# monster

armor_class:
44 (+15 Dex, -1 size, +20 natural), touch 24, flat-footed 29

attack:
Claw +56 (2d6+16/19-20 (+1d6 on critical hit)) melee

full_attack:
4 claws +56 (2d6+16/19-20 (+1d6 on critical hit)) melee, bite +54 (4d6+8) melee

special_qualities:
Blindsight 300 ft., damage reduction 10/epic, darkvision 60 ft., fast healing 20, low-light vision, spell resistance 39, scent; acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, sonic resistance 10

abilities:
Str 42, Dex 40, Con 44, Int 21, Wis 38, Cha 28

skills:
Climb +59, Hide +58, Jump +83, Listen +57, Move Silently +58, Spot +57, Survival +57

feats:
Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

epic_feats:
Blinding Speed (x4), Overwhelming Critical (claw), Superior Initiative

organization:
Solitary, pair, or pack (4-9 sirrushes and 1-2 three-headed sirrushes)

advancement:
41-50 HD (Large), 51-60 HD (Huge), 61+ HD (Gargantuan)

stat_block:
Sirrush; CR 24; Large magical beast; HD 40d10+680; hp 900; Init +23 (+15 Dex, +8 Superior Initiative); Spd 90 ft.; AC 44 (+15 dex, -1 size, +20 natural), touch 24, flat-footed 29; Base Atk +40; Grp +60; Atk +56 melee (2d6+16/19-20 [+1d6 on critical hit], claw); Full Atk +56 melee (2d6+16/19-20 [+1d6 on critical hit], 4 claws) and +54 melee (4d6+8, bite); Space/Reach 10 ft./5 ft.; SA Pounce, stunning roar; SQ Blindsight 300 ft., damage reduction 10/epic, darkvision 60 ft., fast healing 20, low-light vision, spell resistance 39, scent; acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, sonic resistance 10; AL CN; SV Fort +39, Ref +37, Will +27; Str 42, Dex 40, Con 44, Int 21, Wis 38, Cha 28

Skills and Feats: Climb +59, Hide +58, Jump +83, Listen +57, Move Silently +58, Spot +57, Survival +57; Blinding Speed (x4), Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Overwhelming Critical (claw), Power Attack, Superior Initiative, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Sirrush

Sirrush

Large Magical Beast


Hit Dice:
40d10+680 (900 hp)

Initiative:
+23 (+15 Dex, +8 Superior Initiative)

Speed:
90 ft.

Armor Class:
44 (+15 Dex, -1 size, +20 natural), touch 24, flat-footed 29

Base Attack/Grapple:
+40/+60

Attack:
Claw +56 (2d6+16/19-20 (+1d6 on critical hit)) melee

Full Attack:
4 claws +56 (2d6+16/19-20 (+1d6 on critical hit)) melee, bite +54 (4d6+8) melee

Space/Reach:
10 ft./5 ft.

Special Attacks:
Pounce, stunning roar

Special Qualities:
Blindsight 300 ft., damage reduction 10/epic, darkvision 60 ft., fast healing 20, low-light vision, spell resistance 39, scent; acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, sonic resistance 10

Saves:
Fort +39, Ref +37, Will +27

Abilities:
Str 42, Dex 40, Con 44, Int 21, Wis 38, Cha 28

Skills:
Climb +59, Hide +58, Jump +83, Listen +57, Move Silently +58, Spot +57, Survival +57

Feats:
Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Epic Feats:
Blinding Speed (x4), Overwhelming Critical (claw), Superior Initiative

Environment:
Any

Organization:
Solitary, pair, or pack (4-9 sirrushes and 1-2 three-headed sirrushes)

Challenge Rating:
24

Treasure:
Standard

Alignment:
Usually chaotic neutral


Advancement:
41-50 HD (Large), 51-60 HD (Huge), 61+ HD (Gargantuan)

Three-Headed Sirrush
Sirrushes speak Sylvan and Draconic.
A sirrush's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Stunning Roar (Ex): Every 1d4 rounds, a sirrush can loose a sonic attack of such volume that it stuns all creatures in a 60-foot spread for 1d4 rounds if they fail a Fortitude saving throw (DC 47, or DC 51 for a three-headed sirrush). The DC is


Pounce (Ex): If a sirrush charges or leaps upon a foe during its first round of combat, it can make a full attack even if it has already taken a move action.


Headloss Resistance (Ex): A sirrush's thick bony plate protects its neck like a shield and provides resistance from effects that could normally behead it, such as a vorpal weapon. When a sirrush or three-headed sir-rush would otherwise lose its head, it instead makes a Fortitude saving throw (DC 10 + 1/2 HD of attacker + attacker's Str modifier). On a failed save, the sirrush's head leaves its shoulders normally, but on a successful save, the sirrush is unaffected by the beheading. A sirrush dies when beheaded; a three-headed sirrush goes on fighting until all its heads are lost (the only penalty it incurs is one or two fewer bite attacks when it makes a full attack).


armor_class:
50 (+17 Dex, -1 size, +24 natural), touch 26, flat-footed 33

attack:
Claw +63 (3d6+18/19-20 (+1d6 on critical hit)) melee

full_attack:
4 claws +63 (3d6+18/19-20 (+1d6 on critical hit)) melee, 3 bites +61 (4d6+9) melee

special_qualities:
Blindsight 350 ft., damage reduction 10/epic, darkvision 60 ft., fast healing 25, low-light vision, spell resistance 42, scent; acid resistance 15, cold resistance 15, electricity resistance 15, fire resistance 15, sonic resistance 15

abilities:
Str 47, Dex 45, Con 49, Int 26, Wis 43, Cha 33

skills:
Balance +65, Climb +66, Hide +65, Intimidate +59, Jump +102, Listen +64, Move Silently +65, Search +56, Spot +64, Survival +64

epic_feats:
Blinding Speed (x6), Overwhelming Critical (claw), Superior Initiative

organization:
Solitary, pair, or pack (1-2 three-headed sirrushes and 4-9 sirrushes).

advancement:
46-55 HD (Large); 56-65 HD (Huge); 66+ HD (Gargantuan)

special_abilities:
Headloss Resistance (Ex), Pounce (Ex), Stunning Roar (Ex)

stat_block:
Three-headed sirrush; CR 28; Large magical beast; HD 45d10+855; hp 1,102; Init +25 (+17 Dex, +8 Superior Initiative); Spd 120 ft.; AC 50 (+17 dex, -1 size, +24 natural), touch 26, flat-footed 33; Base Atk +45; Grp +67; Atk +63 melee (3d6+18/19-20 [+1d6 on critical hit], claw); Full Atk +63 melee (3d6+18/19-20 [+1d6 on critical hit], 4 claws) and +61 melee (4d6+9, 3 bites); Space/Reach 10 ft./5 ft.; SA Pounce, stunning roar; SQ Blindsight 350 ft., damage reduction 10/epic, darkvision 60 ft., fast healing 25, low-light vision, spell resistance 42, scent; acid resistance 15, cold resistance 15, electricity resistance 15, fire resistance 15, sonic resistance 15; AL CN; SV Fort +45, Ref +43, Will +33; Str 47, Dex 45, Con 49, Int 26, Wis 43, Cha 33

Skills and Feats: Balance +65, Climb +66, Hide +65, Intimidate +59, Jump +102, Listen +64, Move Silently +65, Search +56, Spot +64, Survival +64; Blinding Speed (x6), Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Overwhelming Critical (claw), Power Attack, Superior Initiative, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Three-Headed Sirrush

Three-Headed Sirrush
Large Magical Beast

Hit Dice:
45d10+855 (1,102 hp)

Initiative:
+25 (+17 Dex, +8 Superior Initiative)

Speed:
120 ft.

Armor Class:
50 (+17 Dex, -1 size, +24 natural), touch 26, flat-footed 33

Base Attack/Grapple:
+45/+67

Attack:
Claw +63 (3d6+18/19-20 (+1d6 on critical hit)) melee

Full Attack:
4 claws +63 (3d6+18/19-20 (+1d6 on critical hit)) melee, 3 bites +61 (4d6+9) melee

Space/Reach:
10 ft./5 ft.

Special Attacks:
Pounce, stunning roar

Special Qualities:
Blindsight 350 ft., damage reduction 10/epic, darkvision 60 ft., fast healing 25, low-light vision, spell resistance 42, scent; acid resistance 15, cold resistance 15, electricity resistance 15, fire resistance 15, sonic resistance 15

Saves:
Fort +45, Ref +43, Will +33

Abilities:
Str 47, Dex 45, Con 49, Int 26, Wis 43, Cha 33

Skills:
Balance +65, Climb +66, Hide +65, Intimidate +59, Jump +102, Listen +64, Move Silently +65, Search +56, Spot +64, Survival +64

Feats:
Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

Epic Feats:
Blinding Speed (x6), Overwhelming Critical (claw), Superior Initiative

Environment:
Any

Organization:
Solitary, pair, or pack (1-2 three-headed sirrushes and 4-9 sirrushes).

Challenge Rating:
28

Treasure:
Standard

Alignment:
Usually chaotic neutral


Advancement:
46-55 HD (Large); 56-65 HD (Huge); 66+ HD (Gargantuan)

Sirrushes speak Sylvan and Draconic.
A sirrush's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Stunning Roar (Ex): Every 1d4 rounds, a sirrush can loose a sonic attack of such volume that it stuns all creatures in a 60-foot spread for 1d4 rounds if they fail a Fortitude saving throw (DC 47, or DC 51 for a three-headed sirrush). The DC is


Pounce (Ex): If a sirrush charges or leaps upon a foe during its first round of combat, it can make a full attack even if it has already taken a move action.


Headloss Resistance (Ex): A sirrush's thick bony plate protects its neck like a shield and provides resistance from effects that could normally behead it, such as a vorpal weapon. When a sirrush or three-headed sir-rush would otherwise lose its head, it instead makes a Fortitude saving throw (DC 10 + 1/2 HD of attacker + attacker's Str modifier). On a failed save, the sirrush's head leaves its shoulders normally, but on a successful save, the sirrush is unaffected by the beheading. A sirrush dies when beheaded; a three-headed sirrush goes on fighting until all its heads are lost (the only penalty it incurs is one or two fewer bite attacks when it makes a full attack).


armor_class:
44 (+19 Dex, -4 size, +15 insight, +4 natural), touch 40, flat-footed 25

full_attack:
2 claws +52 (2d8+11) melee, 3 bites +47 (2d6+5) melee, sting +39 (3d6+5 plus poison) melee

special_qualities:
Spell resistance 34, damage reduction 10/epic

abilities:
Str 32, Dex 48, Con 34, Int 14, Wis 32, Cha 19

skills:
Hide +44, Jump +39, Listen +48, Move Silently +56, Spot +48

feats:
Combat Reflexes, Improved Initiative, Iron Will, Track, Weapon Focus (bite), Weapon Focus (claw), Weapon Finesse

epic_feats:
Epic Toughness (x2), Epic Weapon Focus (bite), Epic Weapon Focus (claw), Superior Initiative,

advancement:
35-68 HD (Gargantuan); 69-102 HD (Colossal)

special_abilities:
Improved Grab (Ex), Poison (Ex), Pounce (Ex), Rake (Ex)

stat_block:
Tayellah; CR 24; Gargantuan magical beast; HD 34d10+448; hp 635; Init +27 (+19 Dex, +8 Superior Initiative); Spd 100 ft.; AC 44 (+19 dex, -4 size, +15 insight, +4 natural), touch 40, flat-footed 25; Base Atk +34; Grp +57; Atk +52 melee (2d8+11, claw); Full Atk +52 melee (2d8+11, 2 claws) and +47 melee (2d6+5, 3 bites) and +39 melee (3d6+5 plus poison, sting); Space/Reach 20 ft./15 ft.; SA Pounce, improved grab, rake 4d6+15; SQ Spell resistance 34, damage reduction 10/epic; AL N; SV Fort +31, Ref +38, Will +22; Str 32, Dex 48, Con 34, Int 14, Wis 32, Cha 19

Skills and Feats: Hide +44, Jump +39, Listen +48, Move Silently +56, Spot +48; Combat Reflexes, Epic Toughness (x2), Epic Weapon Focus (bite), Epic Weapon Focus (claw), Improved Initiative, Iron Will, Superior Initiative, Track, Weapon Finesse, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Tayellah

Tayellah
Gargantuan Magical Beast

Hit Dice:
34d10+448 (635 hp)

Initiative:
+27 (+19 Dex, +8 Superior Initiative)

Speed:
100 ft.

Armor Class:
44 (+19 Dex, -4 size, +15 insight, +4 natural), touch 40, flat-footed 25

Base Attack/Grapple:
+34/+57

Attack:
Claw +52 (2d8+11) melee

Full Attack:
2 claws +52 (2d8+11) melee, 3 bites +47 (2d6+5) melee, sting +39 (3d6+5 plus poison) melee

Space/Reach:
20 ft./15 ft.

Special Attacks:
Pounce, improved grab, rake 4d6+15

Special Qualities:
Spell resistance 34, damage reduction 10/epic

Saves:
Fort +31, Ref +38, Will +22

Abilities:
Str 32, Dex 48, Con 34, Int 14, Wis 32, Cha 19

Skills:
Hide +44, Jump +39, Listen +48, Move Silently +56, Spot +48

Feats:
Combat Reflexes, Improved Initiative, Iron Will, Track, Weapon Focus (bite), Weapon Focus (claw), Weapon Finesse

Epic Feats:
Epic Toughness (x2), Epic Weapon Focus (bite), Epic Weapon Focus (claw), Superior Initiative,

Environment:
Any temperate or cold land

Organization:
Solitary or pair

Challenge Rating:
24

Treasure:
None

Alignment:
Always neutral


Advancement:
35-68 HD (Gargantuan); 69-102 HD (Colossal)

A tayellah's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Poison (Ex): Sting, Fort save (DC 39); initial and secondary Damage 2d10 temporary Con. The save DC is Constitution-based.


Pounce (Ex): If a tayellah leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.


Improved Grab (Ex): To use this ability, the tayellah must hit with two of its claw attacks. If it gets a hold, it can rake.


Rake (Ex): A tayellah that gets a hold can make two additional rake attacks (+44 melee) with legs it normally only uses for walking, dealing 4d6+5 points of Damage each. If the tayellah pounces on an opponent, it can also rake.


armor_class:
42 (+14 Dex, +18 natural), touch 24, flat-footed 28

attack:
Forelimb +36 (0 plus ability drain) melee touch

full_attack:
2 forelimbs +36 (0 plus ability drain) melee touch, 2 antennae +30 (antenna 0 plus energy drain) melee touch

special_qualities:
Damage reduction 10/epic, darkvision 240 ft., scent, spell resistance 34, fire resistance 30

abilities:
Str 22, Dex 38, Con 34, Int 25, Wis 29, Cha 31

skills:
Bluff +42, Concentration +44, Diplomacy +38, Escape Artist +46, Hide +46, Intimidate +38, Jump +22, Listen +41, Move Silently +46, Spot +41, Survival +25

feats:
Dodge, Combat Expertise, Improved Disarm, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (forelimb)

advancement:
30-36 HD (Medium-size); 37-42 HD (Large)

special_abilities:
Ability Drain (Su), Cocoon (Ex), Energy Drain (Su)

stat_block:
Thorciasid; CR 22; Medium aberration; HD 29d8+348; hp 478; Init +22 (+14 Dex, +8 Superior Initiative); Spd 70 ft.; AC 42 (+14 dex, +18 natural), touch 24, flat-footed 28; Base Atk +21; Grp +27; Atk +36 melee (0 plus ability drain, forelimb); Full Atk +36 melee (0 plus ability drain, 2 forelimbs) and +30 melee (antenna 0 plus energy drain, 2 antennae); Space/Reach 5 ft./5 ft.; SA Ability drain, energy drain, cocoon; SQ Damage reduction 10/epic, darkvision 240 ft., scent, spell resistance 34, fire resistance 30; AL N; SV Fort +21, Ref +25, Will +25; Str 22, Dex 38, Con 34, Int 25, Wis 29, Cha 31

Skills and Feats: Bluff +42, Concentration +44, Diplomacy +38, Escape Artist +46, Hide +46, Intimidate +38, Jump +22, Listen +41, Move Silently +46, Spot +41, Survival +25; Blinding Speed, Combat Expertise, Dodge, Improved Disarm, Improved Initiative, Mobility, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (forelimb)

full_text:
Thorciasid

Thorciasid
Medium Aberration

Hit Dice:
29d8+348 (478 hp)

Initiative:
+22 (+14 Dex, +8 Superior Initiative)

Speed:
70 ft.

Armor Class:
42 (+14 Dex, +18 natural), touch 24, flat-footed 28

Base Attack/Grapple:
+21/+27

Attack:
Forelimb +36 (0 plus ability drain) melee touch

Full Attack:
2 forelimbs +36 (0 plus ability drain) melee touch, 2 antennae +30 (antenna 0 plus energy drain) melee touch

Space/Reach:
5 ft./5 ft.

Special Attacks:
Ability drain, energy drain, cocoon

Special Qualities:
Damage reduction 10/epic, darkvision 240 ft., scent, spell resistance 34, fire resistance 30

Saves:
Fort +21, Ref +25, Will +25

Abilities:
Str 22, Dex 38, Con 34, Int 25, Wis 29, Cha 31

Skills:
Bluff +42, Concentration +44, Diplomacy +38, Escape Artist +46, Hide +46, Intimidate +38, Jump +22, Listen +41, Move Silently +46, Spot +41, Survival +25

Feats:
Dodge, Combat Expertise, Improved Disarm, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (forelimb)

Epic Feats:
Blinding Speed, Superior Initiative

Environment:
Any

Organization:
Solitary, pair, or infestation (4-7)

Challenge Rating:
22

Treasure:
Standard

Alignment:
Usually neutral


Advancement:
30-36 HD (Medium-size); 37-42 HD (Large)

Thorciasids speak Common, Elven, Dwarven, and Giant.
A thorciasid's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Cocoon (Ex): A thorciasid can eject a stream of noxious goo that hardens on contact, potentially fixing a subject in place and hindering its movement and actions. Using a standard action, the thorciasid makes a ranged touch attack against any foe it can see up to 60 feet away. If it succeeds at the ranged touch attack, the subject makes a grapple check against the cocoon. This is accomplished as if the thorciasid itself were making the grapple check with a competence bonus of +10, for a total check modifier of +37. On a failed check for the subject, the goo hardens into a partial cocoon, and the victim is treated as if grappled (even though the thorciasid is free to do as it desires). The subject can attempt to break the grapple of the cocoon (or use Escape Artist) each round, making an opposed grapple check against the cocoon (check modifier +37 for the cocoon). A thorciasid can reinforce a partial cocoon by spending a standard action secreting additional goo. Each action so spent provides an additional +5 to the cocoon's grapple check modifier. Visually, the victim becomes more and more covered and is finally com-pletely encased in a cocoon. Even fully encased victims can still breathe, and a thorciasid can drain a victim's life force at its leisure.


Ability Drain (Su): On a successful melee touch attack with a forelimb, the thorciasid permanently drains 1d4+1 points of Strength, 1d4+1 points of Dexterity, and 1 point of Constitution from the victim. The thorciasid regains 20 lost hit points with each successful ability drain.


Energy Drain (Su): On a successful melee touch attack with an antenna, the thorciasid gives the victim one negative level. Each negative level bestowed upon a victim gives the thorciasid +1 bonus to its Constitution that lasts for 24 hours. The negative levels similarly last for 24 hours, at which time the victim must make a Fortitude saving throw (DC 34) to avoid level loss. The save DC is Charisma-based.


armor_class:
58 (-8 size, +32 natural, +24 insight), touch 26, flat-footed 58

attack:
Colossal +5 warhammer +87 (4d8+30/19-20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70 (2d10+22/19-20) ranged

special_qualities:
Damage reduction 20/epic, spell resistance 40

abilities:
Str 45, Dex 10, Con 31, Int 33, Wis 37, Cha 26

skills:
Concentration +83, Craft (any five) +45, Decipher Script +84, Diplomacy +45, Gather Information +87, Intimidate +56, Jump +90, Knowledge (all) +66, Listen +86, Sense Motive +86, Speak Language (any five), Spellcraft +90, Spot +86

feats:
Blind-Fight, Cleave, Combat Expertise, Great Cleave, Improved Critical (warhammer), Improved Critical (javelin), Improved Sunder, Power Attack, Silent Spell, Still Spell, Weapon Focus (warhammer), Weapon Focus (javelin)

epic_feats:
Automatic Silent Spell (0- through 9th level spells), Automatic Still Spell (0- through 9th level spells), Devastating Critical (warhammer), Epic Spellcasting, Epic Weapon Focus (warhammer), Epic Weapon Focus (javelin), Overwhelming Critical (warhammer), Polyglot

stat_block:
Elder titan; CR 30; Colossal outsider (extraplanar); HD 70d8+700; hp 1,015; Init +0; Spd 150 ft.; AC 58 (-8 size, +32 natural, +24 insight), touch 26, flat-footed 58; Base Atk +70; Grp +104; Atk +5 melee warhammer +87 (4d8+30/19-20 [+2d6 on critical hit], colossal) or +5 ranged javelin +70 (2d10+22/19-20, colossal); Full Atk +5 melee warhammer +87/+82/+77/+72 (4d8+30/19-20 [+2d6 on critical hit], colossal) or +5 ranged javelin +70/+65/+60/+55 (2d10+22/19-20, colossal); Space/Reach 30 ft./30 ft.; SA Spell-like abilities, spells; SQ Damage reduction 20/epic, spell resistance 40; AL N; SV Fort +47, Ref +37, Will +50; Str 45, Dex 10, Con 31, Int 33, Wis 37, Cha 26

Skills and Feats: Concentration +83, Craft (any five) +45, Decipher Script +84, Diplomacy +45, Gather Information +87, Intimidate +56, Jump +90, Knowledge (all) +66, Listen +86, Sense Motive +86, Speak Language (any five), Spellcraft +90, Spot +86; Automatic Silent Spell (0- through 9th level spells), Automatic Still Spell (0- through 9th level spells), Blind-Fight, Cleave, Combat Expertise, Devastating Critical (warhammer), Epic Spellcasting, Epic Weapon Focus (javelin), Epic Weapon Focus (warhammer), Great Cleave, Improved Critical (javelin), Improved Critical (warhammer), Improved Sunder, Overwhelming Critical (warhammer), Polyglot, Power Attack, Silent Spell, Still Spell, Weapon Focus (javelin), Weapon Focus (warhammer)

full_text:
Titan, Elder

Titan, Elder
Colossal Outsider (Extraplanar)

Hit Dice:
70d8+700 (1,015 hp)

Initiative:
+0

Speed:
150 ft.

Armor Class:
58 (-8 size, +32 natural, +24 insight), touch 26, flat-footed 58

Base Attack/Grapple:
+70/+104

Attack:
Colossal +5 warhammer +87 (4d8+30/19-20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70 (2d10+22/19-20) ranged

Full Attack:
Colossal +5 warhammer +87/+82/+77/+72 (4d8+30/19-20 (+2d6 on critical hit)) melee; or Colossal +5 javelin +70/+65/+60/+55 (2d10+22/19-20) ranged

Space/Reach:
30 ft./30 ft.

Special Attacks:
Spell-like abilities, spells

Special Qualities:
Damage reduction 20/epic, spell resistance 40

Saves:
Fort +47, Ref +37, Will +50

Abilities:
Str 45, Dex 10, Con 31, Int 33, Wis 37, Cha 26

Skills:
Concentration +83, Craft (any five) +45, Decipher Script +84, Diplomacy +45, Gather Information +87, Intimidate +56, Jump +90, Knowledge (all) +66, Listen +86, Sense Motive +86, Speak Language (any five), Spellcraft +90, Spot +86

Feats:
Blind-Fight, Cleave, Combat Expertise, Great Cleave, Improved Critical (warhammer), Improved Critical (javelin), Improved Sunder, Power Attack, Silent Spell, Still Spell, Weapon Focus (warhammer), Weapon Focus (javelin)

Epic Feats:
Automatic Silent Spell (0- through 9th level spells), Automatic Still Spell (0- through 9th level spells), Devastating Critical (warhammer), Epic Spellcasting, Epic Weapon Focus (warhammer), Epic Weapon Focus (javelin), Overwhelming Critical (warhammer), Polyglot

Environment:
Any

Organization:
Solitary

Challenge Rating:
30

Treasure:
Standard

Alignment:
Always neutral


Advancement:
71-140 HD (Colossal)

An elder titan's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Spell-Like Abilities: At will-alter self,  analyze dweomer,  commune with nature,  cure critical wounds,  eyebite,  freedom of movement,  fly,  fog cloud,  produce flame,  protection from energy,  read magic,  remove curse,  sanctuary,  sending,  speak with animals,  soften earth and stone,  speak with plants,  summon monster VI,  greater teleport,  wind wall; 3/day-antilife shell,  astral projection,  contact other plane,  greater dispel magic,  greater scrying,  invisibility purge,  plane shift. Caster level 29th; save DC 18 + spell level. The save DCs are Charisma-based.


Spells: An elder titan can use arcane spells as a 29th-level wizard or divine spells as a 29th-level cleric, from the cleric list and from the Knowledge and Magic domains. He will also possess the knowledge of at least three epic spells and the means by which to develop them, though he may not have done so himself.


armor_class:
41 (-1 Dex, -8 size, +40 natural), touch 1, flat-footed 41

attack:
Slam +51 (10d6+19/19-20(+1d6 on critical hit)) melee

full_attack:
2 slams +51 (10d6+19/19-20 (+1d6 on a critical hit)) melee

special_attacks:
Animate trees, trample, triple Damage against objects, spell-like abilities

special_qualities:
Plant traits, spell resistance 29, damage reduction 10/-

abilities:
Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35

skills:
Diplomacy +61, Hide -12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51

feats:
Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

epic_feats:
Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will

special_abilities:
Animate Trees (Sp), Trample (Ex), Triple Damage Against Objects (Ex)

stat_block:
Elder treant; CR 25; Colossal plant; HD 50d8+880; hp 1,105; Init +3 (-1 Dex, +4 Improved Initiative); Spd 60 ft.; AC 41 (-1 dex, -8 size, +40 natural), touch 1, flat-footed 41; Base Atk +37; Grp +72; Atk +51 melee (10d6+19/19-20 [+1d6 on critical hit], slam); Full Atk +51 melee (10d6+19/19-20 [+1d6 on a critical hit], 2 slams); Space/Reach 30 ft./30 ft.; SA Animate trees, trample, triple Damage against objects, spell-like abilities; SQ Plant traits, spell resistance 29, damage reduction 10/-; AL NG; SV Fort +45, Ref +17, Will +33; Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35

Skills and Feats: Diplomacy +61, Hide -12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51; Alertness, Endurance, Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

full_text:
Treant, Elder

Treant, Elder
Colossal Plant

Hit Dice:
50d8+880 (1,105 hp)

Initiative:
+3 (-1 Dex, +4 Improved Initiative)

Speed:
60 ft.

Armor Class:
41 (-1 Dex, -8 size, +40 natural), touch 1, flat-footed 41

Base Attack/Grapple:
+37/+72

Attack:
Slam +51 (10d6+19/19-20(+1d6 on critical hit)) melee

Full Attack:
2 slams +51 (10d6+19/19-20 (+1d6 on a critical hit)) melee


Space/Reach:
30 ft./30 ft.

Special Attacks:
Animate trees, trample, triple Damage against objects, spell-like abilities

Special Qualities:
Plant traits, spell resistance 29, damage reduction 10/-

Saves:
Fort +45, Ref +17, Will +33

Abilities:
Str 48, Dex 8, Con 42, Int 19, Wis 33, Cha 35

Skills:
Diplomacy +61, Hide -12, Intimidate +62, Jump +31, Knowledge (any one) +57, Listen +63, Sense Motive +56, Spot +43, Survival +51

Feats:
Alertness, Endurance, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

Epic Feats:
Epic Endurance, Epic Reflexes, Epic Toughness (x4), Epic Weapon Focus (slam), Epic Will

Environment:
Any forest

Organization:
Solitary or with grove of treants

Challenge Rating:
25

Treasure:
Standard

Alignment:
Always neutral good


Advancement:
51-150 HD (Colossal)

Elder treants speak the language of treants, plus Common and Sylvan.
Combat
Animate Trees (Sp): An elder treant can animate trees within 500 feet at will, controlling up to six trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves and fights as a treant in all physical respects. Animated trees lose their ability to move if the elder treant who animated them is incapacitated or moves out of range.


Trample (Ex): An elder treant can trample Gargantuan or smaller creatures for 8d20+40 points of Damage. Opponents who do not make attacks of opportunity against the elder treant can attempt a Reflex save (DC 54) to halve the Damage. The save DC is Strength-based.


Triple Damage against Objects (Ex): An elder treant that makes a full attack against an object or structure deals triple Damage.


Plant Traits: Immune to poison, sleep,  paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.


Skills: Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas.


Spell-Like Abilities: At will-animal messenger,  command plants,  speak with plants,  stone tell; 3/day-mass cure light wounds (plants only), plant growth,  sunburst,  wall of thorns; 1/day-shambler. Caster level 23rd; save DC 22 + spell level. The save DCs are Charisma-based.


armor_class:
40 (+10 Dex, +20 natural), touch 20, flat-footed 30

attack:
Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch

full_attack:
Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch

special_qualities:
Blindsight 200 ft., construct traits, fast healing 10, planar travel, spell resistance 44; acid resistance 30, cold resistance 30, electricity resistance 30, fire resistance 30, sonic resistance 30

abilities:
Str 10, Dex 30, Con -, Int 14, Wis 30, Cha 30

skills:
Hide +62, Listen +52, Move Silently +62, Sense Motive +43, Spot +52, Survival +43

feats:
Alertness, Combat Reflexes, Improved Initiative, Skill Focus (Sense Motive), Skill Focus (Survival), Stealthy, Track

epic_feats:
Epic Prowess (x3), Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spot), Epic Toughness (x5), Superior Initiative

advancement:
58-63 HD (Medium-size); 64-79 HD (Large); 80-95 HD (Huge); 96-171 HD (Gargantuan)

special_abilities:
Disintegrating Touch (Ex), Planar Travel (Ex), Spell Immunities (Ex), Vortex (Ex)

stat_block:
Umbral blot; CR 32; Medium construct; HD 57d10 +120; hp 433; Init +18 (+10 Dex, +8 Superior Initiative); Spd Fly 90 ft. (perfect); AC 40 (+10 dex, +20 natural), touch 20, flat-footed 30; Base Atk +42; Grp +42; Atk +42 melee (5d6 plus disintegrating touch [Fort DC 38], disintegrating touch); Full Atk +42 melee (5d6 plus disintegrating touch [Fort DC 38], disintegrating touch); Space/Reach 5 ft./5 ft.; SA Disintegrating touch, vortex; SQ Blindsight 200 ft., construct traits, fast healing 10, planar travel, spell resistance 44; acid resistance 30, cold resistance 30, electricity resistance 30, fire resistance 30, sonic resistance 30; AL N; SV Fort +19, Ref +29, Will +29; Str 10, Dex 30, Con -, Int 14, Wis 30, Cha 30

Skills and Feats: Hide +62, Listen +52, Move Silently +62, Sense Motive +43, Spot +52, Survival +43; Alertness, Combat Reflexes, Epic Prowess (x3), Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spot), Epic Toughness (x5), Improved Initiative, Skill Focus (Sense Motive), Skill Focus (Survival), Stealthy, Superior Initiative, Track

full_text:
Umbral Blot (Blackball)

Umbral Blot
Medium Construct

Hit Dice:
57d10 +120 (433 hp)

Initiative:
+18 (+10 Dex, +8 Superior Initiative)

Speed:
Fly 90 ft. (perfect)

Armor Class:
40 (+10 Dex, +20 natural), touch 20, flat-footed 30

Base Attack/Grapple:
+42/+42

Attack:
Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch

Full Attack:
Disintegrating touch +42 (5d6 plus disintegrating touch (Fort DC 38)) melee touch

Space/Reach:
5 ft./5 ft.

Special Attacks:
Disintegrating touch, vortex

Special Qualities:
Blindsight 200 ft., construct traits, fast healing 10, planar travel, spell resistance 44; acid resistance 30, cold resistance 30, electricity resistance 30, fire resistance 30, sonic resistance 30

Saves:
Fort +19, Ref +29, Will +29

Abilities:
Str 10, Dex 30, Con -, Int 14, Wis 30, Cha 30

Skills:
Hide +62, Listen +52, Move Silently +62, Sense Motive +43, Spot +52, Survival +43

Feats:
Alertness, Combat Reflexes, Improved Initiative, Skill Focus (Sense Motive), Skill Focus (Survival), Stealthy, Track

Epic Feats:
Epic Prowess (x3), Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spot), Epic Toughness (x5), Superior Initiative

Environment:
Any

Organization:
Solitary

Challenge Rating:
32

Treasure:
None

Alignment:
Always neutral


Advancement:
58-63 HD (Medium-size); 64-79 HD (Large); 80-95 HD (Huge); 96-171 HD (Gargantuan)

Combat
Disintegrating Touch (Ex): Any material object that comes into contact with a blackball is immediately disintegrated unless it succeeds at a Fortitude save (DC 38). A character or object that has been disintegrated by an umbral blot disappears completely, leaving behind not even dust to mark its passing. Those who make a successful saving throw still take 5d6 points of Damage from the disintegrating touch. Likewise, weapons or objects that save take a like amount of Damage. (Remember, tended or held objects save with the same bonus as their owners.)


Vortex (Ex): Normally a blackball insulates itself somehow from the air around it (otherwise it would perpetually be at the center of a howling wind-storm). If it chooses, instead of allowing the air to bend around it, the blackball can suspend this insulation, causing a sudden rush of wind to pour toward the blackball from all directions. This vortex sucks all the air from a 30-foot-by-30-foot-by-30-foot room in a single round, creating a sudden influx of air in its direction. All flying or floating creatures within 30 feet of the umbral blot who fail a Reflex save (DC 38) are swept along with the wind into contact with the blackball. Nonflying creatures within 30 feet who fail a Reflex save (DC 19) are pulled into contact with the umbral blot. Contact with an umbral blot could lead to disintegration, as noted above.


Spell Immunities (Ex): In addition to the spells that an umbral blot is immune to because of its construct traits, it is immune to disintegration spells and variations thereof.


Planar Travel (Ex): A blackball can fold space at will, allowing it to use ethereal jaunt,  dimension door,  greater teleport,  or plane shift at will as a standard action.


Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep,  paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal Damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Not at risk of death from massive Damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.


armor_class:
52 (+14 Dex, -1 size, +29 natural), touch 23, flat-footed 38

attack:
Head spike +51 (10d6+21/19-20 plus Wisdom drain) melee

full_attack:
Head spike +51 (10d6+21/19-20 plus Wisdom drain) melee

special_attacks:
Confusion aura, spell-like abilities, Wisdom drain

special_qualities:
Blindsight 500 ft., damage reduction 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, spell resistance 39

abilities:
Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46

skills:
Balance +18, Climb +32, Concentration +58, Craft (alchemy) +52, Diplomacy +22, Escape Artist +55, Gather Information +22, Hide +51, Intimidate +59, Jump +69, Knowledge (arcana, history, local, religion, the planes) +52, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59

feats:
Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack

epic_feats:
Epic Reflexes, Improved Combat Reflexes, Spell Stowaway (time stop), Tenacious Magic (haste), Tenacious Magic (displacement), Tenacious Magic (stoneskin)

special_abilities:
Confusion Aura (Su), Regeneration (Ex), Wisdom Drain (Su)

stat_block:
Uvuudaum; CR 27; Large outsider (evil, extraplanar); HD 38d8+646; hp 817; Init +14 (Dex); Spd 80 ft., climb 40 ft.; AC 52 (+14 dex, -1 size, +29 natural), touch 23, flat-footed 38; Base Atk +38; Grp +56; Atk +51 melee (10d6+21/19-20 plus Wisdom drain, head spike); Full Atk +51 melee (10d6+21/19-20 plus Wisdom drain, head spike); Space/Reach 10 ft./10 ft.; SA Confusion aura, spell-like abilities, Wisdom drain; SQ Blindsight 500 ft., damage reduction 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, spell resistance 39; AL NE; SV Fort +40, Ref +37, Will +41; Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46

Skills and Feats: Balance +18, Climb +32, Concentration +58, Craft (alchemy) +52, Diplomacy +22, Escape Artist +55, Gather Information +22, Hide +51, Intimidate +59, Jump +69, Knowledge (arcana, history, local, religion, the planes) +52, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59; Cleave, Combat Casting, Combat Reflexes, Epic Reflexes, Great Cleave, Improved Combat Reflexes, Improved Critical (head spike), Lightning Reflexes, Power Attack, Spell Stowaway (time stop), Tenacious Magic (displacement), Tenacious Magic (haste), Tenacious Magic (stoneskin)

full_text:
Uvuudaum

Uvuudaum
Large Outsider (Evil, Extraplanar)

Hit Dice:
38d8+646 (817 hp)

Initiative:
+14 (Dex)

Speed:
80 ft., climb 40 ft.

Armor Class:
52 (+14 Dex, -1 size, +29 natural), touch 23, flat-footed 38

Base Attack/Grapple:
+38/+56

Attack:
Head spike +51 (10d6+21/19-20 plus Wisdom drain) melee

Full Attack:
Head spike +51 (10d6+21/19-20 plus Wisdom drain) melee

Space/Reach:
10 ft./10 ft.

Special Attacks:
Confusion aura, spell-like abilities, Wisdom drain

Special Qualities:
Blindsight 500 ft., damage reduction 10/epic and good, electricity resistance 30, fast healing 20, regeneration 5, spell resistance 39

Saves:
Fort +40, Ref +37, Will +41

Abilities:
Str 39, Dex 38, Con 44, Int 32, Wis 38, Cha 46

Skills:
Balance +18, Climb +32, Concentration +58, Craft (alchemy) +52, Diplomacy +22, Escape Artist +55, Gather Information +22, Hide +51, Intimidate +59, Jump +69, Knowledge (arcana, history, local, religion, the planes) +52, Listen +55, Move Silently +55, Search +52, Sense Motive +55, Spellcraft +56, Spot +55, Swim +55, Tumble +59

Feats:
Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (head spike), Lightning Reflexes, Power Attack

Epic Feats:
Epic Reflexes, Improved Combat Reflexes, Spell Stowaway (time stop), Tenacious Magic (haste), Tenacious Magic (displacement), Tenacious Magic (stoneskin)

Environment:
Any

Organization:
Solitary, pair, or madness (3-6)

Challenge Rating:
27

Treasure:
Standard

Alignment:
Usually neutral evil


Advancement:
As character class

Uvuudaums can speak telepathically to any creature within 500 feet that has a language.
A uvuudaum's natural weapons are treated as epic and evil for the purpose of overcoming damage reduction.
Combat
Confusion Aura (Su): This ability operates continuously, as the confusion spell but with a 30-foot radius. Potential victims can make a Will save (DC 47) to resist confusion. Those affected by the aura can make a new save every 4 rounds to throw off the effect. Once it has successfully resisted, a subject remains immune to that uvuudaum's confusion aura for 24 hours. The save DC is Charisma-based.


Wisdom Drain (Su): This effect permanently reduces a living opponent's Wisdom score by 2d4 points when the creature hits with its head spike, or twice that amount on a critical hit. The creature regains 5 lost hit points (or 10 on a critical hit ) whenever it drains Wisdom, gaining any excess hit points as temporary hit points. Thesse temporary hit points last a maximum of 1 hour. An opponent can avoid the Wisdom drain with a Fortitude save (DC 47). The save DC is Charisma-based.


Spell-Like Abilities: At will-confusion,  dimension door,  greater dispel magic,  displacement,  haste,  invisibility,  lightning bolt,  magic missile,  mage armor,  polymorph,  shield,  stoneskin,  true strike,  web; 3/day-chain lightning,  cone of cold,  disintegrate,  dominate person,  plane shift,  prismatic spray,  scrying,  greater teleport,  wall of force; 1/day-contingent resurrection,  nailed to the sky,  time duplicate (epic spells), time stop. Caster level 27th; save DC 28 + spell level. The save DCs are Charisma-based.


Regeneration (Ex): Uvuudaums take normal damage from holy weapons, cold, and fire.


armor_class:
40 (+3 Dex, -1 size, +24 natural), touch 16, flat-footed 37

attack:
Sting +43 (1d6+12/19-20 plus poison) melee

full_attack:
Sting +43 (1d6+12/19-20 plus poison) melee, 4 pincers +41 (2d8+6/19-20) melee, bite +40 (3d6+6 plus poison) melee

special_attacks:
Aura of doom, concealing aura, frightful presence, poison, spell-like abilities

special_qualities:
Damage reduction 10/epic, darkvision 60 ft., fast healing 10, immune to all mind-affecting effects, low-light vision, spell resistance 34; scent

abilities:
Str 34, Dex 25, Con 36, Int 14, Wis 40, Cha 44

skills:
Heal +24, Hide +33, Jump +45, Knowledge (nature) +34, Listen +47, Move Silently +33, Spot +47

feats:
Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (pincers), Improved Critical (sting), Improved Initiative, Multiattack, Power Attack, Weapon Focus (pincers), Weapon Focus (sting)

special_abilities:
Aura of Doom (Su), Concealing Aura (Ex), Frightful Presence (Su), Poison (Ex)

stat_block:
Vermiurge; CR 24; Large aberration; HD 42d8+546; hp 735; Init +11 (+7 Dex, +4 Improved Initiative); Spd 50 ft., fly 90 ft. (perfect); AC 40 (+3 dex, -1 size, +24 natural), touch 16, flat-footed 37; Base Atk +31; Grp +47; Atk +43 melee (1d6+12/19-20 plus poison, sting); Full Atk +43 melee (1d6+12/19-20 plus poison, sting) and +41 melee (2d8+6/19-20, 4 pincers) and +40 melee (3d6+6 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Aura of doom, concealing aura, frightful presence, poison, spell-like abilities; SQ Damage reduction 10/epic, darkvision 60 ft., fast healing 10, immune to all mind-affecting effects, low-light vision, spell resistance 34; scent; AL LN; SV Fort +29, Ref +21, Will +38; Str 34, Dex 25, Con 36, Int 14, Wis 40, Cha 44

Skills and Feats: Heal +24, Hide +33, Jump +45, Knowledge (nature) +34, Listen +47, Move Silently +33, Spot +47; Alertness, Blinding Speed, Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (pincers), Improved Critical (sting), Improved Initiative, Multiattack, Power Attack, Weapon Focus (pincers), Weapon Focus (sting)

full_text:
Vermiurge

Vermiurge

Large Aberration


Hit Dice:
42d8+546 (735 hp)

Initiative:
+11 (+7 Dex, +4 Improved Initiative)

Speed:
50 ft., fly 90 ft. (perfect)

Armor Class:
40 (+3 Dex, -1 size, +24 natural), touch 16, flat-footed 37

Base Attack/Grapple:
+31/+47

Attack:
Sting +43 (1d6+12/19-20 plus poison) melee

Full Attack:
Sting +43 (1d6+12/19-20 plus poison) melee, 4 pincers +41 (2d8+6/19-20) melee, bite +40 (3d6+6 plus poison) melee

Space/Reach:
5 ft./5 ft.

Special Attacks:
Aura of doom, concealing aura, frightful presence, poison, spell-like abilities

Special Qualities:
Damage reduction 10/epic, darkvision 60 ft., fast healing 10, immune to all mind-affecting effects, low-light vision, spell resistance 34; scent

Saves:
Fort +29, Ref +21, Will +38

Abilities:
Str 34, Dex 25, Con 36, Int 14, Wis 40, Cha 44

Skills:
Heal +24, Hide +33, Jump +45, Knowledge (nature) +34, Listen +47, Move Silently +33, Spot +47

Feats:
Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (pincers), Improved Critical (sting), Improved Initiative, Multiattack, Power Attack, Weapon Focus (pincers), Weapon Focus (sting)

Epic Feats:
Blinding Speed

Environment:
Any

Organization:
Solitary

Challenge Rating:
24

Treasure:
Standard

Alignment:
Usually lawful neutral


Advancement:
43-52 HD (Large); 53-70 HD (Huge)

Vermiurges speak Terran.
A vermiurge's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Aura of Doom (Su): A vermiurge is constantly affected as if by a crown of vermin spell (epic spell) cast by a 42nd-level caster. As per the spell, a vermiurge may completely suppress the aura of insects as desired. A vermiurge's aura of doom constantly replenishes itself at a rate of 200 vermin per round (unlimited duration). When vermin die off either by being slain or by dealing Damage to another creature, the aura does not permanently collapse, even if all the vermin are slain or if all 1,000 vermin deal their Damage in 1 round. As soon as any vermin are replenished, they participate normally in the crown of vermin effect.


Concealing Aura (Ex): Its aura of doom constantly provides a vermiurge with nine-tenths concealment, so all attacks made against it have a 40% miss chance.


Frightful Presence (Su): This ability takes effect automatically when the vermiurge first engages its aura of doom. It affects only opponents with fewer Hit Dice or levels than the creature has. The affected creature must make a successful Will save (DC 48) or become shaken. Success indicates that the target is immune to that creature's frightful presence for one day. The save DC is Charisma-based.


Poison (Ex): Sting or bite, Fort save (DC 44); initial Damage 1d6 temporary Con, secondary Damage 2d6 temporary Con. The save DC is Constitution-based.


attack:
+Claw +40 (3d8+21/19-20 (+1d6 on critical hit) plus blight-fire) melee

full_attack:
2 claws +40 (3d8+21/19-20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32 (2d6+10 plus blightfire) melee

special_attacks:
Rend 6d8+31, blightfire, spell-like abilities

special_qualities:
Undead traits, cold subtype, cold aura, spell resistance 34, damage reduction 10/-

skills:
Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43

feats:
Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw)

epic_feats:
Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw)

special_abilities:
Blightfire (Su), Cold Aura (Su), Rend (Ex)

stat_block:
Winterwight; CR 23; Medium undead (cold); HD 32d12; hp 208; Init +12 (+8 Dex, +4 Improved Initiative); Spd 60 ft.; AC 46 (+8 dex, +28 natural), touch 18, flat-footed 38; Base Atk +16; Grp +37; Atk +40 melee (3d8+21/19-20 [+1d6 on critical hit] plus blight-fire, +claw); Full Atk +40 melee (3d8+21/19-20 [+1d6 on critical hit] plus blight-fire, 2 claws) and +32 melee (2d6+10 plus blightfire, skull butt); Space/Reach 5 ft./5 ft.; SA Rend 6d8+31, blightfire, spell-like abilities; SQ Undead traits, cold subtype, cold aura, spell resistance 34, damage reduction 10/-; AL CE; SV Fort +14, Ref +18, Will +24; Str 52, Dex 27, Con -, Int 10, Wis 22, Cha 28

Skills and Feats: Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43; Blinding Speed, Cleave, Epic Fortitude, Epic Weapon Focus (claw), Improved Critical (claw), Improved Initiative, Overwhelming Critical (claw), Power Attack, Weapon Focus (claw)

full_text:
Winterwight

Winterwight

Medium Undead (Cold)


Hit Dice:
32d12 (208 hp)

Initiative:
+12 (+8 Dex, +4 Improved Initiative)

Speed:
60 ft.

Armor Class:
46 (+8 Dex, +28 natural), touch 18, flat-footed 38

Base Attack/Grapple:
+16/+37

Attack:
+Claw +40 (3d8+21/19-20 (+1d6 on critical hit) plus blight-fire) melee

Full Attack:
2 claws +40 (3d8+21/19-20 (+1d6 on critical hit) plus blight-fire) melee, skull butt +32 (2d6+10 plus blightfire) melee

Space/Reach:
5 ft./5 ft.

Special Attacks:
Rend 6d8+31, blightfire, spell-like abilities

Special Qualities:
Undead traits, cold subtype, cold aura, spell resistance 34, damage reduction 10/-

Skills:
Jump +21, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43

Feats:
Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw)

Epic Feats:
Overwhelming Critical (claw), Blinding Speed, Epic Fortitude, Epic Weapon Focus (claw)

Saves:
Fort +14, Ref +18, Will +24

Abilities:
Str 52, Dex 27, Con -, Int 10, Wis 22, Cha 28

Environment:
Any

Organization:
Solitary or pair

Challenge Rating:
23

Treasure:
Standard

Alignment:
Always chaotic evil


Advancement:
33-42 HD (Medium-size); 43-55 HD (Huge)

Winterwights speak Common and Infernal.
A winterwight's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Rend (Ex): If the winterwight hits with both of its claws, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 6d8+31 points of Damage.


Blightfire (Su): When a winterwight deals Damage to a living opponent, a night-black flame begins to burn on the opponent's body. If the opponent fails a Fortitude save (DC 35), it takes 4 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 4 points of Constitution per round. The creature regains 10 lost hit points whenever it drains 4 points of Constitution, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blightfire, only icy fragments of the victim remain. The save DC is Charisma-based.


Spell-Like Abilities: At will-cone of cold,  control weather,  dimension door,  spell immunity (fireball), sleet storm (a winterwight is immune to the effects of a sleet storm spell), wall of ice. Caster level 23rd; save DC 19 + spell level. The save DCs are Charisma-based.


Undead Traits: Immune to poison, sleep,  paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.


Cold Subtype: Immunity to cold. Vulnerability to fire (takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure).


Cold Aura (Su): A 10-foot-radius spread cold aura surrounds a winterwight. All creatures of the cold sub-type in the field (including the winterwight) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to cold Damage take 2d10 points of cold Damage each round they remain within the cold aura.


armor_class:
47 (+4 Dex, +8 bracers, +3 ring, +2 amulet, +20 insight), touch 39, flat-footed 43

special_attacks:
Spell-like abilities, engulf, frightful presence

special_qualities:
Blindsight 300 ft., spell resistance 36, discorporate, immunities

abilities:
Str 10, Dex 14 (18 with gloves), Con 13 (15 with Ioun stone), Int 20 (26 with headband), Wis 12, Cha 8

skills:
Concentration +22, Craft (alchemy) +28, Listen +24, Knowledge (arcana, local, nature, religion) +28, Listen +21, Move Silently +24, Spellcraft +28

feats:
Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness

epic_feats:
Improved Spell Capacity (10th), Improved Spell Capacity (11th)

special_abilities:
Discorporate (Ex), Engulf (Ex), Frightful Presence (Su), Immunities (Ex)

stat_block:
Worm that walks; CR 26; Medium aberration; HD 23d8+49; hp 152; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 47 (+4 dex, +8 bracers, +3 ring, +2 amulet, +20 insight), touch 39, flat-footed 43; Base Atk +11; Grp +11; Atk +15 melee (1d6+4, +4 staff); Full Atk +15 melee /+10 (1d6+4, +4 staff); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, engulf, frightful presence; SQ Blindsight 300 ft., spell resistance 36, discorporate, immunities; AL NE; SV Fort +11, Ref +14, Will +17; Str 10, Dex 14 (18 with gloves), Con 13 (15 with Ioun stone), Int 20 (26 with headband), Wis 12, Cha 8

Skills and Feats: Concentration +22, Craft (alchemy) +28, Listen +24, Knowledge (arcana, local, nature, religion) +28, Listen +21, Move Silently +24, Spellcraft +28; Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Heighten Spell, Improved Initiative, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness

full_text:
Worm that Walks

Worm that Walks

Medium Aberration


Hit Dice:
23d8+49 (152 hp)

Initiative:
+8 (+4 Dex, +4 Improved Initiative)

Speed:
30 ft.

Armor Class:
47 (+4 Dex, +8 bracers, +3 ring, +2 amulet, +20 insight), touch 39, flat-footed 43

Base Attack/Grapple:
+11/+11
Attack:
+4 staff +15 (1d6+4) melee
Full Attack
+4 staff +15/+10 (1d6+4) melee
Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, engulf, frightful presence

Special Qualities:
Blindsight 300 ft., spell resistance 36, discorporate, immunities

Saves:
Fort +11, Ref +14, Will +17

Abilities:
Str 10, Dex 14 (18 with gloves), Con 13 (15 with Ioun stone), Int 20 (26 with headband), Wis 12, Cha 8

Skills:
Concentration +22, Craft (alchemy) +28, Listen +24, Knowledge (arcana, local, nature, religion) +28, Listen +21, Move Silently +24, Spellcraft +28

Feats:
Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness

Epic Feats:
Improved Spell Capacity (10th), Improved Spell Capacity (11th)

Environment:
Any

Organization:
Solitary

Challenge Rating:
26

Treasure:
As character

Alignment:
Any evil


Advancement:
As character

A worm that walks rarely speaks, although it retains knowledge of all languages it knew in life, as well as any it has learned since.
Combat
Spells: A worm that walks can cast any spells it could cast as a character. This sample worm was a 23rd-level wizard (spells per day: 4/12/6/6/6/5/5/5/5/4/1/1). The last spell slots are 10th-level and 11th-level slots, respectively, and are available for 0-9th level meta-magic spells.


Spell-Like Abilities: 1/day-animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature's size from Large to Gargantuan and from Huge to Colossal), creeping doom,  giant vermin,  summon swarm (vermin), summon vermin (as summon nature's ally,  except it summons 10 HD of vermin per level), and vermin plague (as insect plague). Caster level 20th; save DC 9 + spell level. The save DCs are Charisma-based.


Engulf (Ex): A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of damage. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of Damage. Constructs are immune to this attack.


Spells: The worm that walks can cast any spells it could cast when a living character. It also gains several related abilities.


Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the worm's HD + the worm's Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm's engulf attack has a -5 penalty on his or her saving throw.


Discorporate (Ex): If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard's intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm's continued existence.


Immunities (Ex): A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.


Possessions: Scrolls of fireball (10th-level caster), greater teleport,  acid fog,  incendiary cloud,  shapechange,  wail of the banshee,  clenched fist,  horrid wilting,  maze,  summon monster IX; potions of cure serious wounds,  alter self,  haste,  fly. Other magic gear: amulet of natural armor +2,  bracers of armor +8,  ring of protection +3,  +4 staff, rod of absorption,  gloves of Dexterity +4,  headband of intellect +6,  pink Ioun stone,  wings of flying.




Creating A Worm that Walks
'Worm that walks' is a template that can be added to any evil wizard or sorcerer. It uses all the original character's statistics, special abilities, and equipment, except as noted here.
Type: The character's type changes to aberration (it is a creature composed of hundreds of discrete crawling worms).


Hit Dice: Increase to d8.
AC: The mass of worms that make up this creature, each looking out for danger, in sum provide a +20 insight bonus to AC.


Special Attack: A worm that walks retains all the character's special attacks. It also gains one special attack, engulf.


Engulf (Ex): A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of Damage as the biting vermin nibble away. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of Damage. Constructs are immune to this attack.


Spells: A worm that walks can cast any spells it could cast as a living character.


Spell-Like Abilities: 1/day- animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature's size from Large to Gargantuan and from Huge to Colossal), creeping doom,  giant vermin,  summon swarm (vermin), summon vermin (as summon nature's ally,  except it summons 10 HD of vermin per level), and vermin plague (as insect plague). Caster level 20th.


Special Qualities: A worm that walks retains any special abilities it had in life and gains those mentioned below.


Blindsight (Ex): Worms that walk have blindsight 300 ft.


Spell Resistance (Ex): A worm that walks has spell resistance equal to its Challenge Rating +10.


Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the worm's HD + the worm's Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to 10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm's engulf attack has a -5 penalty on his or her saving throw.


Discorporate (Ex): If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard's intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm's continued existence.


Immunities (Ex): A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.


Saves: Same as the character.


Abilities: Same as the character.


Skills: Same as the character, except that a worm that walks receives a +20 racial bonus on Hide, Intuit Direction, Listen, and Move Silently checks.


Feats: Same as the character.


Epic Feats: Same as the character.


Environment: Any.


Organization: Solitary, occasionally with minions or master.


Challenge Rating: Same as the character + 3.


Treasure: Same as the character.


Alignment: Any evil.


Advancement: By character class.


Worm that Walks Characters
By making eldritch preparations on a burial plot, a powerful spellcaster can improve the likelihood of a worm that walks emerging from the ground. The body is buried in an elaborate ritual that, the spellcaster hopes, will attract a critical mass of worms or maggots. The spellcaster performing the ritual must spend 10,000 gp in rare reagents for the ceremony. Furthermore, the ritual drains 2,000 XP from the spell-caster and requires the following spells: limited wish,  polymorph any object,  summon swarm (heightened to 7th level), and sympathy. Even if the ritual is performed correctly, there is only a chance that the deceased spellcaster will arise as a worm that walks. For each prepared but uncast arcane spell the deceased had at the moment of death (or unused spell slots if a spontaneous caster), there's a 1% chance that a worm that walks will slither from the grave soil in 1d4 days. Some worms that walk arise spontaneously from ordinary burial plots, but such an event is exceedingly rare. And an epic spell can create worms that walk every time without fail.
Gathering of Maggots
Conjuration (Healing)
Spellcraft DC:
49
Components:
V, S, D F
Casting Time:
7 days
Target:
Dead creature touched
Duration:
Permanent
Saving Throw:
Fortitude negates (harmless)
Spell Resistance:
Yes (harmless)
To Develop:
441,000 gp; 9 days; 17,640 XP. Seeds: life (DC 27), transform (DC 21). Factors: change creature type to aberration (+5 DC); add worm that walks' spell-like, extraordinary, and supernatural abilities (+40 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC); increase casting time by 7 days (-14 DC).
When this spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a worm that walks.


armor_class:
14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12

full_attack:
2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2)

abilities:
Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7

stat_block:
Ape; CR 2; Large animal; HD 4d8+11; hp 29; Init +2; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +3; Grp +12; Atk +7 melee (1d6+5, claws); Full Atk +7 melee (1d6+5, 2 claws) and +2 melee (1d6+2, bite); Space/Reach 10 ft./10 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7

Skills and Feats: Climb +14, Listen +6, Spot +6; Alertness, Toughness

full_text:
Ape

Ape

Large Animal


Hit Dice:
4d8+11 (29 hp)

Initiative:
+2

Speed:
30 ft. (6 squares), climb 30 ft.

Armor Class:
14 (-1 size, +2 Dex, +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, Dex 15, Con 14, Int 2, Wis 12, Cha 7

Skills:
Climb +14, Listen +6, Spot +6

Feats:
Alertness, Toughness

Environment:
Warm forests

Organization:
Solitary, pair, or company (3-5)

Challenge Rating:
2

Advancement:
5-8 HD (Large)


Level Adjustment:
-

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
Skills: Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.


armor_class:
13 (+2 Dex, +1 natural), touch 12, flat-footed 11

abilities:
Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4

stat_block:
Baboon; CR 1/2; Medium animal; HD 1d8+1; hp 5; Init +2; Spd 40 ft. (8 squares), climb 30 ft.; AC 13 (+2 dex, +1 natural), touch 12, flat-footed 11; Base Atk +0; Grp +2; Atk +2 melee (1d6+3, bite); Full Atk +2 melee (1d6+3, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +3, Ref +4, Will +1; Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4

Skills and Feats: Climb +10, Listen +5, Spot +5; Alertness

full_text:
Baboon

Baboon

Medium Animal


Hit Dice:
1d8+1 (5 hp)

Initiative:
+2

Speed:
40 ft. (8 squares), climb 30 ft.

Armor Class:
13 (+2 Dex, +1 natural), touch 12, flat-footed 11

Base Attack/Grapple:
+0/+2

Attack:
Bite +2 melee (1d6+3)

Full Attack:
Bite +2 melee (1d6+3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +3, Ref +4, Will +1

Abilities:
Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4

Skills:
Climb +10, Listen +5, Spot +5

Feats:
Alertness

Environment:
Warm plains

Organization:
Solitary or troop (10-40)

Challenge Rating:
1/2

Advancement:
2-3 HD (Medium)


Level Adjustment:
-

Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog.
Males can be 2 to 4 feet long and weigh as much as 90 pounds.
Combat
Baboons usually attack in groups.
Skills: Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.


full_attack:
2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)

stat_block:
Polar bear; CR 4; Large animal; HD 8d8+32; hp 68; Init +1; Spd 40 ft. (8 squares), swim 30 ft.; AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14; Base Atk +6; Grp +18; Atk +13 (1d8+8, claw); Full Atk +13 melee (1d8+8, 2 claws) and +8 melee (2d6+4, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +10, Ref +7, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6

Skills and Feats: Hide -2*, Listen +5, Spot +7, Swim +16; Endurance, Run, Track

full_text:
Bear, Polar

Bear, Polar

Large Animal


Hit Dice:
8d8+32 (68 hp)

Initiative:
+1

Speed:
40 ft. (8 squares), swim 30 ft.

Armor Class:
15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14

Base Attack/Grapple:
+6/+18

Attack:
Claw +13 (1d8+8)

Full Attack:
2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Improved grab

Special Qualities:
Low-light vision, scent

Saves:
Fort +10, Ref +7, Will +3

Abilities:
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6

Skills:
Hide -2*, Listen +5, Spot +7, Swim +16

Feats:
Endurance, Run, Track

Environment:
Cold plains

Organization:
Solitary or pair

Challenge Rating:
4

Advancement:
9-12 HD (Large)


Level Adjustment:
-

These long, lean carnivores are slightly taller than brown bears.
Combat
Polar bears fight just as brown 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 has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A polar bear's white coat bestows a +12 racial bonus on Hide checks in snowy areas.


armor_class:
13 (-1 size, +4 natural), touch 9, flat-footed 13

abilities:
Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4

stat_block:
Bison; CR 2; Large animal; HD 5d8+15; hp 37; Init +0; Spd 40 ft. (8 squares); AC 13 (-1 size, +4 natural), touch 9, flat-footed 13; Base Atk +3; Grp +13; Atk +8 melee (1d8+9, gore); Full Atk +8 melee (1d8+9, gore); Space/Reach 10 ft./5 ft.; SA Stampede; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +4, Will +1; Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4

Skills and Feats: Listen +7, Spot +5; Alertness, Endurance

full_text:
Bison

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, Dex 10, Con 16, Int 2, Wis 11, Cha 4

Skills:
Listen +7, Spot +5

Feats:
Alertness, Endurance

Environment:
Temperate plains

Organization:
Solitary or herd (6-30)

Challenge Rating:
2

Advancement:
6-7 HD (Large)


Level Adjustment:
-

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 Strength-based.


armor_class:
16 (+6 natural), touch 10, flat-footed 16

abilities:
Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4

stat_block:
Boar; CR 2; Medium animal; HD 3d8+12; hp 25; Init +0; Spd 40 ft. (8 squares); AC 16 (+6 natural), touch 10, flat-footed 16; Base Atk +2; Grp +4; Atk +4 melee (1d8+3, gore); Full Atk +4 melee (1d8+3, gore); Space/Reach 5 ft./5 ft.; SA Ferocity; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +3, Will +2; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4

Skills and Feats: Listen +7, Spot +5; Alertness, Toughness

full_text:
Boar

Boar

Medium Animal


Hit Dice:
3d8+12 (25 hp)

Initiative:
+0

Speed:
40 ft. (8 squares)

Armor Class:
16 (+6 natural), touch 10, flat-footed 16

Base Attack/Grapple:
+2/+4

Attack:
Gore +4 melee (1d8+3)

Full Attack:
Gore +4 melee (1d8+3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Ferocity

Special Qualities:
Low-light vision, scent

Saves:
Fort +6, Ref +3, Will +2

Abilities:
Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4

Skills:
Listen +7, Spot +5

Feats:
Alertness, Toughness

Environment:
Temperate forests

Organization:
Solitary or herd (5-8)

Challenge Rating:
2

Advancement:
4-5 HD (Medium)


Level Adjustment:
-

Though not carnivores, these wild swine are bad-tempered and 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.
Combat
Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.


armor_class:
13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10

abilities:
Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4

stat_block:
Camel; CR 1; Large animal; HD 3d8+6; hp 19; Init +3; Spd 50 ft. (10 squares); AC 13 (-1 size, +3 dex, +1 natural), touch 12, flat-footed 10; Base Atk +2; Grp +10; Atk +0 melee (1d4+2*, bite); Full Atk +0 melee* (1d4+2*, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +5, Ref +6, Will +1; Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4

Skills and Feats: Listen +5, Spot +5; Alertness, Endurance

full_text:
Camel

Camel

Large Animal


Hit Dice:
3d8+6 (19 hp)

Initiative:
+3

Speed:
50 ft. (10 squares)

Armor Class:
13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10

Base Attack/Grapple:
+2/+10

Attack:
Bite +0 melee (1d4+2*)

Full Attack:
Bite +0 melee* (1d4+2*)

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +5, Ref +6, Will +1

Abilities:
Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4

Skills:
Listen +5, Spot +5

Feats:
Alertness, Endurance

Environment:
Warm deserts

Organization:
Domesticated or herd (6-30)

Challenge Rating:
1

Advancement:
-


Level Adjustment:
-

Camels are known for their ability to travel long distances without food or water.
The statistics presented here are for the dromedary, or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher. The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16).
Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A camel can drag 4,500 pounds.


Combat
*A camel's bite is treated as a secondary attack and adds only half the camel's Strength bonus to the damage roll.


armor_class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12

full_attack:
2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4)

abilities:
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7

skills:
Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3

stat_block:
Cat; CR 1/4; Tiny animal; HD 1/2 d8; hp 2; Init +2; Spd 30 ft. (6 squares); AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -12; Atk +4 melee (1d2-4, claw); Full Atk +4 melee (1d2-4, 2 claws) and -1 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7

Skills and Feats: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3; Weapon Finesse

full_text:
Cat

Cat

Tiny Animal


Hit Dice:
1/2 d8 (2 hp)

Initiative:
+2

Speed:
30 ft. (6 squares)

Armor Class:
14 (+2 size, +2 Dex), 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, Dex 15, Con 10, Int 2, Wis 12, Cha 7

Skills:
Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3

Feats:
Weapon Finesse

Environment:
Temperate plains

Organization:
Domesticated or solitary

Challenge Rating:
1/4

Advancement:
-


Level Adjustment:
-

The statistics presented here describe a common housecat.
Combat
Cats prefer to sneak up on their prey.
Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.


armor_class:
15 (+4 Dex, +1 natural), touch 14, flat-footed 11

full_attack:
Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1)

abilities:
Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6

skills:
Hide +6, Listen +4, Move Silently +6, Spot +4

stat_block:
Cheetah; CR 2; Medium animal; HD 3d8+6; hp 19; Init +4; Spd 50 ft. (10 squares); AC 15 (+4 dex, +1 natural), touch 14, flat-footed 11; Base Atk +2; Grp +5; Atk +6 melee (bite); Full Atk +6 melee (1d6+3, bite) and +1 melee (1d2+1, 2 claws); Space/Reach 5 ft./5 ft.; SA Trip; SQ Low-light vision, scent, sprint; AL N; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Skills and Feats: Hide +6, Listen +4, Move Silently +6, Spot +4; Alertness, Weapon Finesse

full_text:
Cheetah

Cheetah
Medium Animal

Hit Dice:
3d8+6 (19 hp)

Initiative:
+4

Speed:
50 ft. (10 squares)

Armor Class:
15 (+4 Dex, +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, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Skills:
Hide +6, Listen +4, Move Silently +6, Spot +4

Feats:
Alertness, Weapon Finesse

Environment:
Warm plains

Organization:
Solitary, pair, or family (3-5)

Challenge Rating:
2

Advancement:
4-5 HD (Medium)


Level Adjustment:
-

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.


armor_class:
15 (+1 Dex, +4 natural), touch 11, flat-footed 14

attack:
Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)

full_attack:
Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)

abilities:
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2

stat_block:
Crocodile; CR 2; Medium animal; HD 3d8+9; hp 22; Init +1; Spd 20 ft. (4 squares), swim 30 ft.; AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +6; Atk +6 melee (1d8+6, bite) or +6 melee (1d12+6, tail slap); Full Atk +6 melee (1d8+6, bite) or +6 melee (1d12+6, tail slap); Space/Reach 5 ft./5 ft.; SA Improved grab; SQ Hold breath, low-light vision; AL N; SV Fort +6, Ref +4, Will +2; Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2

Skills and Feats: Hide +7*, Listen +4, Spot +4, Swim +12; Alertness, Skill Focus (Hide)

full_text:
Crocodile

Crocodile

Medium Animal


Hit Dice:
3d8+9 (22 hp)

Initiative:
+1

Speed:
20 ft. (4 squares), swim 30 ft.

Armor Class:
15 (+1 Dex, +4 natural), touch 11, flat-footed 14

Base Attack/Grapple:
+2/+6

Attack:
Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)

Full Attack:
Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Improved grab

Special Qualities:
Hold breath, low-light vision

Saves:
Fort +6, Ref +4, Will +2

Abilities:
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2

Skills:
Hide +7*, Listen +4, Spot +4, Swim +12

Feats:
Alertness, Skill Focus (Hide)

Environment:
Warm marshes

Organization:
Solitary or colony (6-11)

Challenge Rating:
2

Advancement:
4-5 HD (Medium)


Level Adjustment:
-

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 Constitution score before it risks drowning.


Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks 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 Hide checks.


attack:
Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)

full_attack:
Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)

abilities:
Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2

feats:
Alertness, Endurance, Skill Focus (Hide)

stat_block:
Giant crocodile; CR 4; Huge animal; HD 7d8+28; hp 59; Init +1; Spd 20 ft. (4 squares), swim 30 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk +5; Grp +21; Atk +11 melee (2d8+12, bite) or +11 melee (1d12+12, tail slap); Full Atk +11 melee (2d8+12, bite) or +11 melee (1d12+12, tail slap); Space/Reach 15 ft./10 ft.; SA Improved grab; SQ Hold breath, low-light vision; AL N; SV Fort +9, Ref +6, Will +3; Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2

Skills and Feats: Hide +1*, Listen +5, Spot +5, Swim +16; Alertness, Endurance, Skill Focus (Hide)

full_text:
Crocodile, Giant

Crocodile, Giant

Huge Animal


Hit Dice:
7d8+28 (59 hp)

Initiative:
+1

Speed:
20 ft. (4 squares), swim 30 ft.

Armor Class:
16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15

Base Attack/Grapple:
+5/+21

Attack:
Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)

Full Attack:
Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Improved grab

Special Qualities:
Hold breath, low-light vision

Saves:
Fort +9, Ref +6, Will +3

Abilities:
Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2

Skills:
Hide +1*, Listen +5, Spot +5, Swim +16

Feats:
Alertness, Endurance, Skill Focus (Hide)

Environment:
Warm marshes

Organization:
Solitary or colony (6-11)

Challenge Rating:
4

Advancement:
8-14 HD (Huge)


Level Adjustment:
-

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.


abilities:
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6

skills:
Jump +7, Listen +5, Spot +5, Survival +1*

stat_block:
Dog; CR 1/3; Small animal; HD 1d8+2; hp 6; Init +3; Spd 40 ft. (8 squares); AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12; Base Atk +0; Grp -3; Atk +2 melee (1d4+1, bite); Full Atk +2 melee (1d4+1, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +4, Ref +5, Will +1; Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Skills and Feats: Jump +7, Listen +5, Spot +5, Survival +1*; Alertness, Track

full_text:
Dog

Dog
Small Animal

Hit Dice:
1d8+2 (6 hp)

Initiative:
+3

Speed:
40 ft. (8 squares)

Armor Class:
15 (+1 size, +3 Dex, +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, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Skills:
Jump +7, Listen +5, Spot +5, Survival +1*

Feats:
Alertness, Track B

Environment:
Temperate plains

Organization:
Solitary or pack (5-12)

Challenge Rating:
1/3

Advancement:
-


Level Adjustment:
-

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 African 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.


armor_class:
16 (+2 Dex, +4 natural), touch 12, flat-footed 14

abilities:
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

skills:
Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*

stat_block:
Riding dog; CR 1; Medium animal; HD 2d8+4; hp 13; Init +2; Spd 40 ft. (8 squares); AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills and Feats: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*; Alertness, Track

full_text:
Dog, Riding

Dog, Riding
Medium Animal

Hit Dice:
2d8+4 (13 hp)

Initiative:
+2

Speed:
40 ft. (8 squares)

Armor Class:
16 (+2 Dex, +4 natural), touch 12, flat-footed 14

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:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +5, Ref +5, Will +1

Abilities:
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills:
Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*

Feats:
Alertness, Track B

Environment:
Temperate plains

Organization:
Solitary or pack (5-12)

Challenge Rating:
1

Advancement:
-


Level Adjustment:
-

This category includes working breeds such as collies, huskies, and St. Bernards.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds.


Combat
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.


abilities:
Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4

stat_block:
Donkey; CR 1/6; Medium animal; HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares); AC 13 (+1 dex, +2 natural), touch 11, flat-footed 12; Base Atk +1; Grp +1; Atk +1 melee (1d2, bite); Full Atk +1 melee (1d2, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +4, Ref +4, Will +0; Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4

Skills and Feats: Balance +3, Listen +3, Spot +2; Endurance

full_text:
Donkey

Donkey

Medium Animal


Hit Dice:
2d8+2 (11 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

Armor Class:
13 (+1 Dex, +2 natural), touch 11, flat-footed 12

Base Attack/Grapple:
+1/+1

Attack:
Bite +1 melee (1d2)

Full Attack:
Bite +1 melee (1d2)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +4, Ref +4, Will +0

Abilities:
Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4

Skills:
Balance +3, Listen +3, Spot +2

Feats:
Endurance

Environment:
Temperate deserts

Organization:
Solitary

Challenge Rating:
1/6

Advancement:
-


Level Adjustment:
-

These long-eared, horselike creatures are surefooted and sturdy. The statistics presented here could also describe burros.
Carrying Capacity: A light load for a donkey is up to 50 pounds; a medium load, 51-100 pounds; and a heavy load, 101-150 pounds. A donkey can drag 750 pounds.


Combat
A donkey bites only when it has no way to escape.
Skills: Donkeys have a +2 racial bonus on Balance checks.


armor_class:
14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12

full_attack:
2 talons +3 melee (1d4) and bite -2 melee (1d4)

abilities:
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6

stat_block:
Eagle; CR 1/2; Small animal; HD 1d8+1; hp 5; Init +2; Spd 10 ft. (2 squares), fly 80 ft. (average); AC 14 (+1 size, +2 dex, +1 natural), touch 13, flat-footed 12; Base Atk +0; Grp -4; Atk +3 melee (1d4, talons); Full Atk +3 melee (1d4, 2 talons) and -2 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision; AL N; SV Fort +3, Ref +4, Will +2; Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6

Skills and Feats: Listen +2, Spot +14; Weapon Finesse

full_text:
Eagle

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 Dex, +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, Dex 15, Con 12, Int 2, Wis 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)


Level Adjustment:
-

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.


armor_class:
15 (-2 size, +7 natural), touch 8, flat-footed 15

full_attack:
Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15)

abilities:
Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7

feats:
Alertness, Endurance, Iron Will, Skill Focus (Listen)

stat_block:
Elephant; CR 7; Huge animal; HD 11d8+55; hp 104; Init +0; Spd 40 ft. (8 squares); AC 15 (-2 size, +7 natural), touch 8, flat-footed 15; Base Atk +8; Grp +26; Atk +16 melee (2d8+15, gore); Full Atk +16 melee (2d6+10, slam) and +11 melee (2d6+5, 2 stamps) or +16 melee (2d8+15, gore); Space/Reach 15 ft./10 ft.; SA Trample 2d8+15; SQ Low-light vision, scent; AL N; SV Fort +12, Ref +7, Will +6; Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7

Skills and Feats: Listen +12, Spot +10; Alertness, Endurance, Iron Will, Skill Focus (Listen)

full_text:
Elephant

Elephant

Huge Animal


Hit Dice:
11d8+55 (104 hp)

Initiative:
+0

Speed:
40 ft. (8 squares)

Armor Class:
15 (-2 size, +7 natural), touch 8, flat-footed 15

Base Attack/Grapple:
+8/+26

Attack:
Gore +16 melee (2d8+15)

Full Attack:
Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Trample 2d8+15

Special Qualities:
Low-light vision, scent

Saves:
Fort +12, Ref +7, Will +6

Abilities:
Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7

Skills:
Listen +12, Spot +10

Feats:
Alertness, Endurance, Iron Will, Skill Focus (Listen)

Environment:
Warm plains

Organization:
Solitary or herd (6-30)

Challenge Rating:
7

Advancement:
12-22 HD (Huge)


Level Adjustment:
-

Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.
This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons.
Combat
Elephants tend to charge at threatening creatures.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.


speed:
10 ft. (2 squares), fly 60 ft. (average)

armor_class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14

abilities:
Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6

stat_block:
Hawk; CR 1/3; Tiny animal; HD 1d8; hp 4; Init +3; Spd 10 ft. (2 squares), fly 60 ft. (average); AC 17 (+2 size, +3 dex, +2 natural), touch 15, flat-footed 14; Base Atk +0; Grp -10; Atk +5 melee (1d4-2, talons); Full Atk +5 melee (1d4-2, talons); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision; AL N; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6

Skills and Feats: Listen +2, Spot +14; Weapon Finesse

full_text:
Hawk

Hawk

Tiny Animal


Hit Dice:
1d8 (4 hp)

Initiative:
+3

Speed:
10 ft. (2 squares), fly 60 ft. (average)

Armor Class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14

Base Attack/Grapple:
+0/-10

Attack:
Talons +5 melee (1d4-2)

Full Attack:
Talons +5 melee (1d4-2)

Space/Reach:
2-1/2 ft./0 ft.

Special Attacks:
-

Special Qualities:
Low-light vision

Saves:
Fort +2, Ref +5, Will +2

Abilities:
Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6

Skills:
Listen +2, Spot +14

Feats:
Weapon Finesse

Environment:
Temperate forests

Organization:
Solitary or pair

Challenge Rating:
1/3

Advancement:
-


Level Adjustment:
-

These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Combat
Hawks combine both talons into a single attack.
Skills: Hawks have a +8 racial bonus on Spot checks.


armor_class:
13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12

abilities:
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6

stat_block:
Heavy horse; CR 1; Large animal; HD 3d8+6; hp 19; Init +1; Spd 50 ft. (10 squares); AC 13 (-1 size, +1 dex, +3 natural), touch 10, flat-footed 12; Base Atk +2; Grp +9; Atk -1 melee (1d6+1*, hoof); Full Atk -1 melee (1d6+1*, 2 hooves); Space/Reach 10 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +5, Ref +4, Will +2; Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Skills and Feats: Listen +4, Spot +4; Endurance, Run

full_text:
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.)

Horse, Heavy


Large Animal

Hit Dice:
3d8+6 (19 hp)

Initiative:
+1

Speed:
50 ft. (10 squares)

Armor Class:
13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12

Base Attack/Grapple:
+2/+9

Attack:
Hoof -1 melee (1d6+1*)

Full Attack:
2 hooves -1 melee (1d6+1*)

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +5, Ref +4, Will +2

Abilities:
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Skills:
Listen +4, Spot +4

Feats:
Endurance, Run

Environment:
Temperate plains

Organization:
Domesticated

Challenge Rating:
1

Advancement:
-


Level Adjustment:
-

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.
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.
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy 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 heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
These animals or 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.


abilities:
Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6

stat_block:
Light horse; CR 1; Large animal; HD 3d8+6; hp 19; Init +1; Spd 60 ft. (12 squares); AC 13 (-1 size, +1 dex, +3 natural), touch 10, flat-footed 12; Base Atk +2; Grp +8; Atk -2 melee (1d4+1*, hoof); Full Atk -2 melee (1d4+1*, 2 hooves); Space/Reach 10 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +5, Ref +4, Will +2; Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Skills and Feats: Listen +4, Spot +4; Endurance, Run

full_text:
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.)
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.

Horse, Light


Large Animal

Hit Dice:
3d8+6 (19 hp)

Initiative:
+1

Speed:
60 ft. (12 squares)

Armor Class:
13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12

Base Attack/Grapple:
+2/+8

Attack:
Hoof -2 melee (1d4+1*)

Full Attack:
2 hooves -2 melee (1d4+1*)

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +5, Ref +4, Will +2

Abilities:
Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Skills:
Listen +4, Spot +4

Feats:
Endurance, Run

Environment:
Temperate plains

Organization:
Domesticated or herd (6-30)

Challenge Rating:
1

Advancement:
-


Level Adjustment:
-

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.
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy 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 heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
These animals or 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.


armor_class:
14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13

full_attack:
2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)

abilities:
Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6

stat_block:
Heavy warhorse; CR 2; Large animal; HD 4d8+12; hp 30; Init +1; Spd 50 ft. (10 squares); AC 14 (-1 size, +1 dex, +4 natural), touch 10, flat-footed 13; Base Atk +3; Grp +11; Atk +6 melee (1d6+4, hoof); Full Atk +6 melee (1d6+4, 2 hooves) and +1 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6

Skills and Feats: Listen +5, Spot +4; Endurance, Run

full_text:
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.)
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.
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.

Warhorse, Heavy


Large Animal

Hit Dice:
4d8+12 (30 hp)

Initiative:
+1

Speed:
50 ft. (10 squares)

Armor Class:
14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13

Base Attack/Grapple:
+3/+11

Attack:
Hoof +6 melee (1d6+4)

Full Attack:
2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +7, Ref +5, Will +2

Abilities:
Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6

Skills:
Listen +5, Spot +4

Feats:
Endurance, Run

Environment:
Temperate plains

Organization:
Domesticated

Challenge Rating:
2

Advancement:
-


Level Adjustment:
-

These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy 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 heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.
These animals or 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.


full_attack:
2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1)

abilities:
Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6

stat_block:
Light warhorse; CR 1; Large animal; HD 3d8+9; hp 22; Init +1; Spd 60 ft. (12 squares); AC 14 (-1 size, +1 dex, +4 natural), touch 10, flat-footed 13; Base Atk +2; Grp +9; Atk +4 melee (1d4+3, hoof); Full Atk +4 melee (1d4+3, 2 hooves) and -1 melee (1d3+1, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6

Skills and Feats: Listen +4, Spot +4; Endurance, Run

full_text:
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.)
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.
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.
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy 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 heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.

Warhorse, Light


Large Animal

Hit Dice:
3d8+9 (22 hp)

Initiative:
+1

Speed:
60 ft. (12 squares)

Armor Class:
14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13

Base Attack/Grapple:
+2/+9

Attack:
Hoof +4 melee (1d4+3)

Full Attack:
2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1)

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +6, Ref +4, Will +2

Abilities:
Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6

Skills:
Listen +4, Spot +4

Feats:
Endurance, Run

Environment:
Temperate plains

Organization:
Domesticated

Challenge Rating:
1

Advancement:
-


Level Adjustment:
-

These animals or 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.


armor_class:
14 (+2 Dex, +2 natural), touch 12, flat-footed 12

abilities:
Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6

stat_block:
Hyena; CR 1; Medium animal; HD 2d8+4; hp 13; Init +2; Spd 50 ft. (10 squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +3; Atk +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); Space/Reach 5 ft./5 ft.; SA Trip; SQ Low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6

Skills and Feats: Hide +3*, Listen +6, Spot +4; Alertness

full_text:
Hyena

Hyena
Medium Animal

Hit Dice:
2d8+4 (13 hp)

Initiative:
+2

Speed:
50 ft. (10 squares)

Armor Class:
14 (+2 Dex, +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, Dex 15, Con 15, Int 2, Wis 13, Cha 6

Skills:
Hide +3*, Listen +6, Spot +4

Feats:
Alertness

Environment:
Warm deserts

Organization:
Solitary, pair, or pack (7-16)

Challenge Rating:
1

Advancement:
3 HD (Medium); 4-5 HD (Large)


Level Adjustment:
-

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 Hide checks in areas of tall grass or heavy undergrowth.


full_attack:
Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)

skills:
Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6

stat_block:
Leopard; CR 2; Medium animal; HD 3d8+6; hp 19; Init +4; Spd 40 ft (8 squares), climb 20 ft.; AC 15 (+4 dex, +1 natural), touch 14, flat-footed 11; Base Atk +2; Grp +5; Atk +6 melee (1d6+3, bite); Full Atk +6 melee (1d6+3, bite) and +1 melee (1d3+1, 2 claws); Space/Reach 5 ft./5 ft.; SA Improved grab, pounce, rake 1d3+1; SQ Low-light vision, scent; AL N; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Skills and Feats: Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6; Alertness, Weapon Finesse

full_text:
Leopard

Leopard

Medium Animal


Hit Dice:
3d8+6 (19 hp)

Initiative:
+4

Speed:
40 ft (8 squares), climb 20 ft.

Armor Class:
15 (+4 Dex, +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, Dex 19, Con 15, Int 2, Wis 12, Cha 6

Skills:
Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6

Feats:
Alertness, Weapon Finesse

Environment:
Warm forests

Organization:
Solitary or pair

Challenge Rating:
2

Advancement:
4-5 HD (Medium)


Level Adjustment:
-

These jungle 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 mountain lions.
Combat
Improved Grab (Ex): To use this ability, a leopard 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 leopard charges a foe, it can make a full attack, including two rake attacks.


Rake (Ex): Attack bonus +6 melee, damage 1d3+1.


Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.


full_attack:
2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2)

abilities:
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6

skills:
Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5

stat_block:
Lion; CR 3; Large animal; HD 5d8+10; hp 32; Init +3; Spd 40 ft. (8 squares); AC 15 (-1 size, +3 dex, +3 natural), touch 12, flat-footed 12; Base Atk +3; Grp +12; Atk +7 melee (1d4+5, claw); Full Atk +7 melee (1d4+5, 2 claws) and +2 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA Pounce, improved grab, rake 1d4+2; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Skills and Feats: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5; Alertness, Run

full_text:
Lion

Lion
Large Animal

Hit Dice:
5d8+10 (32 hp)

Initiative:
+3

Speed:
40 ft. (8 squares)

Armor Class:
15 (-1 size, +3 Dex, +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:
Pounce, improved grab, rake 1d4+2

Special Qualities:
Low-light vision, scent

Saves:
Fort +6, Ref +7, Will +2

Abilities:
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Skills:
Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5

Feats:
Alertness, Run

Environment:
Warm plains

Organization:
Solitary, pair, or pride (6-10)

Challenge Rating:
3

Advancement:
6-8 HD (Large)


Level Adjustment:
-

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
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.


Improved Grab (Ex): To use this ability, a 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.


Rake (Ex): Attack bonus +7 melee, damage 1d4+2.


Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.


abilities:
Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2

skills:
Balance +10, Climb +12, Hide +10, Listen +3, Spot +3

stat_block:
Lizard; CR 1/6; Tiny animal; HD 1/2 d8; hp 2; Init +2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -12; Atk +4 melee (1d4-4, bite); Full Atk +4 melee (1d4-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision; AL N; SV Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2

Skills and Feats: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3; Weapon Finesse

full_text:
Lizard

Lizard
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 Dex), touch 14, flat-footed 12

Base Attack/Grapple:
+0/-12

Attack:
Bite +4 melee (1d4-4)

Full Attack:
Bite +4 melee (1d4-4)

Space/Reach:
2-1/2 ft./0 ft.

Special Attacks:
-

Special Qualities:
Low-light vision

Saves:
Fort +2, Ref +4, Will +1

Abilities:
Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2

Skills:
Balance +10, Climb +12, Hide +10, Listen +3, Spot +3

Feats:
Weapon Finesse

Environment:
Warm forests

Organization:
Solitary

Challenge Rating:
1/6

Advancement:
-


Level Adjustment:
-

The statistics presented here describe small, nonvenomous 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.
Skills: Lizards have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Lizards use their Dexterity modifier instead of their Strength modifier for Climb checks.


armor_class:
15 (+2 Dex, +3 natural), touch 12, flat-footed 13

abilities:
Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2

skills:
Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11

stat_block:
Monitor lizard; CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6 squares), swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk +5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2

Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11; Alertness, Great Fortitude

full_text:
Lizard, Monitor

Lizard, Monitor
Medium Animal

Hit Dice:
3d8+9 (22 hp)

Initiative:
+2

Speed:
30 ft. (6 squares), swim 30 ft.

Armor Class:
15 (+2 Dex, +3 natural), touch 12, flat-footed 13

Base Attack/Grapple:
+2/+5

Attack:
Bite +5 melee (1d8+4)

Full Attack:
Bite +5 melee (1d8+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision

Saves:
Fort +8, Ref +5, Will +2

Abilities:
Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2

Skills:
Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11

Feats:
Alertness, Great Fortitude

Environment:
Warm forests

Organization:
Solitary

Challenge Rating:
2

Advancement:
4-5 HD (Medium)


Level Adjustment:
-

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: A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.


armor_class:
12 (-1 size, +3 natural), touch 9, flat-footed 12

abilities:
Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2

stat_block:
Manta ray; CR 1; Large animal (aquatic); HD 4d8; hp 18; Init +0; Spd Swim 30 ft. (6 squares); AC 12 (-1 size, +3 natural), touch 9, flat-footed 12; Base Atk +3; Grp +9; Atk -1 melee* (1d6+1, ram); Full Atk -1 melee* (1d6+1, ram); Space/Reach 10 ft./5 ft.; SA -; SQ Low-light vision; AL N; SV Fort +4, Ref +4, Will +2; Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2

Skills and Feats: Listen +7, Spot +6, Swim +10; Alertness, Endurance

full_text:
Manta Ray

Manta Ray
Large Animal (Aquatic)

Hit Dice:
4d8 (18 hp)

Initiative:
+0

Speed:
Swim 30 ft. (6 squares)

Armor Class:
12 (-1 size, +3 natural), touch 9, flat-footed 12

Base Attack/Grapple:
+3/+9

Attack:
Ram -1 melee* (1d6+1)

Full Attack:
Ram -1 melee* (1d6+1)

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision

Saves:
Fort +4, Ref +4, Will +2

Abilities:
Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2

Skills:
Listen +7, Spot +6, Swim +10

Feats:
Alertness, Endurance

Environment:
Warm aquatic

Organization:
Solitary or school (2-5)

Challenge Rating:
1

Advancement:
5-6 HD (Medium)


Level Adjustment:
-

These fish are nonaggressive and generally avoid contact with other creatures. They filter plankton and similar small organisms from the water through their gaping, toothless maws.
Combat
*If threatened, a manta ray uses its size and weight to ram opponents. This is treated as a secondary attack.
Skills: A manta ray has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


abilities:
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5

skills:
Balance +10, Climb +10, Hide +10, Listen +3, Spot +3

stat_block:
Monkey; CR 1/6; Tiny animal; HD 1d8; hp 4; Init +2; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision; AL N; SV Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5

Skills and Feats: Balance +10, Climb +10, Hide +10, Listen +3, Spot +3; Weapon Finesse

full_text:
Monkey

Monkey
Tiny Animal

Hit Dice:
1d8 (4 hp)

Initiative:
+2

Speed:
30 ft. (6 squares), climb 30 ft.

Armor Class:
14 (+2 size, +2 Dex), 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

Saves:
Fort +2, Ref +4, Will +1

Abilities:
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5

Skills:
Balance +10, Climb +10, Hide +10, Listen +3, Spot +3

Feats:
Weapon Finesse

Environment:
Warm forests

Organization:
Troop (10-40)

Challenge Rating:
1/6

Advancement:
2-3 HD (Small)


Level Adjustment:
-

The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin.
Combat
Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.
Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.


abilities:
Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6

stat_block:
Mule; CR 1; Large animal; HD 3d8+9; hp 22; Init +1; Spd 30 ft. (6 squares); AC 13 (-1 size, +1 dex, +3 natural), touch 10, flat-footed 12; Base Atk +2; Grp +9; Atk +4 melee (1d4+3, hoof); Full Atk +4 melee (1d4+3, 2 hooves); Space/Reach 10 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +4, Will +1; Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6

Skills and Feats: Listen +6, Spot +6; Alertness, Endurance

full_text:
Mule

Mule
Large Animal

Hit Dice:
3d8+9 (22 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

Armor Class:
13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12

Base Attack/Grapple:
+2/+9

Attack:
Hoof +4 melee (1d4+3)

Full Attack:
2 hooves +4 melee (1d4+3)

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +6, Ref +4, Will +1

Abilities:
Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6

Skills:
Listen +6, Spot +6

Feats:
Alertness, Endurance

Environment:
Warm plains

Organization:
Domesticated

Challenge Rating:
1

Advancement:
-


Level Adjustment:
-

Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.
Combat
A mule's powerful kick can be dangerous.
Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds.


Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.


armor_class:
16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13

full_attack:
Arms +5 melee (0) and bite +0 melee (1d3)

abilities:
Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3

skills:
Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9

special_abilities:
Improved Grab (Ex), Ink Cloud (Ex), Jet (Ex)

stat_block:
Octopus; CR 1; Small animal (aquatic); HD 2d8; hp 9; Init +3; Spd 20 ft. (4 squares), swim 30 ft.; AC 16 (+1 size, +3 dex, +2 natural), touch 14, flat-footed 13; Base Atk +1; Grp +2; Atk +5 melee (0, arms); Full Atk +5 melee (0, arms) and +0 melee (1d3, bite); Space/Reach 5 ft./5 ft.; SA Improved grab; SQ Ink cloud, jet, low-light vision; AL N; SV Fort +3, Ref +6, Will +1; Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3

Skills and Feats: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9; Weapon Finesse

full_text:
Octopus

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 Dex, +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:
Ink cloud, jet, low-light vision

Saves:
Fort +3, Ref +6, Will +1

Abilities:
Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3

Skills:
Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9

Feats:
Weapon Finesse

Environment:
Warm aquatic

Organization:
Solitary

Challenge Rating:
1

Advancement:
3-6 HD (Medium)


Level Adjustment:
-

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. 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.


Ink Cloud (Ex): An octopus 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 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 Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


armor_class:
18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16

full_attack:
8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2)

abilities:
Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3

skills:
Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13

feats:
Alertness, Skill Focus (Hide), Toughness

special_abilities:
Constrict (Ex), Improved Grab (Ex), Ink Cloud (Ex), Jet (Ex)

stat_block:
Giant octopus; CR 8; Large animal (aquatic); HD 8d8+11; hp 47; Init +2; Spd 20 ft. (4 squares), swim 30 ft.; AC 18 (-1 size, +2 dex, +7 natural), touch 11, flat-footed 16; Base Atk +6; Grp +15; Atk +10 melee (1d4+5, tentacle); Full Atk +10 melee (1d4+5, 8 tentacles) and +5 melee (1d8+2, bite); Space/Reach 10 ft./10 ft. (20 ft. with tentacle); SA Improved grab, constrict; SQ Ink cloud, jet, low-light vision; AL N; SV Fort +7, Ref +8, Will +3; Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3

Skills and Feats: Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13; Alertness, Skill Focus (Hide), Toughness

full_text:
Octopus, Giant

Octopus, Giant
Large Animal (Aquatic)

Hit Dice:
8d8+11 (47 hp)

Initiative:
+2

Speed:
20 ft. (4 squares), swim 30 ft.

Armor Class:
18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16

Base Attack/Grapple:
+6/+15

Attack:
Tentacle +10 melee (1d4+5)

Full Attack:
8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2)

Space/Reach:
10 ft./10 ft. (20 ft. with tentacle)

Special Attacks:
Improved grab, constrict

Special Qualities:
Ink cloud, jet, low-light vision

Saves:
Fort +7, Ref +8, Will +3

Abilities:
Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3

Skills:
Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13

Feats:
Alertness, Skill Focus (Hide), Toughness

Environment:
Warm aquatic

Organization:
Solitary

Challenge Rating:
8

Advancement:
9-12 HD (Large); 13-24 HD (Huge)


Level Adjustment:
-

These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers.
Combat
An opponent can attack a giant octopus's tentacles with a sunder attempt as if they were weapons. A giant octopus's tentacles have 10 hit points each. If a giant octopus 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 octopus's tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.
Constrict (Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check.


Improved Grab (Ex): To use this ability, a giant octopus 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.


Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black 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 octopus normally uses to escape a losing fight. All vision within the cloud is obscured.


Jet (Ex): A giant 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: A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


speed:
10 ft. (2 squares), fly 40 ft. (average)

abilities:
Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4

stat_block:
Owl; CR 1/4; Tiny animal; HD 1d8; hp 4; Init +3; Spd 10 ft. (2 squares), fly 40 ft. (average); AC 17 (+2 size, +3 dex, +2 natural), touch 15, flat-footed 14; Base Atk +0; Grp -11; Atk +5 melee (1d4-3, talons); Full Atk +5 melee (1d4-3, talons); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision; AL N; SV Fort +2, Ref +5, Will +2; Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4

Skills and Feats: Listen +14, Move Silently +17, Spot +6*; Weapon Finesse

full_text:
Owl

Owl
Tiny Animal

Hit Dice:
1d8 (4 hp)

Initiative:
+3

Speed:
10 ft. (2 squares), fly 40 ft. (average)

Armor Class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14

Base Attack/Grapple:
+0/-11

Attack:
Talons +5 melee (1d4-3)

Full Attack:
Talons +5 melee (1d4-3)

Space/Reach:
2-1/2 ft./0 ft.

Special Attacks:
-

Special Qualities:
Low-light vision

Saves:
Fort +2, Ref +5, Will +2

Abilities:
Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4

Skills:
Listen +14, Move Silently +17, Spot +6*

Feats:
Weapon Finesse

Environment:
Temperate forests

Organization:
Solitary

Challenge Rating:
1/4

Advancement:
2 HD (Small)


Level Adjustment:
-

The statistics presented here 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 Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.


abilities:
Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4

stat_block:
Pony; CR 1/4; Medium animal; HD 2d8+2; hp 11; Init +1; Spd 40 ft. (8 squares); AC 13 (+1 dex, +2 natural), touch 11, flat-footed 12; Base Atk +1; Grp +2; Atk -3 melee (1d3*, hoof); Full Atk -3 melee (1d3*, 2 hooves); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +4, Ref +4, Will +0; Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4

Skills and Feats: Listen +5, Spot +5; Endurance

full_text:
Pony

Pony
Medium Animal

Hit Dice:
2d8+2 (11 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

Armor Class:
13 (+1 Dex, +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, Dex 13, Con 12, Int 2, Wis 11, Cha 4

Skills:
Listen +5, Spot +5

Feats:
Endurance

Environment:
Temperate plains

Organization:
Solitary

Challenge Rating:
1/4

Advancement:
-


Level Adjustment:
-

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.
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.


abilities:
Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4

stat_block:
War pony; CR 1/2; Medium animal; HD 2d8+4; hp 13; Init +1; Spd 40 ft. (8 squares); AC 13 (+1 dex, +2 natural), touch 11, flat-footed 12; Base Atk +1; Grp +3; Atk +3 melee (1d3+2, hoof); Full Atk +3 melee (1d3+2, 2 hooves); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +5, Ref +4, Will +0; Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4

Skills and Feats: Listen +5, Spot +5; Endurance

full_text:
Pony, War

Pony, War
Medium Animal

Hit Dice:
2d8+4 (13 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

Armor Class:
13 (+1 Dex, +2 natural), touch 11, flat-footed 12

Base Attack/Grapple:
+1/+3

Attack:
Hoof +3 melee (1d3+2)

Full Attack:
2 hooves +3 melee (1d3+2)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +5, Ref +4, Will +0

Abilities:
Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4

Skills:
Listen +5, Spot +5

Feats:
Endurance

Environment:
Temperate plains

Organization:
Domesticated

Challenge Rating:
1/2

Advancement:
-


Level Adjustment:
-

Warponies are bred for strength and aggression, and are similar to light warhorses.
Combat
A warpony 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 warpony is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A warpony can drag 1,500 pounds.


armor_class:
15 (+3 Dex, +2 natural), touch 13, flat-footed 12

special_qualities:
Blindsight 120 ft., hold breath, low-light vision

abilities:
Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6

stat_block:
Porpoise; CR 1/2; Medium animal; HD 2d8+2; hp 11; Init +3; Spd Swim 80 ft. (16 squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk +1; Grp +1; Atk +4 melee (2d4, slam); Full Atk +4 melee (2d4, slam); Space/Reach 5 ft./5 ft.; SA -; SQ Blindsight 120 ft., hold breath, low-light vision; AL N; SV Fort +4, Ref +6, Will +1; Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6

Skills and Feats: Listen +8*, Spot +7*, Swim +8; Weapon Finesse

full_text:
Porpoise

Porpoise
Medium Animal

Hit Dice:
2d8+2 (11 hp)

Initiative:
+3

Speed:
Swim 80 ft. (16 squares)

Armor Class:
15 (+3 Dex, +2 natural), touch 13, flat-footed 12

Base Attack/Grapple:
+1/+1

Attack:
Slam +4 melee (2d4)

Full Attack:
Slam +4 melee (2d4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Blindsight 120 ft., hold breath, low-light vision

Saves:
Fort +4, Ref +6, Will +1

Abilities:
Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6

Skills:
Listen +8*, Spot +7*, Swim +8

Feats:
Weapon Finesse

Environment:
Temperate aquatic

Organization:
Solitary, pair, or school (3-20)

Challenge Rating:
1/2

Advancement:
3-4 HD (Medium); 5-6 HD (Large)


Level Adjustment:
-

Porpoises are mammals that tend to be playful, friendly, and helpful. A typical porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size.
Combat
Blindsight (Ex): Porpoises can 'see' by emitting high-frequency 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 porpoise to rely on its vision, which is approximately as good as a human's.


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


Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.


speed:
15 ft. (3 squares), climb 15 ft., swim 15 ft.

abilities:
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2

skills:
Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10

stat_block:
Rat; CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2

Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10; Weapon Finesse

full_text:
Rat

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 Dex), 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, Dex 15, Con 10, Int 2, Wis 12, Cha 2

Skills:
Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10

Feats:
Weapon Finesse

Environment:
Any

Organization:
Plague (10-100)

Challenge Rating:
1/8

Advancement:
-


Level Adjustment:
-

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 Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


abilities:
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6

stat_block:
Raven; CR 1/6; Tiny animal; HD 1/4 d8; hp 1; Init +2; Spd 10 ft. (2 squares), fly 40 ft. (average); AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d2-5, claws); Full Atk +4 melee (1d2-5, claws); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision; AL N; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6

Skills and Feats: Listen +3, Spot +5; Weapon Finesse

full_text:
Raven

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 Dex), 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, Dex 15, Con 10, Int 2, Wis 14, Cha 6

Skills:
Listen +3, Spot +5

Feats:
Weapon Finesse

Environment:
Temperate forests

Organization:
Solitary

Challenge Rating:
1/6

Advancement:
-


Level Adjustment:
-

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 nonpredatory birds of similar size.


armor_class:
16 (-1 size, +7 natural), touch 9, flat-footed 16

abilities:
Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2

feats:
Alertness, Endurance, Improved Natural Attack (gore)

stat_block:
Rhinoceros; CR 4; Large animal; HD 8d8+40; hp 76; Init +0; Spd 30 ft. (6 squares); AC 16 (-1 size, +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +18; Atk +13 melee (2d6+12, gore); Full Atk +13 melee (2d6+12, gore); Space/Reach 10 ft./5 ft.; SA Powerful charge; SQ Low-light vision; AL N; SV Fort +11, Ref +6, Will +3; Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2

Skills and Feats: Listen +14, Spot +3; Alertness, Endurance, Improved Natural Attack (gore)

full_text:
Rhinoceros

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

Special Qualities:
Low-light vision

Saves:
Fort +11, Ref +6, Will +3

Abilities:
Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2

Skills:
Listen +14, Spot +3

Feats:
Alertness, Endurance, Improved Natural Attack (gore)

Environment:
Warm plains

Organization:
Solitary or herd (2-12)

Challenge Rating:
4

Advancement:
9-12 HD (Large); 13-24 HD (Huge)


Level Adjustment:
-

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.


abilities:
Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2

stat_block:
Medium shark; CR 1; Medium animal (aquatic); HD 3d8+3; hp 16; Init +2; Spd Swim 60 ft. (12 squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +3; Atk +4 melee (1d6+1, bite); Full Atk +4 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Blindsense, keen scent; AL N; SV Fort +4, Ref +5, Will +2; Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2

Skills and Feats: Listen +6, Spot +6, Swim +9; Alertness, Weapon Finesse

full_text:
Shark

Shark, Medium




Medium Animal (Aquatic)



Hit Dice:
3d8+3 (16 hp)



Initiative:
+2



Speed:
Swim 60 ft. (12 squares)



Armor Class:
15 (+2 Dex, +3 natural), touch 12, flat-footed 13



Base Attack/Grapple:
+2/+3



Attack:
Bite +4 melee (1d6+1)



Full Attack:
Bite +4 melee (1d6+1)



Space/Reach:
5 ft./5 ft.



Special Attacks:
-



Special Qualities:
Blindsense, keen scent



Saves:
Fort +4, Ref +5, Will +2



Abilities:
Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2



Skills:
Listen +6, Spot +6, Swim +9



Feats:
Alertness, Weapon Finesse



Environment:
Cold aquatic



Organization:
Solitary, school (2-5), or pack (6-11)



Challenge Rating:
1



Advancement:
4-6 HD (Medium)




Level Adjustment:
-



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.


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


armor_class:
24 (-1 size, +15 natural), touch 9, flat-footed 24

special_attacks:
Energy drain, trap essence, spell-like abilities

special_qualities:
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits

abilities:
Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17

skills:
Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5 following tracks)

feats:
Blind-Fight, Combat Casting, Combat Expertise, Improved Initiative, Weapon Focus (claw)

special_abilities:
Energy Drain (Su), Spell Deflection (Su), Trap Essence (Su)

stat_block:
Devourer; CR 11; Large undead (extraplanar); HD 12d12; hp 78; Init +4; Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +6; Grp +19; Atk +15 melee (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 claws); Space/Reach 10 ft./10 ft.; SA Energy drain, trap essence, spell-like abilities; SQ Darkvision 60 ft., spell deflection, spell resistance 21, undead traits; AL NE; SV Fort +4, Ref +4, Will +11; Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17

Skills and Feats: Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5 following tracks); Blind-Fight, Combat Casting, Combat Expertise, Improved Initiative, Weapon Focus (claw)

full_text:
Devourer

Devourer

Large Undead (Extraplanar)


Hit Dice:
12d12 (78 hp)

Initiative:
+4

Speed:
30 ft. (6 squares)

Armor Class:
24 (-1 size, +15 natural), touch 9, flat-footed 24

Base Attack/Grapple:
+6/+19

Attack:
Claw +15 melee (1d6+9)

Full Attack:
2 claws +15 melee (1d6+9)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Energy drain, trap essence, spell-like abilities

Special Qualities:
Darkvision 60 ft., spell deflection, spell resistance 21, undead traits

Saves:
Fort +4, Ref +4, Will +11

Abilities:
Str 28, Dex 10, Con -, Int 16, Wis 16, Cha 17

Skills:
Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5 following tracks)

Feats:
Blind-Fight, Combat Casting, Combat Expertise, Improved Initiative, Weapon Focus (claw)

Environment:
Any

Organization:
Solitary

Challenge Rating:
11

Treasure:
None

Alignment:
Always neutral evil

Advancement:
13-24 HD (Large); 25-36 HD (Huge)


Level Adjustment:
-

Devourers lurk on the Ethereal Plane and the Astral Plane, stalking both natives and travelers with equal sadistic glee.
A devourer is about 9 feet tall and weighs 500 pounds.
Devourers speak Common.
Combat
Even if it had no special abilities, a devourer would be a terrible opponent, for its bony claws can flay enemies alive.
Energy Drain (Su): Living creatures hit by a devourer's claw attack or spectral hand ability gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based.


Trap Essence (Su): The devourer is named for its ability to consume an enemy's life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll but deals no damage. The he save DC is Charisma-based. A slain creature's essence is trapped within the devourer's ribs, and the tiny figure takes on that victim's features. The trapped essence cannot be raised or resurrected, but a limited wish,  miracle,  or wish spell frees it, as does destroying the devourer. A devourer can hold only one essence at a time.
The trapped essence provides a devourer with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the twisted soul fades away until it evaporates completely. The trapped essence gains one negative level for every five times the devourer uses one of its spell-like abilities. When the essence's number of negative levels equals the creature's total Hit Dice or level, the essence is destroyed. If an essence is freed, the restored creature must succeed on a DC 19 Fortitude save for each negative level or lose that level permanently.




Spell-Like Abilities: At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, a devourer can use one of the following abilities: confusion (DC 17), control undead (DC 20), ghoul touch (DC 15), lesser planar ally,  ray of enfeeblement (DC 14), spectral hand,  suggestion (DC 16), true seeing. Caster level 18th. The save DCs are Charisma-based.
Spell Deflection (Su): The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment,  chaos hammer,  confusion,  crushing despair,  detect thoughts,  dispel evil,  dominate person,  fear,  geas/quest,  holy word,  hypnosis,  imprisonment,  magic jar,  maze,  suggestion,  trap the soul,  or any form of charm or compulsion. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the devourer of its spell-like abilities until it can consume another victim.


armor_class:
17 (+2 Dex, +5 natural), touch 12, flat-footed 15

special_qualities:
Darkvision 60 ft., immunity to acid, low-light vision, scent

abilities:
Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10

feats:
Alertness, Improved Initiative, Lightning Reflexes

stat_block:
Digester; CR 6; Medium magical beast; HD 8d10+24; hp 68; Init +6; Spd 60 ft. (12 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +8; Grp +11; Atk +11 melee (1d8+4, claw); Full Atk +11 melee (1d8+4, claw); Space/Reach 5 ft./5 ft.; SA Acid spray; SQ Darkvision 60 ft., immunity to acid, low-light vision, scent; AL N; SV Fort +9, Ref +10, Will +3; Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills and Feats: Hide +9, Listen +6, Jump +21, Spot +6; Alertness, Improved Initiative, Lightning Reflexes

full_text:
Digester

Digester

Medium Magical Beast


Hit Dice:
8d10+24 (68 hp)

Initiative:
+6

Speed:
60 ft. (12 squares)

Armor Class:
17 (+2 Dex, +5 natural), touch 12, flat-footed 15

Base Attack/Grapple:
+8/+11

Attack:
Claw +11 melee (1d8+4)

Full Attack:
Claw +11 melee (1d8+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Acid spray

Special Qualities:
Darkvision 60 ft., immunity to acid, low-light vision, scent

Saves:
Fort +9, Ref +10, Will +3

Abilities:
Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills:
Hide +9, Listen +6, Jump +21, Spot +6

Feats:
Alertness, Improved Initiative, Lightning Reflexes

Environment:
Warm forests

Organization:
Solitary or pack (3-6)

Challenge Rating:
6

Treasure:
None

Alignment:
Always neutral

Advancement:
9-12 HD (Medium); 13-24 HD (Large)


Level Adjustment:
-

A digester stands about 5 feet tall and is 7 feet long from snout to tail. It weighs about 350 pounds,
Combat
A digester is a hunting and eating machine. When it is not hungry (which is rarely), it lies low and avoids most other creatures. When hunting, it looks about for a likely target, then charges forth and delivers a gout of acid. If the initial attack is insufficient to kill the prey, the digester attacks with its hind feet until it can spray acid again.
Acid Spray (Ex): A digester can spray acid in a 20-foot cone, dealing 4d8 points of damage to everything in the area. Once a digester uses this ability, it can't use it again until 1d4 rounds later.
The creature can also produce a concentrated stream of acid that deals 8d8 points of damage to a single target within 5 feet. In either case, a DC 17 Reflex save halves the damage. The save DC is Constitution-based.


Skills: A digester's coloration gives it a +4 racial bonus on Hide checks. It also has a +4 racial bonus on Jump checks.


armor_class:
16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14

full_attack:
Talons +6 melee (2d6+4) and 2 foreclaws +1 melee (1d3+2) and bite +1 melee (2d4+2)

abilities:
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10

skills:
Hide +8, Jump +26, Listen +10, Spot +10, Survival +10

stat_block:
Deinonychus; CR 3; Large animal; HD 4d8+16; hp 34; Init +2; Spd 60 ft. (12 squares); AC 16 (-1 size, +2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +3; Grp +11; Atk +6 melee (2d6+4, talons); Full Atk +6 melee (2d6+4, talons) and +1 melee (1d3+2, 2 foreclaws) and +1 melee (2d4+2, bite); Space/Reach 10 ft./5 ft.; SA Pounce; SQ Low-light vision, scent; AL N; SV Fort +8, Ref +6, Will +2; Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10

Skills and Feats: Hide +8, Jump +26, Listen +10, Spot +10, Survival +10; Run, Track

full_text:
Deinonychus

Deinonychus
Large Animal

Hit Dice:
4d8+16 (34 hp)

Initiative:
+2

Speed:
60 ft. (12 squares)

Armor Class:
16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14

Base Attack/Grapple:
+3/+11

Attack:
Talons +6 melee (2d6+4)

Full Attack:
Talons +6 melee (2d6+4) and 2 foreclaws +1 melee (1d3+2) and bite +1 melee (2d4+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Pounce

Special Qualities:
Low-light vision, scent

Saves:
Fort +8, Ref +6, Will +2

Abilities:
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10

Skills:
Hide +8, Jump +26, Listen +10, Spot +10, Survival +10

Feats:
Run, Track

Environment:
Warm forests

Organization:
Solitary, pair, or pack (3-6)

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

Advancement:
5-8 HD (Large)


Level Adjustment:
-

A deinonychus is bright green along its back and flanks, with a much lighter shade of the same color on its underside. The body has darker spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be carried entirely by the back legs. It weighs about 600 pounds.
Combat
A deinonychus uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.
Pounce (Ex): If a deinonychus charges, it can make a full attack.


Skills: A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.


armor_class:
13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11

abilities:
Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9

stat_block:
Elasmosaurus; CR 7; Huge animal; HD 10d8+66; hp 111; Init +2; Spd 20 ft. (4 squares), swim 50 ft.; AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed 11; Base Atk +7; Grp +23; Atk +13 melee (2d8+12, bite); Full Atk +13 melee (2d8+12, bite); Space/Reach 15 ft./10 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +15, Ref +9, Will +4; Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9

Skills and Feats: Hide -4*, Listen +4, Spot +9, Swim +16; Dodge, Great Fortitude, Toughness (2)

full_text:
Elasmosaurus

Elasmosaurus

Huge Animal


Hit Dice:
10d8+66 (111 hp)

Initiative:
+2

Speed:
20 ft. (4 squares), swim 50 ft.

Armor Class:
13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11

Base Attack/Grapple:
+7/+23

Attack:
Bite +13 melee (2d8+12)

Full Attack:
Bite +13 melee (2d8+12)

Space/Reach:
15 ft./10 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

Saves:
Fort +15, Ref +9, Will +4

Abilities:
Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9

Skills:
Hide -4*, Listen +4, Spot +9, Swim +16

Feats:
Dodge, Great Fortitude, Toughness (2)

Environment:
Warm aquatic

Organization:
Solitary, pair, or herd (5-8)

Challenge Rating:
7

Treasure:
None

Alignment:
Always neutral

Advancement:
11-20 HD (Huge); 21-30 HD (Gargantuan)


Level Adjustment:
-

Though it resides primarily in the water, an elasmosaurus only breathes air. An elasmosaurus has a total length of some 30 feet, including a tail half as long as its entire body, and weighs about 5,000 pounds. Observers who see only its head or tail might easily mistake it for a massive snake.
Combat
An elasmosaurus is aggressive and attacks anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey.
Skills: *An elasmosaurus has a +8 racial bonus on Hide checks in water.


full_attack:
Bite +20 (2d6+4) melee, 2 Claws +20 (1d8+2) melee, 2 Wings +19 (1d6+2) melee, Tail Slap +19 (1d8+6) melee

special_attacks:
Breath weapon (80 ft. line of acid 10d4, DC 21), frightful presence (DC 19)

special_qualities:
Blindsense 60 ft., damage reduction 5/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 17, spells (caster level 1st), water breathing

abilities:
Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12

skills:
Concentration +10, Diplomacy +7, Escape Artist +6, Hide +2, Intimidate +8, Knowledge (any 1) +20, Listen +22, Move Silently +6, Search +20, Sense Motive +8, Spot +22, Swim +10, Use Magic Device +7

special_abilities:
Blindsense (Ex), Breath Weapon (Su), Charm Reptiles (Sp), Corrupt Water (Sp), Crush (Ex), Frightful Presence (Ex), Immunities (Ex), Keen Senses (Ex), Spell Resistance (Ex), Tail Sweep (Ex), Water Breathing (Ex)

stat_block:
Young adult black dragon; CR 9; Large dragon (water); HD 16d12+48; hp 152; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +16; Grp +24; Atk +20 melee (2d6+4, bite); Full Atk +20 melee (2d6+4, bite) and +20 melee (1d8+2, 2 claws) and +19 melee (1d6+2, 2 wings) and +19 melee (1d8+6, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath weapon (80 ft. line of acid 10d4, DC 21), frightful presence (DC 19); SQ Blindsense 60 ft., damage reduction 5/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 17, spells (caster level 1st), water breathing; AL CE; SV Fort +13, Ref +10, Will +11; Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12

Skills and Feats: Concentration +10, Diplomacy +7, Escape Artist +6, Hide +2, Intimidate +8, Knowledge (any 1) +20, Listen +22, Move Silently +6, Search +20, Sense Motive +8, Spot +22, Swim +10, Use Magic Device +7; Alertness, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Black Dragon
Black Dragon, Young adult
Large Dragon (Water)
Hit Dice:
16d12+48 (152 hp)
Initiative:
+4
Speed:
60 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple:
+16/+24
Attack:
Bite +20 (2d6+4) melee
Full Attack:
Bite +20 (2d6+4) melee, 2 Claws +20 (1d8+2) melee, 2 Wings +19 (1d6+2) melee, Tail Slap +19 (1d8+6) melee
Space/Reach:
10 ft./5 ft. (10 ft. with bite)
Special Attacks:
Breath weapon (80 ft. line of acid 10d4, DC 21), frightful presence (DC 19)
Special Qualities:
Blindsense 60 ft., damage reduction 5/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 17, spells (caster level 1st), water breathing
Saves:
Fort +13, Ref +10, Will +11
Abilities:
Str 19, Dex 10, Con 17, Int 12, Wis 13, Cha 12
Skills:
Concentration +10, Diplomacy +7, Escape Artist +6, Hide +2, Intimidate +8, Knowledge (any 1) +20, Listen +22, Move Silently +6, Search +20, Sense Motive +8, Spot +22, Swim +10, Use Magic Device +7
Feats:
Alertness, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Warm marshes
Organization:
Solitary or clutch (2-5)
Challenge Rating:
9
Treasure:
Triple standard
Alignment:
Always chaotic evil
Advancement:
17-18 HD (Large)
Level Adjustment:
-

Dragon (Water)


Environment: Warm marshes


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22


Treasure: Triple standard


Alignment: Always chaotic evil


Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD


Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others -


Black Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
T
4d12+4 (30)
11
10
13
8
11
8
+4/-4
+6
+5
+4
+4
2d4 (13)
-

Very young
S
7d12+7 (52)
13
10
13
8
11
8
+7/+4
+9
+6
+5
+5
4d4 (14)
-

Young
M
10d12+20 (85)
15
10
15
10
11
10
+10/+12
+12
+9
+7
+7
6d4 (17)
-

Juvenile
M
13d12+26 (110)
17
10
15
10
11
10
+13/+16
+16
+10
+8
+8
8d4 (18)
-

Young adult
L
16d12+48 (152)
19
10
17
12
13
12
+16/+24
+19
+13
+10
+11
10d4 (21)
19

Adult
L
19d12+76 (199)
23
10
19
12
13
12
+19/+29
+24
+15
+11
+12
12d4 (23)
20

Mature adult
H
22d12+110 (253)
27
10
21
14
15
14
+22/+38
+28
+18
+13
+15
14d4 (26)
23

Old
H
25d12+125 (287)
29
10
21
14
15
14
+25/+42
+32
+19
+14
+16
16d4 (27)
24

Very old
H
28d12+168 (350)
31
10
23
16
17
16
+28/+46
+36
+22
+16
+19
18d4 (30)
27

Ancient
H
31d12+186 (387)
33
10
23
16
17
16
+31/+50
+40
+23
+17
+20
20d4 (31)
28

Wyrm
G
34d12+238 (459)
35
10
25
18
19
18
+34/+58
+42
+26
+19
+23
22d4 (34)
31


Great wyrm
G
37d12+296 (536)
37
10
27
20
21
20
+37/+62
+46
+28
+20
+25
24d4 (36)
33


Black Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
60 ft., fly 100 ft. (average), swim 60 ft.
+0
15 (+2 size, +3 natural), touch 12, flat-footed 15
Immunity to acid, water breathing
-
-

Very young
60 ft., fly 100 ft. (average), swim 60 ft.
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
-
-

Young
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Juvenile
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
22 (+12 natural), touch 10, flat-footed 22
Darkness
-
-

Young adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Damage reduction 5/magic
1st
17

Adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Corrupt water
3rd
18

Mature adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Damage reduction 10/magic
5th
21

Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Plant growth
7th
22

Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Damage reduction 15/magic
9th
23

Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Insect plague
11th
25

Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Damage reduction 20/magic
13th
26


Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.


Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.


Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.


Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.


Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).


Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.


armor_class:
27 (-1 size, +18 natural), touch 9, flat-footed 27

full_attack:
Bite +25 (2d6+6) melee, 2 Claws +25 (1d8+3) melee, 2 Wings +24 (1d6+3) melee, Tail Slap +24 (1d8+9) melee

special_attacks:
Breath weapon (80 ft. line of acid 12d4, DC 23), frightful presence (DC 20)

special_qualities:
Blindsense 60 ft., corrupt water, damage reduction 5/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 18, spells (caster level 3rd), water breathing

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

skills:
Concentration +12, Diplomacy +8, Escape Artist +7, Hide +3, Intimidate +9, Knowledge (any 1) +23, Listen +25, Move Silently +7, Search +23, Sense Motive +9, Spot +25, Swim +13, Use Magic Device +8

stat_block:
Adult black dragon; CR 11; Large dragon (water); HD 19d12+76; hp 199; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 27 (-1 size, +18 natural), touch 9, flat-footed 27; Base Atk +19; Grp +29; Atk +25 melee (2d6+6, bite); Full Atk +25 melee (2d6+6, bite) and +25 melee (1d8+3, 2 claws) and +24 melee (1d6+3, 2 wings) and +24 melee (1d8+9, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath weapon (80 ft. line of acid 12d4, DC 23), frightful presence (DC 20); SQ Blindsense 60 ft., corrupt water, damage reduction 5/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 18, spells (caster level 3rd), water breathing; AL CE; SV Fort +15, Ref +11, Will +12; Str 23, Dex 10, Con 19, Int 12, Wis 13, Cha 12

Skills and Feats: Concentration +12, Diplomacy +8, Escape Artist +7, Hide +3, Intimidate +9, Knowledge (any 1) +23, Listen +25, Move Silently +7, Search +23, Sense Motive +9, Spot +25, Swim +13, Use Magic Device +8; Alertness, Empower Spell, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Black Dragon
Black Dragon, Adult
Large Dragon (Water)
Hit Dice:
19d12+76 (199 hp)
Initiative:
+4
Speed:
60 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
27 (-1 size, +18 natural), touch 9, flat-footed 27
Base Attack/Grapple:
+19/+29
Attack:
Bite +25 (2d6+6) melee
Full Attack:
Bite +25 (2d6+6) melee, 2 Claws +25 (1d8+3) melee, 2 Wings +24 (1d6+3) melee, Tail Slap +24 (1d8+9) melee
Space/Reach:
10 ft./5 ft. (10 ft. with bite)
Special Attacks:
Breath weapon (80 ft. line of acid 12d4, DC 23), frightful presence (DC 20)
Special Qualities:
Blindsense 60 ft., corrupt water, damage reduction 5/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 18, spells (caster level 3rd), water breathing
Saves:
Fort +15, Ref +11, Will +12
Abilities:
Str 23, Dex 10, Con 19, Int 12, Wis 13, Cha 12
Skills:
Concentration +12, Diplomacy +8, Escape Artist +7, Hide +3, Intimidate +9, Knowledge (any 1) +23, Listen +25, Move Silently +7, Search +23, Sense Motive +9, Spot +25, Swim +13, Use Magic Device +8
Feats:
Alertness, Empower Spell, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Warm marshes
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
11
Treasure:
Triple standard
Alignment:
Always chaotic evil
Advancement:
20-21 HD (Large)
Level Adjustment:
-

Dragon (Water)


Environment: Warm marshes


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22


Treasure: Triple standard


Alignment: Always chaotic evil


Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD


Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others -


Black Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
T
4d12+4 (30)
11
10
13
8
11
8
+4/-4
+6
+5
+4
+4
2d4 (13)
-

Very young
S
7d12+7 (52)
13
10
13
8
11
8
+7/+4
+9
+6
+5
+5
4d4 (14)
-

Young
M
10d12+20 (85)
15
10
15
10
11
10
+10/+12
+12
+9
+7
+7
6d4 (17)
-

Juvenile
M
13d12+26 (110)
17
10
15
10
11
10
+13/+16
+16
+10
+8
+8
8d4 (18)
-

Young adult
L
16d12+48 (152)
19
10
17
12
13
12
+16/+24
+19
+13
+10
+11
10d4 (21)
19

Adult
L
19d12+76 (199)
23
10
19
12
13
12
+19/+29
+24
+15
+11
+12
12d4 (23)
20

Mature adult
H
22d12+110 (253)
27
10
21
14
15
14
+22/+38
+28
+18
+13
+15
14d4 (26)
23

Old
H
25d12+125 (287)
29
10
21
14
15
14
+25/+42
+32
+19
+14
+16
16d4 (27)
24

Very old
H
28d12+168 (350)
31
10
23
16
17
16
+28/+46
+36
+22
+16
+19
18d4 (30)
27

Ancient
H
31d12+186 (387)
33
10
23
16
17
16
+31/+50
+40
+23
+17
+20
20d4 (31)
28

Wyrm
G
34d12+238 (459)
35
10
25
18
19
18
+34/+58
+42
+26
+19
+23
22d4 (34)
31


Great wyrm
G
37d12+296 (536)
37
10
27
20
21
20
+37/+62
+46
+28
+20
+25
24d4 (36)
33


Black Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
60 ft., fly 100 ft. (average), swim 60 ft.
+0
15 (+2 size, +3 natural), touch 12, flat-footed 15
Immunity to acid, water breathing
-
-

Very young
60 ft., fly 100 ft. (average), swim 60 ft.
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
-
-

Young
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Juvenile
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
22 (+12 natural), touch 10, flat-footed 22
Darkness
-
-

Young adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Damage reduction 5/magic
1st
17

Adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Corrupt water
3rd
18

Mature adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Damage reduction 10/magic
5th
21

Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Plant growth
7th
22

Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Damage reduction 15/magic
9th
23

Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Insect plague
11th
25

Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Damage reduction 20/magic
13th
26


Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.


Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.


Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.


Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.


Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).


Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.


armor_class:
29 (-2 size, +21 natural), touch 8, flat-footed 29

full_attack:
Bite +29 (2d8+8) melee, 2 Claws +29 (2d6+4) melee, 2 Wings +28 (1d8+4) melee, Tail Slap +28 (2d6+12) melee

special_attacks:
Breath weapon (100 ft. line of acid 14d4, DC 26), crush 2d8+12 (DC 26), frightful presence (DC 23)

special_qualities:
Blindsense 60 ft., corrupt water, damage reduction 10/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 21, spells (caster level 5th), water breathing

abilities:
Str 27, Dex 10, Con 21, Int 14, Wis 15, Cha 14

skills:
Concentration +16, Diplomacy +13, Escape Artist +11, Hide +2, Intimidate +13, Knowledge (any 2) +27, Listen +29, Move Silently +10, Search +27, Sense Motive +13, Spot +29, Swim +18, Use Magic Device +13

stat_block:
Mature adult black dragon; CR 14; Huge dragon (water); HD 22d12+110; hp 253; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 29 (-2 size, +21 natural), touch 8, flat-footed 29; Base Atk +22; Grp +38; Atk +29 melee (2d8+8, bite); Full Atk +29 melee (2d8+8, bite) and +29 melee (2d6+4, 2 claws) and +28 melee (1d8+4, 2 wings) and +28 melee (2d6+12, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (100 ft. line of acid 14d4, DC 26), crush 2d8+12 (DC 26), frightful presence (DC 23); SQ Blindsense 60 ft., corrupt water, damage reduction 10/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 21, spells (caster level 5th), water breathing; AL CE; SV Fort +18, Ref +13, Will +15; Str 27, Dex 10, Con 21, Int 14, Wis 15, Cha 14

Skills and Feats: Concentration +16, Diplomacy +13, Escape Artist +11, Hide +2, Intimidate +13, Knowledge (any 2) +27, Listen +29, Move Silently +10, Search +27, Sense Motive +13, Spot +29, Swim +18, Use Magic Device +13; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Black Dragon
Black Dragon, Mature adult
Huge Dragon (Water)
Hit Dice:
22d12+110 (253 hp)
Initiative:
+4
Speed:
60 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
29 (-2 size, +21 natural), touch 8, flat-footed 29
Base Attack/Grapple:
+22/+38
Attack:
Bite +29 (2d8+8) melee
Full Attack:
Bite +29 (2d8+8) melee, 2 Claws +29 (2d6+4) melee, 2 Wings +28 (1d8+4) melee, Tail Slap +28 (2d6+12) melee
Space/Reach:
15 ft./10 ft. (15 ft. with bite)
Special Attacks:
Breath weapon (100 ft. line of acid 14d4, DC 26), crush 2d8+12 (DC 26), frightful presence (DC 23)
Special Qualities:
Blindsense 60 ft., corrupt water, damage reduction 10/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spell resistance 21, spells (caster level 5th), water breathing
Saves:
Fort +18, Ref +13, Will +15
Abilities:
Str 27, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Skills:
Concentration +16, Diplomacy +13, Escape Artist +11, Hide +2, Intimidate +13, Knowledge (any 2) +27, Listen +29, Move Silently +10, Search +27, Sense Motive +13, Spot +29, Swim +18, Use Magic Device +13
Feats:
Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Warm marshes
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
14
Treasure:
Triple standard
Alignment:
Always chaotic evil
Advancement:
23-24 HD (Huge)
Level Adjustment:
-

Dragon (Water)


Environment: Warm marshes


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22


Treasure: Triple standard


Alignment: Always chaotic evil


Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD


Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others -


Black Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
T
4d12+4 (30)
11
10
13
8
11
8
+4/-4
+6
+5
+4
+4
2d4 (13)
-

Very young
S
7d12+7 (52)
13
10
13
8
11
8
+7/+4
+9
+6
+5
+5
4d4 (14)
-

Young
M
10d12+20 (85)
15
10
15
10
11
10
+10/+12
+12
+9
+7
+7
6d4 (17)
-

Juvenile
M
13d12+26 (110)
17
10
15
10
11
10
+13/+16
+16
+10
+8
+8
8d4 (18)
-

Young adult
L
16d12+48 (152)
19
10
17
12
13
12
+16/+24
+19
+13
+10
+11
10d4 (21)
19

Adult
L
19d12+76 (199)
23
10
19
12
13
12
+19/+29
+24
+15
+11
+12
12d4 (23)
20

Mature adult
H
22d12+110 (253)
27
10
21
14
15
14
+22/+38
+28
+18
+13
+15
14d4 (26)
23

Old
H
25d12+125 (287)
29
10
21
14
15
14
+25/+42
+32
+19
+14
+16
16d4 (27)
24

Very old
H
28d12+168 (350)
31
10
23
16
17
16
+28/+46
+36
+22
+16
+19
18d4 (30)
27

Ancient
H
31d12+186 (387)
33
10
23
16
17
16
+31/+50
+40
+23
+17
+20
20d4 (31)
28

Wyrm
G
34d12+238 (459)
35
10
25
18
19
18
+34/+58
+42
+26
+19
+23
22d4 (34)
31


Great wyrm
G
37d12+296 (536)
37
10
27
20
21
20
+37/+62
+46
+28
+20
+25
24d4 (36)
33


Black Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
60 ft., fly 100 ft. (average), swim 60 ft.
+0
15 (+2 size, +3 natural), touch 12, flat-footed 15
Immunity to acid, water breathing
-
-

Very young
60 ft., fly 100 ft. (average), swim 60 ft.
+0
17 (+1 size, +6 natural), touch 11, flat-footed 17
-
-

Young
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
19 (+9 natural), touch 10, flat-footed 19
-
-

Juvenile
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
22 (+12 natural), touch 10, flat-footed 22
Darkness
-
-

Young adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
24 (-1 size, +15 natural), touch 9, flat-footed 24
Damage reduction 5/magic
1st
17

Adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
27 (-1 size, +18 natural), touch 9, flat-footed 27
Corrupt water
3rd
18

Mature adult
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
29 (-2 size, +21 natural), touch 8, flat-footed 29
Damage reduction 10/magic
5th
21

Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Plant growth
7th
22

Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Damage reduction 15/magic
9th
23

Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Insect plague
11th
25

Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Damage reduction 20/magic
13th
26


Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.


Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.


Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.


Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.


Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).


Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.


armor_class:
18 (+1 size, +7 natural), touch 11, flat-footed 18

full_attack:
Bite +10 (1d6+1) melee, 2 Claws +10 (1d4) melee

special_attacks:
Breath weapon (20 ft. cone of slow gas or 40 ft. line of acid 4d4, DC 15)

special_qualities:
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spider climb

abilities:
Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 12

skills:
Bluff +5, Concentration +5, Diplomacy +5, Escape Artist +4, Hide +7, Intimidate +5, Jump +4, Knowledge (any 1) +11, Listen +14, Search +12, Sense Motive +5, Spot +14, Use Magic Device +5

special_abilities:
Blindsense (Ex), Breath Weapon (Su), Crush (Ex), Frightful Presence (Ex), Immunities (Ex), Keen Senses (Ex), Spell Resistance (Ex), Spider Climb (Ex), Tail Sweep (Ex)

stat_block:
Very young copper dragon; CR 5; Small dragon (earth); HD 8d12+8; hp 60; Init +4; Spd 40 ft., fly 100 ft. (average); AC 18 (+1 size, +7 natural), touch 11, flat-footed 18; Base Atk +8; Grp +5; Atk +10 melee (1d6+1, bite); Full Atk +10 melee (1d6+1, bite) and +10 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon (20 ft. cone of slow gas or 40 ft. line of acid 4d4, DC 15); SQ Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spider climb; AL CG; SV Fort +7, Ref +6, Will +7; Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 12

Skills and Feats: Bluff +5, Concentration +5, Diplomacy +5, Escape Artist +4, Hide +7, Intimidate +5, Jump +4, Knowledge (any 1) +11, Listen +14, Search +12, Sense Motive +5, Spot +14, Use Magic Device +5; Alertness, Hover, Improved Initiative

full_text:
Copper Dragon
Copper Dragon, Very young
Small Dragon (Earth)
Hit Dice:
8d12+8 (60 hp)
Initiative:
+4
Speed:
40 ft., fly 100 ft. (average)
Armor Class:
18 (+1 size, +7 natural), touch 11, flat-footed 18
Base Attack/Grapple:
+8/+5
Attack:
Bite +10 (1d6+1) melee
Full Attack:
Bite +10 (1d6+1) melee, 2 Claws +10 (1d4) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (20 ft. cone of slow gas or 40 ft. line of acid 4d4, DC 15)
Special Qualities:
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spider climb
Saves:
Fort +7, Ref +6, Will +7
Abilities:
Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 12
Skills:
Bluff +5, Concentration +5, Diplomacy +5, Escape Artist +4, Hide +7, Intimidate +5, Jump +4, Knowledge (any 1) +11, Listen +14, Search +12, Sense Motive +5, Spot +14, Use Magic Device +5
Feats:
Alertness, Hover, Improved Initiative
Environment:
Warm hills
Organization:
Solitary or clutch (2-5)
Challenge Rating:
5
Treasure:
Triple standard
Alignment:
Always chaotic good
Advancement:
9-10 HD (Small)
Level Adjustment:
+3

Dragon (Earth)


Environment: Warm hills


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 11; adult 14; mature adult 16; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25


Treasure: Triple standard


Alignment: Always chaotic good


Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD


Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others -


Copper Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
T
5d12+5 (37)
11
10
13
12
13
12
+5/-3
+7
+5
+4
+5
2d4 (13)
-

Very young
S
8d12+8 (60)
13
10
13
12
13
12
+8/+5
+10
+7
+6
+7
4d4 (15)
-

Young
M
11d12+22 (93)
15
10
15
14
15
14
+11/+13
+13
+9
+7
+9
6d4 (17)
-

Juvenile
M
14d12+28 (119)
17
10
15
14
15
14
+14/+17
+17
+11
+9
+11
8d4 (19)
-

Young adult
L
17d12+51 (161)
19
10
17
16
17
16
+17/+25
+20
+13
+10
+13
10d4 (21)
21

Adult
L
20d12+80 (210)
23
10
19
16
17
16
+20/+30
+25
+16
+12
+15
12d4 (24)
23

Mature adult
H
23d12+115 (264)
27
10
21
18
19
18
+23/+39
+29
+18
+13
+17
14d4 (26)
25

Old
H
26d12+130 (299)
29
10
21
18
19
18
+26/+43
+33
+20
+15
+19
16d4 (28)
27

Very old
H
29d12+174 (362)
31
10
23
20
21
20
+29/+47
+37
+22
+16
+21
18d4 (30)
29

Ancient
H
32d12+192 (400)
33
10
23
20
21
20
+32/+51
+41
+24
+18
+23
20d4 (32)
31

Wyrm
G
35d12+245 (472)
35
10
25
22
23
22
+35/+59
+43
+26
+19
+25
22d4 (34)
33


Great wyrm
G
38d12+304 (551)
37
10
27
22
23
22
+38/+63
+47
+29
+21
+27
24d4 (37)
35


Copper Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
16 (+2 size, +4 natural), touch 12, flat-footed 16
Immunity to acid, spider climb
-
-

Very young
40 ft., fly 100 ft. (average)
+0
18 (+1 size, +7 natural), touch 11, flat-footed 18
-
-

Young
40 ft., fly 150 ft. (poor)
+0
20 (+10 natural), touch 10, flat-footed 20
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
23 (+13 natural), touch 10, flat-footed 23
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
25 (-1 size, +16 natural), touch 9, flat-footed 25
Damage reduction 5/magic
5th
19

Adult
40 ft., fly 150 ft. (poor)
+0
28 (-1 size, +19 natural), touch 9, flat-footed 28
Stone shape
7th
21

Mature adult
40 ft., fly 150 ft. (poor)
+0
30 (-2 size, +22 natural), touch 8, flat-footed 30
Damage reduction 10/magic
9th
23

Old
40 ft., fly 150 ft. (poor)
+0
33 (-2 size, +25 natural), touch 8, flat-footed 33
Transmute rock to mud/mud to rock
11th
25

Very old
40 ft., fly 150 ft. (poor)
+0
36 (-2 size, +28 natural), touch 8, flat-footed 36
Damage reduction 15/magic
13th
26

Ancient
40 ft., fly 150 ft. (poor)
+0
39 (-2 size, +31 natural), touch 8, flat-footed 39
Wall of stone
15th
28

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
40 (-4 size, +34 natural), touch 6, flat-footed 40
Damage reduction 20/magic
17th
29

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
43 (-4 size, +37 natural), touch 6, flat-footed 43
Move earth
19th
31


*Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.

At birth, a copper dragon's scales have a ruddy brown color with a metallic tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by young adult age. Very old dragons' scales pick up a green tint. A copper dragon's pupils fade with age, and the eyes of great wyrms resemble glowing turquoise orbs.


Combat
A copper dragon appreciates wit and usually doesn't harm creatures that can relate a joke, humorous story, or riddle the dragon has not heard before. It quickly gets annoyed with anyone who doesn't laugh at its jokes or accept its tricks with good humor. It likes to taunt and annoy opponents into giving up or acting foolishly.
An angry copper dragon prefers to mire foes using transmute rock to mud. The dragon pushes trapped opponents into the mud or snatches and carries them aloft. A copper dragon tries to draw airborne enemies into narrow, stony gorges where it can use its spider climb ability and maneuver them into colliding with the walls.
Breath Weapon (Su): A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.


Spider Climb (Ex): A copper dragon can climb on stone surfaces as though using the spider climb spell.


Spell-Like Abilities: 2/day-stone shape (adult or older); 1/day-transmute rock to mud or mud to rock (old or older), wall of stone (ancient or older), move earth (great wyrm).


Skills: Bluff, Hide, and Jump are considered class skills for copper dragons.


armor_class:
20 (+10 natural), touch 10, flat-footed 20

full_attack:
Bite +14 (1d8+2) melee, 2 Claws +13 (1d6+1) melee, 2 Wings +13 (1d4+1) melee

special_attacks:
Breath weapon (30 ft. cone of slow gas or 60 ft. line of acid 6d4, DC 17)

special_qualities:
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spells (caster level 1st), spider climb

abilities:
Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14

skills:
Bluff +8, Concentration +8, Diplomacy +8, Escape Artist +6, Hide +6, Intimidate +8, Jump +8, Knowledge (any 2) +16, Listen +18, Search +16, Sense Motive +8, Spot +18, Use Magic Device +8

feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite)

stat_block:
Young copper dragon; CR 7; Medium dragon (earth); HD 11d12+22; hp 93; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +11; Grp +13; Atk +14 melee (1d8+2, bite); Full Atk +14 melee (1d8+2, bite) and +13 melee (1d6+1, 2 claws) and +13 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA Breath weapon (30 ft. cone of slow gas or 60 ft. line of acid 6d4, DC 17); SQ Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spells (caster level 1st), spider climb; AL CG; SV Fort +9, Ref +7, Will +9; Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14

Skills and Feats: Bluff +8, Concentration +8, Diplomacy +8, Escape Artist +6, Hide +6, Intimidate +8, Jump +8, Knowledge (any 2) +16, Listen +18, Search +16, Sense Motive +8, Spot +18, Use Magic Device +8; Alertness, Hover, Improved Initiative, Weapon Focus (bite)

full_text:
Copper Dragon
Copper Dragon, Young
Medium Dragon (Earth)
Hit Dice:
11d12+22 (93 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor)
Armor Class:
20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple:
+11/+13
Attack:
Bite +14 (1d8+2) melee
Full Attack:
Bite +14 (1d8+2) melee, 2 Claws +13 (1d6+1) melee, 2 Wings +13 (1d4+1) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (30 ft. cone of slow gas or 60 ft. line of acid 6d4, DC 17)
Special Qualities:
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spells (caster level 1st), spider climb
Saves:
Fort +9, Ref +7, Will +9
Abilities:
Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14
Skills:
Bluff +8, Concentration +8, Diplomacy +8, Escape Artist +6, Hide +6, Intimidate +8, Jump +8, Knowledge (any 2) +16, Listen +18, Search +16, Sense Motive +8, Spot +18, Use Magic Device +8
Feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite)
Environment:
Warm hills
Organization:
Solitary or clutch (2-5)
Challenge Rating:
7
Treasure:
Triple standard
Alignment:
Always chaotic good
Advancement:
12-13 HD (Medium)
Level Adjustment:
+4

Dragon (Earth)


Environment: Warm hills


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 11; adult 14; mature adult 16; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25


Treasure: Triple standard


Alignment: Always chaotic good


Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD


Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others -


Copper Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
T
5d12+5 (37)
11
10
13
12
13
12
+5/-3
+7
+5
+4
+5
2d4 (13)
-

Very young
S
8d12+8 (60)
13
10
13
12
13
12
+8/+5
+10
+7
+6
+7
4d4 (15)
-

Young
M
11d12+22 (93)
15
10
15
14
15
14
+11/+13
+13
+9
+7
+9
6d4 (17)
-

Juvenile
M
14d12+28 (119)
17
10
15
14
15
14
+14/+17
+17
+11
+9
+11
8d4 (19)
-

Young adult
L
17d12+51 (161)
19
10
17
16
17
16
+17/+25
+20
+13
+10
+13
10d4 (21)
21

Adult
L
20d12+80 (210)
23
10
19
16
17
16
+20/+30
+25
+16
+12
+15
12d4 (24)
23

Mature adult
H
23d12+115 (264)
27
10
21
18
19
18
+23/+39
+29
+18
+13
+17
14d4 (26)
25

Old
H
26d12+130 (299)
29
10
21
18
19
18
+26/+43
+33
+20
+15
+19
16d4 (28)
27

Very old
H
29d12+174 (362)
31
10
23
20
21
20
+29/+47
+37
+22
+16
+21
18d4 (30)
29

Ancient
H
32d12+192 (400)
33
10
23
20
21
20
+32/+51
+41
+24
+18
+23
20d4 (32)
31

Wyrm
G
35d12+245 (472)
35
10
25
22
23
22
+35/+59
+43
+26
+19
+25
22d4 (34)
33


Great wyrm
G
38d12+304 (551)
37
10
27
22
23
22
+38/+63
+47
+29
+21
+27
24d4 (37)
35


Copper Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
16 (+2 size, +4 natural), touch 12, flat-footed 16
Immunity to acid, spider climb
-
-

Very young
40 ft., fly 100 ft. (average)
+0
18 (+1 size, +7 natural), touch 11, flat-footed 18
-
-

Young
40 ft., fly 150 ft. (poor)
+0
20 (+10 natural), touch 10, flat-footed 20
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
23 (+13 natural), touch 10, flat-footed 23
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
25 (-1 size, +16 natural), touch 9, flat-footed 25
Damage reduction 5/magic
5th
19

Adult
40 ft., fly 150 ft. (poor)
+0
28 (-1 size, +19 natural), touch 9, flat-footed 28
Stone shape
7th
21

Mature adult
40 ft., fly 150 ft. (poor)
+0
30 (-2 size, +22 natural), touch 8, flat-footed 30
Damage reduction 10/magic
9th
23

Old
40 ft., fly 150 ft. (poor)
+0
33 (-2 size, +25 natural), touch 8, flat-footed 33
Transmute rock to mud/mud to rock
11th
25

Very old
40 ft., fly 150 ft. (poor)
+0
36 (-2 size, +28 natural), touch 8, flat-footed 36
Damage reduction 15/magic
13th
26

Ancient
40 ft., fly 150 ft. (poor)
+0
39 (-2 size, +31 natural), touch 8, flat-footed 39
Wall of stone
15th
28

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
40 (-4 size, +34 natural), touch 6, flat-footed 40
Damage reduction 20/magic
17th
29

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
43 (-4 size, +37 natural), touch 6, flat-footed 43
Move earth
19th
31


*Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.

At birth, a copper dragon's scales have a ruddy brown color with a metallic tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by young adult age. Very old dragons' scales pick up a green tint. A copper dragon's pupils fade with age, and the eyes of great wyrms resemble glowing turquoise orbs.


Combat
A copper dragon appreciates wit and usually doesn't harm creatures that can relate a joke, humorous story, or riddle the dragon has not heard before. It quickly gets annoyed with anyone who doesn't laugh at its jokes or accept its tricks with good humor. It likes to taunt and annoy opponents into giving up or acting foolishly.
An angry copper dragon prefers to mire foes using transmute rock to mud. The dragon pushes trapped opponents into the mud or snatches and carries them aloft. A copper dragon tries to draw airborne enemies into narrow, stony gorges where it can use its spider climb ability and maneuver them into colliding with the walls.
Breath Weapon (Su): A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.


Spider Climb (Ex): A copper dragon can climb on stone surfaces as though using the spider climb spell.


Spell-Like Abilities: 2/day-stone shape (adult or older); 1/day-transmute rock to mud or mud to rock (old or older), wall of stone (ancient or older), move earth (great wyrm).


Skills: Bluff, Hide, and Jump are considered class skills for copper dragons.


armor_class:
23 (+13 natural), touch 10, flat-footed 23

full_attack:
Bite +18 (1d8+3) melee, 2 Claws +18 (1d6+1) melee, 2 Wings +17 (1d4+1) melee

special_attacks:
Breath weapon (30 ft. cone of slow gas or 60 ft. line of acid 8d4, DC 19)

special_qualities:
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spells (caster level 3rd), spider climb

abilities:
Str 17, Dex 10, Con 15, Int 14, Wis 15, Cha 14

skills:
Bluff +9, Concentration +10, Diplomacy +9, Escape Artist +7, Hide +7, Intimidate +10, Jump +10, Knowledge (any 2) +19, Listen +21, Search +19, Sense Motive +9, Spot +21, Use Magic Device +9

stat_block:
Juvenile copper dragon; CR 9; Medium dragon (earth); HD 14d12+28; hp 119; Init +4; Spd 40 ft., fly 150 ft. (poor); AC 23 (+13 natural), touch 10, flat-footed 23; Base Atk +14; Grp +17; Atk +18 melee (1d8+3, bite); Full Atk +18 melee (1d8+3, bite) and +18 melee (1d6+1, 2 claws) and +17 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA Breath weapon (30 ft. cone of slow gas or 60 ft. line of acid 8d4, DC 19); SQ Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spells (caster level 3rd), spider climb; AL CG; SV Fort +11, Ref +9, Will +11; Str 17, Dex 10, Con 15, Int 14, Wis 15, Cha 14

Skills and Feats: Bluff +9, Concentration +10, Diplomacy +9, Escape Artist +7, Hide +7, Intimidate +10, Jump +10, Knowledge (any 2) +19, Listen +21, Search +19, Sense Motive +9, Spot +21, Use Magic Device +9; Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Copper Dragon
Copper Dragon, Juvenile
Medium Dragon (Earth)
Hit Dice:
14d12+28 (119 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor)
Armor Class:
23 (+13 natural), touch 10, flat-footed 23
Base Attack/Grapple:
+14/+17
Attack:
Bite +18 (1d8+3) melee
Full Attack:
Bite +18 (1d8+3) melee, 2 Claws +18 (1d6+1) melee, 2 Wings +17 (1d4+1) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (30 ft. cone of slow gas or 60 ft. line of acid 8d4, DC 19)
Special Qualities:
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, spells (caster level 3rd), spider climb
Saves:
Fort +11, Ref +9, Will +11
Abilities:
Str 17, Dex 10, Con 15, Int 14, Wis 15, Cha 14
Skills:
Bluff +9, Concentration +10, Diplomacy +9, Escape Artist +7, Hide +7, Intimidate +10, Jump +10, Knowledge (any 2) +19, Listen +21, Search +19, Sense Motive +9, Spot +21, Use Magic Device +9
Feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Warm hills
Organization:
Solitary or clutch (2-5)
Challenge Rating:
9
Treasure:
Triple standard
Alignment:
Always chaotic good
Advancement:
15-16 HD (Medium)
Level Adjustment:
+4

Dragon (Earth)


Environment: Warm hills


Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)


Challenge Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 11; adult 14; mature adult 16; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25


Treasure: Triple standard


Alignment: Always chaotic good


Advancement: Wyrmling 6-7 HD; very young 9-10 HD; young 12-13 HD; juvenile 15-16 HD; young adult 18-19 HD; adult 21-22 HD; mature adult 24-25 HD; old 27-28 HD; very old 30-31 HD; ancient 33-34 HD; wyrm 36-37 HD; great wyrm 39+ HD


Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others -


Copper Dragons by Age

Age
Size
Hit Dice (hp)
Str
Dex
Con
Int
Wis
Cha
Base Attack/

Grapple
Attack
Fort Save
Ref Save
Will Save
Breath Weapon (DC)
Frightful Presence DC


Wyrmling
T
5d12+5 (37)
11
10
13
12
13
12
+5/-3
+7
+5
+4
+5
2d4 (13)
-

Very young
S
8d12+8 (60)
13
10
13
12
13
12
+8/+5
+10
+7
+6
+7
4d4 (15)
-

Young
M
11d12+22 (93)
15
10
15
14
15
14
+11/+13
+13
+9
+7
+9
6d4 (17)
-

Juvenile
M
14d12+28 (119)
17
10
15
14
15
14
+14/+17
+17
+11
+9
+11
8d4 (19)
-

Young adult
L
17d12+51 (161)
19
10
17
16
17
16
+17/+25
+20
+13
+10
+13
10d4 (21)
21

Adult
L
20d12+80 (210)
23
10
19
16
17
16
+20/+30
+25
+16
+12
+15
12d4 (24)
23

Mature adult
H
23d12+115 (264)
27
10
21
18
19
18
+23/+39
+29
+18
+13
+17
14d4 (26)
25

Old
H
26d12+130 (299)
29
10
21
18
19
18
+26/+43
+33
+20
+15
+19
16d4 (28)
27

Very old
H
29d12+174 (362)
31
10
23
20
21
20
+29/+47
+37
+22
+16
+21
18d4 (30)
29

Ancient
H
32d12+192 (400)
33
10
23
20
21
20
+32/+51
+41
+24
+18
+23
20d4 (32)
31

Wyrm
G
35d12+245 (472)
35
10
25
22
23
22
+35/+59
+43
+26
+19
+25
22d4 (34)
33


Great wyrm
G
38d12+304 (551)
37
10
27
22
23
22
+38/+63
+47
+29
+21
+27
24d4 (37)
35


Copper Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average)
+0
16 (+2 size, +4 natural), touch 12, flat-footed 16
Immunity to acid, spider climb
-
-

Very young
40 ft., fly 100 ft. (average)
+0
18 (+1 size, +7 natural), touch 11, flat-footed 18
-
-

Young
40 ft., fly 150 ft. (poor)
+0
20 (+10 natural), touch 10, flat-footed 20
1st
-

Juvenile
40 ft., fly 150 ft. (poor)
+0
23 (+13 natural), touch 10, flat-footed 23
3rd
-

Young adult
40 ft., fly 150 ft. (poor)
+0
25 (-1 size, +16 natural), touch 9, flat-footed 25
Damage reduction 5/magic
5th
19

Adult
40 ft., fly 150 ft. (poor)
+0
28 (-1 size, +19 natural), touch 9, flat-footed 28
Stone shape
7th
21

Mature adult
40 ft., fly 150 ft. (poor)
+0
30 (-2 size, +22 natural), touch 8, flat-footed 30
Damage reduction 10/magic
9th
23

Old
40 ft., fly 150 ft. (poor)
+0
33 (-2 size, +25 natural), touch 8, flat-footed 33
Transmute rock to mud/mud to rock
11th
25

Very old
40 ft., fly 150 ft. (poor)
+0
36 (-2 size, +28 natural), touch 8, flat-footed 36
Damage reduction 15/magic
13th
26

Ancient
40 ft., fly 150 ft. (poor)
+0
39 (-2 size, +31 natural), touch 8, flat-footed 39
Wall of stone
15th
28

Wyrm
40 ft., fly 200 ft. (clumsy)
+0
40 (-4 size, +34 natural), touch 6, flat-footed 40
Damage reduction 20/magic
17th
29

Great wyrm
40 ft., fly 200 ft. (clumsy)
+0
43 (-4 size, +37 natural), touch 6, flat-footed 43
Move earth
19th
31


*Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.

At birth, a copper dragon's scales have a ruddy brown color with a metallic tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by young adult age. Very old dragons' scales pick up a green tint. A copper dragon's pupils fade with age, and the eyes of great wyrms resemble glowing turquoise orbs.


Combat
A copper dragon appreciates wit and usually doesn't harm creatures that can relate a joke, humorous story, or riddle the dragon has not heard before. It quickly gets annoyed with anyone who doesn't laugh at its jokes or accept its tricks with good humor. It likes to taunt and annoy opponents into giving up or acting foolishly.
An angry copper dragon prefers to mire foes using transmute rock to mud. The dragon pushes trapped opponents into the mud or snatches and carries them aloft. A copper dragon tries to draw airborne enemies into narrow, stony gorges where it can use its spider climb ability and maneuver them into colliding with the walls.
Breath Weapon (Su): A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.


Spider Climb (Ex): A copper dragon can climb on stone surfaces as though using the spider climb spell.


Spell-Like Abilities: 2/day-stone shape (adult or older); 1/day-transmute rock to mud or mud to rock (old or older), wall of stone (ancient or older), move earth (great wyrm).


Skills: Bluff, Hide, and Jump are considered class skills for copper dragons.


armor_class:
18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16

full_attack:
Sting +4 melee (1d3-2 plus poison) and bite -1 melee (1)

special_qualities:
Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.

abilities:
Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10

skills:
Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks)

special_abilities:
Blindsense (Ex), Poison (Ex), Telepathy (Su)

stat_block:
Pseudodragon; CR 1; Tiny dragon; HD 2d12+2; hp 15; Init +2; Spd 15 ft. (3 squares), fly 60 ft. (good); AC 18 (+2 size, +2 dex, +4 natural), touch 14, flat-footed 16; Base Atk +2; Grp -8; Atk +4 melee (1d3-2 plus poison, sting); Full Atk +4 melee (1d3-2 plus poison, sting) and -1 melee (1, bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SA Poison; SQ Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.; AL NG; SV Fort +4, Ref +5, Will +4; Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10

Skills and Feats: Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks); Weapon Finesse

full_text:
Pseudodragon

Pseudodragon

Tiny Dragon


Hit Dice:
2d12+2 (15 hp)

Initiative:
+2

Speed:
15 ft. (3 squares), fly 60 ft. (good)

Armor Class:
18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16

Base Attack/Grapple:
+2/-8

Attack:
Sting +4 melee (1d3-2 plus poison)

Full Attack:
Sting +4 melee (1d3-2 plus poison) and bite -1 melee (1)

Space/Reach:
2-1/2 ft./0 ft. (5 ft. with tail)

Special Attacks:
Poison

Special Qualities:
Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.

Saves:
Fort +4, Ref +5, Will +4

Abilities:
Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10

Skills:
Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks)

Feats:
Weapon Finesse

Environment:
Temperate forests

Organization:
Solitary, pair, or clutch (3-5)

Challenge Rating:
1

Treasure:
None

Alignment:
Always neutral good

Advancement:
3-4 HD (Tiny)


Level Adjustment:
+3

A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.
A pseudodragon can communicate telepathically and can also vocalize animal noises.
Combat
A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.
Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.


Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can't actually see still have total concealment against the pseudodragon.


Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.


Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.


speed:
20 ft. (4 squares), burrow 20 ft., swim 10 ft.

armor_class:
19 (-4 size, -2 Dex, +15 natural), touch 4, flat-footed 19

full_attack:
Bite +25 melee (2d8+12) and sting +20 melee (2d6+6 plus poison)

abilities:
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8

feats:
Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)

treasure:
No coins, 50% goods (stone only), no items

advancement:
16-32 HD (Gargantuan); 33-48 HD (Colossal)

special_abilities:
Improved Grab (Ex), Poison (Ex), Swallow Whole (Ex)

stat_block:
Purple worm; CR 12; Gargantuan magical beast; HD 16d10+112; hp 200; Init -2; Spd 20 ft. (4 squares), burrow 20 ft., swim 10 ft.; AC 19 (-4 size, -2 dex, +15 natural), touch 4, flat-footed 19; Base Atk +16; Grp +40; Atk +25 melee (2d8+12, bite); Full Atk +25 melee (2d8+12, bite) and +20 melee (2d6+6 plus poison, sting); Space/Reach 20 ft./15 ft.; SA Improved grab, swallow whole, poison; SQ Tremorsense 60 ft.; AL N; SV Fort +17, Ref +8, Will +4; Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8

Skills and Feats: Listen +18, Swim +20; Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)

full_text:
Purple Worm

Purple Worm
Gargantuan Magical Beast

Hit Dice:
16d10+112 (200 hp)

Initiative:
-2

Speed:
20 ft. (4 squares), burrow 20 ft., swim 10 ft.

Armor Class:
19 (-4 size, -2 Dex, +15 natural), touch 4, flat-footed 19

Base Attack/Grapple:
+16/+40

Attack:
Bite +25 melee (2d8+12)

Full Attack:
Bite +25 melee (2d8+12) and sting +20 melee (2d6+6 plus poison)

Space/Reach:
20 ft./15 ft.

Special Attacks:
Improved grab, swallow whole, poison

Special Qualities:
Tremorsense 60 ft.

Saves:
Fort +17, Ref +8, Will +4

Abilities:
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8

Skills:
Listen +18, Swim +20

Feats:
Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)

Environment:
Underground

Organization:
Solitary

Challenge Rating:
12

Treasure:
No coins, 50% goods (stone only), no items

Alignment:
Always neutral

Advancement:
16-32 HD (Gargantuan); 33-48 HD (Colossal)


Level Adjustment:
-

The body of a mature purple worm is 5 feet in diameter and 80 feet long, weighing about 40,000 pounds. The creature has a poisonous stinger in its tail.
Combat
In battle, a purple worm forms into a coil 20 feet in diameter, biting and stinging anything within reach.
Improved Grab (Ex): To use this ability, a purple worm 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 attempt to swallow the foe the following round.


Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.


Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.


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


armor_class:
21 (+2 Dex, +9 natural), touch 12, flat-footed 19

full_attack:
2 claws +8 melee (1d4+1) and bite +3 melee (1d6)

special_qualities:
Change shape, damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27

abilities:
Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17

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

stat_block:
Rakshasa; CR 10; Medium outsider (native); HD 7d8+21; hp 52; Init +2; Spd 40 ft. (8 squares); AC 21 (+2 dex, +9 natural), touch 12, flat-footed 19; Base Atk +7; Grp +8; Atk +8 melee (1d4+1, claw); Full Atk +8 melee (1d4+1, 2 claws) and +3 melee (1d6, bite); Space/Reach 5 ft./5 ft.; SA Detect thoughts, spells; SQ Change shape, damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27; AL LE; SV Fort +8, Ref +7, Will +6; Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17

Skills and Feats: Bluff +17*, Concentration +13, Diplomacy +7, Disguise +17 (+19 acting)*, Intimidate +5, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11; Alertness, Combat Casting, Dodge

full_text:
Rakshasa

Rakshasa

Medium Outsider (Native)


Hit Dice:
7d8+21 (52 hp)

Initiative:
+2

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+7/+8

Attack:
Claw +8 melee (1d4+1)

Full Attack:
2 claws +8 melee (1d4+1) and bite +3 melee (1d6)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Detect thoughts, spells

Special Qualities:
Change shape, damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27

Saves:
Fort +8, Ref +7, Will +6

Abilities:
Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17

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

Feats:
Alertness, Combat Casting, Dodge

Environment:
Warm marshes

Organization:
Solitary

Challenge Rating:
10

Treasure:
Standard coins; double goods; standard items

Alignment:
Always lawful evil

Advancement:
By character class


Level Adjustment:
+7

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.
A rakshasa is about the same height and weight as a human.
Rakshasas speak Common, Infernal, and Undercommon.
Combat
In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.
Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.


Spells: A rakshasa casts spells as a 7th-level sorcerer.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0-detect magic,  light,  mage hand,  message,  read magic,  resistance,  touch of fatigue; 1st-charm person,  mage armor,  magic missile,  shield,  silent image; 2nd-bear's endurance,  invisibility,  acid arrow; 3rd-haste,  suggestion.


Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.


Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent's mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.




Rakshasas as Characters
Rakshasa characters possess the following racial traits.

 +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.

 Medium size.


-A rakshasa's base land speed is 40 feet.

 Darkvision out to 60 feet.

 Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.

 Racial Skills: A rakshasa's outsider levels give it skill points equal to 10 x (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).

 Racial Feats: A rakshasa's outsider levels give it three feats.

 +9 natural armor bonus.

 Natural Weapons: Bite (1d6) and 2 claws (1d4).

 Detect Thoughts (Su): The save DC is 13 + the character's Cha modifier.

 Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa's base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its


racial spellcasting levels and class levels to determine the abilities of its familiar.

 Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.

 Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.

 Favored Class: Sorcerer.

 Level adjustment +7.


armor_class:
16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12

attack:
Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/3)

full_attack:
Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/x3

special_qualities:
Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15

abilities:
Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16

skills:
Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8

special_abilities:
Greater Invisibility (Su), Special Arrows (Ex)

stat_block:
Pixie; CR 4 (5 with irresistible dance); Small fey; HD 1d6; hp 3; Init +4; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 16 (+1 size, +4 dex, +1 natural), touch 15, flat-footed 12; Base Atk +0; Grp -6; Atk +5 melee (1d4-2/19-20, short sword) or +5 ranged (1d6-2/3, longbow); Full Atk +5 melee (1d4-2/19-20, short sword) or +5 /x3 ranged (1d6-2, longbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, special arrows; SQ Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15; AL NG; SV Fort +0, Ref +6, Will +4; Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16

Skills and Feats: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8; Dodge, Weapon Finesse

full_text:
Pixie

Pixie

Small Fey


Hit Dice:
1d6 (3 hp)

Initiative:
+4

Speed:
20 ft. (4 squares), fly 60 ft. (good)

Armor Class:
16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12

Base Attack/Grapple:
+0/-6

Attack:
Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/3)

Full Attack:
Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/x3

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, special arrows

Special Qualities:
Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15

Saves:
Fort +0, Ref +6, Will +4

Abilities:
Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16

Skills:
Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8

Feats:
Dodge B, Weapon Finesse

Environment:
Temperate forests

Organization:
Gang (2-4), band (6-11), or tribe (20-80)

Challenge Rating:
4 (5 with irresistible dance)

Treasure:
No coins; 50% goods; 50% items

Alignment:
Always neutral good

Advancement:
2-3 HD (Small)


Level Adjustment:
+4 (+6 with irresistible dance)

Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.
A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.
Pixies speak Sylvan and Common, and may know other languages as well.
Combat
The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.
Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.


Spell-Like Abilities: 1/day-lesser confusion (DC 14), dancing lights,  detect chaos,  detect good,  detect evil,  detect law,  detect thoughts (DC 15), dispel magic,  entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only). Caster level 8th. The save DCs are Charisma-based.
One pixie in ten can use irresistible dance (caster level 8th) once per day.


Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.
Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish,  wish,  or miracle.
Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.




Pixies as Characters
A pixie character exchanges its 1 HD of fey for its first class level.
Pixie characters possess the following racial traits.

 -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.

 Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.


-A pixie's base land speed is 20 feet. It also has a fly speed of 60 feet (good).

 Low-light vision.

 Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.

 Racial Feats: A pixie receives Dodge as a bonus feat.

 +1 natural armor bonus.

 Special Attacks (see above): Spell-like abilities.

 Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.

 Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.

 Favored Class: Sorcerer.

 Level adjustment +4 (+6 if the pixie can use irresistible dance).


armor_class:
16 (+2 size, +4 Dex), touch 16, flat-footed 12

abilities:
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6

organization:
Colony (2-4), flock (5-8), or storm (9-14)

stat_block:
Stirge; CR 1/2; Tiny magical beast; HD 1d10; hp 5; Init +4; Spd 10 ft (2 squares), fly 40 ft. (average); AC 16 (+2 size, +4 dex), touch 16, flat-footed 12; Base Atk +1; Grp -11 (+1 when attached); Atk +7 melee (attach, touch); Full Atk +7 melee (attach, touch); Space/Reach 2-1/2 ft./0 ft.; SA Attach, blood drain; SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6

Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Weapon Finesse

full_text:
Stirge

Stirge
Tiny Magical Beast

Hit Dice:
1d10 (5 hp)

Initiative:
+4

Speed:
10 ft (2 squares), fly 40 ft. (average)

Armor Class:
16 (+2 size, +4 Dex), touch 16, flat-footed 12

Base Attack/Grapple:
+1/-11 (+1 when attached)

Attack:
Touch +7 melee (attach)

Full Attack:
Touch +7 melee (attach)

Space/Reach:
2-1/2 ft./0 ft.

Special Attacks:
Attach, blood drain

Special Qualities:
Darkvision 60 ft., low-light vision

Saves:
Fort +2, Ref +6, Will +1

Abilities:
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6

Skills:
Hide +14, Listen +4, Spot +4

Feats:
Alertness, Weapon Finesse B

Environment:
Warm marshes

Organization:
Colony (2-4), flock (5-8), or storm (9-14)

Challenge Rating:
1/2

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-

A stirge's coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The proboscis is pink at the tip, fading to gray at its base.
A stirge's body is about 1 foot long, with a wingspan of about 2 feet. It weighs about 1 pound.
Combat
A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.
Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent's body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.


Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.


armor_class:
16 (+4 size, +2 Dex), touch 14, flat-footed 12

special_qualities:
Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits

abilities:
Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4

organization:
Solitary, flight (2-4 swarms), or colony (11-20 swarms)

special_abilities:
Blindsense (Ex), Distraction (Ex), Wounding (Ex)

stat_block:
Bat swarm; CR 2; Diminutive animal (swarm); HD 3d8; hp 13; Init +2; Spd 5 ft. (1 square), fly 40 ft. (good); AC 16 (+4 size, +2 dex), touch 14, flat-footed 12; Base Atk +2; Grp -; Atk Swarm (1d6); Full Atk Swarm (1d6); Space/Reach 10 ft./0 ft.; SA Distraction, wounding; SQ Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits; AL N; SV Fort +3, Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4

Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes

full_text:
Bat Swarm

Bat Swarm
Diminutive Animal (Swarm)

Hit Dice:
3d8 (13 hp)

Initiative:
+2

Speed:
5 ft. (1 square), fly 40 ft. (good)

Armor Class:
16 (+4 size, +2 Dex), touch 14, flat-footed 12

Base Attack/Grapple:
+2/-

Attack:
Swarm (1d6)

Full Attack:
Swarm (1d6)

Space/Reach:
10 ft./0 ft.

Special Attacks:
Distraction, wounding

Special Qualities:
Blindsense 20 ft., half damage from slashing and piercing, low-light vision, swarm traits

Saves:
Fort +3, Ref +7, Will +3

Abilities:
Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4

Skills:
Listen +11, Spot +11

Feats:
Alertness, Lightning Reflexes

Environment:
Temperate deserts

Organization:
Solitary, flight (2-4 swarms), or colony (11-20 swarms)

Challenge Rating:
2

Treasure:
None

Alignment:
Always neutral

Advancement:
None


Level Adjustment:
-

A bat swarm is nocturnal, and is never found aboveground in daylight.
Combat
A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.


Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.


Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).


Skills: A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.


armor_class:
18 (+4 size, +4 Dex), touch 18, flat-footed 14

special_qualities:
Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits

abilities:
Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2

organization:
Solitary, tangle (2-4 swarms), or colony (7-12 swarms)

stat_block:
Centipede swarm; CR 4; Diminutive vermin (swarm); HD 9d8-9; hp 31; Init +4; Spd 20 ft. (4 squares), climb 20 ft.; AC 18 (+4 size, +4 dex), touch 18, flat-footed 14; Base Atk +6; Grp -; Atk Swarm (2d6 plus poison); Full Atk Swarm (2d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction, poison; SQ Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits; AL N; SV Fort +5, Ref +7, Will +3; Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2

Skills and Feats: Climb +12, Spot +4; Weapon Finesse

full_text:
Centipede Swarm

Centipede Swarm

Diminutive Vermin (Swarm)


Hit Dice:
9d8-9 (31 hp)

Initiative:
+4

Speed:
20 ft. (4 squares), climb 20 ft.

Armor Class:
18 (+4 size, +4 Dex), touch 18, flat-footed 14

Base Attack/Grapple:
+6/-

Attack:
Swarm (2d6 plus poison)

Full Attack:
Swarm (2d6 plus poison)

Space/Reach:
10 ft./0 ft.

Special Attacks:
Distraction, poison

Special Qualities:
Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits

Saves:
Fort +5, Ref +7, Will +3

Abilities:
Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2

Skills:
Climb +12, Spot +4

Feats:
Weapon Finesse B

Environment:
Underground

Organization:
Solitary, tangle (2-4 swarms), or colony (7-12 swarms)

Challenge Rating:
4

Treasure:
None

Alignment:
Always neutral

Advancement:
None


Level Adjustment:
-

Combat
A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.


Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.


Skills: A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.


abilities:
Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2

feats:
Alertness, Great Fortitude, Improved Initiative

stat_block:
Large shark; CR 2; Large animal (aquatic); HD 7d8+7; hp 38; Init +6; Spd Swim 60 ft. (12 squares); AC 15 (-1 size, +2 dex, +4 natural), touch 11, flat-footed 13; Base Atk +5; Grp +12; Atk +7 melee (1d8+4, bite); Full Atk +7 melee (1d8+4, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Blindsense, keen scent; AL N; SV Fort +8, Ref +7, Will +3; Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2

Skills and Feats: Listen +8, Spot +7, Swim +11; Alertness, Great Fortitude, Improved Initiative

full_text:
Shark


Shark, Large




Large Animal (Aquatic)


Hit Dice:

7d8+7 (38 hp)


Initiative:

+6


Speed:

Swim 60 ft. (12 squares)


Armor Class:

15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13


Base Attack/Grapple:

+5/+12


Attack:

Bite +7 melee (1d8+4)


Full Attack:

Bite +7 melee (1d8+4)


Space/Reach:

10 ft./5 ft.


Special Attacks:

-


Special Qualities:

Blindsense, keen scent


Saves:

Fort +8, Ref +7, Will +3


Abilities:

Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2


Skills:

Listen +8, Spot +7, Swim +11


Feats:

Alertness, Great Fortitude, Improved Initiative


Environment:

Cold aquatic


Organization:

Solitary, school (2-5), or pack (6-11)


Challenge Rating:

2


Advancement:

8-9 HD (Large)



Level Adjustment:

-


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.


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


armor_class:
15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13

abilities:
Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2

feats:
Alertness, Great Fortitude, Improved Initiative, Iron Will

stat_block:
Huge shark; CR 4; Huge animal (aquatic); HD 10d8+20; hp 65; Init +6; Spd Swim 60 ft. (12 squares); AC 15 (-2 size, +2 dex, +5 natural), touch 10, flat-footed 13; Base Atk +7; Grp +20; Atk +10 melee (2d6+7, bite); Full Atk +10 melee (2d6+7, bite); Space/Reach 15 ft./10 ft.; SA -; SQ Blindsense, keen scent; AL N; SV Fort +11, Ref +9, Will +4; Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2

Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Great Fortitude, Improved Initiative, Iron Will

full_text:
Shark



Shark, Huge




Huge Animal (Aquatic)

Hit Dice:


10d8+20 (65 hp)

Initiative:


+6

Speed:


Swim 60 ft. (12 squares)

Armor Class:


15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13

Base Attack/Grapple:


+7/+20

Attack:


Bite +10 melee (2d6+7)

Full Attack:


Bite +10 melee (2d6+7)

Space/Reach:


15 ft./10 ft.

Special Attacks:


-

Special Qualities:


Blindsense, keen scent

Saves:


Fort +11, Ref +9, Will +4

Abilities:


Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2

Skills:


Listen +10, Spot +10, Swim +13

Feats:


Alertness, Great Fortitude, Improved Initiative, Iron Will

Environment:


Cold aquatic

Organization:


Solitary, school (2-5), or pack (6-11)

Challenge Rating:


4

Advancement:


11-17 HD (Huge)


Level Adjustment:


-

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.


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


speed:
20 ft. (4 squares), climb 20 ft., swim 20 ft.

abilities:
Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2

skills:
Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11

stat_block:
Constrictor snake; CR 2; Medium animal; HD 3d8+6; hp 19; Init +3; Spd 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk +2; Grp +5; Atk +5 melee (1d3+4, bite); Full Atk +5 melee (1d3+4, bite); Space/Reach 5 ft./5 ft.; SA Constrict 1d3+4, improved grab; SQ Scent; AL N; SV Fort +4, Ref +6, Will +2; Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Skills and Feats: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11; Alertness, Toughness

full_text:
Constrictor Snake

Constrictor Snake

Medium Animal


Hit Dice:
3d8+6 (19 hp)

Initiative:
+3

Speed:
20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class:
15 (+3 Dex, +2 natural), touch 13, flat-footed 12

Base Attack/Grapple:
+2/+5

Attack:
Bite +5 melee (1d3+4)

Full Attack:
Bite +5 melee (1d3+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Constrict 1d3+4, improved grab

Special Qualities:
Scent

Saves:
Fort +4, Ref +6, Will +2

Abilities:
Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Skills:
Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11

Feats:
Alertness, Toughness

Environment:
Warm forests

Organization:
Solitary

Challenge Rating:
2

Advancement:
4-5 HD (Medium); 6-10 HD (Large)


Level Adjustment:
-

Constrictor snakes usually are not aggressive and flee when confronted. They hunt for food but do not attempt to make a meal out of any creature that is too large to constrict.


armor_class:
15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12

abilities:
Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2

skills:
Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16

feats:
Alertness, Endurance, Skill Focus (Hide), Toughness

stat_block:
Giant constrictor snake; CR 5; Huge animal; HD 11d8+14; hp 63; Init +3; Spd 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC 15 (-2 size, +3 dex, +4 natural), touch 11, flat-footed 12; Base Atk +8; Grp +23; Atk +13 melee (1d8+10, bite); Full Atk +13 melee (1d8+10, bite); Space/Reach 15 ft./10 ft.; SA Constrict 1d8+10, improved grab; SQ Scent; AL N; SV Fort +8, Ref +10, Will +4; Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Skills and Feats: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16; Alertness, Endurance, Skill Focus (Hide), Toughness

full_text:
Constrictor Snake, Giant

Constrictor Snake, Giant

Huge Animal


Hit Dice:
11d8+14 (63 hp)

Initiative:
+3

Speed:
20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class:
15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12

Base Attack/Grapple:
+8/+23

Attack:
Bite +13 melee (1d8+10)

Full Attack:
Bite +13 melee (1d8+10)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Constrict 1d8+10, improved grab

Special Qualities:
Scent

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

Abilities:
Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Skills:
Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16

Feats:
Alertness, Endurance, Skill Focus (Hide), Toughness

Environment:
Warm forests

Organization:
Solitary

Challenge Rating:
5

Advancement:
12-16 HD (Huge); 17-33 HD (Gargantuan)


Level Adjustment:
-

Giant constrictor snakes are more aggressive than their smaller cousins, principally because they need a great amount of food to survive.


abilities:
Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2

skills:
Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5

stat_block:
Tiny viper snake; CR 1/3; Tiny animal; HD 1/4 d8; hp 1; Init +3; Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC 17 (+2 size, +3 dex, +2 natural), touch 15, flat-footed 14; Base Atk +0; Grp -11; Atk +5 melee (1 plus poison, bite); Full Atk +5 melee (1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Scent; AL N; SV Fort +2, Ref +5, Will +1; Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Skills and Feats: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5; Weapon Finesse

full_text:
Viper Snake

Snake, Tiny Viper



Tiny Animal


Hit Dice:
1/4 d8 (1 hp)


Initiative:
+3


Speed:
15 ft. (3 squares), climb 15 ft., swim 15 ft.


Armor Class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14


Base Attack/Grapple:
+0/-11


Attack:
Bite +5 melee (1 plus poison)


Full Attack:
Bite +5 melee (1 plus poison)


Space/Reach:
2-1/2 ft./0 ft.


Special Attacks:
Poison


Special Qualities:
Scent


Saves:
Fort +2, Ref +5, Will +1


Abilities:
Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2


Skills:
Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5


Feats:
Weapon Finesse


Environment:
Temperate marshes


Organization:
Solitary


Challenge Rating:
1/3


Advancement:
-



Level Adjustment:
-


These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.


abilities:
Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2

skills:
Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6

stat_block:
Small viper snake; CR 1/2; Small animal; HD 1d8; hp 4; Init +3; Spd 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14; Base Atk +0; Grp -6; Atk +4 melee (1d2-2 plus poison, bite); Full Atk +4 melee (1d2-2 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison; SQ Scent; AL N; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Skills and Feats: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6; Weapon Finesse

full_text:
Viper Snake


Snake, Small Viper



Small Animal

Hit Dice:

1d8 (4 hp)

Initiative:

+3

Speed:

20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class:

17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14

Base Attack/Grapple:

+0/-6

Attack:

Bite +4 melee (1d2-2 plus poison)

Full Attack:

Bite +4 melee (1d2-2 plus poison)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Poison

Special Qualities:

Scent

Saves:

Fort +2, Ref +5, Will +1

Abilities:

Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Skills:

Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6

Feats:

Weapon Finesse

Environment:

Temperate marshes

Organization:

Solitary

Challenge Rating:

1/2

Advancement:

-


Level Adjustment:

-

These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.


armor_class:
16 (+3 Dex, +3 natural), touch 13, flat-footed 13

abilities:
Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2

skills:
Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7

stat_block:
Medium viper snake; CR 1; Medium animal; HD 2d8; hp 9; Init +3; Spd 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +1; Grp +0; Atk +4 melee (1d4-1 plus poison, bite); Full Atk +4 melee (1d4-1 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison; SQ Scent; AL N; SV Fort +3, Ref +6, Will +1; Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Skills and Feats: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7; Weapon Finesse

full_text:
Viper Snake

Snake, Medium Viper




Medium Animal



Hit Dice:
2d8 (9 hp)



Initiative:
+3



Speed:
20 ft. (4 squares), climb 20 ft., swim 20 ft.



Armor Class:
16 (+3 Dex, +3 natural), touch 13, flat-footed 13



Base Attack/Grapple:
+1/+0



Attack:
Bite +4 melee (1d4-1 plus poison)



Full Attack:
Bite +4 melee (1d4-1 plus poison)



Space/Reach:
5 ft./5 ft.



Special Attacks:
Poison



Special Qualities:
Scent



Saves:
Fort +3, Ref +6, Will +1



Abilities:
Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2



Skills:
Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7



Feats:
Weapon Finesse



Environment:
Temperate marshes



Organization:
Solitary



Challenge Rating:
1



Advancement:
-




Level Adjustment:
-



These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.


abilities:
Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2

skills:
Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8

stat_block:
Large viper snake; CR 2; Large animal; HD 3d8; hp 13; Init +7; Spd 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC 15 (-1 size, +3 dex, +3 natural), touch 12, flat-footed 12; Base Atk +2; Grp +6; Atk +4 melee (1d4 plus poison, bite); Full Atk +4 melee (1d4 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison; SQ Scent; AL N; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Skills and Feats: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8; Improved Initiative, Weapon Finesse

full_text:
Viper Snake


Snake, Large Viper




Large Animal


Hit Dice:

3d8 (13 hp)


Initiative:

+7


Speed:

20 ft. (4 squares), climb 20 ft., swim 20 ft.


Armor Class:

15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12


Base Attack/Grapple:

+2/+6


Attack:

Bite +4 melee (1d4 plus poison)


Full Attack:

Bite +4 melee (1d4 plus poison)


Space/Reach:

10 ft./5 ft.


Special Attacks:

Poison


Special Qualities:

Scent


Saves:

Fort +3, Ref +6, Will +2


Abilities:

Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2


Skills:

Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8


Feats:

Improved Initiative, Weapon Finesse


Environment:

Temperate marshes


Organization:

Solitary


Challenge Rating:

2


Advancement:

-



Level Adjustment:

-


These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.


armor_class:
15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 15

abilities:
Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2

skills:
Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11

feats:
Improved Initiative, Run, Weapon Focus (bite)

stat_block:
Huge viper snake; CR 3; Huge animal; HD 6d8+6; hp 33; Init +6; Spd 20 ft. (4 squares), climb 20 ft., swim 20 ft.; AC 15 (-2 size, +2 dex, +5 natural), touch 10, flat-footed 15; Base Atk +4; Grp +15; Atk +6 melee (1d6+4 plus poison, bite); Full Atk +6 melee (1d6+4 plus poison, bite); Space/Reach 15 ft./10 ft.; SA Poison; SQ Scent; AL N; SV Fort +6, Ref +7, Will +3; Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2

Skills and Feats: Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11; Improved Initiative, Run, Weapon Focus (bite)

full_text:
Viper Snake



Snake, Huge Viper




Huge Animal

Hit Dice:


6d8+6 (33 hp)

Initiative:


+6

Speed:


20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class:


15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 15

Base Attack/Grapple:


+4/+15

Attack:


Bite +6 melee (1d6+4 plus poison)

Full Attack:


Bite +6 melee (1d6+4 plus poison)

Space/Reach:


15 ft./10 ft.

Special Attacks:


Poison

Special Qualities:


Scent

Saves:


Fort +6, Ref +7, Will +3

Abilities:


Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2

Skills:


Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11

Feats:


Improved Initiative, Run, Weapon Focus (bite)

Environment:


Temperate marshes

Organization:


Solitary

Challenge Rating:


3

Advancement:


7-18 HD (Huge)


Level Adjustment:


-

These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.


full_attack:
Arms +4 melee (0) and bite -1 melee (1d6+1)

abilities:
Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2

stat_block:
Squid; CR 1; Medium animal (aquatic); HD 3d8; hp 13; Init +3; Spd Swim 60 ft. (12 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +2; Grp +8*; Atk +4 melee (0, arms); Full Atk +4 melee (0, arms) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Improved grab; SQ Ink cloud, jet, low-light vision; AL N; SV Fort +3, Ref +6, Will +2; Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Skills and Feats: Listen +7, Spot +7, Swim +10; Alertness, Endurance

full_text:
Squid

Squid
Medium Animal (Aquatic)

Hit Dice:
3d8 (13 hp)

Initiative:
+3

Speed:
Swim 60 ft. (12 squares)

Armor Class:
16 (+3 Dex, +3 natural), touch 13, flat-footed 13

Base Attack/Grapple:
+2/+8*

Attack:
Arms +4 melee (0)

Full Attack:
Arms +4 melee (0) and bite -1 melee (1d6+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Improved grab

Special Qualities:
Ink cloud, jet, low-light vision

Saves:
Fort +3, Ref +6, Will +2

Abilities:
Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Skills:
Listen +7, Spot +7, Swim +10

Feats:
Alertness, Endurance

Environment:
Temperate aquatic

Organization:
Solitary or school (6-11)

Challenge Rating:
1

Advancement:
4-6 HD (Medium); 7-11 HD (Large)


Level Adjustment:
-

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.


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


armor_class:
17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14

full_attack:
10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4)

abilities:
Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2

feats:
Alertness, Diehard, Endurance, Toughness (2)

stat_block:
Giant squid; CR 9; Huge animal (aquatic); HD 12d8+18; hp 72; Init +3; Spd Swim 80 ft. (16 squares); AC 17 (-2 size, +3 dex, +6 natural), touch 11, flat-footed 14; Base Atk +9; Grp +29; Atk +15 melee (1d6+8, tentacle); Full Atk +15 melee (1d6+8, 10 tentacles) and +10 melee (2d8+4, bite); Space/Reach 15 ft./15 ft. (30 ft. with tentacle); SA Constrict 1d6+8, improved grab; SQ Ink cloud, jet, low-light vision; AL N; SV Fort +9, Ref +11, Will +5; Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Skills and Feats: Listen +10, Spot +11, Swim +16; Alertness, Diehard, Endurance, Toughness (2)

full_text:
Squid, Giant

Squid, Giant
Huge Animal (Aquatic)

Hit Dice:
12d8+18 (72 hp)

Initiative:
+3

Speed:
Swim 80 ft. (16 squares)

Armor Class:
17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14

Base Attack/Grapple:
+9/+29

Attack:
Tentacle +15 melee (1d6+8)

Full Attack:
10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4)

Space/Reach:
15 ft./15 ft. (30 ft. with tentacle)

Special Attacks:
Constrict 1d6+8, improved grab

Special Qualities:
Ink cloud, jet, low-light vision

Saves:
Fort +9, Ref +11, Will +5

Abilities:
Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Skills:
Listen +10, Spot +11, Swim +16

Feats:
Alertness, Diehard, Endurance, Toughness (2)

Environment:
Temperate aquatic

Organization:
Solitary

Challenge Rating:
9

Advancement:
13-18 HD (Huge); 19-36 HD (Gargantuan)


Level Adjustment:
-

These voracious creatures can have bodies more than 20 feet long and attack almost anything they meet.
Combat
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.
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 jet-black 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.


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


full_attack:
2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3)

abilities:
Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6

skills:
Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11

feats:
Alertness, Improved Natural Weapon (bite), and Improved Natural Weapon (claw).

stat_block:
Tiger; CR 4; Large animal; HD 6d8+18; hp 45; Init +2; Spd 40 ft. (8 squares); AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +4; Grp +14; Atk +9 melee (1d8+6, claw); Full Atk +9 melee (1d8+6, 2 claws) and +4 melee (2d6+3, bite); Space/Reach 10 ft./5 ft.; SA Improved grab, pounce, rake 1d8+3; SQ Low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +3; Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6

Skills and Feats: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11; Alertness, Improved Natural Weapon (bite), and Improved Natural Weapon (claw).

full_text:
Tiger

Tiger
Large Animal

Hit Dice:
6d8+18 (45 hp)

Initiative:
+2

Speed:
40 ft. (8 squares)

Armor Class:
14 (-1 size, +2 Dex, +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, Dex 15, Con 17, Int 2, Wis 12, Cha 6

Skills:
Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11

Feats:
Alertness, Improved Natural Weapon (bite), and Improved Natural Weapon (claw).

Environment:
Warm forests

Organization:
Solitary

Challenge Rating:
4

Advancement:
7-12 HD (Large); 13-18 HD (Huge)


Level Adjustment:
-

These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They 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, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.


armor_class:
15 (+4 size, +1 Dex), touch 15, flat-footed 14

abilities:
Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4

stat_block:
Toad; CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Init +1; Spd 5 ft. (1 square); AC 15 (+4 size, +1 dex), touch 15, flat-footed 14; Base Atk +0; Grp -17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4

Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness

full_text:
Toad

Toad
Diminutive Animal

Hit Dice:
1/4 d8 (1 hp)

Initiative:
+1

Speed:
5 ft. (1 square)

Armor Class:
15 (+4 size, +1 Dex), touch 15, flat-footed 14

Base Attack/Grapple:
+0/-17

Attack:
-

Full Attack:
-

Space/Reach:
1 ft./0 ft.

Special Attacks:
-

Special Qualities:
Amphibious, low-light vision

Saves:
Fort +2, Ref +3, Will +2

Abilities:
Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4

Skills:
Hide +21, Listen +4, Spot +4

Feats:
Alertness

Environment:
Temperate marshes

Organization:
Swarm (10-100)

Challenge Rating:
1/10

Advancement:
-


Level Adjustment:
-

These diminutive amphibians are innocuous and beneficial, since they eat insects.
Skills: A toad's coloration gives it a +4 racial bonus on Hide checks.


skills:
Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3

stat_block:
Weasel; CR 1/4; Tiny animal; HD 1/2 d8; hp 2; Init +2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk +4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA Attach; SQ Low-light vision, scent; AL N; SV Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5

Skills and Feats: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3; Weapon Finesse

full_text:
Weasel

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 Dex), 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, Dex 15, Con 10, Int 2, Wis 12, Cha 5

Skills:
Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3

Feats:
Weapon Finesse

Environment:
Temperate hills

Organization:
Solitary

Challenge Rating:
1/4

Advancement:
-


Level Adjustment:
-

These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
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 Dexterity bonus to Armor Class and 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 Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.


armor_class:
16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15

abilities:
Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6

advancement:
13-18 HD (Gargantuan); 19-36 HD (Colossal)

stat_block:
Baleen whale; CR 6; Gargantuan animal; HD 12d8+78; hp 132; Init +1; Spd Swim 40 ft. (8 squares); AC 16 (-4 size, +1 dex, +9 natural), touch 7, flat-footed 15; Base Atk +9; Grp +33; Atk +17 melee (1d8+18, tail slap); Full Atk +17 melee (1d8+18, tail slap); Space/Reach 20 ft./15 ft.; SA -; SQ Blindsight 120 ft., hold breath, low-light vision; AL N; SV Fort +14, Ref +9, Will +5; Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6

Skills and Feats: Listen +15*, Spot +14*, Swim +20; Alertness, Diehard, Endurance, Toughness (2)

full_text:
Whale
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 high-frequency 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 Constitution score before it risks drowning.


Skills: A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Baleen Whale

Gargantuan Animal

Hit Dice:
12d8+78 (132 hp)

Initiative:
+1

Speed:
Swim 40 ft. (8 squares)

Armor Class:
16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15

Base Attack/Grapple:
+9/+33

Attack:
Tail slap +17 melee (1d8+18)

Full Attack:
Tail slap +17 melee (1d8+18)

Space/Reach:
20 ft./15 ft.

Special Attacks:
-

Special Qualities:
Blindsight 120 ft., hold breath, low-light vision

Saves:
Fort +14, Ref +9, Will +5

Abilities:
Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6

Skills:
Listen +15*, Spot +14*, Swim +20

Feats:
Alertness, Diehard, Endurance, Toughness (2)

Environment:
Warm aquatic

Organization:
Solitary

Challenge Rating:
6

Advancement:
13-18 HD (Gargantuan); 19-36 HD (Colossal)


Level Adjustment:
-

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.
Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids.
These ferocious creatures are about 30 feet long. They eat fish, squid, seals, and other whales.


full_attack:
Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6)

abilities:
Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6

feats:
Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness

stat_block:
Cachalot whale; CR 7; Gargantuan animal; HD 12d8+87; hp 141; Init +1; Spd Swim 40 ft. (8 squares); AC 16 (-4 size, +1 dex, +9 natural), touch 7, flat-footed 15; Base Atk +9; Grp +33; Atk +17 melee (4d6+12, bite); Full Atk +17 melee (4d6+12, bite) and +12 melee (1d8+6, tail slap); Space/Reach 20 ft./15 ft.; SA -; SQ Blindsight 120 ft., hold breath, low-light vision; AL N; SV Fort +15, Ref +9, Will +6; Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6

Skills and Feats: Listen +15*, Spot +14*, Swim +20; Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness

full_text:
Whale
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 high-frequency 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 Constitution score before it risks drowning.


Skills: A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
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

Gargantuan Animal

Hit Dice:
12d8+87 (141 hp)

Initiative:
+1

Speed:
Swim 40 ft. (8 squares)

Armor Class:
16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15

Base Attack/Grapple:
+9/+33

Attack:
Bite +17 melee (4d6+12)

Full Attack:
Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6)

Space/Reach:
20 ft./15 ft.

Special Attacks:
-

Special Qualities:
Blindsight 120 ft., hold breath, low-light vision

Saves:
Fort +15, Ref +9, Will +6

Abilities:
Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6

Skills:
Listen +15*, Spot +14*, Swim +20

Feats:
Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness

Environment:
Temperate aquatic

Organization:
Solitary or pod (6-11)

Challenge Rating:
7

Advancement:
13-18 HD (Gargantuan); 19-36 HD (Colossal)


Level Adjustment:
-

Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids.
These ferocious creatures are about 30 feet long. They eat fish, squid, seals, and other whales.


armor_class:
16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14

abilities:
Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6

stat_block:
Orca; CR 5; Huge animal; HD 9d8+48; hp 88; Init +2; Spd Swim 50 ft. (10 squares); AC 16 (-2 size, +2 dex, +6 natural), touch 10, flat-footed 14; Base Atk +6; Grp +22; Atk +12 melee (2d6+12, bite); Full Atk +12 melee (2d6+12, bite); Space/Reach 15 ft./10 ft.; SA -; SQ Blindsight 120 ft., hold breath, low-light vision; AL N; SV Fort +11, Ref +8, Will +5; Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6

Skills and Feats: Listen +14*, Spot +14*, Swim +16; Alertness, Endurance, Run, Toughness

full_text:
Whale
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 high-frequency 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 Constitution score before it risks drowning.


Skills: A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
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.
Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids.

Orca

Huge Animal

Hit Dice:
9d8+48 (88 hp)

Initiative:
+2

Speed:
Swim 50 ft. (10 squares)

Armor Class:
16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14

Base Attack/Grapple:
+6/+22

Attack:
Bite +12 melee (2d6+12)

Full Attack:
Bite +12 melee (2d6+12)

Space/Reach:
15 ft./10 ft.

Special Attacks:
-

Special Qualities:
Blindsight 120 ft., hold breath, low-light vision

Saves:
Fort +11, Ref +8, Will +5

Abilities:
Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6

Skills:
Listen +14*, Spot +14*, Swim +16

Feats:
Alertness, Endurance, Run, Toughness

Environment:
Cold aquatic

Organization:
Solitary or pod (6-11)

Challenge Rating:
5

Advancement:
10-13 HD (Huge); 14-27 HD (Gargantuan)


Level Adjustment:
-

These ferocious creatures are about 30 feet long. They eat fish, squid, seals, and other whales.


abilities:
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

skills:
Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*

stat_block:
Wolf; CR 1; Medium animal; HD 2d8+4; hp 13; Init +2; Spd 50 ft. (10 squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +3 melee (1d6+1, bite); Full Atk +3 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Trip; SQ Low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite)

full_text:
Wolf

Wolf

Medium Animal


Hit Dice:
2d8+4 (13 hp)

Initiative:
+2

Speed:
50 ft. (10 squares)

Armor Class:
14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple:
+1/+2

Attack:
Bite +3 melee (1d6+1)

Full Attack:
Bite +3 melee (1d6+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Trip

Special Qualities:
Low-light vision, scent

Saves:
Fort +5, Ref +5, Will +1

Abilities:
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills:
Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*

Feats:
Track B, Weapon Focus (bite)

Environment:
Temperate forests

Organization:
Solitary, pair, or pack (7-16)

Challenge Rating:
1

Advancement:
3 HD (Medium); 4-6 HD (Large)


Level Adjustment:
-

Wolves are pack hunters known for their persistence and cunning.
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 wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.


Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.


