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Warcraft The Roleplaying Game - Monster Guide

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Published by rip656, 2023-02-22 18:59:46

Warcraft The Roleplaying Game - Monster Guide

Warcraft The Roleplaying Game - Monster Guide

W O R L D O F W A R C R A F T : M O N S T E R G U I D E 200 • Base attack bonus equal to 3/4 total Hit Dice (as healer). • Good Fortitude saves. • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the vermin has an Intellect score. However, most vermin are mindless and gain no skill points or feats. Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry). • Mindless: No Intellect score, and immunity to all mindaffecting effects (charms, compulsions, phantasms, patterns, and morale effects). • Darkvision out to 60 feet. • Proficient with their natural weapons only. • Proficient with no armor. • Vermin breathe, eat, and sleep. Vulnerability to Energy: Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. Water Subtype: This subtype usually is used for elementals and outsiders with a connection to the Abyssal Maw on the Elemental Plane. Creatures with the water subtype usually have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and most can breathe air as well. 64.69.87.237


W O R L D O F W A R C R A F T : M O N S T E R G U I D E 201 Table 3–1: Experience and Level-Dependent Benefits in World of Warcraft: The Roleplaying Game indicates the number of experience points (XP) a hero needs in order to gain a level. This chapter explains how you determine how many experience points to award your players, when to do it, and similar concerns. XP BY MONSTER Heroes in WoW RPG gain experience points primarily through defeating monsters and other foes. The number of experience points a hero gains when he defeats a monster depends on the hero’s level, the number of heroes in his adventuring party, and the Challenge Rating of the monster. Simply, a monster provides XP equal to 300 times its CR. Table 6–1: Experience Points by CR, summarizes these numbers. After you determine this number, divide the value by the number of heroes in the adventuring party. The result is the number of XP each hero gains. For example, a party of four adventurers defeats a silithid wasp (a CR 5 creature). By consulting Table 6–1 (or by multiplying 5 by 300), you determine that the creature provides 1,500 XP. The party divides the XP evenly, meaning they each gain 375 XP. This system is designed under the assumption that heroes gain levels after about 13 encounters with monsters of Challenge Ratings equal to their level. Table 6–1: Experience Points by CR Monster’s CR XP Provided Monster’s CR XP Provided 1 300 11 3,300 2 600 12 3,600 3 900 13 3,900 4 1,200 14 4,200 5 1,500 15 4,500 6 1,800 16 4,800 7 2,100 17 5,100 8 2,400 18 5,400 9 2,700 19 5,700 10 3,000 20 6,000 Exceptions to the XP Rules Monsters with a Challenge Rating that is more than 5 less than the a hero’s level provides no experience. For example, if a party of 7th-level heroes slays a spider swarm (a CR 1 monster), they get no XP. Generally, heroes should not face monsters with a CR more than 5 higher than their level, as these creatures are likely to be too deadly. If the heroes overcome a monster or other challenge with a CR 4, 5, or 6 higher than their average level, they may deserve extra XP, especially if they use clever tactics. Feel free to award as much as double (or more!) a monster’s normal XP if a party of much lower-level heroes defeats it. it represents. Perhaps they bypass the monster via stealth or diplomacy. They might imprison a monster or force a villain to flee. In these cases, even though the heroes do not slay their enemies, they still earn XP as if they had defeated it in combat. Thus, heroes can undertake a variety of conflict resolution tactics and still gain appropriate rewards. Other Challenges Other challenges, such as traps and natural hazards, also have Challenge Ratings. These challenges provide XP based on their CR just as monsters do. When to Give Out XP Generally, it’s best to hand out XP at the end of an adventure or, for especially long adventures, in the middle of an adventure while the heroes are resting. Other Ways to Overcome Monsters Sometimes, the heroes don’t kill a monster, but overcome by some other means the challenge ENCOUNTER LEVEL In addition to the CRs of individual monsters, an encounter — whether it be a monster, a group of monsters, a trap, or any other challenge — has an overall Encounter Level (EL). An encounter’s EL gives you a good idea of how difficult it is to overcome. If a party of four heroes faces an encounter with an EL equal to their level, they should triumph over it, but the encounter should drain the party of 20–30% of their resources (spells, hit points, magic items, and so forth). An encounter’s EL is the best yardstick to determine whether or not it is an appropriate encounter for your heroes. Remember that heroes who have already faced several encounters are weaker than those at full power, so an ordinarily average encounter might prove deadly in such circumstances. A single monster (or other obstacle) has an EL equal to its CR. Groups of monsters have higher ELs. A good rule of thumb is that an encounter with two monsters 64.69.87.237


W O R L D O F W A R C R A F T : M O N S T E R G U I D E 202 with the same CR has an EL equal to their CR +2. (For example, two CR 3 rock elementals encountered together have an EL of 5.) If you use a published adventure, it provides the ELs of its encounters. AWARDING XP FOR OTHER ACTIONS If you like, you can award XP for actions or events other than defeating monsters. Two other types of XP award are common in WoW RPG: quest awards and roleplaying awards. Both of these are optional, but they allow heroes to advance and be rewarded for activities aside from killing monsters. Quest Rewards When the heroes finish an adventure or quest, you might grant them additional XP as a reward for its successful completion. Such rewards should generally be about the same amount of XP provided by a monster with a CR equal to the heroes’ average level, or perhaps 1–3 points higher. Roleplaying Rewards WoW RPG is a roleplaying game wherein heroes do more than just beat up monsters. Players tend to roleplay their characters believably in a fictional setting. If you offer XP rewards for excellent roleplaying, you encourage players to keep roleplaying their characters and therefore prevent the game from degenerating into simple bloodlust. (If you prefer simple bloodlust, you don’t have to use these rules.) You might also grant a roleplaying reward if a player has a particularly good idea or insight. Keep track of when players earn roleplaying rewards. You might have a list of all the heroes’ names and place a mark next to a hero’s name when you feel she earns a roleplaying reward. If you feel a player does a particularly exceptional job roleplaying or has a particularly good idea, you can put two or three marks next to his hero’s name. Then, when you reward XP, you can hand out the roleplaying rewards along with the rest. Generally, a good amount of XP for a single roleplaying reward is 50 x the hero’s level. Miscellaneous Rewards Some GMs like to hand out XP for other reasons as well. You can reward XP for pretty much anything you want, but the game works best when the heroes gain XP primarily by defeating monsters. However, you can use XP to reward any sort of behavior you wish your players to continue. For example, some GMs grant XP to players who remember what happened during the last gaming session or who can answer certain trivia questions about the campaign. Granting XP for these sorts of things rewards the players for paying attention. 64.69.87.237


W O R L D O F W A R C R A F T : M O N S T E R G U I D E 203 The WoW RPG makes many references to monsters. Mages call elementals, warlocks have fel companions, druids can wild shape into various creatures, and necromancers can cast summon undead. However, the WoW RPG book refers to monsters that existed in the old edition of the game: monsters from the original Manual of Monsters and the venerable MM. Since the new rules are compatible with those in the old edition, you can use these abilities and spells as written, using creatures from the Manual of Monsters and the MM. The creatures in this book, however, are not identical with those from older books. Some have been extensively revised to depict more accurately the monsters in the Warcraft computer games, while others were redesigned with an eye to balance and utility. Thus, the monsters in this book don’t necessarily function properly with abilities like the warlock’s fel companion and spells like summon monster. This appendix contains revised rules for the mage’s call elemental arcana and the warlock’s fel companion arcana. It also includes updated monster lists for summon monster, summon nature’s ally, summon undead, and other spells. If you use the monsters in this book, you should use the revised rules and monster lists presented here; they replace those presented in WoW RPG. Monsters marked with an asterisk (*) appear in Lands of Mystery. Those with a dagger (†) appear in the Alliance Player’s Guide, those with a double dagger (‡) appear in the Horde Player’s Guide, and those with a double asterisk (**) appear in Dark Factions. CAL L ELEMENTAL The mage in World of Warcraft: The Roleplaying Game possesses the ability to summon elementals. A mage uses the following chart when determining what elemental he can summon. Mage’s Level Elemental 4–5 Lesser deep elemental, lesser living flame, lesser rock elemental, or lesser wind elemental 6–9 Deep elemental, living flame, rock elemental, or wind elemental 10–13 Greater deep elemental, greater living flame, greater rock elemental, or greater wind elemental 14–17 Befouled water elemental, flaming elemental, thundering boulderkin, or whirlwind ripper 18–20 Blazing elemental, rumbling exile, sea spray, or whirlwind shredder 21+ Enraged rock elemental, fiery destroyer, sea elemental, or whirlwind stormwalker FEL COMPANION Demons are powerful creatures, but they have an innate sense of hierarchy. Those of the lesser order are naturally submissive to those of the higher. It is possible for a mortal with skill in the darker aspects of the arcane to supplant a demon’s loyalty. A demon stolen in this way is a warlock’s fel companion. At 1st level, the warlock may choose a darkhound or imp as her fel companion. She must sacrifice a 1st-level spell slot to do so. She can regain the spell slot only if she permanently abandons the fel companion. No mental bond exists between master and servant, but a fel companion understands any language that the warlock speaks. Dismissal and Abandonment A warlock may dismiss a fel companion into the Twisting Nether as a swift action. (See More Magic & Mayhem, Chapter 3: Power Overwhelming for a description of swift actions.) The warlock can undertake a ritual of summoning to bring it back, which requires 10 rounds of concentration, at the end of which the fel companion appears in any square adjacent to the warlock. Performing a ritual of summoning provokes attacks of opportunity, and if the warlock takes damage during the attempt he must attempt a Concentration check (DC 10 + damage dealt) or fail. A fel companion reduced to 0 or fewer hit points, or one that is more than 50 feet away from its master for longer than 5 minutes, is forcibly dismissed; the warlock cannot recall it for 24 hours. After this time, the warlock can recall the creature with the ritual described above, and the companion has full hit points. A warlock may also permanently abandon a fel companion, which allows him to regain his spell slot or choose a new companion. A warlock may abandon a fel companion (as a free action) that is already dismissed, but abandoning a fel companion does not automatically dismiss it. An abandoned demon holds no loyalty toward its old master, and may attack the warlock if they meet again. 64.69.87.237


W O R L D O F W A R C R A F T : M O N S T E R G U I D E 204 Table A–1: The Warlock’s Fel Companion Demon Warlock Level Advancement Adjustment Level of Spell Slot Sacrificed Darkhound 1 –0 1 Imp 1 –0 1 Voidwalker 5 –4 3 Succubus 9 –8 5 Felhound 11 –10 6 Felsteed 13 –12 3 Felguard 15 –14 8 Table A–2: Fel Companion Advancement Adjusted Warlock Level Bonus HD and Spell Slot Adjustment Special 3rd–4th +1 +1 to two ability scores 5th–6th +2 Companion power 7th–8th +3 +1 to two ability scores 9th–10th +4 Companion power 11th–12th +5 +1 to two ability scores 13th–14th +6 Companion power 15th–16th +7 +1 to two ability scores 17th–18th +8 Companion power 19th–20th +9 +1 to two ability scores Alternative Fel Companions As a warlock gains levels, he may replace a fel companion he abandoned with a more powerful demon. Doing so requires the warlock to sacrifice more spellcasting power. This information is presented on Table A–1: The Warlock’s Fel Companion. Demon: Which demon the fel companion is. Warlock Level: The master’s level in the warlock class. Advancement Adjustment: When determining the companion’s advancement features (see below), subtract this number from the warlock’s class level. Level of Spell Slot Sacrificed: The warlock must sacrifice a spell slot of this level in order to retain the companion. The only way the warlock may regain this spell slot is to abandon the companion permanently, as described above. Multiple Companions At 1st level, a warlock may have a single fel companion, but at levels 6, 12, and 18 a warlock may choose a new demon to add to his cadre. The demon that requires the highest-level spell slot is the warlock’s primary companion (if there’s a tie, choose one). Each other demon is a secondary companion and requires a spell slot 1 level lower than that listed on Table A–1. Only one fel companion may accompany the warlock at a time, while the others remain in the Twisting Nether. Starting a ritual of summoning automatically dismisses the warlock’s current fel companion. Obtaining a new fel companion requires a ceremony of binding. Performing the ceremony requires 24 hours and uses up magic materials that cost 200 gp per level of spell slot used. At the end of the ceremony, the demon tests the warlock. This test may be combat, a battle of wills, or some kind of contest (GM’s discretion). If the warlock suitably impresses the demon, it joins the warlock as a loyal fel companion. If not impressed, it likely becomes annoyed (at best) or vengeful (at worst). Advancement As a warlock gains levels, he may choose to improve his fel companion, at the cost of additional spellcasting power, as shown on Table A–2: Fel Companion Advancement. Adjusted Warlock Level: The warlock’s level in the warlock class, modified by the demon’s advancement adjustment from Table A–1. Bonus HD and Spell Slot Adjustment: Extra 8-sided (d8) Hit Dice, each of which gains a Stamina modifier, as normal. Remember that extra Hit Dice improve the fel companion’s base attack bonus, special attack save DCs, and base save bonuses. A fel companion’s base attack bonus is equal to its total HD. Save DCs for special attacks are equal to 10 + 1/2 the companion’s total Hit Dice + its appropriate ability score modifier. A fel companion has good Fortitude, Reflex, and Will saves (treat it as a character whose level equals the demon’s HD). A fel companion gains additional size, skill points, and feats for bonus HD as normal when advancing its racial Hit Dice. (See Chapter 3: Improving Monsters for more information.) Each bonus HD the companion gains also has the drawback of adding 1 to the level of the spell slot the 64.69.87.237


S U M M O N S P E L L S 205 warlock must sacrifice to retain it as a companion. Special: The fel companion increases its ability scores (warlock’s choice of which ones) and gains special abilities called companion powers, described below. Companion Powers As a fel companion’s bond with a warlock grows, its master may use a demonic grimoire to teach it new abilities. Instructing a demon with a grimoire requires 8 to 48 hours of reading and reciting Eredun incantations. The grimoires providing the abilities listed below are relatively easy for a warlock with reasonable connections to acquire (without significant cost), though tales speak of other rare and more powerful grimoires. Unless otherwise noted, a fel companion can learn each power only once. Ability Enhancement (Ex): The fel companion gains a +4 enhancement bonus to one ability score. A fel companion can gain this ability up to six times (i.e., once for each ability). Aura of Suffering (Su) (voidwalker only): Any enemy that begins its turn within 10 feet of the voidwalker is affected by its tormenting strike ability as though the voidwalker had struck it in melee. Blood Pact (Su): The warlock and all allies (not including the fel companion) within 30 feet of the fel companion gain a +2 enhancement bonus to Stamina. Damage Reduction (Ex): The fel companion gains damage reduction 5/good or 5/truesilver (your choice). If the fel demon already has damage reduction, you may instead add 5 to its existing damage reduction. Fel Strike (Su): The fel companion gains the fel strike ability if it did not already have it (see Chapter 5: Monster Types, Subtypes, and Abilities). Improved Firebolt (Ex) (imp only): The imp’s lesser firebolt ability becomes firebolt. An imp of 6 or more Hit Dice may gain this ability a second time, improving its ability again to greater firebolt. (See More Magic & Mayhem for firebolt and greater firebolt.) Invisibility (Sp) (succubus only): The succubus can use invisibility as a spell-like ability at will. She can use this ability only on herself. Caster level 7th. Paranoia (Su): The warlock and all allies (not including the fel companion) within 30 feet of the fel companion gain a +4 enhancement bonus on Spot and Sense Motive checks. Spell Lock (Su) (felhound only): Three times per day, the felhound may attempt to counterspell any spell as if casting greater dispel magic (caster level equals the warlock’s class level –2). As with any counterspell attempt, this ability requires the felhound to ready an action. If a caster foiled in this way attempts to cast the same spell again within the next 1d4 rounds, it fails automatically, as if countered again. Spell Resistance (Su): The fel companion gains spell resistance equal to 10 + 1/2 the warlock’s class level. If the creature already has spell resistance, this ability replaces it, but you may add 1/2 the companion’s outsider Hit Dice to the above total. SUMMON SPELLS Use these lists rather than those presented in WoW RPG for summon monster, summon nature’s ally, and summon undead. Characters can summon a creature marked a with two daggers (††) only into an aquatic or watery environment. Summon Monster 2nd Level Alignment Darkhound CE Imp NE 3rd Level Alignment Elite darkhound (a darkhound with the elite template) CE Felsteed LE Imp NE Lesser deep elemental (water elemental) CN Lesser living flame (fire elemental) CN Lesser rock elemental (earth elemental) CN Lesser wind elemental (air elemental) CN Voidwalker NE 4th Level Alignment Elite imp (an imp with the elite template) NE 5th Level Alignment Deep elemental (water elemental) CN Living flame (fire elemental) CN Rock elemental (earth elemental) CN Wind elemental (air elemental) CN 6th Level Alignment Elite voidwalker (a voidwalker with the elite template) NE Felhound CE Dreadsteed (felsteed) LE Greater deep elemental (water elemental) CN Greater living flame (fire elemental) CN Greater rock elemental (earth elemental) CN Greater wind elemental (air elemental) CN Succubus LE Tar beast N 7th Level Alignment Befouled water elemental (water elemental) CE Entropic beast CN Felguard NE Flaming elemental (fire elemental) CN Flamewaker CE Lesser infernal CE Tar lord (tar beast) N Thundering boulderkin (earth elemental) CN 64.69.87.237


W O R L D O F W A R C R A F T : M O N S T E R G U I D E 206 Whirlwind ripper (air elemental) CN 8th Level Alignment Blazing elemental (fire elemental) CN Rumbling exile (earth elemental) CN Sea spray (water elemental) CN Whirlwind shredder (air elemental) CN 9th Level Alignment Enraged rock elemental (earth elemental) CN Fel hunter (felhound) CE Felguard elite NE Fiery destroyer (fire elemental) CN Sea elemental (water elemental) CN Whirlwind stormwalker (air elemental) CN Summon Nature’s Ally 1st Level Buzzard (animal) Bat, giant‡ Eagle (animal) Frenzy (animal)†† Grell Hawk‡ Octopus (animal)†† Owl (animal) Sheep (animal) Snake, Small viper Storm crow (animal) Wolf ‡ 2nd Level Bear, black (animal) Boar (animal) Buzzard, giant (animal) Crocodile (animal) Dire bat Grellkin (grell) Hawk, giant‡ Shark, Medium (animal)†† Snake, Medium viper (animal) Squid (animal)†† Spider crab (animal) Stag (animal) Tallstrider (animal) Timberling Treant† Wisp† Wolf, giant‡ Wolverine (animal) 3rd Level Ape (animal) Battle ram† Battleboar (animal) Dire wolf‡ Giant vampire bat‡ Giraffe (animal) Lion (animal) Nightsaber panther† Owl, giant (animal) Shark, Large (animal)†† Snake, constrictor (animal) Snake, Large viper (animal) Spirit beast‡ (any animal from the 1st-level list) Raptor‡ 4th Level Bear, grizzly (animal) Crocodile, giant (animal) Crocolisk Dire ape Dire boar Dire hyena Hippogryph† Kodo beast‡ Quilbeast‡ Shark, Huge (animal)†† Snake, Huge viper (animal) Snap dragon** Spirit beast‡ (any animal from the 2nd-level list) Swampwalker (timberling) Tiger (animal) 5th Level Bear, polar (animal) Dire condor Dire lion Dryad† Faerie dragon† Gryphon† Rhinoceros (animal) Spirit beast‡ (any animal from the 3rd-level list) Thunderhawk‡ Whale, orca (animal)†† Wyvern‡ 6th Level Bloodpetal Dire bear Dire quilbeast‡ Frostsaber panther† Mammoth (animal) Pterrordax (dinosaur) Sea turtle (animal) Spirit beast‡ (any animal from the 4th-level list) Thistleshrub Whale, baleen (animal)†† Wildkin 7th Level Bloodpetal flayer Couatl** Diemetradon (dinosaur) Dire cobra† Dragon turtle** Mammoth, icetusk (animal) Owlkin (wildkin) Salamander (thunder lizard)‡ Spirit beast‡ (any animal from the 5th-level list) Squid, giant (animal)†† Stegodon (dinosaur) Thunder lizard‡ Whale, cachalot (animal)†† 8th Level Ancient protector† Chimaera† Devilsaur (dinosaur) Dire cobra, Huge† Spirit beast‡ (any animal from the 6th-level list) 9th Level Ancient of wind† Ancient of wonders† Keeper of the grove† Mountain giant† Spirit beast‡ (any animal from the 7th-level list) Tube wyrm**†† Summon Undead In the Manual of Monsters, most undead creatures are templates, and the summon undead spells in WoW RPG operate on this assumption. However, in this book, many undead creatures are not templates. Therefore, make the following changes to the summon undead spells. When you cast summon undead, each creature must arise from a corpse, as before. The corpse can be dead no longer than 1 week and must meet certain other requirements, as shown on the table. The corpse serves as a source of magic and physical materials from which to create the creature. 64.69.87.237


S U M M O N S P E L L S 207 Summon Undead 1st Level Corpse Risen Any appropriate creature (see the risen template) with up to 1 HD†† Skeletal creature Any appropriate creature (see the skeletal creature template) with up to 3 HD†† Zombie Any corporeal creature with up to 2 HD 2nd Level Corpse Ghoul Giant, humanoid, or monstrous humanoid Risen Any appropriate creature with up to 2 HD†† Skeletal creature Any appropriate creature with 4–5 HD†† Zombie Any corporeal creature with 3 HD 3rd Level Corpse Risen Any appropriate creature with up to 4 HD†† Shade Any Skeletal creature Any appropriate creature with 6–7 HD†† Zombie Any corporeal creature with 4–5 HD 4th Level Corpse Risen Any appropriate creature with up to 4 HD†† Skeletal creature Any appropriate creature with 8–9 HD†† Zombie Any corporeal creature with 6–7 HD 5th Level Corpse Elite ghoul (a ghoul with the elite template) Giant, humanoid, or monstrous humanoid Risen Any appropriate creature with up to 6 HD†† Skeletal creature Any appropriate creature with 10–14 HD†† Wraith Any Zombie Any corporeal creature with 8–10 HD 6th Level Corpse Risen Any appropriate creature with up to 8 HD†† Skeletal creature Any appropriate creature with 15–20 HD†† 7th Level Corpse Risen Any appropriate creature with up to 10 HD†† 8th Level Corpse Risen Any appropriate creature with up to 11 HD†† 9th Level Corpse Banshee‡ Humanoid female Risen Any appropriate creature with up to 13 HD†† †† You can summon a risen or skeletal creature from a corpse that has been dead for any length of time, as long as the bones remain. ‡ See the Horde Player’s Guide. OTHER SPELLS A few other spells deal with creatures as well. Some, like animal shapes and summon swarm, function as written, but a few require changes. Animate Dead This spell creates skeletal creatures or zombies. Animate Plants Eliminate this spell; animated plants don’t (yet) exist in WoW RPG. Baleful Polymorph You can turn the target into a sheep if you like. Create Greater Undead Replace the table with the following. Caster Level Undead Created 15th or lower Shade 16th–17th Wraith 18th–19th Elite wraith (a wraith with the elite template) 20th or higher Banshee‡ Create Undead Replace the table with the following. 11th or lower Ghoul 12th–14th Spirit of vengeance† 15th–17th Elite ghoul (a ghoul with the elite template) 18th or higher Elite spirit of vengeance (a spirit of vengeance with the elite template) 64.69.87.237


W O R L D O F W A R C R A F T : M O N S T E R G U I D E 208 Elemental Swarm Instead of summoning Large, Huge, and greater elementals, this spell works as follows, depending on whether you summon air, earth, fire, or water elementals. Force of Nature and Greater Force of Nature These spells create ancient protectors†, not treants; see the Alliance Player’s Guide for more information. Shambler Instead of shambling mounds, this spell summons 8-HD elite treants†. They have a hunched and shambling appearance and are covered in moss, and they have resistance to fire 10 if the terrain is rainy, marshy, or damp. Instead of… The Spell Summons… Large elementals Greater deep elementals, greater living flames, greater rock elementals, or greater wind elementals Huge elementals Befouled water elementals, flaming elementals, thundering boulderkin, or whirlwind rippers A greater elemental A blazing elemental, rumbling exile, sea spray, or whirlwind shredder 64.69.87.237


W O R L D O F W A R C R A F T : M O N S T E R G U I D E 209 Monsters marked with an asterisk (*) appear in Lands of Mystery. Those with a dagger (†) appear in the Alliance Player’s Guide, those with a double dagger (‡) appear in the Horde Player’s Guide, and those with a double asterisk (**) appear in Dark Factions. Animals and vermin appear in the web bonus. MONSTERS BY CHALLENGE RATING Bat‡ 1/10 Toad (animal) 1/10 Rat (animal) 1/8 Lizard (animal) 1/6 Raven (animal) 1/6 Cat (animal) 1/4 Frenzy (animal) 1/4 Monstrous scorpion, Tiny (vermin) 1/4 Monstrous spider, Tiny (vermin) 1/4 Owl (animal) 1/4 Pony (animal) 1/4 Weasel (animal) 1/4 Carrion beetle (vermin) 1/3 Dog (animal) 1/3 Grell 1/3 Hawk (animal) 1/3 Sheep (animal) 1/3 Skeletal warrior (skeletal creature) 1/3 Snake, Tiny viper (animal) 1/3 Wisp† 1/3 Badger (animal) 1/2 Buzzard (animal) 1/2 Eagle (animal) 1/2 Gnome, leper 1/2 Human zombie (zombie) 1/2 Monstrous scorpion, Small (vermin) 1/2 Monstrous spider, Small (vermin) 1/2 Quilboar 1/2 Snake, Small viper (animal) 1/2 Storm crow (animal) 1/2 Arachnathid, crystal** 1 Bat, giant‡ 1 Darkhound 1 Dwarf, Dark Iron 1 Elf, blood 1 Grellkin (grell) 1 Harpy 1 Horse (animal) 1 Hyena (animal) 1 Imp 1 Kobold 1 Lesser deep elemental (water elemental) 1 Lesser living flame (fire elemental) 1 Lesser rock elemental (earth elemental) 1 Lesser wind elemental (air elemental) 1 Makrura 1 Monstrous scorpion, Medium (vermin) 1 Monstrous spider, Medium (vermin) 1 Mur’gul** 1 Naga 1 Octopus (animal) 1 Pandaren** 1 Satyr 1 Shade 1 Shark, Medium (animal) 1 Snake, Medium viper (animal) 1 Squid (animal) 1 Swarm, spider (vermin) 1 Timberling 1 Trogg 1 Troll, ice 1 Tuskarr** 1 Wolf‡ 1 Ape (animal) 2 Arachnathid earth-borer** 2 Battle ram† 2 Bison (animal) 2 Boar (animal) 2 Buzzard, giant (animal) 2 Cat, nightsaber† 2 Cheetah (animal) 2 Crocodile (animal) 2 Dire bat 2 Ghoul 2 Makrura prawn** 2 Giraffe (animal) 2 Lizard, monitor (animal) 2 Mana burst (mana surge) 2 Mana surge 2 Mechanostrider (mechanized animal) 2 Monstrous spider, Large (vermin) 2 Mountain lion (animal) 2 Owl, giant (animal) 2 Razormane (quilboar) 2 Shark, Large (animal) 2 Snake, constrictor (animal) 2 Snake, Large viper (animal) 2 Spider crab 2 Stag (animal) 2 Swarm, bat 2 Swarm, rat 2 64.69.87.237


W O R L D O F W A R C R A F T : M O N S T E R G U I D E 210 Tallstrider (animal) 2 Treant† 2 Warhorse, heavy† 2 Wind serpent (animal) 2 Wolf, giant‡ 2 Wolverine (animal) 2 Arachnathid, overlord** 3 Battleboar (animal) 3 Bear, black (animal) 3 Centaur‡ 3 Clockwerk goblin** 3 Crocolisk (animal) 3 Deep elemental (water elemental) 3 Dire ape 3 Dire wolf‡ 3 Dragonhawk† 3 Dragonspawn wyrmkin 3 Felsteed 3 Ghostly warrior (ghost) 3 Gnoll 3 Lion (animal) 3 Living flame (fire elemental) 3 Makrura tidecaller 3 Monstrous scorpion, Large (vermin) 3 Murloc huntsman* 3 Ogre‡ 3 Quilbeast‡ 3 Raptor‡ 3 Rock elemental (earth elemental) 3 Scorpid 3 Snake, Huge viper (animal) 3 Spirit of vengeance† 3 Spirit wolf (spirit beast)‡ 3 Swarm, locust (vermin) 3 Thunder hawk‡ 3 Vampire bat‡ 3 Voidwalker 3 Wind elemental (air elemental) 3 Worgen 3 Wyvern‡ 3 Bear, grizzly (animal) 4 Bear, polar (animal) 4 Cloud serpent 4 Crocodile, giant (animal) 4 Crowd pummeler 9-60 4 Dire boar 4 Dire hyena 4 Dryad† 4 Faerie dragon† 4 Hippogryph† 4 Nerubian worker 4 Rhinoceros (animal) 4 Riding kodo‡ 4 Sea turtle (animal) 4 Shark, Huge (animal) 4 Snap dragon** 4 Silithid broodling swarm 4 Swampwalker (timberling) 4 Swarm, centipede (vermin) 4 Tainted one (worgen) 4 Threshadon (dinosaur) 4 Tiger (animal) 4 Wendigo 4 Worg 4 Dire condor 5 Dire lion 5 Dragon whelps 5 Fel orc (corrupted creature) 5 Greater deep elemental (water elemental) 5 Greater living flame (fire elemental) 5 Greater rock elemental (earth elemental) 5 Greater wind elemental (air elemental) 5 Gryphon† 5 Harvest golem 5 Monstrous spider, Huge (vermin) 5 Murloc nightcrawler* 5 Nerubian seer* 5 Nerubian warrior* 5 Shadow wolf (spirit beast)‡ 5 Silithid wasp 5 Spiderling swarm** 5 Succubus 5 Whale, orca (animal) 5 Wraith 5 Basilisk 6 Cat, frostsaber† 6 Chromatic whelp** 7 Couatl** 6 Dire quilbeast‡ 6 Felhound 6 Mammoth (animal) 6 Murloc tiderunner* 6 Pterrordax (dinosaur) 6 Scorpid dunestalker 6 Silithid reaver 6 Silithid swarmer 6 Tar beast 6 Whale, baleen (animal) 6 Wildkin 6 Befouled water elemental (water elemental) 7 Bloodpetal 7 Dire bear 7 Dire cobra† 7 Dragonspawn scalebane 7 Dreadsteed (felsteed) 7 Entropic beast 7 Flaming elemental (fire elemental) 7 Infernal, lesser 7 Kodo beast‡ 7 Monstrous scorpion, Huge (vermin) 7 Rock borer 7 64.69.87.237


M O N S T E R S B Y C H A L L E N G E R A T I N G 211 Tar lord (tar beast) 7 Thistleshrub 7 Thundering boulderkin (earth elemental) 7 Whale, cachalot (animal) 7 Whirlwind ripper (air elemental) 7 Yeti (wendigo) 7 Ancient protector† 8 Arcane nullifier X-21 8 Black ooze 8 Bloodpetal flayer 8 Diemetradon (dinosaur) 8 Entropic horror (entropic beast) 8 Felguard 8 Flamewaker 8 Giant scarab (vermin) 8 Helboar 8 Monstrous spider, Gargantuan (vermin) 8 Owlkin (wildkin) 8 Salamander‡ 8 Blazing elemental (fire elemental) 9 Chimaera† 9 Dragon turtle** (sea turtle) (animal) 9 Mammoth, icetusk (animal) 9 Mur’gul shadowcaster** 9 Obsidian statue 9 Ogre mage‡ 9 Rumbling exile (earth elemental) 9 Sea spray (water elemental) 9 Squid, giant (animal) 9 Thunder lizard‡ 9 Whirlwind shredder (air elemental) 9 Ancient of wonders† 10 Carrion grub 10 Devilsaur (dinosaur) 10 Felstalker (felhound) 10 Huge dire cobra† 10 Monstrous scorpion, Gargantuan (vermin) 10 Stegodon (dinosaur) 10 Dire gargoyle 11 Enraged rock elemental (earth elemental) 11 Fiery destroyer (fire elemental) 11 Hydra 11 Keeper of the grove† 11 Monstrous spider, Colossal (vermin) 11 Obsidian destroyer 11 Sea elemental (water elemental) 11 Tube wyrm** 11 Whirlwind stormwalker (air elemental) 11 Ancient of wind† 12 Avatar of vengeance† 12 Banshee‡ 12 Felguard elite 12 Giant, molten 12 Giant, mountain† 12 Giant, sea 12 Infernal 12 Lava elemental 12 Mekgineer Thermaplugg (villain) 12 Monstrous scorpion, Colossal (vermin) 12 Primal ooze 12 Archaedas (villain) 13 Dark Iron rifleman (elite creature) 13 Giant, frost 13 Risen warrior (risen) 13 Fel ravager (felhound) 14 Nerubian spiderlord** 14 Queen of suffering (succubus) 14 Sea giant behemoth 14 Abomination‡ 15 Ancient of lore† 15 Ancient of war† 15 Dragon drakes 15 Core hound 16 Magnataur* 16 Chromatic drake** 17 Lava surger (lava elemental) 17 Doomguard 18 Dreadlord 20 General Drakkisath (villain) 20 Balnazzar (villain) 21 Tree of life (ancient)† 21 Baron Rivendare 22 Infernal, massive 22 Lord Kazzak (villain) 23 Magnataur thunder bringer* 24 Baron Geddon (villain) 25 Garr (villain) 25 Lady Onyxia (villain) 25 Nefarian (villain) 31 Kel’Thuzad (villain) 38 38 64.69.87.237


W O R L D O F W A R C R A F T : M O N S T E R G U I D E 212 MONSTERS BY TYPE (AND SUBTYPE) Aberration: Forgotten one, nerubian*, nerubian spiderlord**, silithid, spiderling swarm**. (Air): Air elementals, bronze dragon, chromatic dragon**, green dragon, mana surge. Animal: Animals (in the web bonus), bat‡, bat swarm, battle ram†, dinosaurs, dire animals, dire cobra†, frostsaber panther†, makrura prawn**, heavy warhorse†, kodo beast‡, quilbeast‡, raptor‡, rat swarm, wolf‡. (Aquatic): Makrura prawn**, makrura, mur’gul**, murloc*, naga, sea giant, snap dragon**, threshadon (dinosaur), timberling, tube wyrm. (Cold): Blue dragon*, blue dragonspawn*, chromatic dragon**, chromatic dragonspawn, frost giant, ice troll, yeti (wendigo). Construct: Arcane nullifier X-21, clockwerk goblin**, crowd pummeler 9-60, golems, infernal, mechanized animal, obsidian statue. Dragon: Chimaera†, dragons. (Earth): Black dragon, blue dragon*, blue dragonspawn*, chromatic dragon**, earth elementals, frost giant, lava elementals, molten giant, mountain giant†, rock borer, tar beast, trogg. Elemental: Elementals, entropic beast, firelord, mana surge, tar beast. Elemental (air): Air elementals, mana surge. Elemental (earth): Earth elementals, lava elementals, tar beast. Elemental (fire): Fire elementals, lava elementals, entropic beast, firelord. Elemental (water): Tar beast, water elementals. Fey: Dryad†, faerie dragon†, grell, keeper of the grove†, wisp†. (Fire): Black dragon, black dragonspawn, chromatic dragon**, chromatic dragonspawn, core hound, darkhound, entropic beast, firelord, fire elementals, flamewaker, helboar, lava elementals, molten giant, red dragon, red dragonspawn,. Giant: Frost giant, magnataur*, molten giant, mountain giant†, sea giant. Humanoid: Blood elf, Dark Iron dwarf, gnoll, ice troll, kobold, leper gnome, pandaren**, trogg, tuskarr**. (Incorporeal): Shade, wraith. Magical Beast: Arachnathid, basilisk, carrion grub, cloud serpent, couatl**, gryphon†, helboar, hippogryph†, hydra, obsidian destroyer, rock borer, saber cat†, scorpid, snap dragon**, thunder lizard‡, thunder hawk‡, tube wyrm**, vampire bat‡, wildkin, worg, wyvern‡. (Mechanical): Arcane nullifier X-21, clockwerk goblin**, crowd pummeler 9-60, mechanized animal. Monstrous Humanoid: Centaur‡, dragonspawn, dire gargoyle, harpy, makrura, mur’gul**, murloc*, naga, ogre‡, quilboar, wendigo, worgen. Ooze: Black ooze, primal ooze, sludge monster. Outsider: Avatar of vengeance†, core hound, darkhound, doomguard, dreadlord, felguard, felhound, felsteed, flamewaker, imp, satyr, succubus, voidwalker. Outsider (chaotic): Core hound, darkhound, felhound, satyr. Outsider (demon): Darkhound, doomguard, dreadlord, felguard, felhound, felsteed, imp, satyr, succubus, voidwalker. Outsider (evil): Core hound, darkhound, doomguard, dreadlord, felguard, felsteed, flamewaker, imp, satyr, succubus, voidwalker. Outsider (fire): Core hound, darkhound, flamewaker. Outsider (lawful): Dreadlord, doomguard, felsteed, flamewaker, succubus. Outsider (native): Satyr. Plant: Ancient†, bloodpetal, thistleshrub, timberling, treant†. (Swarm): Silithid broodling swarm, spiderling swarm**, swarms. Template: Corrupted creature, crypt fiend, elite creature, ghost, lich, mechanized animal, ogre mage‡, risen, skeletal creature, spirit beast‡, withered creature, zombie. Undead: Abomination‡, banshee‡, crypt fiend, ghost, ghoul, lich, risen, shade, skeletal creature, spirit of vengeance†, withered creature, wraith, zombie. Vermin: Vermin (in the web bonus). (Water): Sea giant, tar beast, water elementals. 64.69.87.237


Brave Azeroth’s Denizens The undead Scourge dominates Lordaeron and Northrend. Servants of the insidious Burning Legion summon demons. Naga strike from the depths, and troggs burst from dark places beneath the surface. To carve your name into legend, you must match swords, wits, skills, and spells with these and hundreds of other creatures. The Definitive Resource for World of Warcraft RPG Monsters Scores of monsters for use in your World of Warcraft Roleplaying Game — or any similar roleplaying game — from the arcane nullifier X-21 to core hounds to voidwalkers. Many monsters suitable for player character races, such as blood elves and naga. Descriptions and statistics for some of Azeroth’s key villains, such as Baron Geddon, Lord Kazzak, Lady Onyxia, and Mekgineer Thermaplugg. New feats and magic items designed for monstrous characters and villains. Full rules on monster abilities, improving monsters, and using monsters as heroes and villains. w w w . s w o r d s o r c e r y . c o m ISBN13: 978-1-58846-936-6 I S B N 1 0 : 1 - 5 8 8 4 6 - 9 3 6 - 0 W W 1 7 2 1 2 $ 3 9 . 9 9 U . S . 64.69.87.237


Check out upcoming Sword and Sorcery Studio products online at: http://www.swordsorcery.com Check out upcoming Sword and Sorcery Studio products online at:http://www.swordsorcery.com Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc. This printing of Monster Guide is published in accordance with the Open Game License. See the Open Game License Appendix of this book for more information. Arthaus, the Arthaus logo, Sword and Sorcery, Sword and Sorcery Studios, the Sword and Sorcery logo, Manual of Monsters, Magic & Mayhem, Shadows & Light and More Magic & Mayhem are trademarks of White Wolf Publishing, Inc. All rights reserved. © 2007 Blizzard Entertainment, Inc. Warcraft, World of Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc., in the U.S. and/or other countries, and is used with permission. All rights reserved. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. PRINTED IN CHINA Credits Special Thanks To cows and chickens, because I eat them. – Luke Johnson Authors: Jackie Cassada, Brandon Crowley, Richard Farrese, Bob Fitch, Bruce Graw, Luke Johnson, Adam Loyd, Andrew Rowe, and Amber E. Scott. Additional Design and Material: Chris Metzen, Ben Brode, Samwise Didier, Bob Fitch, Evelyn Fredericksen, Brian Hsieh, Micky Neilson, Lisa Pearce, and Gloria Soto Developer: Luke Johnson Editor: Scott Holden Managing Editor: Stewart Wieck Art Direction and Design: Mike Chaney Cover Artist: Jason Chan and Glenn Rane Interior Artist: Glenn Rane MONSTER GUIDE WEB SUPPLEMENT Blizzard Entertainment Creative Development Manager: Shawn Carnes Producer: Ben Brode Developers: Evelyn Fredericksen, Micky Nielsen Art Directors: Glenn Rane, Sam Didier Blizzard Special Thanks: Chris Metzen, Gloria Soto, Joanna Cleland, Lisa Pearce, Brian Hsieh 209.121.229.153


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Warcraft: The Roleplaying Game Copyright 2003, Blizzard Entertainment Warcraft Roleplaying Game: Manual of Monsters Copyright 2003, Blizzard Entertainment Warcraft Roleplaying Game: Alliance & Horde Compendium Copyright 2004, Blizzard Entertainment Warcraft Roleplaying Game: Magic & Mayhem Copyright 2004, Blizzard Entertainment Warcraft Roleplaying Game: Lands of Conflict Copyright 2004, Blizzard Entertainment Warcraft Roleplaying Game: Shadows & Light Copyright 2004, Blizzard Entertainment World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment World of Warcraft: More Magic & Mayhem Copyright 2005, Blizzard Entertainment World of Warcraft: Lands of Mystery Copyright 2005, Blizzard Entertainment World of Warcraft: Monster Guide Copyright 2007, Blizzard Entertainment World of Warcraft: Alliance Player’s Guide Copyright 2006, Blizzard Entertainment World of Warcraft: Horde Player’s Guide Copyright 2006, Blizzard Entertainment World of Warcraft: Dark Factions Copyright 2008, Blizzard Entertainment 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 3 This chapter provides statistics and basic information for many common animals. These creatures generally operate on instinct, driven by simple needs such as food and reproduction. Most animals, even predators, do not attack humanoids unless they or their young are threatened or they are suffering from starvation. Animals are not capable of detailed reasoning, although with the Handle Animal skill a character can tame an animal and teach it to perform certain tricks. Some herbivorous animals do not normally use their natural weapons to attack. As such, their natural weapons are treated as secondary attacks. The animal’s attack and damage entries note this fact, with an explanatory footnote. Animal Traits: An animal possesses the following traits (unless otherwise noted in a creature’s entry). • Intellect score of 1 or 2 (no creature with an Intellect score of 3 or higher can be an animal). • Low-light vision. • Area: Animals are found in the indicated environment anywhere in Azeroth. • Alignment: Always neutral. Animals are not governed by a human sense of morality. • Treasure: None. Animals never possess treasure. • Level Adjustment: Animals are not suitable for player characters. APE Large Animal Hit Dice: 4d8+8+3 (29 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 14 (–1 size, +2 Agy, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Claws +7 melee (1d6+5) Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2) Space/Reach: 10 ft./10 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +6, Will +2 Abilities: Str 21, Agy 15, Sta 14, Int 2, Spt 12, Cha 7 Skills: Climb +14, Listen +6, Spot +6 Feats: Skilled (Listen and Spot), Toughness Environment: Warm forests Organization: Solitary, pair, or company (3–5) Challenge Rating: 2 Advancement: 5–8 HD (Large) These powerful omnivores resemble gorillas but are far more aggressive; they kill and eat anything they can catch. An adult male ape is 5-1/2 to 6 feet tall and weighs 300 to 400 pounds. Combat Apes tear prey apart with their mighty claws. BADGER Small Animal Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 15 (+1 size, +3 Agy, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/–5 Attack: Claw +4 melee (1d2–1) Full Attack: 2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, rage, scent Saves: Fort +4, Ref +5, Will +1 Abilities: Str 8, Agy 17, Sta 15, Int 2, Spt 12, Cha 6 Skills: Escape Artist +7, Listen +3, Spot +3 Feats: TrackB , Weapon Finesse Environment: Warm forests Organization: Solitary, pair, or cete (3–5) Challenge Rating: 1/2 Advancement: 2 HD (Small) The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds. Combat Badgers attack with their sharp claws and teeth. Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Stamina, and –2 to Armor Class. The creature cannot end its rage voluntarily. 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 4 When raging, a badger has the following statistics: 8 hp; AC 13, touch 12, flat-footed 10; Atk 2 claws +6 melee (1d2+1) and bite +1 melee (1d3+1); Fort +6; Str 12, Sta 19. Skills: A badger has a +4 racial bonus on Escape Artist checks. BEAR Black Bear Grizzly Bear Polar Bear Medium Animal Large Animal Large Animal Hit Dice: 3d8+6 (19 hp) 6d8+24 (51 hp) 8d8+32 (68 hp) Initiative: +1 +1 +1 Speed: 40 ft. (8 squares) 40 ft. (8 squares) 40 ft. (8 squares), swim 30 ft. Armor Class: 13 (+1 Agy, +2 natural), touch 11, 15 (–1 size, +1 Agy, +5 natural), touch 10, 15 (–1 size, +1 Agy, +5 natural), touch 10, flat-footed 12 flat-footed 14 flat-footed 14 Base Attack/Grapple: +2/+6 +4/+16 +6/+18 Attack: Claw +6 melee (1d4+4) Claw +11 melee (1d8+8) Claw +13 melee (1d8+8) Full Attack: 2 claws +6 melee (1d4+4) and 2 claws +11 melee (1d8+8) and bite 2 claws +13 melee (1d8+8) and bite bite +1 melee (1d6+2) +6 melee (2d6+4) +8 melee (2d6+4) Space/Reach: 5 ft./5 ft. 10 ft/5 ft. 10 ft./5 ft. Special Attacks: — Improved grab Improved grab Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision, scent Saves: Fort +5, Ref +4, Will +2 Fort +9, Ref +6, Will +3 Fort +10, Ref +7, Will +3 Abilities: Str 19, Agy 13, Sta 15, Int 2, Spt 12, Cha 6 Str 27, Agy 13, Sta 19, Int 2, Spt 12, Cha 6 Str 27, Agy 13, Sta 19, Int 2, Spt 12, Cha 6 Skills: Climb +4, Listen +4, Spot +4, Swim +8 Listen +4, Spot +7, Swim +12 Listen +5, Spot +7, Stealth +2 (–2 to hide*), Swim +16 Feats: Endurance, Run Endurance, Run, Track Endurance, Run, Track Environment: Temperate forests Cold forests Cold plains Organization: Solitary or pair Solitary or pair Solitary or pair Challenge Rating: 2 4 4 Advancement: 4–5 HD (Medium) 7–10 HD (Large) 9–12 HD (Large) The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply. Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long. Combat Black bears rip prey with their claws and teeth. Skills: A black bear has a +4 racial bonus on Swim checks. Grizzly Bear These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The grizzly bear’s statistics can be used for almost any big bear, including other brown bears. Combat A grizzly bear attacks mainly by tearing at opponents with its claws. Improved Grab (Ex): To use this ability, a grizzly bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Skills: A grizzly bear has a +4 racial bonus on Swim checks. Polar Bear These long, lean carnivores are slightly taller than grizzly bears. Combat Polar bears fight just as grizzly bears do. Improved Grab (Ex): To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Skills: *A polar bear’s white coat bestows a +12 racial bonus on Stealth checks to hide checks in snowy areas. 209.121.229.153


C H A P T E R O N E : A N I M A L S 5 BISON Large Animal Hit Dice: 5d8+15 (37 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Gore +8 melee (1d8+9) Full Attack: Gore +8 melee (1d8+9) Space/Reach: 10 ft./5 ft. Special Attacks: Stampede Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +4, Will +1 Abilities: Str 22, Agy 10, Sta 16, Int 2, Spt 11, Cha 4 Skills: Listen +7, Spot +5 Feats: Endurance, Skilled (Listen and Spot) Environment: Temperate plains Organization: Solitary or herd (6–30) Challenge Rating: 2 Advancement: 6–7 HD (Large) These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal. Combat Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strengthbased. BOAR Boar Battleboar Medium Animal Medium Animal Hit Dice: 3d8+9+3 (25 hp) 6d8+18+3 (48 hp) Initiative: +0 +0 Speed: 40 ft. (8 squares) 30 ft. (6 squares) (chain barding); base 30 ft. Armor Class: 16 (+6 natural), touch 10, flat-footed 16 20 (+6 natural, +4 light chain barding), touch 10, flat-footed 20 Base Attack/Grapple: +2/+4 +4/+7 Attack: Gore +4 melee (1d8+3) Gore +7 melee (1d10+4) Full Attack: Gore +4 melee (1d8+3) Gore +7 melee (1d10+4) Space/Reach: 5 ft./5 ft. 5 ft./5 ft. Special Attacks: Ferocity Ferocity Special Qualities: Low-light vision, scent Low-light vision, scent Saves: Fort +6, Ref +3, Will +2 Fort +8, Ref +5, Will +3 Abilities: Str 15, Agy 10, Sta 17, Int 2, Spt 13, Cha 4 Str 16, Agy 10, Sta 17, Int 2, Spt 13, Cha 4 Skills: Listen +7, Spot +5 Listen +8, Spot +7 Feats: Skilled (Listen and Spot), Toughness Furious Charge, Skilled (Listen and Spot), Toughness Environment: Temperate forests Temperate forests Organization: Solitary or herd (5–8) Solitary, band (2–5 battleboars and 1–4 quilboar), or raiding party (5–9 battleboars, 2–8 quilboar, and one 6th-level quilboar leader) Challenge Rating: 2 3 Advancement: 4–5 HD (Large) 7–9 HD (Large) Though not carnivores, these wild swine are badtempered; they usually charge anyone who disturbs them. A boar is covered in coarse, grayish-black fur. Adult males are about 4 feet long and 3 feet high at the shoulder. 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 6 Combat Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Battleboar Kalimdor’s quilboar specially train battleboars, which bear sharp metal caps on their tusks that increase their deadliness. BUZZARD Buzzard Giant Buzzard Small Animal Medium Animal Hit Dice: 1d8+1 (5 hp) 5d8+10+3 (35 hp) Initiative: +1 +1 Speed: 10 ft. (2 squares), fly 80 ft. (average) 10 ft. (2 squares), fly 80 ft. (average) Armor Class: 13 (+1 size, +1 Agy, +1 natural), touch 12, flat-footed 12 15 (+1 Agy, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +0/–3 +3/+6 Attack: Bite +2 melee (1d6+1) Bite +6 melee (1d8+4) Full Attack: Bite +2 melee (1d6+1) Bite +6 melee (1d8+4) Space/Reach: 5 ft./5 ft. 5 ft./5 ft. Special Attacks: — — Special Qualities: Low-light vision Low-light vision Saves: Fort +3, Ref +3, Will +1 Fort +6, Ref +5, Will +2 Abilities: Str 12, Agy 13, Sta 12, Int 2, Spt 12, Cha 5 Str 16, Agy 12, Sta 14, Int 2, Spt 12, Cha 5 Skills: Listen +5, Spot +5 Listen +7, Spot +7 Feats: Skilled (Listen and Spot) Skilled (Listen and Spot), Toughness Environment: Temperate and warm plains Temperate and warm plains Organization: Solitary or pair Solitary or pair Challenge Rating: 1/2 2 Advancement: 2–4 HD (Small) 6–8 HD (Medium) Buzzards are scavengers along savannahs and other arid environments. These statistics also represent vultures and other carrion birds. Combat Buzzards flap toward their prey and strike with their beaks. Giant Buzzard These larger carrion birds are common throughout Azeroth’s plains. CAT Tiny Animal Hit Dice: 1/2 d8 (2 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 14 (+2 size, +2 Agy), touch 14, flat-footed 12 Base Attack/Grapple: +0/–12 Attack: Claw +4 melee (1d2–4) Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Agy 15, Sta 10, Int 2, Spt 12, Cha 7 Skills: Balance +10, Climb +6, Jump +10, Listen +3, Spot +3, Stealth +6 (+14 to hide*) Feats: Weapon Finesse Environment: Temperate plains Organization: Domesticated or solitary Challenge Rating: 1/4 Advancement: — The statistics presented here describe a common housecat. 209.121.229.153


C H A P T E R O N E : A N I M A L S 7 Combat Cats prefer to sneak up on their prey. Skills: Cats have a +4 racial bonus on Climb and Stealth checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Agility modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Stealth bonus to hide rises to +8. CHEETAH Medium Animal Hit Dice: 3d8+6 (19 hp) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 15 (+4 Agy, +1 natural), touch 14, flat-footed 11 Base Attack/Grapple: +2/+5 Attack: Bite +6 melee Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent, sprint Saves: Fort +5, Ref +7, Will +2 Abilities: Str 16, Agy 19, Sta 15, Int 2, Spt 12, Cha 6 Skills: Listen +6, Spot +6, Stealth +6 Feats: Skilled (Listen and Spot), Weapon Finesse Environment: Warm plains Organization: Solitary, pair, or family (3–5) Challenge Rating: 2 Advancement: 4–5 HD (Medium) Cheetahs are swift feline predators of the plains. A cheetah is 3 to 5 feet long and weighs 110 to 130 pounds. Combat Cheetahs make sudden sprints to bring down prey. Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah. Sprint (Ex): Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge. CROCODILE Crocodile Giant Crocodile Medium Animal Huge Animal Hit Dice: 3d8+9 (22 hp) 7d8+28 (59 hp) Initiative: +1 +1 Speed: 20 ft. (4 squares), swim 30 ft. 20 ft. (4 squares), swim 30 ft. Armor Class: 15 (+1 Agy, +4 natural), touch 11, flat-footed 14 16 (–2 size, +1 Agy, +7 natural), touch 9, flat-footed 15 Base Attack/Grapple: +2/+6 +5/+21 Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) Space/Reach: 5 ft./5 ft. 15 ft./10 ft. Special Attacks: Improved grab Improved grab Special Qualities: Low-light vision, hold breath Low-light vision, hold breath Saves: Fort +6, Ref +4, Will +2 Fort +9, Ref +6, Will +3 Abilities: Str 19, Agy 12, Sta 17, Int 1, Spt 12, Cha 2 Str 27, Agy 12, Sta 19, Int 1, Spt 12, Cha 2 Skills: Listen +4, Spot +4, Stealth +7*, Swim +12 Listen +5, Spot +5, Stealth +4* (–4 to hide), Swim +16 Feats: Skill Focus (Stealth), Skilled (Listen and Spot) Endurance, Skill Focus (Stealth), Skilled (Listen and Spot) Environment: Warm marshes Warm marshes Organization: Solitary or colony (6–11) Solitary or colony (6–11) Challenge Rating: 2 4 Advancement: 4–5 HD (Medium) 8–14 HD (Huge) 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 8 Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach. Combat Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Stamina score before it risks drowning. Skills: *A crocodile gains a +4 racial bonus on Stealth checks to hide when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Stealth checks to hide. Giant Crocodile These huge creatures usually live in salt water and can be more than 20 feet long. Giant crocodiles fight and behave like their smaller cousins. CROCOLISK Medium Animal Hit Dice: 4d8+16 (34 hp) Initiative: +0 Speed: 30 ft. (6 squares), swim 40 ft. Armor Class: 15 (+5 natural), touch 10, flat-footed 15 Base Attack/Grapple: +3/+8 Attack: Bite +8 melee (1d8+7) Full Attack: Bite +8 melee (1d8+7) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, lacerate Special Qualities: Low-light vision, hold breath Saves: Fort +8, Ref +4, Will +2 Abilities: Str 21, Agy 11, Sta 18, Int 1, Spt 12, Cha 2 Skills: Listen +4, Spot +4, Stealth +8*, Swim +13 Feats: Skill Focus (Stealth), Skilled (Listen and Spot) Environment: Warm marshes Organization: Solitary or colony (6–11) Challenge Rating: 3 Alignment: Always neutral Advancement: 5–7 HD (Medium); 8–12 HD (Large) The lizard-like creature is massive in length and covered in thick, rough scales that run from the end of its tail to the tip of its maw. Mottled green in color with yellowish fangs, the beast is supported by six squat legs with webbed feet, each of which ends in short, black claws. Description Crocolisks are powerful amphibious predators common in most regions, attacking unwary adventurers sailing their waterways. They exist naturally in both fresh and saltwater environments, preferring to remain close to land. However, seafarers occasionally report sighting giant crocolisks out in the ocean, miles from dry land. Crocolisks spend most of their time submerged, but are equally at home on land and often climb onto shore to sun themselves or to roll in warm mud. They are strong swimmers, able to surge forward with bursts of speed that often catch prey by surprise. They prefer to feed on defenseless prey, such as small, aquatic creatures or larger land creatures that flounder across bodies of water. However, crocolisks never hesitate to defend their territory aggressively from trespassers. Combat A crocolisk usually lies in wait, submerged near the edge of a body of water with only its eyes and nostrils showing. When it spots prey within 60 feet, it charges to the attack. It uses its lacerate ability until the victim bleeds to death, then drags the corpse back to its watery home. Improved Grab (Ex): To use this ability, a crocolisk must hit with its bite attack. If it wins the grapple check, the crocolisk uses its lacerate ability. Lacerate (Ex): When a crocolisk succeeds at a grapple check, in addition to dealing bite damage, it lacerates its foe, dealing 1 point of Stamina damage to the target due to blood loss. Creatures immune to critical hits are immune to this effect. Hold Breath (Ex): A crocolisk can hold its breath for a number of rounds equal to 4 times its Stamina score before it risks drowning. Skills: *Crocolisks gain a +4 racial bonus on Stealth checks made while they are in the water. Further, a crocolisk can lie in the water with only its eyes and nostrils showing, gaining a +10 circumstance bonus on Stealth checks to hide as long as it remains motionless. 209.121.229.153


C H A P T E R O N E : A N I M A L S 9 DOG Small Animal Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 size, +3 Agy, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/–3 Attack: Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +4, Ref +5, Will +1 Abilities: Str 13, Agy 17, Sta 15, Int 2, Spt 12, Cha 6 Skills: Jump +7, Listen +5, Spot +5, Survival +1* Feats: Skilled (Listen and Spot), TrackB Environment: Temperate plains Organization: Solitary or pack (5–12) Challenge Rating: 1/3 Advancement: — The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and wild dogs. Combat Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down. Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent. EAGLE Small Animal Hit Dice: 1d8+1 (5 hp) Initiative: +2 Speed: 10 ft. (2 squares), fly 80 ft. (average) Armor Class: 14 (+1 size, +2 Agy, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +0/–4 Attack: Talons +3 melee (1d4) Full Attack: 2 talons +3 melee (1d4) and bite –2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +3, Ref +4, Will +2 Abilities: Str 10, Agy 15, Sta 12, Int 2, Spt 14, Cha 6 Skills: Listen +2, Spot +14 Feats: Weapon Finesse Environment: Temperate mountains Organization: Solitary or pair Challenge Rating: 1/2 Advancement: 2–3 HD (Medium) These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots. A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey. Combat Eagles dive at prey, raking with their powerful talons. Skills: Eagles have a +8 racial bonus on Spot checks. FRENZY Tiny Animal (Aquatic) Hit Dice: 1d8 (4 hp) Initiative: +4 Speed: Swim 30 ft. (6 squares) Armor Class: 17 (+2 size, +4 Agy, +1 natural), touch 16, flat-footed 13 Base Attack/Grapple: +0/–11 Attack: Bite +6 melee (1d3–3) Full Attack: Bite +6 melee (1d3–3) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Blindsense, keen scent Saves: Fort +2, Ref +6, Will +1 Abilities: Str 5, Agy 19, Sta 11, Int 1, Spt 12, Cha 2 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 10 Skills: Listen +3, Spot +3, Swim +5 Feats: Weapon Finesse Environment: Any aquatic Organization: Solitary, pair, or school (3–18) Challenge Rating: 1/4 Advancement: 2–3 HD (Tiny) Frenzies are voracious, toothy fish. Combat Frenzies attack any prey with ravenous hunger. Blindsense (Ex): A frenzy can locate creatures underwater within a 30-foot radius. This ability works only when the frenzy is underwater. Keen Scent (Ex): A frenzy can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. GIRAFFE Large Animal Hit Dice: 8d8+8+3 (47 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 17 (–1 size, +2 Agy, +6 natural), touch 12, flat-footed 15 Base Attack/Grapple: +6/+11 Attack: Hoof* +1 melee (1d6) Full Attack: 2 hooves* +1 melee (1d6) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +3, Ref +6, Will +1 Abilities: Str 12, Agy 14, Sta 13, Int 2, Spt 12, Cha 6 Skills: Listen +9, Spot +8 Feats: Skilled (Listen and Spot), Toughness Environment: Warm plains Organization: Solitary, pair, or herd (3–8) Challenge Rating: 2 Advancement: 9–11 HD (Large) Giraffes are graceful herbivores with long necks. They eat the leaves from the tops of trees. Combat Giraffes are docile herbivores, but defend themselves with their hooves if attacked. However, the hoof attack is treated as a secondary attack and adds only half the giraffe’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries.) HORSE Light Horse Heavy Horse Light Warhorse Large Animal Large Animal Large Animal Hit Dice: 3d8+6 (19 hp) 3d8+6 (19 hp) 3d8+9 (22 hp) Initiative: +1 +1 +1 Speed: 60 ft. (12 squares) 50 ft. (10 squares) 60 ft. (12 squares) Armor Class: 13 (–1 size, +1 Agy, +3 natural), 13 (–1 size, +1 Agy, +3 natural), 14 (–1 size, +1 Agy, +4 natural), touch 10, touch 10, flat-footed 12 touch 10, flat-footed 12 flat-footed 13 Base Attack/Grapple: +2/+8 +2/+6 +2/+9 Attack: Hoof* –2 melee (1d4+1) Hoof* –1 melee (1d6+1) Hoof +4 melee (1d4+3) Full Attack: 2 hooves* –2 melee (1d4+1) 2 hooves* –1 melee (1d6+1) 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1) Space/Reach: 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft/ Special Attacks: — — — Special Qualities: Low-light vision, scent Low-light vision, scent Low-light vision, scent Saves: Fort +5, Ref +4, Will +2 Fort +5, Ref +4, Will +2 Fort +6, Ref +4, Will +2 Abilities: Str 14, Agy 13, Sta 15, Int 2, Spt 12, Cha 6 Str 16, Agy 13, Sta 15, Int 2, Spt 12, Cha 6 Str 16, Agy 13, Sta 17, Int 2, Spt 13, Cha 6 Skills: Listen +4, Spot +4 Listen +4, Spot +4 Listen +4, Spot +4 Feats: Endurance, Run Endurance, Run Endurance, Run Environment: Temperate plains Temperate plains Temperate plains Organization: Domesticated or herd (6–30) Domesticated Domesticated Challenge Rating: 1 1 1 Advancement: — — — 209.121.229.153


C H A P T E R O N E : A N I M A L S 11 Horses are widely domesticated for riding and as beasts of burden. The statistics for a heavy warhorse appear in th Alliance Player’s Guide. Combat A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.) Light Horse The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians, as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider. Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301– 450 pounds. A light horse can drag 2,250 pounds. Heavy Horse The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider. Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. A heavy horse can drag 3,000 pounds. Light Warhorse These animals are similar to light horses, but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds. HYENA Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Agy, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 14, Agy 15, Sta 15, Int 2, Spt 13, Cha 6 Skills: Listen +6, Spot +4, Stealth +3* Feats: Skilled (Listen and Spot) Environment: Warm deserts Organization: Solitary, pair, or pack (7–16) Challenge Rating: 1 Advancement: 3 HD (Medium); 4–5 HD (Large) Hyenas are pack hunters infamous for their cunning and their unnerving vocalizations. The statistics presented here are for a striped hyena, which is about 3 feet long and weighs about 120 pounds. Combat A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena. Skills: *Hyenas have a +4 racial bonus on Stealth checks to hide in areas of tall grass or heavy undergrowth. 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 12 LION Large Animal Hit Dice: 5d8+10 (32 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (–1 size, +3 Agy, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Claw +7 melee (1d4+5) Full Attack: 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 1d4+2 Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +7, Will +2 Abilities: Str 21, Agy 17, Sta 15, Int 2, Spt 12, Cha 6 Skills: Balance +7, Listen +5, Spot +5, Stealth +11 (+7 to hide*) Feats: Run, Skilled (Listen and Spot) Environment: Warm plains Organization: Solitary, pair, or pride (6–10) Challenge Rating: 3 Advancement: 6–8 HD (Large) The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics. Combat Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +7 melee, damage 1d4+2. Skills: Lions have a +4 racial bonus on Balance and Stealth checks. *In areas of tall grass or heavy undergrowth, the Stealth bonus to hide improves to +12. LIZARD Common Lizard Monitor Lizard Tiny Animal Medium Animal Hit Dice: 1/2 d8 (2 hp) 3d8+9 (22 hp) Initiative: +2 +2 Speed: 20 ft. (4 squares), climb 20 ft. 30 ft. (6 squares), swim 30 ft. Armor Class: 14 (+2 size, +2 Agy), touch 14, flat-footed 12 15 (+2 Agy, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +0/–12 +2/+5 Attack: Bite +4 melee (1d4–4) Bite +5 melee (1d8+4) Full Attack: Bite +4 melee (1d4–4) Bite +5 melee (1d8+4) Space/Reach: 2-1/2 ft./0 ft. 5 ft./5 ft. Special Attacks: — — Special Qualities: Low-light vision Low-light vision Saves: Fort +2, Ref +4, Will +1 Fort +8, Ref +5, Will +2 Abilities: Str 3, Agy 15, Sta 10, Int 1, Spt 12, Cha 2 Str 17, Agy 15, Sta 17, Int 1, Spt 12, Cha 2 Skills: Balance +10, Climb +12, Listen +3, Spot +3, Stealth +2 (+10 to hide) Climb +7, Listen +4, Spot +4, Stealth +6*, Swim +11 Feats: Weapon Finesse Great Fortitude, Skilled (Listen and Spot) Environment: Warm forests Warm forests Organization: Solitary Solitary Challenge Rating: 1/6 2 Advancement: — 4–5 HD (Medium) The statistics presented here for the common lizard describe small, non-venomous lizards of perhaps a foot or two in length, such as an iguana. Combat Lizards prefer flight to combat, but they can bite painfully if there is no other option. 209.121.229.153


C H A P T E R O N E : A N I M A L S 13 Skills: Lizards have a +8 racial bonus on Balance checks. Lizards use their Agility modifier instead of their Strength modifier for Climb checks. Monitor Lizard This category includes fairly large, carnivorous lizards from 3 to 5 feet long. Combat Monitor lizards can be aggressive, using their powerful jaws to tear at prey or enemies. Skills: Monitor lizards have a +4 racial bonus on Stealth checks. *In forested or overgrown areas, the Stealth bonus to hide bonus improves to +8. MAMMOTH Mammoth Icetusk Mammoth Huge Animal Huge Animal Hit Dice: 9d8+36 (76 hp) 17d8+119 (195 hp) Initiative: +0 +0 Speed: 40 ft. (8 squares) 40 ft. (8 squares) Armor Class: 16 (–2 size, +8 natural), touch 8, flat-footed 16 16 (–2 size, +8 natural), touch 8, flat-footed 16 Base Attack/Grapple: +6/+22 +12/+29 Attack: Gore +12 melee (2d8+8) Gore +19 melee (2d8+9) Full Attack: Slam +12 melee (2d6+8) and 2 stamps +7 melee (2d6+4); Slam +19 melee (2d6+9) and 2 stamps +14 melee or gore +12 melee (2d8+8) (2d6+4); or gore +19 melee (2d8+9) Space/Reach: 15 ft./10 ft. 15 ft./10 ft. Special Attacks: Trample 2d6+12 (DC 22) Trample 2d6+14 (DC 27) Special Qualities: Low-light vision, resistance to cold 5, scent Low-light vision, resistance to cold 5, scent Saves: Fort +12, Ref +6, Will +6 Fort +17, Ref +10, Will +8 Abilities: Str 26, Agy 10, Sta 23, Int 2, Spt 13, Cha 7 Str 28, Agy 10, Sta 24, Int 2, Spt 13, Cha 7 Skills: Listen +9, Spot +9 Listen +13, Spot +13 Feats: Endurance, Iron Will, Skilled (Listen and Spot) Cleave, Endurance, Iron Will, Power Attack, Skilled (Listen and Spot) Environment: Cold plains Cold plains Organization: Solitary, pair, or herd (3–6) Solitary Challenge Rating: 6 9 Advancement: 10–17 HD (Huge) — Mammoths are shaggy beasts that resemble elephants. They live in Northrend and are capable of dealing frightening damage. In addition to their long tusks, a horny protrusion of bone juts from their foreheads, and another protrudes from their backs. Combat Mammoths charge large foes. Icetusk Mammoth Icetusk mammoths are large and aggressive, and intelligent creatures avoid them. 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 14 MOUNTAIN LION Medium Animal Hit Dice: 3d8+6 (19 hp) Initiative: +4 Speed: 40 ft (8 squares), climb 20 ft. Armor Class: 15 (+4 Agy, +1 natural), touch 14, flat-footed 11 Base Attack/Grapple: +2/+5 Attack: Bite +6 melee (1d6+3) Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, pounce, rake 1d3+1 Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +7, Will +2 Abilities: Str 16, Agy 19, Sta 15, Int 2, Spt 12, Cha 6 Skills: Balance +12, Climb +11, Jump +11, Listen +6, Spot +6, Stealth +8* Feats: Skilled (Listen and Spot), Weapon Finesse Environment: Warm mountains and plains Organization: Solitary or pair Challenge Rating: 2 Advancement: 4–5 HD (Medium) These cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and leopards. Combat Improved Grab (Ex): To use this ability, a mountain lion must hit with its bite attack. 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 rake. Pounce (Ex): If a mountain lion charges a foe, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +6 melee, damage 1d3+1. Skills: Mountain lions have a +8 racial bonus on Jump checks and a +4 racial bonus on Stealth checks. Mountain lions have a +8 racial bonus on Balance checks. *In areas of tall grass or heavy undergrowth, the Stealth bonus to hide improves to +8. OCTOPUS Small Animal (Aquatic) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 16 (+1 size, +3 Agy, +2 natural), touch 14, flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Arms +5 melee (0) Full Attack: Arms +5 melee (0) and bite +0 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab Special Qualities: Low-light vision, ink cloud, jet Saves: Fort +3, Ref +6, Will +1 Abilities: Str 12, Agy 17, Sta 11, Int 2, Spt 12, Cha 3 Skills: Escape Artist +13, Listen +2, Spot +5, Stealth +7 (+11 hiding)*, Swim +9 Feats: Weapon Finesse Environment: Warm aquatic Organization: Solitary Challenge Rating: 1 Advancement: 3–6 HD (Medium) These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape. Combat Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. If it wins the grapple check, it establishes a hold and automatically deals bite damage. Ink Cloud (Ex): An octopus can emit a cloud of jetblack ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Skills: An octopus can change colors, giving it a +4 racial bonus on Stealth checks to hide. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. 209.121.229.153


C H A P T E R O N E : A N I M A L S 15 OWL Common Owl Giant Owl Tiny Animal Medium Animal Hit Dice: 1d8 (4 hp) 6d8+6 (33 hp) Initiative: +3 +1 Speed: 10 ft. (2 squares), fly 40 ft. (average) 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 17 (+2 size, +3 Agy, +2 natural), touch 15, flat-footed 14 15 (+2 Agy, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +0/–11 +4/+5 Attack: Talons +5 melee (1d4–3) Bite +5 melee (1d6+1) Full Attack: Talons +5 melee (1d4–3) Bite +5 melee (1d6+1) and 2 talons +0 melee (1d4) Space/Reach: 2-1/2 ft./0 ft. 5 ft./5 ft. Special Attacks: — — Special Qualities: Low-light vision Low-light vision Saves: Fort +2, Ref +5, Will +2 Fort +6, Ref +7, Will +4 Abilities: Str 4, Agy 17, Sta 10, Int 2, Spt 14, Cha 4 Str 12, Agy 15, Sta 12, Int 2, Spt 14, Cha 4 Skills: Listen +12, Spot +4*, Stealth +11 (+17 sneaking)* Listen +18, Spot +9*, Stealth +7 (+21 sneaking)* Feats: Weapon Finesse Skill Focus (Stealth), Skilled (Listen and Spot) Environment: Cold and temperate forests and mountains Cold and temperate forests and mountains Organization: Solitary Solitary Challenge Rating: 1/4 2 Advancement: 2 HD (Small) 7–9 HD (Medium) The statistics presented here for the common owl describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack. Combat Owls swoop quietly down onto prey, attacking with their powerful talons. Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Stealth checks to move silently. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination. Giant Owl These large owls are from 4–5 feet long with wingspans up to 12 feet. They are common in Northern Kalimdor. They are aggressive only if disturbed. Skills: Giant owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Stealth checks to move silently. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination. PONY Medium Animal Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Agy, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Hoof* –3 melee (1d3) Full Attack: 2 hooves* –3 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +4, Ref +4, Will +0 Abilities: Str 13, Agy 13, Sta 12, Int 2, Spt 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Endurance Environment: Temperate plains Organization: Solitary Challenge Rating: 1/4 Advancement: — 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 16 The statistics presented here describe a small horse, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider. Combat A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack and adds only half the pony’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries.) Carrying Capacity:A light load for a pony is up to 75 pounds; a medium load, 76–150 pounds; and a heavy load, 151–225 pounds. A pony can drag 1,125 pounds. RAT Tiny Animal Hit Dice: 1/4 d8 (1 hp) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 14 (+2 size, +2 Agy), touch 14, flat-footed 12 Base Attack/Grapple: +0/–12 Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 2, Agy 15, Sta 10, Int 2, Spt 12, Cha 2 Skills: Balance +10, Climb +12, Stealth +6 (+14 hiding), Swim +10 Feats: Weapon Finesse Environment: Any Organization: Plague (10–100) Challenge Rating: 1/8 Advancement: — These omnivorous rodents thrive almost anywhere. Combat Rats usually run away. They bite only as a last resort. Skills: Rats have a +4 racial bonus on Stealth checks, and a +8 racial bonus on Balance and Swim checks. RAVEN Tiny Animal Hit Dice: 1/4 d8 (1 hp) Initiative: +2 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 14 (+2 size, +2 Agy), touch 14, flat-footed 12 Base Attack/Grapple: +0/–13 Attack: Claws +4 melee (1d2–5) Full Attack: Claws +4 melee (1d2–5) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +2, Ref +4, Will +2 Abilities: Str 1, Agy 15, Sta 10, Int 2, Spt 14, Cha 6 Skills: Listen +3, Spot +5 Feats: Weapon Finesse Environment: Temperate forests Organization: Solitary Challenge Rating: 1/6 Advancement: — These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack. The statistics presented here can describe most non-predatory birds of similar size. 209.121.229.153


C H A P T E R O N E : A N I M A L S 17 RHINOCEROS Large Animal Hit Dice: 8d8+40 (76 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +6/+18 Attack: Gore +13 melee (2d6+12) Full Attack: Gore +13 melee (2d6+12) Space/Reach: 10 ft./5 ft. Special Attacks: Powerful charge 4d6+24 Special Qualities: Low-light vision Saves: Fort +11, Ref +6, Will +3 Abilities: Str 26, Agy 10, Sta 21, Int 2, Spt 13, Cha 2 Skills: Listen +14, Spot +3 Feats: Endurance, Improved Natural Attack* (gore), Skilled (Listen and Spot) Environment: Warm plains Organization: Solitary, pair, or herd (3–12) Challenge Rating: 4 Advancement: 9–12 HD (Large); 13–24 HD (Huge) * This feat appears in Chapter 6: Monsters as Characters. The rhinoceros is infamous for its bad temper and willingness to charge intruders. The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like). Combat When it is harassed or annoyed, a rhinoceros lowers its head and charges. Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge. SEA TURTLE Medium Animal (Aquatic) Hit Dice: 6d8+24 (51 hp) Initiative: –1 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 21 (–1 Agy, +12 natural), touch 9, flat-footed 21 Base Attack/Grapple: +4/+9 Attack: Bite +9 melee (2d6+7) Full Attack: Bite +9 melee (2d6+7) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, amphibious, spiked shell Saves: Fort +9, Ref +4, Will +3 Abilities: Str 20, Agy 8, Sta 19, Int 2, Spt 13, Cha 6 Skills: Listen +8, Spot +7, Swim +13 Feats: Craggy Exterior*, Endurance, Skilled (Listen and Spot) Environment: Warm aquatic Organization: Solitary or pair Challenge Rating: 4 Advancement: 7–9 HD (Medium); 10–12 HD (Large) * This feat appears in the Alliance Player’s Guide. Sea turtles are aggressive animals with thick, heavily spiked shells and sharp teeth. Some reports say that naga train these creatures and use them in war. Combat Sea turtles trundle along the ground on elephantine legs and attack smaller creatures — or creatures of the same size, if prey is scarce. Spiked Shell (Ex): Any creature striking a sea turtle with natural or hand-held weapons takes 1d8 points of piercing and slashing damage from the turtle’s barbs. However, weapons with exceptional reach, such as longspears, do not endanger their users in this way. 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 18 SHARK Medium Shark Large Shark Huge Shark Medium Animal (Aquatic) Large Animal (Aquatic) Huge Animal (Aquatic) Hit Dice: 3d8+3 (16 hp) 7d8+7 (38 hp) 10d8+20 (65 hp) Initiative: +2 +6 +6 Speed: Swim 60 ft. (12 squares) Swim 60 ft. (12 squares) Swim 60 ft. (12 squares) Armor Class: 15 (+2 Agy, +3 natural), touch 12, flat-footed 13 15 (–1 size, +2 Agy, +4 natural), touch 11, 15 (–2 size, +2 Agy, +5 natural), touch 10, flat-footed 13 flat-footed 13 Base Attack/Grapple: +2/+3 +5/+12 +7/+20 Attack: Bite +4 melee (1d6+1) Bite +7 melee (1d8+4) Bite +10 melee (2d6+7) Full Attack: Bite +4 melee (1d6+1) Bite +7 melee (1d8+4) Bite +10 melee (2d6+7) Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft. Special Attacks: — — — Special Qualities: Blindsense, keen scent Blindsense, keen scent Blindsense, keen scent Saves: Fort +4, Ref +5, Will +2 Fort +8, Ref +7, Will +3 Fort +11, Ref +9, Will +4 Abilities: Str 13, Agy 15, Sta 13, Int 1, Spt 12, Cha 2 Str 17, Agy 15, Sta 13, Int 1, Spt 12, Cha 2 Str 21, Agy 15, Sta 15, Int 1, Spt 12, Cha 2 Skills: Listen +6, Spot +6, Swim +9 Listen +8, Spot +7, Swim +11 Listen +10, Spot +10, Swim +13 Feats: Skilled (Listen and Spot), Weapon Finesse Great Fortitude, Improved Initiative, Skilled Great Fortitude, Improved Initiative, Iron Will, Skilled (Listen and Spot) (Listen and Spot) Environment: Cold aquatic Cold aquatic Cold aquatic Organization: Solitary, pair, school (3–5), or pack (6–11) Solitary, pair, school (3–5), or pack (6–11) Solitary, pair, school (3–5), or pack (6–11) Challenge Rating: 1 2 4 Advancement: 4–6 HD (Medium) 8–9 HD (Large) 11–17 HD (Huge) These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length. Combat Sharks circle and observe potential prey, then dart in and bite with their powerful jaws. Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater. Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. SHEEP Medium Animal Hit Dice: 2d8+6+3 (18 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 13 (+3 natural), touch 10, flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Bite* –3 melee (1d3) Full Attack: Bite* –3 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +6, Ref +3, Will +0 Abilities: Str 12, Agy 10, Sta 16, Int 1, Spt 10, Cha 4 Skills: Listen +3, Spot +2 Feats: Toughness Environment: Warm plains Organization: Flock (4–40) Challenge Rating: 1/3 Advancement: — Sheep are docile herbivores. Both black and white varieties exist, and they are prized for their wool. Some mages are infamous for polymorphing their opponents into sheep. Combat Sheep flee rather than attack. Rumors of them exploding spontaneously are unsubstantiated. 209.121.229.153


C H A P T E R O N E : A N I M A L S 19 A sheep’s bite attack is treated as a secondary attack and adds only half the sheep’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries.) SNAKE Constrictor Tiny Viper Small Viper Medium Animal Tiny Animal Small Animal Hit Dice: 3d8+6 (19 hp) 1/4 d8 (1 hp) 1d8 (4 hp) Initiative: +3 +3 +3 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. 15 ft. (3 squares), climb 15 ft., swim 15 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 15 (+3 Agy, +2 natural), touch 13, flat-footed 12 17 (+2 size, +3 Agy, +2 natural), touch 15, 17 (+1 size, +3 Agy, +3 natural), touch 14, flat-footed 14 flat-footed 14 Base Attack/Grapple: +2/+5 +0/–11 +0/–6 Attack: Bite +5 melee (1d3+4) Bite +5 melee (1 plus poison) Bite +4 melee (1d2–2 plus poison) Full Attack: Bite +5 melee (1d3+4) Bite +5 melee (1 plus poison) Bite +4 melee (1d2–2 plus poison) Space/Reach: 5 ft./5 ft. 2-1/2 ft./0 ft. 5 ft./5 ft. Special Attacks: Constrict 1d3+4, improved grab Poison (DC 10) Poison (DC 10) Special Qualities: Scent Scent Scent Saves: Fort +4, Ref +6, Will +2 Fort +2, Ref +5, Will +1 Fort +2, Ref +5, Will +1 Abilities: Str 17, Agy 17, Sta 13, Int 1, Spt 12, Cha 2 Str 4, Agy 17, Sta 11, Int 1, Spt 12, Cha 2 Str 6, Agy 17, Sta 11, Int 1, Spt 12, Cha 2 Skills: Balance +11, Climb +14, Listen +7, Spot +7, Balance +11, Climb +11, Listen +6, Spot +6, Balance +11, Climb +11, Listen +7, Spot +7, Stealth +6 (+10 hiding)Swim +11 Stealth +3 (+15 hiding), Swim +5 Stealth +3 (+11 hiding), Swim +6 Feats: Skilled (Listen and Spot), Toughness Weapon Finesse Weapon Finesse Environment: Warm forests Temperate marshes Temperate marshes Organization: Solitary Solitary Solitary Challenge Rating: 2 1/3 1/2 Advancement: 4–5 HD (Medium); 6–10 HD (Large) — — Medium Viper Large Viper Huge Viper Medium Animal Large Animal Huge Animal Hit Dice: 2d8 (9 hp) 3d8 (13 hp) 6d8+6 (33 hp) Initiative: +3 +7 +6 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft. 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 16 (+3 Agy, +3 natural), touch 13, 15 (–1 size, +3 Agy, +3 natural), touch 12, 15 (–2 size, +2 Agy, +5 natural), touch 10, flat-footed 13 flat-footed 12 flat-footed 15 Base Attack/Grapple: +1/+0 +2/+6 +4/+15 Attack: Bite +4 melee (1d4–1 plus poison) Bite +4 melee (1d4 plus poison) Bite +6 melee (1d6+4 plus poison) Full Attack: Bite +4 melee (1d4–1 plus poison) Bite +4 melee (1d4 plus poison) Bite +6 melee (1d6+4 plus poison) Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft. Special Attacks: Poison (DC 11) Poison (DC 11) Poison (DC 14) Special Qualities: Scent Scent Scent Saves: Fort +3, Ref +6, Will +1 Fort +3, Ref +6, Will +2 Fort +6, Ref +7, Will +3 Abilities: Str 8, Agy 17, Sta 11, Int 1, Spt 12, Cha 2 Str 10, Agy 17, Sta 11, Int 1, Spt 12, Cha 2 Str 16, Agy 15, Sta 13, Int 1, Spt 12, Cha 2 Skills: Balance +11, Climb +11, Listen +5, Spot +5, Balance +11, Climb +11, Listen +5, Spot +6, Balance +10, Climb +11, Listen +7, Stealth +8 (+12 hiding), Swim +7 Stealth +8, Swim +8 Spot +7, Stealth +7 (+3 hiding), Swim +11 Feats: Weapon Finesse Improved Initiative, Weapon Finesse Improved Initiative, Run, Weapon Focus (bite) Environment: Temperate marshes Temperate marshes Temperate marshes Organization: Solitary Solitary Solitary Challenge Rating: 1 2 3 Advancement: — — 7–18 HD (Huge) Snakes are usually not aggressive, fleeing when confronted. Skills: Snakes have a +4 racial bonus on Listen and Spot, on Stealth checks to hide, and a +8 racial bonus on Balance checks. Snakes use either their Strength modifier or Agility modifier for Climb checks, whichever is higher. 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 20 Constrictor Snake Constrictor snakes hunt for food, but do not attempt to make a meal out of any creature that seems too large to constrict. Combat Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies. Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points of damage. Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. If it wins the grapple check, it establishes a hold and can constrict. Viper These creatures range widely in size. They are not particularly aggressive, but often lash out with a bite attack before attempting to retreat. Combat Vipers rely on their venomous bite to kill prey and defend themselves. Poison (Ex): A viper has a poisonous bite that deals initial and secondary damage of 1d6 Sta. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Stamina-based. Size Fort DC Tiny 10 Small 10 Medium 11 Large 11 Huge 14 SPIDER CRAB Medium Animal (Aquatic) Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 20 ft. Armor Class: 17 (+1 Agy, +6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +2/+4 Attack: Claw +5 melee (1d8+2) Full Attack: Claw +5 melee (1d8+2) and claw +5 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, rend 1d8+3 Special Qualities: Low-light vision Saves: Fort +5, Ref +4, Will +1 Abilities: Str 15, Agy 12, Sta 15, Int 1, Spt 11, Cha 10 Skills: Listen +3, Spot +3 Feats: Run, Weapon Focus (claw) Environment: Warm seashores Area: Kalimdor Organization: Solitary or colony (2–5 plus 1 leader of 7+ HD) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4–7 HD (Medium); 8–15 HD (Large); 16–19 HD (Huge) Level Adjustment: — This large crab stands 3 feet tall on its six thick, spiderlike legs. It has a brightly colored shell, and its left claw significantly larger than its right. Description Lurking on seashores across Kalimdor, spider crabs are giant, aggressive predators. Combat Spider crabs are apt to attack anything that enters their territory, whether or not they can eat it. Spider crabs often seem to cluster together in colonies. The largest spider crabs — sometimes called limbrippers or, for the really big ones, behemoths — lead the way. Improved Grab (Ex): To use this ability, a spider crab must hit a creature at least one size smaller than itself with its main claw attack. Rend (Ex): If a spider crab hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals additional damage equal to the damage dealt by the creature’s larger claw plus 1- 1/2 times its Strength bonus. 209.121.229.153


C H A P T E R O N E : A N I M A L S 21 SQUID Squid Giant Squid Medium Animal (Aquatic) Huge Animal (Aquatic) Hit Dice: 3d8 (13 hp) 12d8+12+6 (72 hp) Initiative: +3 +3 Speed: Swim 60 ft. (12 squares) Swim 80 ft. (16 squares) Armor Class: 16 (+3 Agy, +3 natural), touch 13, flat-footed 13 17 (–2 size, +3 Agy, +6 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+8* +9/+29* Attack: Arms +4 melee (0) Tentacle +15 melee (1d6+8) Full Attack: Arms +4 melee (0) and bite –1 melee (1d6+1) 10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4) Space/Reach: 5 ft./5 ft. 15 ft./15 ft. (30 ft. with tentacle) Special Attacks: Improved grab Constrict 1d6+8, improved grab Special Qualities: Low-light vision, ink cloud, jet Low-light vision, ink cloud, jet, tentacles Saves: Fort +3, Ref +6, Will +2 Fort +9, Ref +11, Will +5 Abilities: Str 14, Agy 17, Sta 11, Int 1, Spt 12, Cha 2 Str 26, Agy 17, Sta 13, Int 1, Spt 12, Cha 2 Skills: Listen +7, Spot +7, Swim +10 Listen +10, Spot +11, Swim +16 Feats: Endurance, Skilled (Listen and Spot) Diehard†, Endurance, Skilled (Listen and Spot), Toughness (x2) Environment: Temperate aquatic Temperate aquatic Organization: Solitary or school (6–11) Solitary Challenge Rating: 1 9 Advancement: 4–6 HD (Medium); 7–11 HD (Large) 13–18 HD (Huge); 19–36 HD (Gargantuan) † This feat appears in Lands of Mystery. These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales. Combat Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. 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 automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks. Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Giant Squid These voracious creatures can have bodies more than 20 feet long and attack almost anything they meet. Combat Constrict (Ex): A giant squid deals 1d6+8 points of damage with a successful grapple check. Improved Grab (Ex): To use this ability, a giant squid must hit an opponent of any size with a tentacle attack. 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. *A giant squid has a +4 racial bonus on grapple checks. Ink Cloud (Ex): A giant squid can emit a cloud of jetblack ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Tentacles (Ex): An opponent can attack a giant squid’s tentacles with a sunder attempt as if they were weapons. A giant squid’s tentacles have 10 hit points each. If a giant squid is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant squid’s tentacles deals 5 points of damage to the creature. A giant squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days. 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 22 STAG Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 13 (–1 size, +1 Agy, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +3/+13 Attack: Gore +8 melee (1d8+6) Full Attack: Gore +8 melee (1d8+6) and 2 hooves +3 melee (1d6+3) Space/Reach: 10 ft./5 ft. Special Attacks: Powerful charge 2d8+6 Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 22, Agy 13, Sta 17, Int 2, Spt 13, Cha 6 Skills: Listen +6, Spot +6 Feats: Run, Skilled (Listen and Spot) Environment: Cold and temperate forests, hills, and mountains Organization: Solitary bull, bachelor group (2–8 males), or herd (2–8 males, 6–24 females, and 6–24 young) Challenge Rating: 2 Advancement: 5–7 HD (Large) Stags are common in forested areas throughout Azeroth. They are targets for humanoid hunters and natural predators like wolves, but their mighty antlers and ferocity make them difficult prey. The statistics presented here also apply to similar creatures such as elk and moose. Powerful Charge (Ex): A stag deals 2d8+6 points of damage when it makes a charge. Combat Stags avoid conflict, but can be aggressive in larger groups or when startled. They are particularly aggressive during mating season in the fall, and only at this time are they commonly found with females. STORM CROW Small Animal Hit Dice: 1d8+1 (5 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 60 ft. (average) Armor Class: 13 (+3 natural), touch 10, flat-footed 13 Base Attack/Grapple: +0/–5 Attack: Bite +4 melee (1d4–1) Full Attack: Bite +4 melee (1d4–1) and claws –1 melee (1d3–1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +3, Ref +5, Will +1 Abilities: Str 8, Agy 17, Sta 12, Int 2, Spt 12, Cha 6 Skills: Listen +3, Spot +11 Feats: Weapon Finesse Environment: Temperate forests Organization: Solitary, pair, or murder (3–22) Challenge Rating: 1/2 Advancement: 2–3 HD (Small) Storm crows resemble ravens but are far larger, averaging 3 to 4 feet in height, though their frames remain slight. Their habits are much like that of their lesser brethren, but their size and speed earns them special regard. Superstitions say that seeing a solitary storm crow flying across the sky above the horizon means that a great storm is on its way. Storm crows are most famous for the fact that druids can take their shape. Combat Like other crows, storm crows feed on carrion, fruit, and the occasional insect; they rarely attack large, live prey. If they do, several storm crows fly around a target, pecking and clawing before wheeling away. They are not brave, so any serious injury to a fellow crow causes them to break off. Skills: A storm crow has a +8 racial bonus on Spot checks. Storm Crow Animal Companions Add storm crow to the list of animal companions druids can take at 1st level. 209.121.229.153


C H A P T E R O N E : A N I M A L S 23 TALLSTRIDER Medium Animal Hit Dice: 5d8+10 (32 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 14 (+2 Agy, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +3/+5 Attack: Bite +5 melee (1d6+2) Full Attack: Bite +5 melee (1d6+2) and 2 claws +0 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +6, Ref +6, Will +2 Abilities: Str 14, Agy 14, Sta 14, Int 2, Spt 12, Cha 7 Skills: Listen +5, Spot +5 Feats: Endurance, Run Environment: Temperate and warm forests and plains Organization: Solitary, pair, or flock (3–8) Challenge Rating: 2 Advancement: 6–8 HD (Medium); 9–17 HD (Large) Tallstriders are large, flightless birds of prey that look to kill anything they can outrun or overpower. They resemble 6-foot tall ostriches with strong, thick necks and heavy, sharp beaks. Tallstriders are common in Mulgore, the Barrens, and Durotar. Young heroes in these regions hunt these beasts in tests of honor and valor. Tales tell of heroes who attempt to tame tallstriders as mounts or beasts of burden, but these tales are typically humorous ones. Combat Tallstriders are tenacious pack hunters. A tallstrider’s main mode of attack is with its beak and talons. Tallstriders attempt to isolate single members of a pack of prey and run them down. When facing stronger prey, they harry a single victim if possible until, after hours of running, the quarry is most likely exhausted and weak. TIGER Large Animal Hit Dice: 6d8+18 (45 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 14 (–1 size, +2 Agy, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+14 Attack: Claw +9 melee (1d8+6) Full Attack: 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 1d8+3 Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +7, Will +3 Abilities: Str 23, Agy 15, Sta 17, Int 2, Spt 12, Cha 6 Skills: Balance +6, Listen +3, Spot +3, Stealth +10 (+6 hiding)*, Swim +11 Feats: Improved Natural Attack† (bite), Improved Natural Attack† (claw), Skilled (Listen and Spot) Environment: Warm forests Organization: Solitary Challenge Rating: 4 Advancement: 7–12 HD (Large); 13–18 HD (Huge) † This feat appears in Chapter 6:Monsters as Characters. These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They typically weigh from 400 to 600 pounds. Combat Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. 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 rake. Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +9 melee, damage 1d8+3. Skills: Tigers have a +4 racial bonus on Balance and Stealth checks. *In areas of tall grass or heavy undergrowth, the Stealth bonus to hide improves to +8. 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 24 TOAD Diminutive Animal Hit Dice: 1/4 d8 (1 hp) Initiative: +1 Speed: 5 ft. (1 square) Armor Class: 15 (+4 size, +1 Agy), touch 15, flat-footed 14 Base Attack/Grapple: +0/–17 Attack: — Full Attack: — Space/Reach: 1 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision, amphibious Saves: Fort +2, Ref +3, Will +2 Abilities: Str 1, Agy 12, Sta 11, Int 1, Spt 14, Cha 4 Skills: Listen +4, Spot +4, Stealth +1 (+21 to hide) Feats: Skilled (Listen and Spot) Environment: Temperate marshes Organization: Swarm (10–100) Challenge Rating: 1/10 Advancement: — These diminutive amphibians are innocuous and beneficial, since they eat insects. Skills: A toad’s coloration gives it a +4 racial bonus on Stealth checks to hide. WEASEL Tiny Animal Hit Dice: 1/2 d8 (2 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 14 (+2 size, +2 Agy), touch 14, flat-footed 12 Base Attack/Grapple: +0/–12 Attack: Bite +4 melee (1d3–4) Full Attack: Bite +4 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Attach Special Qualities: Low-light vision, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Agy 15, Sta 10, Int 2, Spt 12, Cha 5 Skills: Balance +10, Climb +10, Spot +3, Stealth +10 Feats: Weapon Finesse Environment: Temperate hills Organization: Solitary Challenge Rating: 1/4 Advancement: — These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here also apply to ferrets and similar mustelids. Combat Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Agility bonus to Armor Class (and thus has an AC of 12). An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature. Skills: Weasels have a +4 racial bonus on Stealth checks to move silently and a +8 racial bonus on Balance checks. They use their Agility modifier for Climb checks. 209.121.229.153


C H A P T E R O N E : A N I M A L S 25 WHALE Baleen Whale Cachalot Whale Orca Whale Gargantuan Animal Gargantuan Animal Huge Animal Hit Dice: 12d8+78 (132 hp) 12d8+87 (141 hp) 9d8+48 (88 hp) Initiative: +1 +1 +2 Speed: Swim 40 ft. (8 squares) Swim 40 ft. (8 squares) Swim 50 ft. (10 squares) Armor Class: 16 (–4 size, +1 Agy, +9 natural), touch 7, flat-footed 15 16 (–4 size, +1 Agy, +9 natural), touch 7, 16 (–2 size, +2 Agy, +6 natural), touch 10, flat-footed 15 flat-footed 14 Base Attack/Grapple: +9/+33 +9/+33 +6/+11 Attack: Tail slap +17 melee (1d8+18) Bite +17 melee (4d6+12) Bite +12 melee (2d6+12) Full Attack: Tail slap +17 melee (1d8+18) Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6) Bite +12 melee (2d6+12) Space/Reach: 20 ft./15 ft. 20 ft./15 ft. 15 ft./10 ft. Special Attacks: — — — Special Qualities: Blindsight 120 ft., low-light vision, hold breath Blindsight 120 ft., low-light vision, hold breath Blindsight 120 ft., low-light vision, hold breath Saves: Fort +14, Ref +9, Will +5 Fort +15, Ref +9, Will +6 Fort +11, Ref +8, Will +5 Abilities: Str 35, Agy 13, Sta 22, Int 2, Spt 12, Cha 6 Str 35, Agy 13, Sta 24, Int 2, Spt 14, Cha 6 Str 27, Agy 15, Sta 21, Int 2, Spt 14, Cha 6 Skills: Listen +15*, Spot +14*, Swim +20 Listen +15*, Spot +14*, Swim +20 Listen +14*, Spot +14*, Swim +16 Feats: Diehard†, Endurance, Skilled (Listen and Spot), Toughness (x2) Diehard†, Endurance, Improved Natural Attack‡ Endurance, Run, Skilled (Listen and (bite), Skilled (Listen and Spot), Toughness Spot), Toughness Environment: Warm aquatic Temperate aquatic Cold aquatic Organization: Solitary Solitary or pod (6–11) Solitary or pod (6–11) Challenge Rating: 6 7 5 Advancement: 13–18 HD (Gargantuan); 19–36 HD (Colossal) 13–18 HD (Gargantuan); 19–36 HD (Colossal) 10–13 HD (Huge); 14–27 HD (Gargantuan) † This feat appears in Lands of Mystery. ‡ This feat appears in Chapter 6: Monsters as Characters. Some varieties of these seagoing mammals are among the largest animals known. Relatively small whales (such as the orca presented here) can be vicious predators, attacking virtually anything they detect. Blindsight (Ex): Whales can “see” by emitting highfrequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s. Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 x its Stamina score before it risks drowning. Skills: *A whale has a +4 racial bonus on Spot and Listen checks. It loses these bonuses if its blindsight is negated. Baleen Whale The statistics here describe a plankton-feeding whale between 30 and 60 feet long, such as gray, humpback, and right whales. These massive creatures are surprisingly gentle. If harassed or provoked, they are as likely to flee as they are to retaliate. Cachalot Whale Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids. Orca Whale These ferocious creatures, also called killer whales, are about 30 feet long. They eat fish, squid, seals, and other whales. 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 26 WIND SERPENT Medium Animal Hit Dice: 3d8+3 (16 hp) Initiative: +5 Speed: 20 ft. (4 squares), climb 20 ft,. fly 60 ft. (good), swim 40 ft. Armor Class: 17 (+5 Agy, +2 natural), touch 15, flat-footed 12 Base Attack/Grapple: +2/+2 Attack: Bite +7 melee (1d4 plus poison) Full Attack: Bite +7 melee (1d4 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison (DC 12) Special Qualities: Scent Saves: Fort +4, Ref +8, Will +3 Abilities: Str 10, Agy 21, Sta 13, Int 1, Spt 14, Cha 2 Skills: Balance +13, Climb +13, Listen +8, Spot +11, Stealth +12, Swim +8 Feats: Skilled (Listen and Spot), Weapon Finesse Environment: Temperate forest Organization: Solitary Challenge Rating: 2 Advancement: 4–5 HD (Medium); 6–10 HD (Large) Wind serpents are, simply put, flying constrictor snakes. These serpents are sometimes found in the Barrens, and they are often revered by local tribes of savage races such as quilboar, who see wind serpents as spirits of the sky. Wind serpents are simple beasts that reach sizes of 4 to 6 feet in length and can weigh up to 50 pounds. While green is the most common color, their scales can range in any hue from dark brown to a faint orange color. Their plumage often matches their scales, but with red or yellow tips. Most wind serpents subsist on a diet of rabbits and rodents, but they will eat things as large as small wild pigs or young sheep. While not aggressive, wind serpents are territorial, tending to attack anything that comes near their nests, built high in trees. Combat Wind serpents are ambush predators, crawling among tree branches or flying silently out from a dark nook. They attack with lightning speed, swiftly poisoning their prey to death. Poison (Ex): Bite, Fortitude DC 12; 1d6 Sta/1d6 Sta. The save DC is Stamina-based. Skills: Wind serpents have a +4 racial bonus on Listen, Spot, and Stealth checks and a +8 racial bonus on Balance checks. They may use either their Strength modifier or their Agility modifier for Climb checks, whichever is higher. Variant Wind Serpents Wind serpents vary drastically across species. There are simply more kinds of wind serpents than would be prudent to include in this manual. For instance, some are constrictors rather than vipers: Replace their poison ability with improved grab and constrict (1d4 + 1-1/2 Str), and change both Strength and Agility scores to 17. Constricting wind serpents have the same CR as venomous wind serpents. Other wind serpents are in truth magical beasts instead of animals, and have an astonishing variety of magical abilities. Magical wind serpents tend to be slightly larger and tougher, often having more Hit Dice and possibly higher ability scores than normal wind serpents. The cloud serpent (see Chapter 1: The Dangers of Being a Hero) represents one such magical variety of wind serpent, in this case one having the ability to breathe lightning. 209.121.229.153


C H A P T E R O N E : A N I M A L S 27 WOLVERINE Medium Animal Hit Dice: 3d8+12+3 (28 hp) Initiative: +2 Speed: 30 ft. (6 squares), burrow 10 ft., climb 10 ft. Armor Class: 14 (+2 Agy, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+4 Attack: Claw +4 melee (1d4+2) Full Attack: 2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Rage Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 14, Agy 15, Sta 19, Int 2, Spt 12, Cha 10 Skills: Climb +10, Listen +6, Spot +6 Feats: Skilled (Listen and Spot), Toughness, TrackB Environment: Cold forests Organization: Solitary Challenge Rating: 2 Advancement: 4–5 HD (Large) These creatures are similar to badgers, but they are bigger, stronger, and even more ferocious. Combat Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Stamina, and –2 to Armor Class. The creature cannot end its rage voluntarily. When raging, a wolverine has the following statistics: 34 hp; AC 12, touch 10, flat-footed 10; Atk 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2); Fort +9; Str 18, Sta 23. 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 28 These creatures operate on instinct, driven by simple needs such as food and reproduction. Except where noted, vermin attack only when hungry or threatened. Vermin Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry). • Mindless: No Intellect score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). • Darkvision out to 60 feet. • Area: Vermin are found in the indicated environment anywhere in Azeroth. • Alignment: Always neutral. Vermin are not governed by a human sense of morality. • Treasure: Vermin generally possess no treasure. For those that do, this treasure consists of possessions formerly owned by a creature that the monster has killed. • Level Adjustment: Vermin are not suitable for player characters. CARRION BEETLE Small Vermin Hit Dice: 1d8 (4 hp) Initiative: +0 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 16 Base Attack/Grapple: +0/–4 Attack: Bite +1 melee (1d4) Full Attack: Bite +1 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., vermin traits Saves: Fort +2, Ref +0, Will +0 Abilities: Str 11, Agy 10, Sta 11, Int –, Spt 10, Cha 6 Skills: Climb +4, Listen +4, Spot +4 Feats: — Environment: Temperate and warm land and underground Organization: Cluster (2–5) or swarm (6–11) Challenge Rating: 1/3 Advancement: 2–3 HD (Small) These insects make their homes near rich sources of carrion, thriving especially near graveyards. They feed only on the flesh of the dead. Carrion beetles bury the body of a slain victim and leave it for several days before returning to feed. Several more days may pass for a fully-grown carrion beetle to consume a corpse completely, and nothing remains when it’s done. A carrion beetle sometimes lays eggs within a buried corpse. The larvae hatch and eat their way out of the body and then consume whatever remains. They then eat each other until only the strongest carrion beetle remains. The winner burrows its way to the surface and begins its own endless quest for dead flesh. Combat Carrion beetles attack in a simple, mindless assault, whether alone or in a swarm. Skills: A carrion beetle has a +4 racial bonus on Climb, Listen, and Spot checks. GIANT SCARAB Medium Vermin Hit Dice: 18d8+36 (117 hp) Initiative: +0 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 22 (+12 natural), touch 10, flat-footed 22 Base Attack/Grapple: +13/+18 Attack: Bite +18 melee (2d6+7) Full Attack: Bite +18 melee (2d6+7) Space/Reach: 5 ft./5 ft. Special Attacks: Disease (DC 21), disease cloud Special Qualities: Darkvision 60 ft., vermin traits Saves: Fort +13, Ref +6, Will +6 Abilities: Str 20, Agy 11, Sta 15, Int –, Spt 10, Cha 4 Skills: — Feats: — Environment: Warm land and underground Organization: Solitary, pair, cluster (3–5), or swarm (6–11) Challenge Rating: 8 Advancement: 19–22 HD (Medium); 23–26 HD (Large) These enormous beetles carry foul disease. The trolls of Zul’Farrak consider them sacred. Combat A giant scarab attacks prey mindlessly, releasing a disease cloud as it closes. Disease (Ex): Chokemist—bite, Fortitude DC 21, incubation period immediate, damage 1d3 Agy and 1d3 Sta. The save DC is Stamina-based. 209.121.229.153


C H A P T E R T W O : V E R M I N 29 Disease Cloud (Ex): Once every 1d4 rounds as a free action, a giant scarab can release a cloud of diseased air that extends outward from the beetle in a 15-foot-radius spread. Creatures within the cloud are subject to chokemist disease, as above. MONSTROUS SCORPION Tiny Monstrous Scorpion Small Monstrous Scorpion Medium Monstrous Scorpion Tiny Vermin Small Vermin Medium Vermin Hit Dice: 1/2 d8+2 (4 hp) 1d8+2 (6 hp) 2d8+4 (13 hp) Initiative: +0 +0 +0 Speed: 20 ft. (4 squares) 30 ft. (6 squares) 40 ft. (8 squares) Armor Class: 14 (+2 size, +2 natural), touch 12, flat-footed 14 14 (+1 size, +3 natural), touch 11, flat-footed 14 14 (+4 natural), touch 10, flat-footed 14 Base Attack/Grapple: +0/–8 +0/–4 +1/+2 Attack: Claw +2 melee (1d2–4) Claw +1 melee (1d3–1) Claw +2 melee (1d4+1) Full Attack: 2 claws +2 melee (1d2–4) and sting –3 melee 2 claws +1 melee (1d3–1) and sting –4 melee 2 claws +2 melee (1d4+1) and sting (1d2–4 plus poison) (1d3–1 plus poison) –3 melee (1d4 plus poison) Space/Reach: 2-1/2 ft./0 ft. 5 ft./5 ft. 5 ft./5 ft. Special Attacks: Constrict 1d2–4, improved grab, poison (DC 12) Constrict 1d3–1, improved grab, poison (DC 12) Constrict 1d4+1, improved grab, poison (DC 13) Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Saves: Fort +4, Ref +0, Will +0 Fort +4, Ref +0, Will +0 Fort +5, Ref +0, Will +0 Abilities: Str 3, Agy 10, Sta 14, Int —, Spt 10, Cha 2 Str 9, Agy 10, Sta 14, Int —, Spt 10, Cha 2 Str 13, Agy 10, Sta 14, Int —, Spt 10, Cha 2 Skills: Climb +0, Spot +4, Stealth +0 (+12 hiding) Climb +3, Spot +4, Stealth +0 (+8 hiding) Climb +5, Spot +4, Stealth +0 (+4 hiding) Feats: Weapon FinesseB Weapon FinesseB — Environment: Warm deserts Warm deserts Warm deserts Organization: Colony (8–16) Colony (2–5) or swarm (6–11) Solitary or colony (2–5) Challenge Rating: 1/4 1/2 1 Alignment: Always neutral Always neutral Always neutral Advancement: — — 3–4 HD (Medium) Large Monstrous Scorpion Huge Monstrous Scorpion Large Vermin Huge Vermin Hit Dice: 5d8+10 (32 hp) 10d8+30 (75 hp) Initiative: +0 +0 Speed: 50 ft. (10 squares) 50 ft. (10 squares) Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16 20 (–2 size, +12 natural), touch 8, flat-footed 20 Base Attack/Grapple: +3/+11 +7/+21 Attack: Claw +6 melee (1d6+4) Claw +11 melee (1d8+6) Full Attack: 2 claws +6 melee (1d6+4) and sting +1 melee 2 claws +11 melee (1d8+6) and sting +6 melee (1d6+2 plus poison) (2d4+3 plus poison) Space/Reach: 10 ft./5 ft. 15 ft./10 ft. Special Attacks: Constrict 1d6+4, improved grab, poison (DC 14) Constrict 1d8+6, improved grab, poison (DC 18) Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Saves: Fort +6, Ref +1, Will +1 Fort +10, Ref +3, Will +3 Abilities: Str 19, Agy 10, Sta 14, Int —, Spt 10, Cha 2 Str 23, Agy 10, Sta 16, Int —, Spt 10, Cha 2 Skills: Climb +8, Spot +4, Stealth +0 Climb +10, Spot +4, Stealth +0 (–4 hiding) Feats: — — Environment: Warm deserts Warm deserts Organization: Solitary or colony (2–5) Solitary or colony (2–5) Challenge Rating: 3 7 Treasure: 1/10 coins; 50% goods; 50% items 1/10 coins; 50% goods; 50% items Advancement: 6–9 HD (Large) 11–19 HD (Huge) 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 30 Gargantuan Monstrous Scorpion Colossal Monstrous Scorpion Gargantuan Vermin Colossal Vermin Hit Dice: 20d8+60 (150 hp) 40d8+120 (300 hp) Initiative: +0 –1 Speed: 50 ft. (10 squares) 50 ft. (10 squares) Armor Class: 24 (–4 size, +18 natural), touch 6, flat-footed 24 26 (–8 size, –1 Agy, +25 natural), touch 1, flat-footed 26 Base Attack/Grapple: +15/+37 +30/+58 Attack: Claw +21 melee (2d6+10) Claw +34 melee (2d8+12) Full Attack: 2 claws +21 melee (2d6+10) and sting +16 melee 2 claws +34 melee (2d8+12) and sting +29 melee (2d6+5 plus poison) (2d8+6 plus poison) Space/Reach: 20 ft./15 ft. 40 ft./30 ft. Special Attacks: Constrict 2d6+10, improved grab, poison (DC 23) Constrict 2d8+12, improved grab, poison (DC 33) Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Saves: Fort +15, Ref +6, Will +6 Fort +25, Ref +12, Will +13 Abilities: Str 31, Agy 10, Sta 16, Int —, Spt 10, Cha 2 Str 35, Agy 8, Sta 16, Int —, Spt 10, Cha 2 Skills: Climb +14, Spot +4, Stealth +0 (–8 hiding) Climb +16, Spot +4, Stealth +0 (–12 hiding) Feats: — — Environment: Warm deserts Warm deserts Organization: Solitary Solitary Challenge Rating: 10 12 Treasure: 1/10 coins; 50% goods; 50% items 1/10 coins; 50% goods; 50% items Advancement: 21–39 HD (Gargantuan) 41–60 HD (Colossal) Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey. Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Agility modifier for grapple checks, whichever is better. Poison (Ex): A monstrous scorpion has a poisonous sting, with details that vary by the scorpion’s size, as follows. The save DCs are Stamina-based; the indicated damage is both initial and secondary. Skills: A monstrous scorpion has a +4 racial bonus on Climb and Spot checks and on Stealth checks made to hide. Size Fort DC Damage Tiny 12 1 Sta Small 12 1d2 Sta Medium 13 1d3 Sta Large 14 1d4 Sta Huge 18 1d6 Sta Gargantuan 23 1d8 Sta Colossal 33 1d10 Sta 209.121.229.153


C H A P T E R T W O : V E R M I N 31 MONSTROUS SPIDER Tiny Monstrous Spider Small Monstrous Spider Medium Monstrous Spider Tiny Vermin Small Vermin Medium Vermin Hit Dice: 1/2 d8 (2 hp) 1d8 (4 hp) 2d8+2 (11 hp) Initiative: +3 +3 +3 Speed: 20 ft. (4 squares), climb 10 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. Armor Class: 15 (+2 size, +3 Agy), touch 15, flat-footed 12 14 (+1 size, +3 Agy), touch 14, flat-footed 11 14 (+3 Agy, +1 natural), touch 13, flat-footed 11 Base Attack/Grapple: +0/–12 +0/–6 +1/+1 Attack: Bite +5 melee (1d3–4 plus poison) Bite +4 melee (1d4–2 plus poison) Bite +4 melee (1d6 plus poison) Full Attack: Bite +5 melee (1d3–4 plus poison) Bite +4 melee (1d4–2 plus poison) Bite +4 melee (1d6 plus poison) Space/Reach: 2-1/2 ft./0 ft. 5 ft./5 ft. 5 ft./5 ft. Special Attacks: Poison (DC 10), web Poison (DC 10), web Poison (DC 12), web Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Saves: Fort +2, Ref +3, Will +0 Fort +2, Ref +3, Will +0 Fort +4, Ref +3, Will +0 Abilities: Str 3, Agy 17, Sta 10, Int —, Spt 10, Cha 2 Str 7, Agy 17, Sta 10, Int —, Spt 10, Cha 2 Str 11, Agy 17, Sta 12, Int —, Spt 10, Cha 2 Skills: Climb +11, Jump –4*, Spot +4*, Stealth Climb +11, Jump –2*, Spot +4*, Stealth Climb +11, Jump +0*, Spot +4*, Stealth +3 (+15 hiding)* +3 (+11 hiding)* +3 (+7 hiding)* Feats: Weapon FinesseB Weapon FinesseB Weapon FinesseB Environment: Temperate forests Temperate forests Temperate forests Organization: Colony (8–16) Colony (2–5) or swarm (6–11) Solitary or colony (2–5) Challenge Rating: 1/4 1/2 1 Treasure: None None 1/10 coins; 50% goods; 50% items Advancement: — — 3 HD (Medium) Large Monstrous Spider Huge Monstrous Spider Large Vermin Huge Vermin Hit Dice: 4d8+4 (22 hp) 8d8+16 (52 hp) Initiative: +3 +3 Speed: 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. Armor Class: 14 (–1 size, +3 Agy, +2 natural), touch 12, flat-footed 11 16 (–2 size, +3 Agy, +5 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+9 +6/+18 Attack: Bite +4 melee (1d8+3 plus poison) Bite +9 melee (2d6+6 plus poison) Full Attack: Bite +4 melee (1d8+3 plus poison) Bite +9 melee (2d6+6 plus poison) Space/Reach: 10 ft./5 ft. 15 ft./10 ft. Special Attacks: Poison (DC 13), web Poison (DC 16), web Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Saves: Fort +5, Ref +4, Will +1 Fort +8, Ref +5, Will +2 Abilities: Str 15, Agy 17, Sta 12, Int —, Spt 10, Cha 2 Str 19, Agy 17, Sta 14, Int —, Spt 10, Cha 2 Skills: Climb +11, Jump +2*, Spot +4*, Stealth +3* Climb +12, Jump +4*, Spot +4*, Stealth +3 (–1 hiding)* Feats: — — Environment: Temperate forests Temperate forests Organization: Solitary or colony (2–5) Solitary or colony (2–5) Challenge Rating: 2 5 Treasure: 1/10 coins; 50% goods; 50% items 1/10 coins; 50% goods; 50% items Advancement: 5–7 HD (Large) 9–15 HD (Huge) 209.121.229.153


W O R L D O F W A R C R A F T : M O N S T E R G U I D E W E B S U P P L E M E N T 32 Gargantuan Monstrous Spider Colossal Monstrous Spider Gargantuan Vermin Colossal Vermin Hit Dice: 16d8+32 (104 hp) 32d8+64 (208 hp) Initiative: +3 +2 Speed: 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. Armor Class: 19 (–4 size, +3 Agy, +10 natural), touch 9, flat-footed 16 22 (–8 size, +2 Agy, +18 natural), touch 4, flat-footed 20 Base Attack/Grapple: +12/+31 +24/+50 Attack: Bite +15 melee (2d8+10 plus poison) Bite +26 melee (4d6+15 plus poison) Full Attack: Bite +15 melee (2d8+10 plus poison) Bite +26 melee (4d6+15 plus poison) Space/Reach: 20 ft./15 ft. 40 ft./30 ft. Special Attacks: Poison (DC 20), web Poison (DC 28), web Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits Darkvision 60 ft., tremorsense 60 ft., vermin traits Saves: Fort +12, Ref +8, Will +5 Fort +20, Ref +12, Will +10 Abilities: Str 25, Agy 17, Sta 14, Int —, Spt 10, Cha 2 Str 31, Agy 15, Sta 14, Int —, Spt 10, Cha 2 Skills: Climb +14, Jump +7*, Spot +4*, Stealth +3 (–5 hiding)* Climb +16, Jump +10*, Spot +7*, Stealth +2 (–10 hiding)* Feats: — — Environment: Temperate forests Temperate forests Organization: Solitary Solitary Challenge Rating: 8 11 Treasure: 1/10 coins; 50% goods; 50% items 1/10 coins; 50% goods; 50% items Advancement: 17–31 HD (Gargantuan) 33–60 HD (Colossal) All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey. Monstrous spiders come in three general types: hunters, webspinners, and spitters. Hunters and spitters rove about, while webspinners usually remain immobile and attempt to trap prey. (Hunting and spitting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way webspinners can.) Hunting spiders have a base land speed 10 feet faster than the figures given in the statistics blocks above. Poison (Ex): A monstrous spider has a poisonous bite (and poisonous spit, in the case of spitting spiders). The details vary by the spider’s size, as shown on the table below. The save DCs are Stamina-based. The indicated damage is both initial and secondary. Web (Ex): All types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Webspinners can also throw a web 8 times per day. This is similar to an attack with a net, but it has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Stamina-based, and the Strength check DC includes a +4 racial bonus. Webspinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web Size Fort DC Damage Tiny 10 1d2 Str Small 10 1d3 Str Medium 12 1d4 Str Large 13 1d6 Str Huge 16 1d8 Str Gargantuan 20 2d6 Str Colossal 28 2d8 Str Spit: Spitting spiders spit jets of acid at their prey. The spider must succeed a ranged touch attack to hit with a jet of acid; such an attack has no range increment. The spider’s attack bonus with the attack, and the attack’s damage and maximum range, depend on the spider’s size, as shown on the table below. The spit carries poison, just as the spider’s bite does. Attack Maximum Size Bonus Damage Range Tiny +5 1 10 ft. Small +4 1 10 ft. Medium +4 1d4 15 ft. Large +5 1d6 30 ft. Huge +7 1d8 40 ft. Gargantuan +11 2d6 50 ft. Colossal +18 2d8 60 ft. 209.121.229.153


C H A P T E R T W O : V E R M I N 33 contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Spot checks and on Stealth checks made to hide. Monstrous spiders use either their Strength or their Agility modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Webspinning spiders have a +8 racial bonus on Stealth checks when using their webs. attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in Size Ranged Touch Bonus Escape Artist DC Break DC Hit Points Tiny +5 10 14 2 Small +4 10 14 4 Medium +4 12 16 6 Large +5 13 17 12 Huge +7 16 20 14 Gargantuan +11 20 24 16 Colossal +18 28 32 18 209.121.229.153


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