they devour every last one.
—A troglodyte’s base land speed is 30 feet.
—Darkvision out to 90 feet. Trolls walk upright but hunched forward with sagging shoul-
—Racial Hit Dice: A troglodyte begins with two levels of hu- ders. Their gait is uneven, and when they run, their arms dangle
and drag along the ground. For all this seeming awkwardness,
manoid, which provide 2d8 Hit Dice, a base attack bonus of +1, trolls are very agile.
and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
A typical adult troll stands 9 feet tall and weighs 500 pounds.
—Racial Skills: A troglodyte’s humanoid levels give it skill Females are slightly larger than males. A troll’s rubbery hide is
points equal to 5 × (2 + Int modifier, minimum 1). Its class skills moss green, mottled green and gray, or putrid gray. The hair is usu-
are Hide and Listen. Troglodytes have a +4 racial bonus on Hide ally greenish black or iron gray.
checks (+8 in rocky or underground surroundings).
Trolls speak Giant.
—Racial Feats: A troglodyte’s humanoid levels give it one feat. A
troglodyte receives Multiattack as a bonus feat. COMBAT

— +6 natural armor bonus. Trolls have no fear of death: They launch themselves into combat
—Natural Weapons: 2 claws (1d4) and bite (1d4). without hesitation, flailing wildly at the closest opponent. Even
—Special Attacks (see above): Stench. when confronted with fire, they try to get around the flames and
—Automatic Languages: Draconic. Bonus Languages: Com- attack.
mon, Giant, Goblin, Orc.
—Favored Class: Cleric. Rend (Ex): If a troll hits with both claw attacks, it latches onto
—Level adjustment +2. the opponent’s body and tears the flesh. This attack automatically
deals an additional 2d6+9 points of damage.

Troll Troll Hunter, 6th-Level Ranger
Large Giant
Large Giant 6d8+6d8+72 (130 hp)
+1
Hit Dice: 6d8+36 (63 hp) 30 ft. (6 squares)
21 (–1 size, +1 Dex, +6 natural, +5 chain shirt),
Initiative: +2 touch 10, flat-footed 20
+10/+21
Speed: 30 ft. (6 squares) Claw +16 melee (1d6+7) or battleaxe +17 melee (2d6+8/×3) or
javelin +10 ranged (1d8+7)
Armor Class: 16 (–1 size, +2 Dex, +5 natural), 2 claws +16 melee (1d6+7) and bite +11 melee (1d6+3); or battleaxe
+17/+12 melee (2d6+8/×3) and claw +12 melee (1d6+3) and bite +12
touch 11, flat-footed 14 (1d6+3); or javelin +10 ranged (1d8+7)
10 ft./10 ft.
Base Attack/Grapple: +4/+14 Rend 2d6+10, spells
Darkvision 90 ft., favored enemy elves (+4), favored enemy humans (+2),
Attack: Claw +9 melee (1d6+6) low-light vision, regeneration 5, scent, wild empathy
Fort +16, Ref +8, Will +8
Full Attack: 2 claws +9 melee (1d6+6) and Str 25, Dex 12, Con 22,
bite +4 melee (1d6+3) Int 10, Wis 15, Cha 10
Knowledge (nature) +6, Knowledge (dungeoneering) +6, Listen +13,
Space/Reach: 10 ft./10 ft. Move Silently +9, Search +6, Spot +13, Survival +11
Special Attacks: Rend 2d6+9 (+13 above- or underground and following tracks)
Special Qualities: Darkvision 90 ft., low-light vision, Alertness, Cleave, EnduranceB, Improved Natural Armor,
regeneration 5, scent Improved Two-Weapon FightingB, Iron Will, Power Attack, TrackB,
Saves: Fort +11, Ref +4, Will +3 Two-Weapon FightingB
Abilities: Str 23, Dex 14, Con 23, Cold mountains
Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +6 Solitary
11
Feats: Alertness, Iron Will, Track Standard
Usually chaotic evil
Environment: Cold mountains — 247
(Scrag: Cold aquatic) +5
Organization: Solitary or gang (2–4)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

Troll bonus on grapple checks, lifting and carrying limits double those
of Medium characters.
UMBER HULK
—Space/Reach: 10 feet/10 feet.
Umber hulk illus. by T. Lockwood Regeneration (Ex): Fire and acid deal normal damage to a troll. —A troll’s base land speed is 30 feet.
If a troll loses a limb or body part, the lost portion regrows in —Darkvision out to 60 feet and low-light vision.
3d6 minutes. The creature can reattach the severed member —Racial Hit Dice: A troll begins with six levels of giant, which
instantly by holding it to the stump. provide 6d8 Hit Dice, a base attack bonus of +4, and base saving
throw bonuses of Fort +5, Ref +2, and Will +2.
SCRAG —Racial Skills: A troll’s giant levels give it skill points equal to

These cousins of the troll have the aquatic subtype. They dwell in 9 × (2 + Int modifier, minimum 1). Its class skills are
any body of water in any climate. They have a base land speed of 20 Listen and Spot.
feet and a swim speed of 40 feet and are found only in aquatic envi- —Racial Feats: A troll’s giant levels give it three feats.
ronments. They regenerate only if mostly immersed in water.
— +5 natural armor bonus.
TROLL HUNTER —Natural Weapons: Claw (1d6) and bite (1d6).
—Special Attacks (see above): Rend, damage 2d6
Some trolls, more cunning than most, are not satisfied with
merely eating civilized beings but train to hunt them relent- + 1-1/2 times Str modifier.
lessly. These troll hunters are fearsome rangers who focus —Special Qualities: Regeneration 5, scent.
on slaying and devouring humanoid prey. —Automatic Languages: Giant. Bonus Lan-

Combat guages: Common, Orc.
—Favored Class: Fighter.
A troll hunter makes full use of its scent ability to —Level adjustment +5.
track its favored enemies and generally prefers to
hunt in darkness. UMBER HULK

The troll hunter uses its limited repertoire of spells This hulking, powerfully built creature looks something like
to protect itself from damaging forms of energy and a cross between a great ape and a beetle. The low, rounded
to immobilize enemies. head is dominated by a massive pair of mandibles and rows
of triangular teeth. It has two big compound eyes like a
Typical anger Spells Prepared (2; save DC 12 + spell beetle’s, with two smaller eyes like an ape’s in between.
level): 1st—entangle, resist energy. Armor plates cover virtually all of its chitinous body, whose scat-
tered feelers resemble sparse hair.
TROLLS AS CHARACTERS
Umber hulks are massive creatures that dwell deep be-
Troll characters possess the following racial traits. neath the earth. Ripping through rock as though it were light
— +12 Strength, +4 Dexterity, +12 Constitution, –4 underbrush, they rampage continuously, leaving destruction in
their wake.
Intelligence (minimum 3), –2 Wisdom, –4 Charisma.
—Large size. –1 penalty to Armor Class, –1 Umberhulk

248 penalty on attack rolls, –4 penalty on Hide checks, +4

Umber Hulk Truly Horrid Umber Hulk

Large Aberration Huge Aberration

Hit Dice: 8d8+35 (71 hp) 20d8 + 180 (270 hp)

Initiative: +1 +0

Speed: 20 ft. (4 squares), burrow 20 ft. 20 ft. (4 squares), burrow 20 ft.

Armor Class: 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 22 (–2 size, +14 natural), touch 8, flat-footed 24

Base Attack/Grapple: +6/+16 +15/+36

Attack: Claw +11 melee (2d4+6) Claw +26 melee (3d6+13)

Full Attack: 2 claws +11 melee (2d4+6) and bite +9 melee (2d8+3) 2 claws +26 melee (3d6+13) and bite +24 melee (4d6+6)

Space/Reach: 10 ft./10 ft. 15 ft/15 ft.

Special Attacks: Confusing gaze Confusing gaze

Special Qualities: Darkvision 60 ft., tremorsense 60 ft. Darkvision 60 ft., tremorsense 60 ft. UNICORN

Saves: Fort +8, Ref +3, Will +6 Fort +17, Ref +6, Will +15

Abilities: Str 23, Dex 13, Con 19, Str 36, Dex 10, Con 29,

Int 11, Wis 11, Cha 13 Int 10, Wis 13, Cha 15

Skills: Climb +12, Jump +5, Listen +11 Climb +23, Jump +15, Listen +21, Sense Motive +5

Feats: Great Fortitude, Multiattack, Toughness Great Fortitude, Improved Natural Attack (claw),

Improved Natural Armor ×3, Iron Will, Multiattack

Environment: Underground Underground

Organization: Solitary or cluster (2–4) Solitary

Challenge Rating: 7 14

Treasure: Standard Standard

Alignment: Usually chaotic evil Usually chaotic evil

Advancement: 9–12 HD (Large); 13–24 HD (Huge) —

Level Adjustment: — —

An umber hulk stands roughly 8 feet tall and measures nearly 5 A unicorn has deep sea-blue, violet, brown, or fiery gold eyes.
feet across, weighing about 800 pounds. An umber hulk can Males sport a white beard.
burrow through solid rock at a speed of 5 feet. It does not leave a
usable tunnel unless it chooses to. Unicorns mate for life, making their homes in open dells or
glades in the forests they protect. Good and neutral travelers may
Umber hulks speak Terran. pass freely through and even hunt for food in a unicorn’s forest,
but evil creatures do so at great risk. Likewise, a unicorn will
COMBAT attack any being it discovers killing for sport in its territory or
damaging the forest maliciously.
An umber hulk can deliver blows powerful enough to crush
almost any enemy. In addition, its mandibles are strong enough to Lone unicorns occasionally allow themselves to be tamed and
bite through armor or exoskeletons with ease. ridden by good human or elven maidens of pure heart. Such a uni-
corn, if treated kindly, is the maiden’s loyal steed and protector for
Despite its great bulk, an umber hulk is intelligent. When brute life, even accompanying her beyond its forest.
force won’t overcome an enemy, it is more than capable of out-
thinking those who assume it to be a stupid beast. Umber hulks A unicorn’s horn is renowned for its healing properties. Evil and
often use their tunneling ability to create deadfalls and pits for unscrupulous beings sometimes hunt a unicorn for its horn,
the unwary. which can fetch up to 2,000 gp, for use in various healing potions
and devices. Most good creatures refuse to traffic in such things.
Confusing Gaze (Su): Confusion as the spell, 30 feet, caster
level 8th, Will DC 15 negates. The save DC is Charisma-based. A typical adult unicorn grows to 8 feet in length, stands 5
feet high at the shoulder, and weighs 1,200 pounds.
TRULY HORRID UMBER HULK
Females are slightly smaller and slimmer than males.
Umber hulks have been known to grow to tremendous size Unicorns speak Sylvan and Common.
and strength. The truly horrid umber hulk stands more
than 16 feet in height and weighs about 8,000 Unicorn COMBAT 249
pounds. Phenomenally powerful, the truly hor-
rid umber hulk is a loner that is feared even by Unicorns normally attack only when defending
its own kind. It is occasionally found in the themselves or their forests. They either charge,
service of evil dragons or sorcerers, guarding impaling foes with their horns like lances, or strike
their lairs. with their hooves. The horn is a +3 magic weapon,
though its power fades if removed from the unicorn.
The Will save DC is 22 against the truly horrid
umber hulk’s confusing gaze, due to its higher Hit Magic Circle against Evil (Su): This ability con-
Dice and Charisma score. tinuously duplicates the effect of the spell. A uni-

UNICORN corn cannot suppress this ability.
Spell-Like Abilities: Unicorns can
This powerful, equine creature has a gleaming white coat and big, use detect evil at will as a free action.
lively eyes. Long, silky white hair hangs down in a mane and forelock. Once per day a unicorn can use
A single ivory-colored horn, about 2 feet long, grows from the center greater teleport to move anywhere
of the forehead. The hooves are cloven. within its home. It cannot teleport

These fierce, noble beasts shun contact with all but sylvan crea- beyond the forest boundaries nor
tures (dryads, pixies, and the like), showing themselves only to back from outside.
defend their woodland homes.
A unicorn can use cure light wounds
three times per day and cure moderate
wounds once per day (caster level 5th) by
touching a wounded creature with its horn. Once per

VAMPIRE Hit Dice: Unicorn Celestial Charger, 7th-Level Cleric
Initiative: Large Magical Beast Large Magical Beast
Speed: 4d10+20 (42 hp) 8d10+7d8+75 (155 hp)
Armor Class: +3 +4
60 ft. (12 squares) 60 ft. (12 squares)
Base Attack/Grapple: 18 (–1 size, +3 Dex, +6 natural), 24 (–1 size, +4 Dex, +6 natural, +5 bracers of armor +5),
Attack: touch 12, flat-footed 15 touch 13, flat-footed 20
Full Attack: +4/+13 +13/+24
Horn +11 melee (1d8+8) Horn +22 melee (1d8+10)
Space/Reach: Horn +11 melee (1d8+8) and Horn +22 melee (1d8+10) and
Special Attacks: 2 hooves +3 melee (1d4+2) 2 hooves +14 melee (1d4+3)
Special Qualities: 10 ft./5 ft. 10 ft./5 ft.
— Turn undead 13/day, smite evil, spells
Saves: Darkvision 60 ft., magic circle against Damage reduction 10/magic, darkvision 60 ft., immunity to
Abilities: evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, magic circle
poison, charm, and compulsion, against evil, resistance to acid 10, cold 10, and electricity 10,
Skills: low-light vision, scent, wild empathy scent, spell-like abilities, spell resistance 20, wild empathy
Fort +9, Ref +7, Will +6 Fort +16, Ref +12, Will +15
Str 20, Dex 17, Con 21, Str 24, Dex 18, Con 20,
Int 10, Wis 21, Cha 24 Int 13, Wis 27, Cha 22
Jump +21, Listen +11, Move Silently +9, Concentration +11, Knowledge (nature) +9,
Spot +11, Survival +8* Knowledge (religion) +8, Listen +15, Move Silently +12,
Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*
Feats: Alertness, Skill Focus (Survival) Alertness, Combat Casting, Extra Turning,
Improved Turning, Run, Skill Focus (Survival)
Environment: Temperate forests Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or grace (3–6) Solitary
Challenge Rating: 3 13
Treasure: None None
Alignment: Always chaotic good Always chaotic good
Advancement: 5–8 HD (Large) By character class
Level Adjustment: +4 (cohort) +8 (cohort)

250 day it can use neutralize poison (DC 21, caster level 8th) with a VAMPIRE
touch of its horn. The save DC is Charisma-based.
Forever anchored to their coffins and the unholy earth of their
Wild Empathy (Ex): This power works like the druid’s wild graves, these nocturnal predators scheme constantly to strengthen
empathy class feature, except that a unicorn has a +6 racial bonus themselves and fill the world with their foul progeny.
on the check.
Vampires appear just as they did in life, although their features
Skills: Unicorns have a +4 racial bonus on Move Silently are often hardened and feral, with the predatory look of wolves.
checks. Like liches, they often embrace finery and decadence and may
assume the guise of nobility. Despite their human appearance,
*Unicorns have a +3 competence bonus on Survival checks vampires can be easily recognized, for they cast no shadows and
within the boundaries of their forest. throw no reflections in mirrors.

CELESTIAL CHARGER Vampires speak any languages they knew in life.

A celestial unicorn is a champion for good, the fierce enemy of SAMPLE VAMPIRE
evil beings that would destroy woodlands and their inhabitants. It
is a dedicated follower of Ehlonna. This sinister-looking warrior has pale skin, haunting red eyes, and a feral
cast to his features. He wears chain armor and holds a spiked chain in his
The celestial charger described here is an 8 HD celestial clawed hands.
unicorn with seven levels of cleric.
This example uses a 5th-level human fighter as the base creature.
Combat
Vampire, 5th-Level Human Fighter
The save DC for this celestial charger’s neutralize poison ability (DC Medium Undead (Augmented Humanoid)
20) is adjusted for its greater Hit Dice and altered Charisma score. Hit Dice: 5d12 (32 hp)
Initiative: +7
A celestial charger’s natural weapons are treated as magic weap- Speed: 30 ft. (6 squares)
ons for the purpose of overcoming damage reduction. Armor Class: 23 (+3 Dex, +6 natural, +4 masterwork chain

Smite Evil (Su): Once per day a celestial charger can make a shirt), touch 13, flat-footed 20
normal melee attack to deal 15 points of extra damage against an Base Attack/Grapple: +5/+11
evil foe. Attack: Slam +11 melee (1d6+9 plus energy drain) or +1 spiked

Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level): 0— chain +13 melee (2d4+12) or masterwork shortbow +9 ranged
detect magic, detect poison (2), light, virtue (2); 1st—bless (2), calm ani- (1d6/×3)
mals*, obscuring mist, remove fear, sanctuary, shield of faith; 2nd—aid* Full Attack: Slam +11 melee (1d6+9 plus energy drain) or +1
(2), animal messenger, lesser restoration, remove paralysis, shield other; spiked chain +13 melee (2d4+12) or masterwork shortbow +9
3rd—prayer, protection from energy, remove curse, searing light (2); ranged (1d6/×3)
4th—air walk, divine power, holy smite*, restoration.

*Domain spell. Domains: Animal and Good.


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