# monster

speed:
15 ft. in half-plate armor (3 squares); base speed 20 ft.

armor_class:
30 (+1 Dex, +10 natural, +9 +2 half-plate armor), touch 11, flat-footed 29

attack:
Slam +20 melee (1d6+12/19-20 plus mummy rot)

full_attack:
Slam +20 melee (1d6+12/19-20 plus mummy rot)

special_attacks:
Despair, mummy rot, rebuke undead, spells

special_qualities:
Damage reduction 5/-, darkvision 60 ft., fire resistance 10, undead traits, vulnerability to fire

abilities:
Str 26, Dex 12, Con -, Int 8, Wis 20, Cha 17

skills:
Concentration +8, Knowledge (religion) +4, Listen +18, Move Silently +5, Spot +18

feats:
Alertness, Combat Casting, Great Fortitude, Improved Critical (slam), Improved Initiative, Weapon Focus (slam)

organization:
Solitary or tomb guard (1 mummy lord and 6-10 mummies)

stat_block:
10th-level cleric mummy lord; CR 15; Medium undead; HD 8d12 plus 10d8; hp 97; Init +5; Spd 15 ft. in half-plate armor (3 squares); base speed 20 ft.; AC 30 (+1 dex, +10 natural, +9 +2 half-plate armor), touch 11, flat-footed 29; Base Atk +11; Grp +19; Atk +20 melee (1d6+12/19-20 plus mummy rot, slam); Full Atk +20 melee (1d6+12/19-20 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot, rebuke undead, spells; SQ Damage reduction 5/-, darkvision 60 ft., fire resistance 10, undead traits, vulnerability to fire; AL LE; SV Fort +13, Ref +8, Will +20; Str 26, Dex 12, Con -, Int 8, Wis 20, Cha 17

Skills and Feats: Concentration +8, Knowledge (religion) +4, Listen +18, Move Silently +5, Spot +18; Alertness, Combat Casting, Great Fortitude, Improved Critical (slam), Improved Initiative, Weapon Focus (slam)

full_text:
Mummy


Mummy Lord, 10th-Level Cleric



Medium Undead


Hit Dice:

8d12 plus 10d8 (97 hp)

Initiative:

+5

Speed:

15 ft. in half-plate armor (3 squares); base speed 20 ft.

Armor Class:

30 (+1 Dex, +10 natural, +9 +2 half-plate armor), touch 11, flat-footed 29

Base Attack/Grapple:

+11/+19

Attack:

Slam +20 melee (1d6+12/19-20 plus mummy rot)

Full Attack:

Slam +20 melee (1d6+12/19-20 plus mummy rot)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Despair, mummy rot, rebuke undead, spells

Special Qualities:

Damage reduction 5/-, darkvision 60 ft., fire resistance 10, undead traits, vulnerability to fire

Saves:

Fort +13, Ref +8, Will +20

Abilities:

Str 26, Dex 12, Con -, Int 8, Wis 20, Cha 17

Skills:

Concentration +8, Knowledge (religion) +4, Listen +18, Move Silently +5, Spot +18

Feats:

Alertness, Combat Casting, Great Fortitude, Improved Critical (slam), Improved Initiative, Weapon Focus (slam)

Environment:

Any

Organization:

Solitary or tomb guard (1 mummy lord and 6-10 mummies)

Challenge Rating:

15

Treasure:

Standard plus possessions noted below

Alignment:

Usually lawful evil

Advancement:

By character class


Level Adjustment:

-

Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Most mummies are 5 to 6 feet tall and weigh about 120 pounds.
Mummies can speak Common, but seldom bother to do so.
Combat
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. The save DC is Charisma-based.


Mummy Rot (Su): Supernatural disease-slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.




Mummy Lord
Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. A mummy lord resembles its lesser fellows, but often wears or carries equipment it used in life.
Mummy lords are often potent spellcasters. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord's unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.
Despair (Su): The save DC against this mummy lord's despair is 17.


Mummy Rot (Su): The save DC against this mummy lord's mummy rot is 17.
Typical Cleric Spells Prepared (6/7/6/5/5/4; save DC 15 + spell level): 0-detect magic (2), guidance,  read magic,  resistance,  virtue; 1st-bane,  command,  deathwatch,  divine favor,  doom,  sanctuary*,  shield of faith; 2nd-bull's strength,  death knell*,  hold person,  resist energy,  silence,  spiritual weapon; 3rd-animate dead*,  deeper darkness,  dispel magic,  invisibility purge,  searing light; 4th-air walk,  dismissal,  divine power,  giant vermin,  spell immunity*; 5th-insect plague,  slay living*,  spell resistance,  symbol of pain.
*Domain Spell. Domains: Death and Protection.
Possessions: +2 half-plate armor, cloak of resistance +2, ring of minor elemental resistance (fire), brooch of shielding. (Different mummy lords may have different possessions.)


full_attack:
Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)

special_qualities:
Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm

abilities:
Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17

skills:
Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11

feats:
Alertness, Combat Casting, Dodge, Lightning Reflexes

special_abilities:
Detect Thoughts (Su), Guarded Thoughts (Ex), Poison (Ex)

stat_block:
Dark naga; CR 8; Large aberration; HD 9d8+18; hp 58; Init +2; Spd 40 ft. (8 squares); AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +6; Grp +12; Atk +7 melee (2d4+2 plus poison, sting); Full Atk +7 melee (2d4+2 plus poison, sting) and +2 melee (1d4+1, bite); Space/Reach 10 ft./5 ft.; SA Poison, spells; SQ Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm; AL LE; SV Fort +5, Ref +7, Will +8; Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17

Skills and Feats: Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11; Alertness, Combat Casting, Dodge, Eschew Materials, Lightning Reflexes

full_text:
Dark Naga

Dark Naga
Large Aberration

Hit Dice:
9d8+18 (58 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:
+6/+12

Attack:
Sting +7 melee (2d4+2 plus poison)

Full Attack:
Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Poison, spells

Special Qualities:
Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm

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

Abilities:
Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17

Skills:
Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11

Feats:
Alertness, Combat Casting, Dodge, Eschew Materials B, Lightning Reflexes

Environment:
Temperate hills

Organization:
Solitary or nest (2-4)

Challenge Rating:
8

Treasure:
Standard

Alignment:
Usually lawful evil

Advancement:
10-13 HD (Large); 14-27 HD (Huge)


Level Adjustment:
-

Dark nagas speak Common and Infernal.
Combat
Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.
Poison (Ex): Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.


Spells: Dark nagas cast spells as 7th-level sorcerers.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0-daze,  detect magic,  light,  mage hand,  open/close,  ray of frost,  read magic; 1st-expeditious retreat,  magic missile,  ray of enfeeblement,  shield,  silent image; 2nd-cat's grace,  invisibility,  scorching ray; 3rd-displacement,  lightning bolt.


Resistance to Charm: Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).


Detect Thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based.


Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.


attack:
Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)

full_attack:
Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)

abilities:
Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18

skills:
Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13

stat_block:
Guardian naga; CR 10; Large aberration; HD 11d8+44; hp 93; Init +2; Spd 40 ft. (8 squares); AC 18 (-1 size, +2 dex, +7 natural), touch 11, flat-footed 16; Base Atk +8; Grp +17; Atk +12 melee (2d6+7 plus poison, bite) or +9 ranged touch (poison, spit); Full Atk +12 melee (2d6+7 plus poison, bite) or +9 ranged touch (poison, spit); Space/Reach 10 ft./5 ft.; SA Poison, spit, spells; SQ Darkvision 60 ft.; AL LG; SV Fort +7, Ref +7, Will +11; Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18

Skills and Feats: Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13; Alertness, Combat Casting, Dodge, Eschew Materials, Lightning Reflexes

full_text:
Guardian Naga

Guardian Naga

Large Aberration


Hit Dice:
11d8+44 (93 hp)

Initiative:
+2

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+8/+17

Attack:
Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)

Full Attack:
Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Poison, spit, spells

Special Qualities:
Darkvision 60 ft.

Saves:
Fort +7, Ref +7, Will +11

Abilities:
Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18

Skills:
Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13

Feats:
Alertness, Combat Casting, Dodge, Eschew Materials B, Lightning Reflexes

Environment:
Temperate plains

Organization:
Solitary or nest (2-4)

Challenge Rating:
10

Treasure:
Standard

Alignment:
Usually lawful good

Advancement:
12-16 HD (Large); 17-33 HD (Huge)


Level Adjustment:
-

Guardian nagas speak Celestial and Common.
Combat
Guardian nagas usually warn off intruders before attacking. If the warning is ignored, they may begin a spell assault or spit poison.
Poison (Ex): Injury or contact, Fortitude DC 19, initial and secondary damage 1d10 Con. The save DC is Constitution-based.


Spit (Ex): A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.


Spells: Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and domain spells are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them.
Typical Spells Known (6/7/7/7/5; save DC 14 + spell level): 0- cure minor wounds,  daze,  detect magic,  light,  mage hand,  open/close,  ray of frost,  read magic; 1st-cure light wounds,  divine favor,  expeditious retreat,  mage armor,  magic missile; 2nd-detect thoughts,  lesser restoration,  see invisibility,  scorching ray; 3rd-cure serious wounds,  dispel magic,  lightning bolt; 4th-divine power,  greater invisibility.


armor_class:
16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15

abilities:
Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17

skills:
Concentration +13, Listen +14, Spellcraft +10, Spot +14

feats:
Ability Focus (charming gaze), Alertness, Combat Casting, Lightning Reflexes

stat_block:
Spirit naga; CR 9; Large aberration; HD 9d8+36; hp 76; Init +1; Spd 40 ft. (8 squares); AC 16 (-1 size, +1 dex, +6 natural), touch 10, flat-footed 15; Base Atk +6; Grp +14; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Charming gaze, poison, spells; SQ Darkvision 60 ft.; AL CE; SV Fort +7, Ref +6, Will +9; Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17

Skills and Feats: Concentration +13, Listen +14, Spellcraft +10, Spot +14; Ability Focus (charming gaze), Alertness, Combat Casting, Eschew Materials, Lightning Reflexes

full_text:
Spirit Naga

Spirit Naga

Large Aberration


Hit Dice:
9d8+36 (76 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

Armor Class:
16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15

Base Attack/Grapple:
+6/+14

Attack:
Bite +9 melee (2d6+6 plus poison)

Full Attack:
Bite +9 melee (2d6+6 plus poison)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Charming gaze, poison, spells

Special Qualities:
Darkvision 60 ft.

Saves:
Fort +7, Ref +6, Will +9

Abilities:
Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17

Skills:
Concentration +13, Listen +14, Spellcraft +10, Spot +14

Feats:
Ability Focus (charming gaze), Alertness, Combat Casting, Eschew Materials B, Lightning Reflexes

Environment:
Temperate marshes

Organization:
Solitary or nest (2-4)

Challenge Rating:
9

Treasure:
Standard

Alignment:
Usually chaotic evil

Advancement:
10-13 HD (Large); 14-27 HD (Huge)


Level Adjustment:
-

Spirit nagas speak Abyssal and Common.
Combat
Spirit nagas meet foes boldly so as to use their gaze attacks to best effect. They quickly slither forward to bite foes that avert their eyes.
Charming Gaze (Su): As charm person,  30 feet, Will DC 19 negates. The save DC is Charisma-based.


Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d8 Con. The save DC is Constitution-based.


Spells: Spirit nagas cast spells as 7th-level sorcerers, and can also cast spells from the cleric spell list and from the Chaos and Evil domains as arcane spells. The cleric spells and domain spells are considered arcane spells for a spirit naga, meaning that the creature does not need a divine focus to cast them.
Typical Spells Known (6/7/7/5; save DC 13 + spell level): 0-cure minor wounds,  daze,  detect magic,  mage hand,  open/close,  ray of frost,  read magic; 1st-charm person,  cure light wounds,  divine favor,  magic missile,  shield of faith; 2nd-cat's grace,  invisibility,  summon swarm; 3rd-displacement,  fireball.


abilities:
Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15

skills:
Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11

feats:
Alertness, Combat Casting, Lightning Reflexes

stat_block:
Water naga; CR 7; Large aberration (aquatic); HD 7d8+28; hp 59; Init +1; Spd 30 ft. (6 squares), swim 50 ft.; AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14; Base Atk +5; Grp +12; Atk +7 melee (2d6+4 plus poison, bite); Full Atk +7 melee (2d6+4 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison, spells; SQ Darkvision 60 ft.; AL N; SV Fort +6, Ref +5, Will +8; Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15

Skills and Feats: Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11; Alertness, Combat Casting, Eschew Materials, Lightning Reflexes

full_text:
Water Naga

Water Naga

Large Aberration (Aquatic)


Hit Dice:
7d8+28 (59 hp)

Initiative:
+1

Speed:
30 ft. (6 squares), swim 50 ft.

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

Base Attack/Grapple:
+5/+12

Attack:
Bite +7 melee (2d6+4 plus poison)

Full Attack:
Bite +7 melee (2d6+4 plus poison)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Poison, spells

Special Qualities:
Darkvision 60 ft.

Saves:
Fort +6, Ref +5, Will +8

Abilities:
Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15

Skills:
Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11

Feats:
Alertness, Combat Casting, Eschew Materials B, Lightning Reflexes

Environment:
Temperate aquatic

Organization:
Solitary, pair, or nest (3-4)

Challenge Rating:
7

Treasure:
Standard

Alignment:
Usually neutral

Advancement:
8-10 HD (Large); 11-21 HD (Huge)


Level Adjustment:
-

Water nagas speak Aquan and Common.
Combat
Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.


Spells: Water nagas cast spells as 7th-level sorcerers but never use fire spells.
Typical Sorcerer Spells Known (6/7/7/4; save DC 12 + spell level): 0-acid splash,  daze,  detect magic,  light,  mage hand,  open/close,  read magic; 1st-expeditious retreat,  magic missile,  obscuring mist,  shield,  true strike; 2nd-invisibility,  acid arrow,  mirror image; 3rd-protection from energy,  suggestion.


Skills: A water naga 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.


special_qualities:
Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25

abilities:
Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12

skills:
Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15

feats:
Alertness, Combat Casting, Mounted Combat

organization:
Solitary, mounted (1, on nightmare), or covey (3, on nightmares)

stat_block:
Night hag; CR 9; Medium outsider (evil, extraplanar); HD 8d8+32; hp 68; Init +1; Spd 20 ft. (4 squares); AC 22 (+1 dex, +11 natural), touch 11, flat-footed 21; Base Atk +8; Grp +12; Atk +12 melee (2d6+6 plus disease, bite); Full Atk +12 melee (2d6+6 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, dream haunting; SQ Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep,  and fear, spell resistance 25; AL NE; SV Fort +12*, Ref +9*, Will +10*; Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12

Skills and Feats: Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15; Alertness, Combat Casting, Mounted Combat

full_text:
Night Hag

Night Hag

Medium Outsider (Evil, Extraplanar)


Hit Dice:
8d8+32 (68 hp)

Initiative:
+1

Speed:
20 ft. (4 squares)

Armor Class:
22 (+1 Dex, +11 natural), touch 11, flat-footed 21

Base Attack/Grapple:
+8/+12

Attack:
Bite +12 melee (2d6+6 plus disease)

Full Attack:
Bite +12 melee (2d6+6 plus disease)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, dream haunting

Special Qualities:
Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25

Saves:
Fort +12*, Ref +9*, Will +10*

Abilities:
Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12

Skills:
Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15

Feats:
Alertness, Combat Casting, Mounted Combat

Environment:
A evil-aligned plane

Organization:
Solitary, mounted (1, on nightmare), or covey (3, on nightmares)

Challenge Rating:
9

Treasure:
Standard

Alignment:
Always neutral evil

Advancement:
9-16 HD (Medium)


Level Adjustment:
-

A night hag is about the same height and weight as a female human.
Night hags speak Abyssal, Celestial, Common, and Infernal.
Combat
Night hags attack good creatures on sight if the odds of success seem favorable.
These creatures rip through armor and flesh with their deadly teeth. They love to use sleep and then strangle those who are overcome by it.
A night hag's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Disease (Ex): Demon fever-bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.


Spell-Like Abilities: At will-detect chaos,  detect evil,  detect good,  detect law,  detect magic,  magic missile,  polymorph (self only), ray of enfeeblement (DC 12),  sleep (DC 12). Caster level 8th. A night hag can use etherealness at will (caster level 16th) so long as it possesses its heartstone (see below). The save DCs are Charisma-based.


Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.




Heartstone
All night hags carry a periapt known as a heartstone,  which instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block). A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone's powers, but the periapt shatters after ten uses (any disease cured or saving throw affected counts as a use) and it does not bestow etherealness to a bearer that is not a night hag. If sold, an intact heartstone brings 1,800 gp.


armor_class:
24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22

full_attack:
2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)

special_qualities:
Astral projection, darkvision 60 ft., etherealness

abilities:
Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12

skills:
Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)

special_abilities:
Astral Projection and Etherealness (Su), Flaming Hooves (Su), Smoke (Su)

stat_block:
Nightmare; CR 5; Large outsider (evil, extraplanar); HD 6d8+18; hp 45; Init +6; Spd 40 ft. (8 squares), fly 90 ft. (good); AC 24 (-1 size, +2 dex, +13 natural), touch 11, flat-footed 22; Base Atk +6; Grp +14; Atk +9 melee (1d8+4 plus 1d4 fire, hoof); Full Atk +9 melee (1d8+4 plus 1d4 fire, 2 hooves) and +4 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA Flaming hooves, smoke; SQ Astral projection, darkvision 60 ft., etherealness; AL NE; SV Fort +8, Ref +7, Will +6; Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12

Skills and Feats: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks); Alertness, Improved Initiative, Run

full_text:
Nightmare

Nightmare


Large Outsider (Evil, Extraplanar)



Hit Dice:
6d8+18 (45 hp)


Initiative:
+6


Speed:
40 ft. (8 squares), fly 90 ft. (good)


Armor Class:
24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22


Base Attack/Grapple:
+6/+14


Attack:
Hoof +9 melee (1d8+4 plus 1d4 fire)


Full Attack:
2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2)


Space/Reach:
10 ft./5 ft.


Special Attacks:
Flaming hooves, smoke


Special Qualities:
Astral projection, darkvision 60 ft., etherealness


Saves:
Fort +8, Ref +7, Will +6


Abilities:
Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12


Skills:
Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks)


Feats:
Alertness, Improved Initiative, Run


Environment:
A evil-aligned plane


Organization:
Solitary Solitary


Challenge Rating:
5


Treasure:
None


Alignment:
Always neutral evil


Advancement:
7-10 HD (Large); 11-18 HD (Huge)



Level Adjustment:
+4 (cohort)


A nightmare is about the size of a light war horse.
Combat
A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.
A nightmare's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flaming Hooves (Su): A blow from a nightmare's hooves sets combustible materials alight.


Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.
Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare's vision at all.


Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.


Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.




Cauchemar
The cauchemar is a horrible, especially malevolent version of a nightmare. The sight of one of these great horrors bearing down is enough to shake the heart of the boldest champion.
Combat
The save DC for the cauchemar's smoke attack (DC 24) is adjusted for its greater number of Hit Dice and higher Constitution score.
Carrying Capacity: A light load for a cauchemar is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds.


armor_class:
26 (-2 size, +2 Dex, +16 natural), touch 10, flat-footed 24

full_attack:
2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)

abilities:
Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12

skills:
Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on other planes and following tracks)

feats:
Alertness, Cleave, Improved Initiative, Power Attack, Run, Track

stat_block:
Cauchemar nightmare; CR 11; Huge outsider (evil, extraplanar); HD 15d8+105; hp 172; Init +6; Spd 40 ft. (8 squares), fly 90 ft. (good); AC 26 (-2 size, +2 dex, +16 natural), touch 10, flat-footed 24; Base Atk +15; Grp +33; Atk +23 melee (2d6+10 plus 1d4 fire, hoof); Full Atk +23 melee (2d6+10 plus 1d4 fire, 2 hooves) and +18 melee (2d6+5, bite); Space/Reach 15 ft./10 ft.; SA Flaming hooves, smoke; SQ Astral projection, darkvision 60 ft., etherealness; AL NE; SV Fort +16, Ref +11, Will +10; Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12

Skills and Feats: Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on other planes and following tracks); Alertness, Cleave, Improved Initiative, Power Attack, Run, Track

full_text:
Nightmare

Nightmare, Cauchemar



Huge Outsider (Evil, Extraplanar)


Hit Dice:

15d8+105 (172 hp)

Initiative:

+6

Speed:

40 ft. (8 squares), fly 90 ft. (good)

Armor Class:

26 (-2 size, +2 Dex, +16 natural), touch 10, flat-footed 24

Base Attack/Grapple:

+15/+33

Attack:

Hoof +23 melee (2d6+10 plus 1d4 fire)

Full Attack:

2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Flaming hooves, smoke

Special Qualities:

Astral projection, darkvision 60 ft., etherealness

Saves:

Fort +16, Ref +11, Will +10

Abilities:

Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12

Skills:

Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on other planes and following tracks)

Feats:

Alertness, Cleave, Improved Initiative, Power Attack, Run, Track

Environment:

A neutral evil plane

Organization:

Solitary

Challenge Rating:

11

Treasure:

None

Alignment:

Always neutral evil

Advancement:

-


Level Adjustment:

+4 (cohort)

A nightmare is about the size of a light war horse.
Combat
A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.
A nightmare's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flaming Hooves (Su): A blow from a nightmare's hooves sets combustible materials alight.


Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a -2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.
Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare's vision at all.


Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.


Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.




Cauchemar
The cauchemar is a horrible, especially malevolent version of a nightmare. The sight of one of these great horrors bearing down is enough to shake the heart of the boldest champion.
Combat
The save DC for the cauchemar's smoke attack (DC 24) is adjusted for its greater number of Hit Dice and higher Constitution score.
Carrying Capacity: A light load for a cauchemar is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds.


armor_class:
35 (-4 size, +29 natural), touch 6, flat-footed 35

full_attack:
Bite +29 melee (4d6+21/19-20) and sting +24 melee (2d8+11/19-20 plus poison)

special_attacks:
Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole

special_qualities:
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead traits

abilities:
Str 48, Dex 10, Con -, Int 20, Wis 20, Cha 18

skills:
Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks)

feats:
Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold)

special_abilities:
Aversion to Daylight (Ex), Desecrating Aura (Su), Energy Drain (Su), Improved Grab (Ex), Poison (Ex), Summon Undead (Su), Swallow Whole (Ex)

stat_block:
Nightcrawler; CR 18; Gargantuan undead (extraplanar); HD 25d12+50; hp 212; Init +4; Spd 30 ft. (6 squares), burrow 60 ft.; AC 35 (-4 size, +29 natural), touch 6, flat-footed 35; Base Atk +12; Grp +45; Atk +29 melee (4d6+21, bite); Full Atk +29 melee (4d6+21/19-20, bite) and +24 melee (2d8+11/19-20 plus poison, sting); Space/Reach 20 ft./15 ft.; SA Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole; SQ Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead traits; AL CE; SV Fort +12, Ref +10, Will +23; Str 48, Dex 10, Con -, Int 20, Wis 20, Cha 18

Skills and Feats: Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks); Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold)

full_text:
Nightcrawler

Nightcrawler
Gargantuan Undead (Extraplanar)

Hit Dice:
25d12+50 (212 hp)

Initiative:
+4

Speed:
30 ft. (6 squares), burrow 60 ft.

Armor Class:
35 (-4 size, +29 natural), touch 6, flat-footed 35

Base Attack/Grapple:
+12/+45

Attack:
Bite +29 melee (4d6+21)

Full Attack:
Bite +29 melee (4d6+21/19-20) and sting +24 melee (2d8+11/19-20 plus poison)

Space/Reach:
20 ft./15 ft.

Special Attacks:
Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole

Special Qualities:
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead traits

Saves:
Fort +12, Ref +10, Will +23

Abilities:
Str 48, Dex 10, Con -, Int 20, Wis 20, Cha 18

Skills:
Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks)

Feats:
Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold)

Environment:
Plane of Shadow

Organization:
Solitary or pair

Challenge Rating:
18

Treasure:
Standard

Alignment:
Always chaotic evil

Advancement:
26-50 HD (Colossal)


Level Adjustment:
-

A nightcrawler is a massive behemoth similar to a purple worm, though utterly black in color.
A nightcrawler measures about 7 feet in diameter and is 100 feet long from its toothy maw to the tip of its stinging tail. It weighs about 55,000 pounds.
Combat
A nightcrawler attacks by burrowing through the ground and emerging to strike.
A nightcrawler's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Energy Drain (Su): Living creatures inside a nightcrawler's gizzard gain one negative level each round. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Charisma-based.
For each such negative level bestowed, the nightcrawler gains 5 temporary hit points.


Improved Grab (Ex): To use this ability, a nightcrawler 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 try to swallow the opponent in the following round.


Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 2d6 Str. The save DC is Constitution-based.


Spell-Like Abilities: At will-contagion (DC 18), deeper darkness,  detect magic,  greater dispel magic,  haste,  invisibility,  see invisibility,  unholy blight (DC 18); 3/day-cone of cold (DC 19), confusion (DC 18), hold monster (DC 19); 1/day-finger of death (DC 21), mass hold monster (DC 23), plane shift (DC 21). Caster level 25th. The save DCs are Charisma-based.


Summon Undead (Su): A nightcrawler can summon undead creatures once per night: 9-16 shadows, 3-6 greater shadows, or 2-4 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.


Swallow Whole (Ex): A nightcrawler can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round from the nightcrawler's gizzard and is subject to the creature's energy drain. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A nightcrawler's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or smaller opponents.


armor_class:
32 (-2 size, +2 Dex, +22 natural), touch 10, flat-footed 30

special_attacks:
Crush item, desecrating aura, evil gaze, spell-like abilities, summon undead

special_qualities:
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy 100 ft., undead traits

abilities:
Str 38, Dex 14, Con -, Int 20, Wis 20, Cha 18

skills:
Concentration +28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks)

feats:
Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight)

special_abilities:
Aversion to Daylight (Ex), Crush Item (Su), Desecrating Aura (Su), Evil Gaze (Su), Summon Undead (Su)

stat_block:
Nightwalker; CR 16; Huge undead (extraplanar); HD 21d12+42; hp 178; Init +6; Spd 40 ft (8 squares)., fly 20 ft. (poor); AC 32 (-2 size, +2 dex, +22 natural), touch 10, flat-footed 30; Base Atk +10; Grp +34; Atk +24 melee (2d6+16, slam); Full Atk +24 melee (2d6+16, 2 slams); Space/Reach 15 ft./15 ft.; SA Crush item, desecrating aura, evil gaze, spell-like abilities, summon undead; SQ Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy 100 ft., undead traits; AL CE; SV Fort +11, Ref +11, Will +19; Str 38, Dex 14, Con -, Int 20, Wis 20, Cha 18

Skills and Feats: Concentration +28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks); Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight)

full_text:
Nightwalker

Nightwalker
Huge Undead (Extraplanar)

Hit Dice:
21d12+42 (178 hp)

Initiative:
+6

Speed:
40 ft (8 squares)., fly 20 ft. (poor)

Armor Class:
32 (-2 size, +2 Dex, +22 natural), touch 10, flat-footed 30

Base Attack/Grapple:
+10/+34

Attack:
Slam +24 melee (2d6+16)

Full Attack:
2 slams +24 melee (2d6+16)

Space/Reach:
15 ft./15 ft.

Special Attacks:
Crush item, desecrating aura, evil gaze, spell-like abilities, summon undead

Special Qualities:
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy 100 ft., undead traits

Saves:
Fort +11, Ref +11, Will +19

Abilities:
Str 38, Dex 14, Con -, Int 20, Wis 20, Cha 18

Skills:
Concentration +28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks)

Feats:
Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight)

Environment:
Plane of Shadow

Organization:
Solitary, pair, or gang (3-4)

Challenge Rating:
16

Treasure:
Standard

Alignment:
Always chaotic evil

Advancement:
22-31 HD (Huge); 32-42 HD (Gargantuan)


Level Adjustment:
-

Nightwalkers are human-shaped horrors that haunt the darkness.
A nightwalker is about 20 feet tall and weighs about 12,000 pounds.
Combat
Nightwalkers lurk in dark areas where they can almost always surprise the unwary.
A nightwalker's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Crush Item (Su): A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 34 Fortitude save to resist destruction. The save DC is Strength-based.


Evil Gaze (Su): Fear, 30 feet. A creature that meets the nightwalker's gaze must succeed on a DC 24 Will save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same nightshade's gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.


Spell-Like Abilities: At will-contagion (DC 18), deeper darkness,  detect magic,  greater dispel magic,  haste,  see invisibility,  and unholy blight (DC 18); 3/day-confusion (DC 18), hold monster (DC 19), invisibility; 1/day-cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 21st. The save DCs are Charisma-based.


Summon Undead (Su): A nightwalker can summon undead creatures once per night: 7-12 shadows, 2-5 greater shadows, or 1-2 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.


Skills: *When hiding in a dark area, a nightwalker gains a +8 racial bonus on Hide checks.




Tactics Round-by-Round
The nightwalker is an exceedingly intelligent foe that makes the best use of all its abilities. It favors using its spell-like abilities to divide and disable its enemies, then closing to melee with opponents it has isolated from their allies.
Prior to combat: The nightwalker keeps its see invisibility power active most of the time. It uses haste and invisibility to prepare for battle.
Round 1: Move to within 30 feet to make use of gaze attack and strike with confusion or hold monster,  coupled with a quickened unholy blight.
Round 2: Hit a spellcaster with finger of death and another quickened unholy blight.
Round 3: Move up to engage the enemy and attempt to disarm an enemy fighter.
Round 4: Crush the disarmed weapon (or use gaze attack if disarm attempt failed).
Round 5: Full attack against the unarmed foe (or on a nearby spellcaster).


armor_class:
30 (-2 size, +4 Dex, +18 natural), touch 12, flat-footed 26

attack:
Bite +18 melee (2d6+17/19-20 plus magic drain)

full_attack:
Bite +18 melee (2d6+17/19-20 plus magic drain)

special_attacks:
Desecrating aura, magic drain, spell-like abilities, summon undead

special_qualities:
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits

abilities:
Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18

skills:
Concentration +24, Diplomacy +6, Hide +16*, Listen +25, Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot +25, Survival +5 (+7 following tracks)

feats:
Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative

special_abilities:
Aversion to Daylight (Ex), Desecrating Aura (Su), Magic Drain (Su), Summon Undead (Su)

stat_block:
Nightwing; CR 14; Huge undead (extraplanar); HD 17d12+34; hp 144; Init +8; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 30 (-2 size, +4 dex, +18 natural), touch 12, flat-footed 26; Base Atk +8; Grp +28; Atk +18 melee (2d6+17/19-20 plus magic drain, bite); Full Atk +18 melee (2d6+17/19-20 plus magic drain, bite); Space/Reach 15 ft./10 ft.; SA Desecrating aura, magic drain, spell-like abilities, summon undead; SQ Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits; AL CE; SV Fort +9, Ref +11, Will +17; Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18

Skills and Feats: Concentration +24, Diplomacy +6, Hide +16*, Listen +25, Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot +25, Survival +5 (+7 following tracks); Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative

full_text:
Nightwing

Nightwing
Huge Undead (Extraplanar)

Hit Dice:
17d12+34 (144 hp)

Initiative:
+8

Speed:
20 ft. (4 squares), fly 60 ft. (good)

Armor Class:
30 (-2 size, +4 Dex, +18 natural), touch 12, flat-footed 26

Base Attack/Grapple:
+8/+28

Attack:
Bite +18 melee (2d6+17/19-20 plus magic drain)

Full Attack:
Bite +18 melee (2d6+17/19-20 plus magic drain)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Desecrating aura, magic drain, spell-like abilities, summon undead

Special Qualities:
Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits

Saves:
Fort +9, Ref +11, Will +17

Abilities:
Str 31, Dex 18, Con -, Int 18, Wis 20, Cha 18

Skills:
Concentration +24, Diplomacy +6, Hide +16*, Listen +25, Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot +25, Survival +5 (+7 following tracks)

Feats:
Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative

Environment:
Plane of Shadow

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

Challenge Rating:
14

Treasure:
Standard

Alignment:
Always chaotic evil

Advancement:
18-25 HD (Huge); 26-34 HD (Gargantuan)


Level Adjustment:
-

Nightwings are batlike flyers that hunt on the wing.
A nightwing has a wingspan of about 40 feet and weighs about 4,000 pounds.
Combat
Nightwings prowl the night sky and dive onto their victims. They are all but invisible, detectable only because of the stars they obscure in their passing.
A nightwing's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Magic Drain (Su): A nightwing can weaken magic armor, weapons, and shields by making a successful touch attack. The targeted item must succeed on a DC 22 Fortitude save or lose 1 point of its enhancement bonus. The save DC is Charisma-based. An item that loses its entire enhancement bonus becomes merely a masterwork item and loses any special abilities (such as flaming) as well. Casting dispel evil upon the item reverses the effect of the magic drain, provided this occurs within a number of days after the attack equal to the caster's level and the caster succeeds on a DC 29 caster level check.


Spell-Like Abilities: At will-contagion (DC 18), deeper darkness,  detect magic,  haste,  see invisibility,  unholy blight (DC 18); 3/day-confusion (DC 18), greater dispel magic,  hold monster (DC 19), invisibility; 1/day-cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 17th. The save DCs are Charisma-based.


Summon Undead (Su): A nightwing can summon undead creatures once per night: 5-12 shadows, 2-4 greater shadows, or 1 dread wraith. The undead arrive in 1d10 rounds and serve for 1 hour or until released.


Skills: *When hiding in a dark area or flying in a dark sky, a nightwing gains a +8 racial bonus on Hide checks.


armor_class:
17 (+3 Dex, +4 deflection), touch 17, flat-footed 14

special_attacks:
Blinding beauty, spells, spell-like abilities, stunning glance

special_qualities:
Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy

abilities:
Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19

skills:
Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)

special_abilities:
Blinding Beauty (Su), Stunning Glance (Su), Unearthly Grace (Su), Wild Empathy (Ex)

stat_block:
Nymph; CR 7; Medium fey; HD 6d6+6; hp 27; Init +3; Spd 30 ft. (6 squares), swim 20 ft.; AC 17 (+3 dex, +4 deflection), touch 17, flat-footed 14; Base Atk +3; Grp +3; Atk +6 melee (1d4/19-20, dagger); Full Atk +6 melee (1d4/19-20, dagger); Space/Reach 5 ft./5 ft.; SA Blinding beauty, spells, spell-like abilities, stunning glance; SQ Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy; AL CG; SV Fort +7, Ref +12, Will +12; Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19

Skills and Feats: Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings); Combat Casting, Dodge, Weapon Finesse

full_text:
Nymph

Nymph

Medium Fey


Hit Dice:
6d6+6 (27 hp)

Initiative:
+3

Speed:
30 ft. (6 squares), swim 20 ft.

Armor Class:
17 (+3 Dex, +4 deflection), touch 17, flat-footed 14

Base Attack/Grapple:
+3/+3

Attack:
Dagger +6 melee (1d4/19-20)

Full Attack:
Dagger +6 melee (1d4/19-20)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Blinding beauty, spells, spell-like abilities, stunning glance

Special Qualities:
Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy

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

Abilities:
Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19

Skills:
Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)

Feats:
Combat Casting, Dodge, Weapon Finesse

Environment:
Temperate forests

Organization:
Solitary

Challenge Rating:
7

Treasure:
Standard

Alignment:
Usually chaotic good

Advancement:
7-12 HD (Medium)


Level Adjustment:
+7

A nymph is about the height and weight of a female elf.
Nymphs speak Sylvan and Common.
Combat
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.


Spell-Like Abilities: 1/day-dimension door. Caster level 7th.


Spells: A nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0-cure minor wounds,  detect magic,  flare,  guidance,  light,  resistance; 1st-calm animal,  cure light wounds,  entangle,  longstrider,  speak with animals; 2nd-barkskin,  heat metal,  lesser restoration,  tree shape; 3rd- call lightning,  cure moderate wounds,  protection from energy; 4th-rusting grasp.


Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.


Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).


Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that a nymph has a +6 racial bonus on the check.


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


armor_class:
16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16

attack:
Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)

full_attack:
Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)

abilities:
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

environment:
Temperate hills (Merrow: Temperate aquatic)

organization:
Solitary, pair, gang (3-4), or band (5-8)

stat_block:
Ogre; CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed 16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)

full_text:
Ogre

Ogre



Large Giant



Hit Dice:
4d8+11 (29 hp)


Initiative:
-1


Speed:
30 ft. in hide armor (6 squares); base speed 40 ft.


Armor Class:
16 (-1 size, -1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16


Base Attack/Grapple:
+3/+12


Attack:
Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)


Full Attack:
Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)


Space/Reach:
10 ft./10 ft.


Special Attacks:
-


Special Qualities:
Darkvision 60 ft., low-light vision


Saves:
Fort +6, Ref +0, Will +1


Abilities:
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7


Skills:
Climb +5, Listen +2, Spot +2


Feats:
Toughness, Weapon Focus (greatclub)


Environment:
Temperate hills (Merrow: Temperate aquatic)


Organization:
Solitary, pair, gang (3-4), or band (5-8)


Challenge Rating:
3


Treasure:
Standard


Alignment:
Usually chaotic evil


Advancement:
By character class



Level Adjustment:
+2


Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Combat
Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.


Ogre Barbarian
Their inherent bent toward chaos combines with their size and strength to make ogres natural barbarians. Indeed, their leaders are almost always barbarians of low to middle level, monstrous brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an inspiration to other ogres.
Combat
Marginally more intelligent than his brutish fellows, an ogre barbarian is slightly more likely to enter a fair fight, but in general prefers the brutish tactics common to all its kind.
Rage (Ex): Twice per day, an ogre barbarian can enter a state of fierce rage that last for 9 rounds. The following changes are in effect as long as he rages: AC 17 (touch 8, flat-footed 17); hp 95; Atk +18/+13 melee (2d6+16, +1 greatclub); SV Fort +14, Will +4; Str 30, Con 22; Climb +15, Jump +16. At the end of his rage, the ogre barbarian is fatigued for the duration of the encounter.


Trap Sense (Ex): An ogre barbarian has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.


Uncanny Dodge (Ex): An ogre barbarian retains his Dex bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent. His Dex bonus to AC is +0, but this means that he is not subject to a rogue's sneak attack in these circumstances.






Merrow
These cousins of the ogre have the aquatic subtype.
They dwell in freshwater lakes and rivers. They have a base land speed of 30 feet and a swim speed of 40 feet and are found only in aquatic environments.
Instead of the typical ogre's greatclub, they prefer to use longspears in melee (attack +8 melee, damage 1d8+7).


Ogres as Characters
Ogre characters possess the following racial traits.

 +10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma.

 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

 Space/Reach: 10 feet/10 feet.

 An ogre's base land speed is 40 feet.

 Darkvision out to 60 feet.

 Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.

 Racial Skills: An ogre's giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.

 Racial Feats: An ogre's giant levels give it two feats.

 Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.

 +5 natural armor bonus.

 Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran.

 Favored Class: Barbarian.

 Level adjustment +2.


speed:
40 ft. in hide armor (8 squares); base speed 50 ft.

armor_class:
19 (-1 size, +5 natural, +4 +1 hide armor, ring of protection +1), touch 10, flat-footed 19

attack:
+1 greatclub +16 melee (2d8+13) or javelin +6 ranged (1d8+8)

full_attack:
+1 greatclub +16/+11 melee (2d8+13) or javelin +6 ranged (1d8+8)

special_qualities:
Darkvision 60 ft., low-light vision, trap sense +1, uncanny dodge

abilities:
Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4

skills:
Climb +13, Hide -6, Jump +17, Listen +6, Spot +2

feats:
Power Attack, Toughness, Weapon Focus (greatclub)

organization:
Solitary, pair, gang (1 plus 1-3 ogres), or band (1 plus 4-7 ogres)

treasure:
Standard (including +1 hide armor, +1 greatclub and ring of protection +1)

stat_block:
4th-level barbarian ogre; CR 7; Large giant; HD 4d8+19 plus 4d12+16; hp 79; Init +0; Spd 40 ft. in hide armor (8 squares); base speed 50 ft.; AC 19 (-1 size, +5 natural, +4 +1 hide armor,  ring of protection +1), touch 10, flat-footed 19; Base Atk +7; Grp +19; Atk +16 melee (2d8+13, +1 greatclub) or +6 ranged (1d8+8, javelin); Full Atk +16 /+11 melee (2d8+13, +1 greatclub) or +6 ranged (1d8+8, javelin); Space/Reach 10 ft./10 ft.; SA Rage 2/day; SQ Darkvision 60 ft., low-light vision, trap sense +1, uncanny dodge; AL CE; SV Fort +12, Ref +2, Will +2; Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4

Skills and Feats: Climb +13, Hide -6, Jump +17, Listen +6, Spot +2; Power Attack, Toughness, Weapon Focus (greatclub)

full_text:
Ogre


Ogre, 4th-Level Barbarian



Large Giant


Hit Dice:

4d8+19 plus 4d12+16 (79 hp)

Initiative:

+0

Speed:

40 ft. in hide armor (8 squares); base speed 50 ft.

Armor Class:

19 (-1 size, +5 natural, +4 +1 hide armor, ring of protection +1), touch 10, flat-footed 19

Base Attack/Grapple:

+7/+19

Attack:

+1 greatclub +16 melee (2d8+13) or javelin +6 ranged (1d8+8)

Full Attack:

+1 greatclub +16/+11 melee (2d8+13) or javelin +6 ranged (1d8+8)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Rage 2/day

Special Qualities:

Darkvision 60 ft., low-light vision, trap sense +1, uncanny dodge

Saves:

Fort +12, Ref +2, Will +2

Abilities:

Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4

Skills:

Climb +13, Hide -6, Jump +17, Listen +6, Spot +2

Feats:

Power Attack, Toughness, Weapon Focus (greatclub)

Environment:

Temperate hills

Organization:

Solitary, pair, gang (1 plus 1-3 ogres), or band (1 plus 4-7 ogres)

Challenge Rating:

7

Treasure:

Standard (including +1 hide armor, +1 greatclub and ring of protection +1)

Alignment:

Usually chaotic evil

Advancement:

By character class


Level Adjustment:

+2

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Combat
Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.


Ogre Barbarian
Their inherent bent toward chaos combines with their size and strength to make ogres natural barbarians. Indeed, their leaders are almost always barbarians of low to middle level, monstrous brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an inspiration to other ogres.
Combat
Marginally more intelligent than his brutish fellows, an ogre barbarian is slightly more likely to enter a fair fight, but in general prefers the brutish tactics common to all its kind.
Rage (Ex): Twice per day, an ogre barbarian can enter a state of fierce rage that last for 9 rounds. The following changes are in effect as long as he rages: AC 17 (touch 8, flat-footed 17); hp 95; Atk +18/+13 melee (2d6+16, +1 greatclub); SV Fort +14, Will +4; Str 30, Con 22; Climb +15, Jump +16. At the end of his rage, the ogre barbarian is fatigued for the duration of the encounter.


Trap Sense (Ex): An ogre barbarian has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.


Uncanny Dodge (Ex): An ogre barbarian retains his Dex bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent. His Dex bonus to AC is +0, but this means that he is not subject to a rogue's sneak attack in these circumstances.






Merrow
These cousins of the ogre have the aquatic subtype.
They dwell in freshwater lakes and rivers. They have a base land speed of 30 feet and a swim speed of 40 feet and are found only in aquatic environments.
Instead of the typical ogre's greatclub, they prefer to use longspears in melee (attack +8 melee, damage 1d8+7).


Ogres as Characters
Ogre characters possess the following racial traits.

 +10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma.

 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

 Space/Reach: 10 feet/10 feet.

 An ogre's base land speed is 40 feet.

 Darkvision out to 60 feet.

 Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.

 Racial Skills: An ogre's giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.

 Racial Feats: An ogre's giant levels give it two feats.

 Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.

 +5 natural armor bonus.

 Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran.

 Favored Class: Barbarian.

 Level adjustment +2.


armor_class:
18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18

attack:
Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)

full_attack:
Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)

special_qualities:
Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19

abilities:
Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17

skills:
Concentration +11, Listen +10, Spellcraft +10, Spot +10

organization:
Solitary, pair, or troupe (1-2 plus 2-4 ogres)

stat_block:
Ogre mage; CR 8; Large giant; HD 5d8+15; hp 37; Init +4; Spd 40 ft. (8 squares), fly 40 ft. (good); AC 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18; Base Atk +3; Grp +12; Atk +7 melee (3d6+7/19-20, greatsword) or +2 ranged (2d6/x3, longbow); Full Atk +7 melee (3d6+7/19-20, greatsword) or +2 ranged (2d6/x3, longbow); Space/Reach 10 ft./10 ft.; SA Spell-like abilities; SQ Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19; AL LE; SV Fort +7, Ref +1, Will +3; Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17

Skills and Feats: Concentration +11, Listen +10, Spellcraft +10, Spot +10; Combat Expertise, Improved Initiative

full_text:
Ogre Mage

Ogre Mage
Large Giant

Hit Dice:
5d8+15 (37 hp)

Initiative:
+4

Speed:
40 ft. (8 squares), fly 40 ft. (good)

Armor Class:
18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18

Base Attack/Grapple:
+3/+12

Attack:
Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)

Full Attack:
Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/x3)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Spell-like abilities

Special Qualities:
Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19

Saves:
Fort +7, Ref +1, Will +3

Abilities:
Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17

Skills:
Concentration +11, Listen +10, Spellcraft +10, Spot +10

Feats:
Combat Expertise, Improved Initiative

Environment:
Cold hills

Organization:
Solitary, pair, or troupe (1-2 plus 2-4 ogres)

Challenge Rating:
8

Treasure:
Double standard

Alignment:
Usually lawful evil

Advancement:
By character class


Level Adjustment:
+7

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.
An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.
Ogre mages speak Giant and Common.
Combat
Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.
Spell-Like Abilities: At will-darkness,  invisibility; 1/day- charm person (DC 14),  cone of cold (DC 18),  gaseous form,  polymorph,  sleep (DC 14). Caster level 9th. The save DCs are Charisma-based.


Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.


Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.




Ogre Mages as Characters
Ogre mage characters possess the following racial traits.

 +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma.

 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

 Space/Reach: 10 feet/10 feet.

 An ogre mage's base land speed is 40 feet. It also has a fly speed of 40 feet (good).

 Darkvision: Ogre mages can see in the dark up to 60 feet.

 Racial Hit Dice: An ogre mage begins with five levels of giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.

 Racial Skills: An ogre mage's giant levels give it skill points equal to 8 x?(2 + Int modifier [minimum 1]). Its class skills are Concentration, Listen, Spellcraft, and Spot.

 Racial Feats: An ogre mage's giant levels give it two feats.

 +5 natural armor bonus.

 Special Attacks (see above): Spell-like abilities.

 Special Qualities (see above): Regeneration 5, spell resistance 19.

 Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Orc.

 Favored Class: Sorcerer.

 Level adjustment +7.


armor_class:
3 (-2 size, -5 Dex), touch 3, flat-footed 3

special_attacks:
Acid, constrict 2d6+4 plus 2d6 acid, improved grab

abilities:
Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1

special_abilities:
Acid (Ex), Blindsight (Ex), Constrict (Ex), Improved Grab (Ex), Split (Ex)

stat_block:
Black pudding; CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares), climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8 melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam); Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1

Skills and Feats: Climb +11; -

full_text:
Black Pudding

Black Pudding


Huge Ooze


Hit Dice:
10d10+60 (115 hp)


Initiative:
-5


Speed:
20 ft. (4 squares), climb 20 ft.


Armor Class:
3 (-2 size, -5 Dex), touch 3, flat-footed 3


Base Attack/Grapple:
+7/+18


Attack:
Slam +8 melee (2d6+4 plus 2d6 acid)


Full Attack:
Slam +8 melee (2d6+4 plus 2d6 acid)


Space/Reach:
15 ft./10 ft.


Special Attacks:
Acid, constrict 2d6+4 plus 2d6 acid, improved grab


Special Qualities:
Blindsight 60 ft., split, ooze traits


Saves:
Fort +9, Ref -2, Will -2


Abilities:
Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1


Skills:
Climb +11


Feats:
-


Environment:
Underground


Organization:
Solitary


Challenge Rating:
7


Treasure:
None


Alignment:
Always neutral


Advancement:
11-15 HD (Huge); 16-30 HD (Gargantuan)



Level Adjustment:
-


The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.
Combat
A black pudding attacks by grabbing and squeezing their prey.
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The pudding's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.


Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.


Improved Grab (Ex): To use this ability, a black pudding must hit with its slam 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.


Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.


Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.




Elder Black Pudding
The most ancient black puddings are vast pools of inky death.
Combat
The save DC for the elder black pudding's acid attack (DC 29) is adjusted for its additional Hit Dice and higher Constitution score.


armor_class:
1 (-4 size, -5 Dex), touch 1, flat-footed 1

special_attacks:
Acid, constrict 2d8+12 plus 2d6 acid, improved grab

abilities:
Str 26, Dex 1, Con 28, Int -, Wis 1, Cha 1

stat_block:
Elder black pudding; CR 12; Gargantuan ooze; HD 20d10+180; hp 290; Init -5; Spd 20 ft. (4 squares), climb 20 ft.; AC 1 (-4 size, -5 dex), touch 1, flat-footed 1; Base Atk +15; Grp +35; Atk +19 melee (3d6+12 plus 3d6 acid, slam); Full Atk +19 melee (3d6+12 plus 3d6 acid, slam); Space/Reach 20 ft./20 ft.; SA Acid, constrict 2d8+12 plus 2d6 acid, improved grab; SQ Blindsight 60 ft., split, ooze traits; AL N; SV Fort +15, Ref +1, Will +1; Str 26, Dex 1, Con 28, Int -, Wis 1, Cha 1

Skills and Feats: Climb +16; -

full_text:
Black Pudding

Elder Black Pudding



Gargantuan Ooze

Hit Dice:

20d10+180 (290 hp)

Initiative:

-5

Speed:

20 ft. (4 squares), climb 20 ft.

Armor Class:

1 (-4 size, -5 Dex), touch 1, flat-footed 1

Base Attack/Grapple:

+15/+35

Attack:

Slam +19 melee (3d6+12 plus 3d6 acid)

Full Attack:

Slam +19 melee (3d6+12 plus 3d6 acid)

Space/Reach:

20 ft./20 ft.

Special Attacks:

Acid, constrict 2d8+12 plus 2d6 acid, improved grab

Special Qualities:

Blindsight 60 ft., split, ooze traits

Saves:

Fort +15, Ref +1, Will +1

Abilities:

Str 26, Dex 1, Con 28, Int -, Wis 1, Cha 1

Skills:

Climb +16

Feats:

-

Environment:

Underground

Organization:

Solitary

Challenge Rating:

12

Treasure:

None

Alignment:

Always neutral

Advancement:

-


Level Adjustment:

-

The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.
Combat
A black pudding attacks by grabbing and squeezing their prey.
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The pudding's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.


Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.


Improved Grab (Ex): To use this ability, a black pudding must hit with its slam 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.


Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.


Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.




Elder Black Pudding
The most ancient black puddings are vast pools of inky death.
Combat
The save DC for the elder black pudding's acid attack (DC 29) is adjusted for its additional Hit Dice and higher Constitution score.


special_qualities:
Blindsight 60 ft., immunity to electricity, ooze traits, transparent

abilities:
Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1

treasure:
1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)

special_abilities:
Acid (Ex), Blindsight (Ex), Engulf (Ex), Paralysis (Ex), Transparent (Ex)

stat_block:
Gelatinous cube; CR 3; Huge ooze; HD 4d10+32; hp 54; Init -5; Spd 15 ft. (3 squares); AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +3; Grp +11; Atk +1 melee (1d6 plus 1d6 acid, slam); Full Atk +1 melee (1d6 plus 1d6 acid, slam); Space/Reach 15 ft./10 ft.; SA Acid, engulf, paralysis; SQ Blindsight 60 ft., immunity to electricity, ooze traits, transparent; AL N; SV Fort +9, Ref -4, Will -4; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1

Skills and Feats: -; -

full_text:
Gelatinous Cube

Gelatinous Cube

Huge Ooze


Hit Dice:
4d10+32 (54 hp)

Initiative:
-5

Speed:
15 ft. (3 squares)

Armor Class:
3 (-2 size, -5 Dex), touch 3, flat-footed 3

Base Attack/Grapple:
+3/+11

Attack:
Slam +1 melee (1d6 plus 1d6 acid)

Full Attack:
Slam +1 melee (1d6 plus 1d6 acid)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Acid, engulf, paralysis

Special Qualities:
Blindsight 60 ft., immunity to electricity, ooze traits, transparent

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

Abilities:
Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1

Skills:
-

Feats:
-

Environment:
Underground

Organization:
Solitary

Challenge Rating:
3

Treasure:
1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)

Alignment:
Always neutral

Advancement:
5-12 HD (Huge); 13-24 HD (Gargantuan)


Level Adjustment:
-

The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube's body.
A typical gelatinous cube is 15 feet on a side and weighs about 50,000 pounds, though much larger specimens are not unknown.
Combat
A gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes.
Acid (Ex): A gelatinous cube's acid does not harm metal or stone.


Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.


Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.


Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.


special_attacks:
Acid, constrict 1d6+1 plus 1d6 acid, improved grab

special_qualities:
Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent

abilities:
Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1

special_abilities:
Acid (Ex), Blindsight (Ex), Constrict (Ex), Improved Grab (Ex), Transparent (Ex)

stat_block:
Gray ooze; CR 4; Medium ooze; HD 3d10+15; hp 31; Init -5; Spd 10 ft. (2 squares); AC 5 (-5 dex), touch 5, flat-footed 5; Base Atk +2; Grp +3; Atk +3 melee (1d6+1 plus 1d6 acid, slam); Full Atk +3 melee (1d6+1 plus 1d6 acid, slam); Space/Reach 5 ft./5 ft.; SA Acid, constrict 1d6+1 plus 1d6 acid, improved grab; SQ Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent; AL N; SV Fort +6, Ref -4, Will -4; Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1

Skills and Feats: -; -

full_text:
Gray Ooze

Gray Ooze
Medium Ooze

Hit Dice:
3d10+15 (31 hp)

Initiative:
-5

Speed:
10 ft. (2 squares)

Armor Class:
5 (-5 Dex), touch 5, flat-footed 5

Base Attack/Grapple:
+2/+3

Attack:
Slam +3 melee (1d6+1 plus 1d6 acid)

Full Attack:
Slam +3 melee (1d6+1 plus 1d6 acid)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Acid, constrict 1d6+1 plus 1d6 acid, improved grab

Special Qualities:
Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent

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

Abilities:
Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1

Skills:
-

Feats:
-

Environment:
Cold marshes

Organization:
Solitary

Challenge Rating:
4

Treasure:
None

Alignment:
Always neutral

Advancement:
4-6 HD (Medium); 7-9 HD (Large)


Level Adjustment:
-

A gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.
Combat
A gray ooze strikes like a snake, slamming opponents with its body.
Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.
The ooze's acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.


Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.


Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam 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.


Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.


armor_class:
4 (-1 size, -5 Dex), touch 4, flat-footed 4

special_attacks:
Acid, constrict 2d4+3 plus 1d4 acid, improved grab

abilities:
Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1

stat_block:
Ochre jelly; CR 5; Large ooze; HD 6d10+36; hp 69; Init -5; Spd 10 ft. (2 squares), climb 10 ft.; AC 4 (-1 size, -5 dex), touch 4, flat-footed 4; Base Atk +4; Grp +10; Atk +5 melee (2d4+3 plus 1d4 acid, slam); Full Atk +5 melee (2d4+3 plus 1d4 acid, slam); Space/Reach 10 ft./5 ft.; SA Acid, constrict 2d4+3 plus 1d4 acid, improved grab; SQ Blindsight 60 ft., split, ooze traits; AL N; SV Fort +8, Ref -3, Will -3; Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1

Skills and Feats: Climb +10; -

full_text:
Ochre Jelly

Ochre Jelly
Large Ooze

Hit Dice:
6d10+36 (69 hp)

Initiative:
-5

Speed:
10 ft. (2 squares), climb 10 ft.

Armor Class:
4 (-1 size, -5 Dex), touch 4, flat-footed 4

Base Attack/Grapple:
+4/+10

Attack:
Slam +5 melee (2d4+3 plus 1d4 acid)

Full Attack:
Slam +5 melee (2d4+3 plus 1d4 acid)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Acid, constrict 2d4+3 plus 1d4 acid, improved grab

Special Qualities:
Blindsight 60 ft., split, ooze traits

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

Abilities:
Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1

Skills:
Climb +10

Feats:
-

Environment:
Temperate marshes

Organization:
Solitary

Challenge Rating:
5

Treasure:
None

Alignment:
Always neutral

Advancement:
7-9 HD (Large); 10-18 HD (Huge)


Level Adjustment:
-

An ochre jelly can grow to a diameter of about 15 feet and a thickness of about 6 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 5,600 pounds.
Combat
An ochre jelly attempts to envelop and squeeze its prey.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.


Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.


Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam 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.


Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original's current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.


Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.


armor_class:
13 (+3 studded leather armor), touch 10, flat-footed 13

attack:
Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)

full_attack:
Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)

abilities:
Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6

organization:
Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

stat_block:
1st-level warrior orc; CR 1/2; Medium humanoid (orc); HD 1d8+1; hp 5; Init +0; Spd 30 ft. (6 squares); AC 13 (+3 studded leather armor), touch 10, flat-footed 13; Base Atk +1; Grp +4; Atk +4 melee (2d4+4/18-20, falchion) or +1 ranged (1d6+3, javelin); Full Atk +4 melee (2d4+4/18-20, falchion) or +1 ranged (1d6+3, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6

Skills and Feats: Listen +1, Spot +1; Alertness

full_text:
Orc

Orc, 1st-Level Warrior

Medium Humanoid (Orc)

Hit Dice:
1d8+1 (5 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

Armor Class:
13 (+3 studded leather armor), touch 10, flat-footed 13

Base Attack/Grapple:
+1/+4

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

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft., light sensitivity

Saves:
Fort +3, Ref +0, Will -2

Abilities:
Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6

Skills:
Listen +1, Spot +1

Feats:
Alertness

Environment:
Temperate hills

Organization:
Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Often chaotic evil

Advancement:
By character class


Level Adjustment:
+0

An orc's hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.
Females are slightly smaller.
The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.
Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level.
Combat
Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.




Orcs as Characters
Orc Traits (Ex): Orcs possess the following racial traits.

 +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.

 An orc's base land speed is 30 feet.

 Darkvision out to 60 feet.

 Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

 Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

 Favored Class: Barbarian.


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




Half-Orcs
These orc-human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.
Half-Orc Traits (Ex): Half-orcs possess the following racial traits.

 +2 Strength, -2 Intelligence, -2 Charisma.

 Medium size.


-A half-orc's base land speed is 30 feet.

 Darkvision: Half-orcs can see in the dark up to 60 feet.

 Orc Blood: For all effects related to race, a half-orc is considered an orc.

 Automatic Languages: Common, Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal.

 Favored Class: Barbarian.


armor_class:
17 (-1 size, +8 natural), touch 9, flat-footed 17

full_attack:
2 tentacles +4 melee (1d6) and bite -2 melee (1d4)

abilities:
Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6

feats:
Alertness, Toughness, Weapon Focus (tentacle)

special_abilities:
Constrict (Ex), Disease (Ex), Improved Grab (Ex)

stat_block:
Otyugh; CR 4; Large aberration; HD 6d8+9; hp 36; Init +0; Spd 20 ft. (4 squares); AC 17 (-1 size, +8 natural), touch 9, flat-footed 17; Base Atk +4; Grp +8; Atk +4 melee (1d6, tentacle); Full Atk +4 melee (1d6, 2 tentacles) and -2 melee (1d4, bite); Space/Reach 10 ft./10 ft. (15 ft. with tentacle); SA Constrict 1d6, disease, improved grab; SQ Darkvision 60 ft., scent; AL N; SV Fort +3, Ref +2, Will +6; Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6

Skills and Feats: Hide -1*, Listen +6, Spot +6; Alertness, Toughness, Weapon Focus (tentacle)

full_text:
Otyugh

Otyugh
Large Aberration

Hit Dice:
6d8+9 (36 hp)

Initiative:
+0

Speed:
20 ft. (4 squares)

Armor Class:
17 (-1 size, +8 natural), touch 9, flat-footed 17

Base Attack/Grapple:
+4/+8

Attack:
Tentacle +4 melee (1d6)

Full Attack:
2 tentacles +4 melee (1d6) and bite -2 melee (1d4)

Space/Reach:
10 ft./10 ft. (15 ft. with tentacle)

Special Attacks:
Constrict 1d6, disease, improved grab

Special Qualities:
Darkvision 60 ft., scent

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

Abilities:
Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6

Skills:
Hide -1*, Listen +6, Spot +6

Feats:
Alertness, Toughness, Weapon Focus (tentacle)

Environment:
Underground

Organization:
Solitary, pair, or cluster (3-4)

Challenge Rating:
4

Treasure:
Standard

Alignment:
Usually neutral

Advancement:
7-8 HD (Large); 9-18 HD (Huge)


Level Adjustment:
-

A typical otyugh has a body 8 feet in diameter and weighs about 500 pounds.
Otyughs speak Common.
Combat
An otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. Otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths.
Constrict (Ex): An otyugh deals automatic tentacle damage with a successful grapple check.


Disease (Ex): Filth fever-bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.


Improved Grab (Ex): To use this ability, an otyugh must hit 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.


Skills: *An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.


speed:
10 ft. (2 squares), fly 70 ft. (average)

skills:
Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10

stat_block:
Giant owl; CR 3; Large magical beast; HD 4d10+4; hp 26; Init +3; Spd 10 ft. (2 squares), fly 70 ft. (average); AC 15 (-1 size, +3 dex, +3 natural), touch 12, flat-footed 12; Base Atk +4; Grp +12; Atk +7 melee (1d6+4, claw); Full Atk +7 melee (1d6+4, 2 claws) and +2 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Superior low-light vision; AL NG; SV Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10

Skills and Feats: Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10; Alertness, Wingover

full_text:
Owl, Giant

Owl, Giant
Large Magical Beast

Hit Dice:
4d10+4 (26 hp)

Initiative:
+3

Speed:
10 ft. (2 squares), fly 70 ft. (average)

Armor Class:
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12

Base Attack/Grapple:
+4/+12

Attack:
Claw +7 melee (1d6+4)

Full Attack:
2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Superior low-light vision

Saves:
Fort +5, Ref +7, Will +3

Abilities:
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10

Skills:
Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10

Feats:
Alertness, Wingover

Environment:
Temperate forests

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

Challenge Rating:
3

Treasure:
None

Alignment:
Usually neutral good

Advancement:
5-8 HD (Large); 9-12 HD (Huge)


Level Adjustment:
+2 (cohort)

Giant owls are nocturnal birds of prey, feared for their ability to hunt and attack in near silence. They are intelligent, and though naturally suspicious, sometimes associate with good creatures. A typical giant owl stands about 9 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size.
Giant owls speak Common and Sylvan.
Combat
A giant owl attacks by gliding silently just a few feet above its prey and plunging to strike when directly overhead.
Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.


Skills: Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.
*When in flight, giant owls gain a +8 bonus on Move Silently checks.




Training A Giant Owl
Although intelligent, a giant owl requires training before it can bear a rider in combat. To be trained, a giant owl must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant owl requires six weeks of work and a DC 25 Handle Animal check. Riding a giant owl requires an exotic saddle. A giant owl can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Giant owl eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant owl.
Carrying Capacity: A light load for a giant owl is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.


full_attack:
2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)

abilities:
Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10

stat_block:
Owlbear; CR 4; Large magical beast; HD 5d10+25; hp 52; Init +1; Spd 30 ft. (6 squares); AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14; Base Atk +5; Grp +14; Atk +9 melee (1d6+5, claw); Full Atk +9 melee (1d6+5, 2 claws) and +4 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Scent; AL N; SV Fort +9, Ref +5, Will +2; Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10

Skills and Feats: Listen +8, Spot +8; Alertness, Track

full_text:
Owlbear

Owlbear

Large Magical Beast


Hit Dice:
5d10+25 (52 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+5/+14

Attack:
Claw +9 melee (1d6+5)

Full Attack:
2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Improved grab

Special Qualities:
Scent

Saves:
Fort +9, Ref +5, Will +2

Abilities:
Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10

Skills:
Listen +8, Spot +8

Feats:
Alertness, Track

Environment:
Temperate forests

Organization:
Solitary, pair, or pack (3-8)

Challenge Rating:
4

Treasure:
None

Alignment:
Always neutral

Advancement:
6-8 HD (Large); 9-15 HD (Huge)


Level Adjustment:
-

An owlbear's coat ranges in color from brown-black to yellowish brown; its beak is a dull ivory color. A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. Adventurers who have survived encounters with the creature often speak of the bestial madness they glimpsed in its red-rimmed eyes.
Combat
Owlbears attack prey-any creature bigger than a mouse-on sight, always fighting to the death. They slash with claws and beak, trying to grab their prey and rip it apart.
Improved Grab (Ex): To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.


speed:
60 ft. (12 squares), fly 120 ft. (average)

full_attack:
2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2)

special_qualities:
Darkvision 60 ft., low-light vision, scent, spell-like abilities

abilities:
Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13

skills:
Diplomacy +3, Listen +8, Sense Motive +9, Spot +8

stat_block:
Pegasus; CR 3; Large magical beast; HD 4d10+12; hp 34; Init +2; Spd 60 ft. (12 squares), fly 120 ft. (average); AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +4; Grp +12; Atk +7 melee (1d6+4, hoof); Full Atk +7 melee (1d6+4, 2 hooves) and +2 melee (1d3+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Darkvision 60 ft., low-light vision, scent, spell-like abilities; AL CG; SV Fort +7, Ref +6, Will +4; Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13

Skills and Feats: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8; Flyby Attack, Iron Will

full_text:
Pegasus

Pegasus
Large Magical Beast

Hit Dice:
4d10+12 (34 hp)

Initiative:
+2

Speed:
60 ft. (12 squares), fly 120 ft. (average)

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

Base Attack/Grapple:
+4/+12

Attack:
Hoof +7 melee (1d6+4)

Full Attack:
2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft., low-light vision, scent, spell-like abilities

Saves:
Fort +7, Ref +6, Will +4

Abilities:
Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13

Skills:
Diplomacy +3, Listen +8, Sense Motive +9, Spot +8

Feats:
Flyby Attack, Iron Will

Environment:
Temperate forests

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

Challenge Rating:
3

Treasure:
None

Alignment:
Usually chaotic good

Advancement:
5-8 HD (Large)


Level Adjustment:
+2 (cohort)

The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily tamed.
A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Pegasi cannot speak, but they understand Common.
Combat
Spell-Like Abilities: At will-detect good and detect evil within a 60-foot radius. Caster level 5th.


Skills: Pegasi have a +4 racial bonus on Listen and Spot checks.




Training A Pegasus
Although intelligent, a pegasus requires training before it can bear a rider in combat. To be trained, a pegasus must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly pegasus requires six weeks of work and a DC 25 Handle Animal check. Riding a pegasus requires an exotic saddle. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Pegasus eggs are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves a good or neutral master with absolute faithfulness for life.
Carrying Capacity: A light load for a pegasus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.


special_qualities:
Low-light vision, plant traits, greater invisibility

abilities:
Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9

stat_block:
Phantom fungus; CR 3; Medium plant; HD 2d8+6; hp 15; Init +0; Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, 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, plant traits, greater invisibility; AL N; SV Fort +6, Ref +0, Will +0; Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9

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

full_text:
Phantom Fungus

Phantom Fungus

Medium Plant


Hit Dice:
2d8+6 (15 hp)

Initiative:
+0

Speed:
20 ft. (4 squares)

Armor Class:
14 (+4 natural), touch 10, 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, plant traits, greater invisibility

Saves:
Fort +6, Ref +0, Will +0

Abilities:
Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9

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

Feats:
Alertness

Environment:
Underground

Organization:
Solitary

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

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


Level Adjustment:
-

This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants.
Combat
A phantom fungus usually roams quietly, hunting for prey. It attacks lone individuals almost anywhere, but when tackling groups it prefers an open space where it has a better chance .
Greater Invisibility (Su): This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.


Skills: A phantom fungus has a +5 racial bonus on Move Silently checks.


special_qualities:
Darkvision 60 ft., ethereal jaunt, low-light vision

abilities:
Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10

feats:
Ability Focus (poison), Improved Initiative

stat_block:
Phase spider; CR 5; Large magical beast; HD 5d10+15; hp 42; Init +7; Spd 40 ft. (8 squares), climb 20 ft.; AC 15 (-1 size, +3 dex, +3 natural), touch 12, flat-footed 12; Base Atk +5; Grp +12; Atk +7 melee (1d6+4 plus poison, bite); Full Atk +7 melee (1d6+4 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., ethereal jaunt, low-light vision; AL N; SV Fort +7, Ref +7, Will +2; Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10

Skills and Feats: Climb +11, Move Silently +11, Spot +4; Ability Focus (poison), Improved Initiative

full_text:
Phase Spider

Phase Spider

Large Magical Beast


Hit Dice:
5d10+15 (42 hp)

Initiative:
+7

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

Armor Class:
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12

Base Attack/Grapple:
+5/+12

Attack:
Bite +7 melee (1d6+4 plus poison)

Full Attack:
Bite +7 melee (1d6+4 plus poison)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Poison

Special Qualities:
Darkvision 60 ft., ethereal jaunt, low-light vision

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

Abilities:
Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10

Skills:
Climb +11, Move Silently +11, Spot +4

Feats:
Ability Focus (poison), Improved Initiative

Environment:
Warm hills

Organization:
Solitary or cluster (2-5)

Challenge Rating:
5

Treasure:
None

Alignment:
Always neutral

Advancement:
6-8 HD (Large); 9-15 HD (Huge)


Level Adjustment:
-

Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.
A typical phase spider's body is 8 feet long. It weighs about 700 pounds.
Phase spiders cannot speak.
Combat
Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.
Ethereal Jaunt (Su): A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).


Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.


Skills: A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.


special_qualities:
Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.

abilities:
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14

skills:
Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8

feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility

special_abilities:
Amorphous (Ex), Resilient (Ex), Tremorsense (Ex)

stat_block:
Phasm; CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30 ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12; Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.; AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14

Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8; Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility

full_text:
Phasm

Phasm
Medium Aberration (Shapechanger)

Hit Dice:
15d8+30 (97 hp)

Initiative:
+6

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+11/+12

Attack:
Slam +12 melee (1d3+1)

Full Attack:
Slam +12 melee (1d3+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.

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

Abilities:
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14

Skills:
Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8

Feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility

Environment:
Underground

Organization:
Solitary

Challenge Rating:
7

Treasure:
Standard

Alignment:
Usually chaotic neutral

Advancement:
15-21 HD (Huge); 22-45 HD (Gargantuan)


Level Adjustment:
-

A phasm is an amorphous creature that can assume the guise of almost any other creature or object. A phasm in its natural form is about 5 feet in diameter and 2 feet high at the center. Swirls of color indicate sensory organs. In this form, a phasm slithers about like an ooze and can attack with a pseudopod. It weighs about 400 pounds.
Phasms can speak Common but prefer telepathic communication.
Combat
When faced with potential danger, a phasm is equally likely to retreat, parley, or attack, as its fancy strikes.
If pursued or harassed, a phasm transforms into the most fearsome creature it knows and attacks. When seriously hurt, it changes to some fast or agile form and tries to escape.
Amorphous (Ex): A phasm in its natural form has immunity to poison, sleep,  paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.


Resilient (Ex): A phasm has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block).
Alternate Form (Su): A phasm can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 15th), except that the phasm does not regain hit points for changing form. A phasm can remain in its alternate form until it chooses to assume a new one or return to its natural form.


Tremorsense (Ex): A phasm can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.


Skills: *When using shapechange, a phasm gains a +10 circumstance bonus on Disguise checks.


attack:
Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)

full_attack:
Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)

special_qualities:
Darkvision 60 ft., acid resistance 5, cold resistance 5, electricity resistance 5

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

skills:
Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3

stat_block:
1st-level warrior aasimar; CR 1/2; Medium outsider (native); HD 1d8+1; hp 5; Init +4; Spd 20 ft. in scale mail (4 squares); base speed 30 ft.; AC 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16; Base Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20, longsword) or +1 ranged (1d8/19-20, light crossbow); Full Atk +2 melee (1d8+1/19-20, longsword) or +1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Daylight; SQ Darkvision 60 ft., acid resistance 5, cold resistance 5, electricity resistance 5; AL NG; SV Fort +3, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10

Skills and Feats: Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3; Improved Initiative

full_text:
Aasimar

Aasimar, 1st-Level Warrior

Medium Outsider (Native)

Hit Dice:
1d8+1 (5 hp)

Initiative:
+4

Speed:
20 ft. in scale mail (4 squares); base speed 30 ft.

Armor Class:
16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16

Base Attack/Grapple:
+1/+2

Attack:
Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)

Full Attack:
Longsword +2 melee (1d8+1/19-20) or light crossbow +1 ranged (1d8/19-20)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Daylight

Special Qualities:
Darkvision 60 ft., acid resistance 5, cold resistance 5, electricity resistance 5

Saves:
Fort +3, Ref +0, Will +0

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

Skills:
Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3

Feats:
Improved Initiative

Environment:
Temperate plains

Organization:
Solitary, pair, or team (3-4)

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Usually good (any)

Advancement:
By character class


Level Adjustment:
+1

Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.
Combat
Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.
daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.


Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.
The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Aasimar as Characters
Aasimar characters possess the following racial traits.

 +2 Wisdom, +2 Charisma.

 Medium size.

 An aasimar's base land speed is 30 feet.

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

 Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.

 Racial Feats: An aasimar gains feats according to its class levels.

 Special Attacks (see above): Daylight.

 Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.

 Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling,


Sylvan.

 Favored Class: Paladin.

 Level adjustment +1.


attack:
Rapier +3 melee (1d6+1/18-20) or light crossbow +2 ranged (1d8/19-20)

full_attack:
Rapier +3 melee (1d6+1/18-20) or light crossbow +2 ranged (1d8/19-20)

special_qualities:
Darkvision 60 ft., cold resistance 5, electricity resistance 5, fire resistance 5

abilities:
Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6

skills:
Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1

stat_block:
1st-level warrior tiefling; CR 1/2; Medium outsider (native); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Darkness; SQ Darkvision 60 ft., cold resistance 5, electricity resistance 5, fire resistance 5; AL NE; SV Fort +3, Ref +1, Will -1; Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6

Skills and Feats: Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1; Weapon Focus (rapier)

full_text:
Tiefling

Tiefling, 1st-Level Warrior

Medium Outsider (Native)

Hit Dice:
1d8+1 (5 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

Armor Class:
15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14

Base Attack/Grapple:
+1/+2

Attack:
Rapier +3 melee (1d6+1/18-20) or light crossbow +2 ranged (1d8/19-20)

Full Attack:
Rapier +3 melee (1d6+1/18-20) or light crossbow +2 ranged (1d8/19-20)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Darkness

Special Qualities:
Darkvision 60 ft., cold resistance 5, electricity resistance 5, fire resistance 5

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

Abilities:
Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6

Skills:
Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1

Feats:
Weapon Focus (rapier)

Environment:
Temperate plains

Organization:
Solitary, pair, or gang (3-4)

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Usually evil (any)

Advancement:
By character class


Level Adjustment:
+1

Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
Combat
Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.
darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).


Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks.
The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Tieflings as Characters
Tiefling characters possess the following racial traits.

 +2 Dexterity, +2 Intelligence, -2 Charisma.

 Medium size.


-A tiefling's base land speed is 30 feet.

 Darkvision out to 60 feet.

 Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.

 Racial Feats: A tiefling gains feats according to its class levels.

 Special Attacks (see above): Darkness.

 Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.

 Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.

 Favored Class: Rogue.

 Level adjustment +1.


attack:
Claw +6 melee (1d4+2) or bite +6 melee (1d8+3)

full_attack:
4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3)

special_attacks:
Paralyzing gaze, improved grab, blood drain

special_qualities:
Darkvision 60 ft., flight, immunity to fire, vulnerability to cold

abilities:
Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12

skills:
Hide +8, Listen +8, Move Silently +8, Spot +8

special_abilities:
Blood Drain (Ex), Flight (Su), Improved Grab (Ex), Paralyzing Gaze (Su)

stat_block:
Rast; CR 5; Medium outsider (extraplanar, fire); HD 4d8+7; hp 25; Init +5; Spd 5 ft. (1 square), fly 60 ft. (good); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +4; Grp +6; Atk +6 melee (1d4+2, claw) or +6 melee (1d8+3, bite); Full Atk +6 melee (1d4+2, 4 claws) or +6 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Paralyzing gaze, improved grab, blood drain; SQ Darkvision 60 ft., flight, immunity to fire, vulnerability to cold; AL N; SV Fort +5, Ref +5, Will +5; Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12

Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8; Improved Initiative, Toughness

full_text:
Rast

Rast

Medium Outsider (Extraplanar, Fire)


Hit Dice:
4d8+7 (25 hp)

Initiative:
+5

Speed:
5 ft. (1 square), fly 60 ft. (good)

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

Base Attack/Grapple:
+4/+6

Attack:
Claw +6 melee (1d4+2) or bite +6 melee (1d8+3)

Full Attack:
4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Paralyzing gaze, improved grab, blood drain

Special Qualities:
Darkvision 60 ft., flight, immunity to fire, vulnerability to cold

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

Abilities:
Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12

Skills:
Hide +8, Listen +8, Move Silently +8, Spot +8

Feats:
Improved Initiative, Toughness

Environment:
Elemental Plane of Fire

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

Challenge Rating:
5

Treasure:
None

Alignment:
Usually neutral

Advancement:
5-6 HD (Medium); 7-12 HD (Large)


Level Adjustment:
-

A rast has anywhere from ten to fifteen claws, though it can only use four at once.
A rast has a body about the size of a large dog's, with a head almost as large as the body. It weighs about 200 pounds.
Combat
Rasts paralyze as many of their foes as possible, then attack any that are still moving. A rast can claw or bite, but cannot do both during the same round.
Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based.


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


Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1 point of Constitution damage each round it maintains the hold.


Flight (Su): A rast can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.


armor_class:
25 (+15 natural), touch 10, flat-footed 25

attack:
Tail slap +4 melee (1d6+1 plus positive energy) or tail touch +4 melee touch (positive energy)

full_attack:
Tail slap +4 melee (1d6+1 plus positive energy) and claw +2 melee (1d4 plus positive energy); or tail touch +4 melee touch (positive energy) and claw touch +2 melee touch (positive energy)

special_qualities:
Darkvision 60 ft., flight, immunity to fire

abilities:
Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14

skills:
Escape Artist +6, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +7, Use Rope +0 (+2 with bindings)

organization:
Solitary (1 plus at least 1 animated object)

stat_block:
Ravid; CR 5; Medium outsider (extraplanar); HD 3d8+3; hp 16; Init +4; Spd 20 ft. (4 squares), fly 60 ft. (perfect); AC 25 (+15 natural), touch 10, flat-footed 25; Base Atk +3; Grp +4; Atk +4 melee (1d6+1 plus positive energy, tail slap) or +4 melee (positive energy, tail touch); Full Atk +4 melee (1d6+1 plus positive energy, tail slap) and +2 melee (1d4 plus positive energy, claw) or +4 melee (positive energy, tail touch) and +2 melee (positive energy, claw touch); Space/Reach 5 ft./5 ft.; SA Positive energy lash, animate objects; SQ Darkvision 60 ft., flight, immunity to fire; AL N; SV Fort +4, Ref +3, Will +4; Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14

Skills and Feats: Escape Artist +6, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +7, Use Rope +0 (+2 with bindings); Improved Initiative, Multiattack

full_text:
Ravid

Ravid
Medium Outsider (Extraplanar)

Hit Dice:
3d8+3 (16 hp)

Initiative:
+4

Speed:
20 ft. (4 squares), fly 60 ft. (perfect)

Armor Class:
25 (+15 natural), touch 10, flat-footed 25

Base Attack/Grapple:
+3/+4

Attack:
Tail slap +4 melee (1d6+1 plus positive energy) or tail touch +4 melee touch (positive energy)

Full Attack:
Tail slap +4 melee (1d6+1 plus positive energy) and claw +2 melee (1d4 plus positive energy); or tail touch +4 melee touch (positive energy) and claw touch +2 melee touch (positive energy)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Positive energy lash, animate objects

Special Qualities:
Darkvision 60 ft., flight, immunity to fire

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

Abilities:
Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14

Skills:
Escape Artist +6, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +7, Use Rope +0 (+2 with bindings)

Feats:
Improved Initiative, Multiattack

Environment:
Positive Energy Plane

Organization:
Solitary (1 plus at least 1 animated object)

Challenge Rating:
5

Treasure:
None

Alignment:
Always neutral

Advancement:
4 HD (Medium); 5-9 HD (Large)


Level Adjustment:
-

Ravids are creatures from the Positive Energy Plane. These bizarre entities imbue creatures with energy by their touch and animate lifeless objects around them. Ravids that make their way to the Material Plane wander about aimlessly, followed by the objects to which they have given life.
A ravid is about 7 feet long and weighs about 75 pounds.
Combat
Ravids fight only in self-defense. A ravid itself is not very powerful but is always accompanied by at least one animated object that defends it.
Positive Energy Lash (Su): A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces an unpleasant tingle in living creatures, and against undead foes (even incorporeal ones) it deals 2d10 points of damage.
Animate Objects (Su): Once per round, a random object within 20 feet of a ravid animates as though by the spell animate objects (caster level 20th). These objects defend the ravid to the best of their ability, but the ravid isn't intelligent enough to employ elaborate tactics with them.


Flight (Su): A ravid can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.


Feats: A ravid has the Multiattack feat even through it does not have the requisite three natural weapons.


special_qualities:
Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft.

abilities:
Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10

feats:
Awesome Blow, Improved Bull Rush, Power Attack

special_abilities:
Heat (Ex), Improved Grab (Ex), Swallow Whole (Ex)

stat_block:
Remorhaz; CR 7; Huge magical beast; HD 7d10+35; hp 73; Init +1; Spd 30 ft. (6 squares), burrow 20 ft.; AC 20 (-2 size, +1 dex, +11 natural), touch 9, flat-footed 19; 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 Improved grab, swallow whole; SQ Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft.; AL N; SV Fort +10, Ref +6, Will +3; Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10

Skills and Feats: Listen +8, Spot +8; Awesome Blow, Improved Bull Rush, Power Attack

full_text:
Remorhaz

Remorhaz
Huge Magical Beast

Hit Dice:
7d10+35 (73 hp)

Initiative:
+1

Speed:
30 ft. (6 squares), burrow 20 ft.

Armor Class:
20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19

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:
Improved grab, swallow whole

Special Qualities:
Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft.

Saves:
Fort +10, Ref +6, Will +3

Abilities:
Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10

Skills:
Listen +8, Spot +8

Feats:
Awesome Blow, Improved Bull Rush, Power Attack

Environment:
Cold desert

Organization:
Solitary

Challenge Rating:
7

Treasure:
None

Alignment:
Usually neutral

Advancement:
8-14 HD (Huge); 15-21 HD (Gargantuan)


Level Adjustment:
-

A remorhaz is whitish-blue in color but pulses with a reddish glow from the heat its body produces. The creature is a little more than 20 feet long, with a body about 5 feet wide. It weighs about 10,000 pounds.
Remorhazes cannot speak.
Combat
Remorhazes hide under the snow and ice until they hear movement above them, then attack from below and surprise prey.
Improved Grab (Ex): To use this ability, a remorhaz must hit an opponent least one size category smaller than itself 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 opponent the following round.


Swallow Whole (Ex): When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz's gizzard. A 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 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz's interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.


Heat (Ex): An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz's heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based. Skills: Remorhazes have a +4 racial bonus on Listen checks.


armor_class:
17 (-4 size, +2 Dex, +9 natural), touch 8, flat-footed 15

full_attack:
2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6)

abilities:
Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11

feats:
Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover

stat_block:
Roc; CR 9; Gargantuan animal; HD 18d8+126; hp 207; Init +2; Spd 20 ft. (4 squares), fly 80 ft. (average); AC 17 (-4 size, +2 dex, +9 natural), touch 8, flat-footed 15; Base Atk +13; Grp +37; Atk +21 melee (2d6+12, talon); Full Atk +21 melee (2d6+12, 2 talons) and +19 melee (2d8+6, bite); Space/Reach 20 ft./15 ft.; SA -; SQ Low-light vision; AL N; SV Fort +18, Ref +13, Will +9; Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11

Skills and Feats: Hide -3, Listen +10, Spot +14; Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover

full_text:
Roc

Roc

Gargantuan Animal


Hit Dice:
18d8+126 (207 hp)

Initiative:
+2

Speed:
20 ft. (4 squares), fly 80 ft. (average)

Armor Class:
17 (-4 size, +2 Dex, +9 natural), touch 8, flat-footed 15

Base Attack/Grapple:
+13/+37

Attack:
Talon +21 melee (2d6+12)

Full Attack:
2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6)

Space/Reach:
20 ft./15 ft.

Special Attacks:
-

Special Qualities:
Low-light vision

Saves:
Fort +18, Ref +13, Will +9

Abilities:
Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11

Skills:
Hide -3, Listen +10, Spot +14

Feats:
Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover

Environment:
Warm mountains

Organization:
Solitary or pair

Challenge Rating:
9

Treasure:
None

Alignment:
Always neutral

Advancement:
19-32 HD (Gargantuan); 33-54 (Colossal)


Level Adjustment:
-

A roc's plumage is either dark brown or golden from head to tail. These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A roc weighs about 8,000 pounds.
Combat
A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings.
Skills: Rocs have a +4 racial bonus on Spot checks.


armor_class:
24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23

attack:
Strand +11 ranged touch (drag) or bite +13 melee (2d6+6)

full_attack:
6 strands +11 ranged touch (drag) and bite +13 melee (2d6+6)

special_qualities:
Darkvision 60 ft., immunity to electricity, low-light vision, cold resistance 10, spell resistance 30, vulnerability to fire

abilities:
Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12

skills:
Climb +12, Hide +10*, Listen +13, Spot +13

feats:
Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)

treasure:
No coins; 50% goods (stone only); no items

stat_block:
Roper; CR 12; Large magical beast; HD 10d10+30; hp 85; Init +5; Spd 10 ft. (2 squares); AC 24 (-1 size, +1 dex, +14 natural), touch 10, flat-footed 23; Base Atk +10; Grp +18; Atk +11 ranged touch (drag, strand) or +13 melee (2d6+6, bite); Full Atk +11 ranged touch (drag, 6 strands) and +13 melee (2d6+6, bite); Space/Reach 10 ft./10 ft. (50 ft. with strand); SA Drag, strands, weakness; SQ Darkvision 60 ft., immunity to electricity, low-light vision, cold resistance 10, spell resistance 30, vulnerability to fire; AL CE; SV Fort +10, Ref +8, Will +8; Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12

Skills and Feats: Climb +12, Hide +10*, Listen +13, Spot +13; Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)

full_text:
Roper

Roper
Large Magical Beast

Hit Dice:
10d10+30 (85 hp)

Initiative:
+5

Speed:
10 ft. (2 squares)

Armor Class:
24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23

Base Attack/Grapple:
+10/+18

Attack:
Strand +11 ranged touch (drag) or bite +13 melee (2d6+6)

Full Attack:
6 strands +11 ranged touch (drag) and bite +13 melee (2d6+6)

Space/Reach:
10 ft./10 ft. (50 ft. with strand)

Special Attacks:
Drag, strands, weakness

Special Qualities:
Darkvision 60 ft., immunity to electricity, low-light vision, cold resistance 10, spell resistance 30, vulnerability to fire

Saves:
Fort +10, Ref +8, Will +8

Abilities:
Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12

Skills:
Climb +12, Hide +10*, Listen +13, Spot +13

Feats:
Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)

Environment:
Underground

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

Challenge Rating:
12

Treasure:
No coins; 50% goods (stone only); no items

Alignment:
Usually chaotic evil

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


Level Adjustment:
-

A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper's coloration and temperature change to match the features of the surrounding cave.
Ropers speak Terran and Undercommon.
Combat
A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw.
Drag (Ex): If a roper hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper's strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.


Strands (Ex): Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.


Weakness (Ex): A roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.


Skills: *Ropers have a +8 racial bonus on Hide checks in stony or icy areas.


full_attack:
Antennae touch +3 melee (rust) and bite -2 melee (1d3)

abilities:
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

stat_block:
Rust monster; CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8 squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3 melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee (1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref +4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Skills and Feats: Listen +7, Spot +7; Alertness, Track

full_text:
Rust Monster

Rust Monster
Medium Aberration

Hit Dice:
5d8+5 (27 hp)

Initiative:
+3

Speed:
40 ft. (8 squares)

Armor Class:
18 (+3 Dex, +5 natural), touch 13, flat-footed 15

Base Attack/Grapple:
+3/+3

Attack:
Antennae touch +3 melee (rust)

Full Attack:
Antennae touch +3 melee (rust) and bite -2 melee (1d3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Rust

Special Qualities:
Darkvision, scent

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

Abilities:
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Skills:
Listen +7, Spot +7

Feats:
Alertness, Track

Environment:
Underground

Organization:
Solitary or pair

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

Advancement:
6-8 HD (Medium); 9-15 HD (Large)


Level Adjustment:
-

The hide of these creatures varies in color from a yellowish tan underside to a rust-red upper back. A rust monster's prehensile antennae can rust metals on contact.
The typical rust monster measures 5 feet long and 3 feet high, weighing 200 pounds.
Combat
A rust monster can scent a metal object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal.
The creature targets the largest metal object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour the latter if given the opportunity.
Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.
A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.


attack:
Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +3 ranged (1d10/19-20)

full_attack:
Trident +4 melee (1d8+3) and bite +2 melee (1d4+1); or 2 talons +4 melee (1d4+2) and bite +2 melee (1d4+1); or heavy crossbow +3 ranged (1d10/19-20)

special_qualities:
Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent

abilities:
Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9

skills:
Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1*

organization:
Solitary, pair, team (5-8), patrol (11-20 plus 1 3rd-level lieutenant and 1-2 sharks), band (20-80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1-2 sharks), or tribe (70-160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1-4 underpriestesses of 3rd-6th level, 1 7th-level priestess, and 1 baron of 6th-8th level plus 5-8 sharks)

advancement:
3-5 HD (Medium), 6-10 HD (Large), or by character class

special_abilities:
Blindsense (Ex), Freshwater Sensitivity (Ex), Light Blindness (Ex), Rake (Ex), Speak with Sharks (Ex), Water Dependent (Ex)

stat_block:
Sahuagin; CR 2; Medium monstrous humanoid (aquatic); HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares), swim 60 ft.; AC 16 (+1 dex, +5 natural), touch 11, flat-footed 15; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, talon) or +4 melee (1d8+3, trident) or +3 ranged (1d10/19-20, heavy crossbow); Full Atk +4 melee (1d8+3, trident) and +2 melee (1d4+1, bite) or +4 melee (1d4+2, 2 talons) and +2 melee (1d4+1, bite) or +3 ranged (1d10/19-20, heavy crossbow); Space/Reach 5 ft./5 ft.; SA Blood frenzy, rake 1d4+1; SQ Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent; AL LE; SV Fort +3, Ref +4, Will +4; Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9

Skills and Feats: Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1*; Great Fortitude, Multiattack

full_text:
Sahuagin

Sahuagin

Medium Monstrous Humanoid (Aquatic)


Hit Dice:
2d8+2 (11 hp)

Initiative:
+1

Speed:
30 ft. (6 squares), swim 60 ft.

Armor Class:
16 (+1 Dex, +5 natural), touch 11, flat-footed 15

Base Attack/Grapple:
+2/+4

Attack:
Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +3 ranged (1d10/19-20)

Full Attack:
Trident +4 melee (1d8+3) and bite +2 melee (1d4+1); or 2 talons +4 melee (1d4+2) and bite +2 melee (1d4+1); or heavy crossbow +3 ranged (1d10/19-20)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Blood frenzy, rake 1d4+1

Special Qualities:
Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent

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

Abilities:
Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9

Skills:
Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1*

Feats:
Great Fortitude, Multiattack B

Environment:
Warm aquatic

Organization:
Solitary, pair, team (5-8), patrol (11-20 plus 1 3rd-level lieutenant and 1-2 sharks), band (20-80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1-2 sharks), or tribe (70-160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1-4 underpriestesses of 3rd-6th level, 1 7th-level priestess, and 1 baron of 6th-8th level plus 5-8 sharks)

Challenge Rating:
2

Treasure:
Standard

Alignment:
Usually lawful evil

Advancement:
3-5 HD (Medium), 6-10 HD (Large), or by character class


Level Adjustment:
+2 (+3 if four-armed)

Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.
Sahuagin are the natural enemy of aquatic elves. The two cannot coexist peacefully: Wars between them are prolonged, bloody affairs that sometimes interfere with shipping and maritime trade. Sahuagin have an only slightly less vehement hatred for tritons.
Sahuagin speak their own language, Sahuagin. Thanks to their high Intelligence scores, most sahuagin also speak two bonus languages, usually Common and Aquan.
Combat
Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin tears with its feet as it strikes with its talons or a weapon. About half of any group of sahuagin are also armed with nets.
Blindsense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater.


Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a -2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily.


Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming.


Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.


Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light.


Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as 'food,' 'danger,' and 'enemy.' Sahuagin can use the Handle Animal skill to befriend and train sharks.


Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master's Guide).


Skills: A sahuagin 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.
*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.
*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home.
*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.




Sahuagin Mutants
About one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the claw and bite attacks.
If a community of aquatic elves is located within 100 miles of a sahuagin community, about one in one hundred sahuagin looks just like an aquatic elf. These creatures, called malenti, have a swim speed of 40 feet, can remain out of water for 1 hour per point of Constitution, and have freshwater sensitivity and light sensitivity (dazzled in bright light). Malenti have no natural attacks. They are otherwise identical with sahuagin.


armor_class:
19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18

full_attack:
Spear +6 melee (1d6+1/x3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire)

special_attacks:
Constrict 1d4 plus 1d6 fire, heat, improved grab

special_qualities:
Darkvision 60 ft., immunity to fire, vulnerability to cold

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

skills:
Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11

special_abilities:
Constrict (Ex), Heat (Ex), Improved Grab (Ex)

stat_block:
Flamebrother salamander; CR 3; Small outsider (extraplanar, fire); HD 4d8+8; hp 26; Init +1; Spd 20 ft. (4 squares); AC 19 (+1 size, +1 dex, +7 natural), touch 12, flat-footed 18; Base Atk +4; Grp +1; Atk +6 melee (1d6+1/x3 plus 1d6 fire, spear); Full Atk +6 melee (1d6+1/x3 plus 1d6 fire, spear) and +4 melee (1d4 plus 1d6 fire, tail slap); Space/Reach 5 ft./5 ft.; SA Constrict 1d4 plus 1d6 fire, heat, improved grab; SQ Darkvision 60 ft., immunity to fire, vulnerability to cold; AL NE; SV Fort +6, Ref +5, Will +6; Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13

Skills and Feats: Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11; Alertness, Multiattack

full_text:
Salamander

Flamebrother Salamander




Small Outsider (Extraplanar, Fire)



Hit Dice:
4d8+8 (26 hp)



Initiative:
+1



Speed:
20 ft. (4 squares)



Armor Class:
19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18



Base Attack/Grapple:
+4/+1



Attack:
Spear +6 melee (1d6+1/x3 plus 1d6 fire)



Full Attack:
Spear +6 melee (1d6+1/x3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire)



Space/Reach:
5 ft./5 ft.



Special Attacks:
Constrict 1d4 plus 1d6 fire, heat, improved grab



Special Qualities:
Darkvision 60 ft., immunity to fire, vulnerability to cold



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



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



Skills:
Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11



Feats:
Alertness, Multiattack



Environment:
Elemental Plane of Fire



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



Challenge Rating:
3



Treasure:
Standard (nonflammables only)



Alignment:
Usually evil (any)



Advancement:
4-6 HD (Small)




Level Adjustment:
+4



Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.
Combat
If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.


Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.


Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.


Spell-Like Abilities: (Noble salamanders only) 3/day-burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day-dispel magic,  summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based.


Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.


Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.


armor_class:
18 (+1 Dex, +7 natural), touch 11, flat-footed 17

attack:
Spear +11 melee (1d8+3/x3 plus 1d6 fire)

full_attack:
Spear +11/+6 melee (1d8+3/x3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire)

special_attacks:
Constrict 2d6+1 plus 1d6 fire, heat, improved grab

special_qualities:
Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold

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

skills:
Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8

stat_block:
Average salamander; CR 6; Medium outsider (extraplanar, fire); HD 9d8+18; hp 58; Init +1; Spd 20 ft. (4 squares); AC 18 (+1 dex, +7 natural), touch 11, flat-footed 17; Base Atk +9; Grp +11; Atk +11 melee (1d8+3/x3 plus 1d6 fire, spear); Full Atk +11 /+6 melee (1d8+3/x3 plus 1d6 fire, spear) and +9 melee (2d6+1 plus 1d6 fire, tail slap); Space/Reach 5 ft./5 ft. (10 ft. with tail); SA Constrict 2d6+1 plus 1d6 fire, heat, improved grab; SQ Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold; AL NE; SV Fort +8, Ref +7, Will +8; Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13

Skills and Feats: Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8; Alertness, Multiattack, Power Attack

full_text:
Salamander


Average Salamander




Medium Outsider (Extraplanar, Fire)


Hit Dice:

9d8+18 (58 hp)


Initiative:

+1


Speed:

20 ft. (4 squares)


Armor Class:

18 (+1 Dex, +7 natural), touch 11, flat-footed 17


Base Attack/Grapple:

+9/+11


Attack:

Spear +11 melee (1d8+3/x3 plus 1d6 fire)


Full Attack:

Spear +11/+6 melee (1d8+3/x3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire)


Space/Reach:

5 ft./5 ft. (10 ft. with tail)


Special Attacks:

Constrict 2d6+1 plus 1d6 fire, heat, improved grab


Special Qualities:

Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold


Saves:

Fort +8, Ref +7, Will +8


Abilities:

Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13


Skills:

Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8


Feats:

Alertness, Multiattack, Power Attack


Environment:

Elemental Plane of Fire


Organization:

Solitary, pair, or cluster (3-5)


Challenge Rating:

6


Treasure:

Standard (nonflammables only)


Alignment:

Usually evil (any)


Advancement:

8-14 HD (Medium)



Level Adjustment:

+5


Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.
Combat
If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.


Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.


Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.


Spell-Like Abilities: (Noble salamanders only) 3/day-burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day-dispel magic,  summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based.


Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.


Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.


armor_class:
23 (+1 Dex, +13 natural, -1 size), touch 10, flat-footed 22

special_qualities:
One ability from Menu B, construct traits, damage reduction 5/magic, darkvision 60 ft., low-light vision

abilities:
Str 29, Dex 13, Con -, Int -, Wis 11, Cha 10

stat_block:
5th-level astral construct; CR 5; Large construct; HD 7d10+30; hp 68; Init +1; Spd 40 ft. (8 squares); AC 23 (+1 dex, +13 natural, -1 size), touch 10, flat-footed 22; Base Atk +7; Grp +18; Atk +13 melee (1d8+9, slam); Full Atk +13 melee (1d8+9, 2 slams); Space/Reach 10 ft./10 ft.; SA -; SQ One ability from Menu B, construct traits, damage reduction 5/magic, darkvision 60 ft., low-light vision; AL N; SV Fort +2, Ref +3, Will +2; Str 29, Dex 13, Con -, Int -, Wis 11, Cha 10

Skills and Feats: -; -

full_text:
5TH-LEVEL ASTRAL CONSTRUCT

5th-Level Astral Construct
Large Construct

Hit Dice:
7d10+30 (68 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

Armor Class:
23 (+1 Dex, +13 natural, -1 size), touch 10, flat-footed 22

Base Attack/Grapple:
+7/+18

Attack:
Slam +13 melee (1d8+9)

Full Attack:
2 slams +13 melee (1d8+9)

Space/Reach:
10 ft./10 ft.

Special Attacks:
-

Special Qualities:
One ability from Menu B, construct traits, damage reduction 5/magic, darkvision 60 ft., low-light vision

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

Abilities:
Str 29, Dex 13, Con -, Int -, Wis 11, Cha 10

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary

Challenge Rating:
5

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-



armor_class:
25 (+1 Dex, +15 natural, -1 size), touch 10, flat-footed 24

special_qualities:
One ability from Menu B, construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision

abilities:
Str 33, Dex 13, Con -, Int -, Wis 11, Cha 10

stat_block:
6th-level astral construct; CR 7; Large construct; HD 10d10+30; hp 85; Init +1; Spd 40 ft. (8 squares); AC 25 (+1 dex, +15 natural, -1 size), touch 10, flat-footed 24; Base Atk +9; Grp +22; Atk +17 melee (1d8+11, slam); Full Atk +17 melee (1d8+11, 2 slams); Space/Reach 10 ft./10 ft.; SA -; SQ One ability from Menu B, construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision; AL N; SV Fort +3, Ref +4, Will +3; Str 33, Dex 13, Con -, Int -, Wis 11, Cha 10

Skills and Feats: -; -

full_text:
6TH-LEVEL ASTRAL CONSTRUCT

6th-Level Astral Construct
Large Construct

Hit Dice:
10d10+30 (85 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

Armor Class:
25 (+1 Dex, +15 natural, -1 size), touch 10, flat-footed 24

Base Attack/Grapple:
+9/+22

Attack:
Slam +17 melee (1d8+11)

Full Attack:
2 slams +17 melee (1d8+11)

Space/Reach:
10 ft./10 ft.

Special Attacks:
-

Special Qualities:
One ability from Menu B, construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision

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

Abilities:
Str 33, Dex 13, Con -, Int -, Wis 11, Cha 10

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary

Challenge Rating:
7

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-



armor_class:
27 (+1 Dex, +17 natural, -1 size), touch 10, flat-footed 26

special_qualities:
One ability from Menu C, construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision

abilities:
Str 35, Dex 13, Con -, Int -, Wis 11, Cha 10

stat_block:
7th-level astral construct; CR 8; Large construct; HD 13d10+30; hp 101; Init +1; Spd 40 ft. (8 squares); AC 27 (+1 dex, +17 natural, -1 size), touch 10, flat-footed 26; Base Atk +11; Grp +25; Atk +20 melee (1d8+12, slam); Full Atk +20 melee (1d8+12, 2 slams); Space/Reach 10 ft./10 ft.; SA -; SQ One ability from Menu C, construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision; AL N; SV Fort +4, Ref +5, Will +4; Str 35, Dex 13, Con -, Int -, Wis 11, Cha 10

Skills and Feats: -; -

full_text:
7TH-LEVEL ASTRAL CONSTRUCT

7th-Level Astral Construct
Large Construct

Hit Dice:
13d10+30 (101 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

Armor Class:
27 (+1 Dex, +17 natural, -1 size), touch 10, flat-footed 26

Base Attack/Grapple:
+11/+25

Attack:
Slam +20 melee (1d8+12)

Full Attack:
2 slams +20 melee (1d8+12)

Space/Reach:
10 ft./10 ft.

Special Attacks:
-

Special Qualities:
One ability from Menu C, construct traits, damage reduction 10/magic, darkvision 60 ft., low-light vision

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

Abilities:
Str 35, Dex 13, Con -, Int -, Wis 11, Cha 10

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary

Challenge Rating:
8

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-



armor_class:
29 (+1 Dex, +19 natural, -1 size), touch 10, flat-footed 28

special_qualities:
One ability from Menu C, construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision

abilities:
Str 39, Dex 13, Con -, Int -, Wis 11, Cha 10

stat_block:
8th-level astral construct; CR 9; Large construct; HD 16d10+30; hp 118; Init +1; Spd 40 ft. (8 squares); AC 29 (+1 dex, +19 natural, -1 size), touch 10, flat-footed 28; Base Atk +14; Grp +30; Atk +25 melee (1d8+14, slam); Full Atk +25 melee (1d8+14, 2 slams); Space/Reach 10 ft./10 ft.; SA -; SQ One ability from Menu C, construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision; AL N; SV Fort +5, Ref +6, Will +5; Str 39, Dex 13, Con -, Int -, Wis 11, Cha 10

Skills and Feats: -; -

full_text:
8TH-LEVEL ASTRAL CONSTRUCT

8th-Level Astral Construct
Large Construct

Hit Dice:
16d10+30 (118 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

Armor Class:
29 (+1 Dex, +19 natural, -1 size), touch 10, flat-footed 28

Base Attack/Grapple:
+14/+30

Attack:
Slam +25 melee (1d8+14)

Full Attack:
2 slams +25 melee (1d8+14)

Space/Reach:
10 ft./10 ft.

Special Attacks:
-

Special Qualities:
One ability from Menu C, construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision

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

Abilities:
Str 39, Dex 13, Con -, Int -, Wis 11, Cha 10

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary

Challenge Rating:
9

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-



attack:
+3 longspear +23 melee (1d8+9/x3 plus 1d8 fire)

full_attack:
+3 longspear +23/+18/+13 melee (1d8+9/x3 plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire)

special_attacks:
Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities

special_qualities:
Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold

abilities:
Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15

skills:
Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13

feats:
Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])

treasure:
Double standard (nonflammables only) and +3 longspear

stat_block:
Noble salamander; CR 10; Large outsider (extraplanar, fire); HD 15d8+45; hp 112; Init +1; Spd 20 ft. (4 squares); AC 18 (-1 size, +1 dex, +8 natural), touch 10, flat-footed 17; Base Atk +15; Grp +25; Atk +23 melee (1d8+9/x3 plus 1d8 fire, +3 longspear); Full Atk +23 /+18/+13 melee (1d8+9/x3 plus 1d8 fire, +3 longspear) and +18 melee (2d8+3 plus 1d8 fire, tail slap); Space/Reach 10 ft./10 ft. (20 ft. with tail or longspear); SA Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities; SQ Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold; AL NE; SV Fort +12, Ref +10, Will +11; Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15

Skills and Feats: Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13; Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])

full_text:
Salamander



Noble Salamander




Large Outsider (Extraplanar, Fire)

Hit Dice:


15d8+45 (112 hp)

Initiative:


+1

Speed:


20 ft. (4 squares)

Armor Class:


18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17

Base Attack/Grapple:


+15/+25

Attack:


+3 longspear +23 melee (1d8+9/x3 plus 1d8 fire)

Full Attack:


+3 longspear +23/+18/+13 melee (1d8+9/x3 plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire)

Space/Reach:


10 ft./10 ft. (20 ft. with tail or longspear)

Special Attacks:


Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities

Special Qualities:


Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold

Saves:


Fort +12, Ref +10, Will +11

Abilities:


Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15

Skills:


Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13

Feats:


Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])

Environment:


Elemental Plane of Fire

Organization:


Solitary, pair, or noble party (9-14)

Challenge Rating:


10

Treasure:


Double standard (nonflammables only) and +3 longspear

Alignment:


Usually evil (any)

Advancement:


16-21 HD (Large); 22-45 HD (Huge)


Level Adjustment:


-

Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.
Combat
If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.


Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.


Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.


Spell-Like Abilities: (Noble salamanders only) 3/day-burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day-dispel magic,  summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based.


Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.


Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.


attack:
Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3)

full_attack:
Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20); or shortbow +3 ranged (1d6/x3)

special_qualities:
Damage reduction 5/cold iron, low-light vision

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

skills:
Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground)

organization:
Solitary, pair, band (3-5), or troop (6-11)

stat_block:
Satyr; CR 2 (without pipes) or 4 (with pipes); Medium fey; HD 5d6+5; hp 22; Init +1; Spd 40 ft. (8 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +2; Atk +2 melee (1d6, head butt) or +3 ranged (1d6/x3, shortbow); Full Atk +2 melee (1d6, head butt) and -3 melee (1d4/19-20, dagger) or +3 ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 ft.; SA Pipes; SQ Damage reduction 5/cold iron, low-light vision; AL CN; SV Fort +2, Ref +5, Will +5; Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13

Skills and Feats: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground); Alertness, Dodge, Mobility

full_text:
Satyr

Satyr

Medium Fey


Hit Dice:
5d6+5 (22 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+2/+2

Attack:
Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3)

Full Attack:
Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20); or shortbow +3 ranged (1d6/x3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Pipes

Special Qualities:
Damage reduction 5/cold iron, low-light vision

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

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

Skills:
Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground)

Feats:
Alertness B, Dodge, Mobility

Environment:
Temperate forests

Organization:
Solitary, pair, band (3-5), or troop (6-11)

Challenge Rating:
2 (without pipes) or 4 (with pipes)

Treasure:
Standard

Alignment:
Usually chaotic neutral

Advancement:
6-10 HD (Medium)


Level Adjustment:
+2

A satyr's hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
Satyrs speak Sylvan, and most also speak Common.
Combat
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by Charm person,  sleep,  or fear (caster level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.


Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.




Satyrs as Characters
Satyr characters possess the following racial traits.

 +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.

 Medium size.


-A satyr's base land speed is 40 feet.

 Low-light vision.

 Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.

 Racial Skills: A satyr's fey levels give it skill points equal to 8 x?(6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.

 Racial Feats: A satyr's fey levels give it two feats. A satyr receives Alertness as a bonus feat.

 +4 natural armor bonus.

 Natural Weapons: Head butt (1d6).

 Special Attacks (see above): Pipes.

 Special Qualities (see above): Damage reduction 5/cold iron.

 Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.

 Favored Class: Bard.

 Level adjustment +2.


full_attack:
2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)

special_qualities:
Darkvision 60 ft., hold breath, low-light vision, scent

abilities:
Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10

stat_block:
Sea cat; CR 4; Large magical beast; HD 6d10+18; hp 51; Init +1; Spd 10 ft. (2 squares), swim 40 ft.; AC 18 (-1 size, +1 dex, +8 natural), touch 10, flat-footed 17; Base Atk +6; Grp +14; Atk +9 melee (1d6+4, claw); Full Atk +9 melee (1d6+4, 2 claws) and +4 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA Rend 2d6+6; SQ Darkvision 60 ft., hold breath, low-light vision, scent; AL N; SV Fort +8, Ref +6, Will +5; Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10

Skills and Feats: Listen +8, Spot +7, Swim +12; Alertness, Endurance, Iron Will

full_text:
Sea Cat

Sea Cat

Large Magical Beast


Hit Dice:
6d10+18 (51 hp)

Initiative:
+1

Speed:
10 ft. (2 squares), swim 40 ft.

Armor Class:
18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17

Base Attack/Grapple:
+6/+14

Attack:
Claw +9 melee (1d6+4)

Full Attack:
2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Rend 2d6+6

Special Qualities:
Darkvision 60 ft., hold breath, low-light vision, scent

Saves:
Fort +8, Ref +6, Will +5

Abilities:
Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10

Skills:
Listen +8, Spot +7, Swim +12

Feats:
Alertness, Endurance, Iron Will

Environment:
Temperate aquatic

Organization:
Solitary, pair, or pride (5-12)

Challenge Rating:
4

Treasure:
None

Alignment:
Always neutral

Advancement:
7-9 HD (Large); 10-18 HD (Huge)


Level Adjustment:
-

A typical sea cat is 12 feet long and weighs 800 pounds.
Combat
Sea cats attack on sight, either for food or to defend their territory, and use both claws and teeth to grab and rend their prey. They display tremendous courage, always fighting to the death, even against creatures many times their size. Pairs and prides of sea cats attack in concert, trying to wear the opponent down until one beast can dispatch it.
Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal to 6 ??its Constitution score before it risks drowning.


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


Skills: A sea cat has a +8 racial bonus on any Swim check to 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:
13 (+2 Dex, +1 deflection), touch 13, flat-footed 11

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

stat_block:
Shadow; CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly 40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11; Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee (1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13

Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

full_text:
Shadow

Shadow


Medium Undead (Incorporeal)



Hit Dice:
3d12 (19 hp)


Initiative:
+2


Speed:
Fly 40 ft. (good) (8 squares)


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


Base Attack/Grapple:
+1/-


Attack:
Incorporeal touch +3 melee (1d6 Str)


Full Attack:
Incorporeal touch +3 melee (1d6 Str)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Create spawn, strength damage


Special Qualities:
Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits


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


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


Skills:
Hide +8*, Listen +7, Search +4, Spot +7


Feats:
Alertness, Dodge


Environment:
Any


Organization:
Solitary, gang (2-5), or swarm (6-11)


Challenge Rating:
3


Treasure:
None


Alignment:
Always chaotic evil


Advancement:
4-9 HD (Medium)



Level Adjustment:
-


A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
Combat
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.


Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.


Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.




Greater Shadow
Although no more intelligent than an average shadow, a greater shadow is more fearsome because of its increased damage and its hit-and-run tactics.
Combat
Strength Damage (Su): The touch of a greater shadow deals 1d8 points of Strength damage to a living foe.


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

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

skills:
Hide +14*, Listen +9, Search +6, Spot +9

feats:
Alertness, Dodge, Mobility, Spring Attack

stat_block:
Greater shadow; CR 8; Medium undead (incorporeal); HD 9d12; hp 58; Init +2; Spd Fly 40 ft. (good) (8 squares); AC 14 (+2 dex, +2 deflection), touch 14, flat-footed 12; Base Atk +4; Grp -; Atk +6 melee (1d8 Str, incorporeal touch); Full Atk +6 melee (1d8 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +3, Ref +5, Will +7; Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14

Skills and Feats: Hide +14*, Listen +9, Search +6, Spot +9; Alertness, Dodge, Mobility, Spring Attack

full_text:
Shadow

Greater Shadow



Medium Undead (Incorporeal)


Hit Dice:

9d12 (58 hp)

Initiative:

+2

Speed:

Fly 40 ft. (good) (8 squares)

Armor Class:

14 (+2 Dex, +2 deflection), touch 14, flat-footed 12

Base Attack/Grapple:

+4/-

Attack:

Incorporeal touch +6 melee (1d8 Str)

Full Attack:

Incorporeal touch +6 melee (1d8 Str)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Create spawn, strength damage

Special Qualities:

Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits

Saves:

Fort +3, Ref +5, Will +7

Abilities:

Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14

Skills:

Hide +14*, Listen +9, Search +6, Spot +9

Feats:

Alertness, Dodge, Mobility, Spring Attack

Environment:

Any

Organization:

Solitary

Challenge Rating:

8

Treasure:

None

Alignment:

Always chaotic evil

Advancement:

-


Level Adjustment:

-

A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
Combat
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.


Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.


Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.




Greater Shadow
Although no more intelligent than an average shadow, a greater shadow is more fearsome because of its increased damage and its hit-and-run tactics.
Combat
Strength Damage (Su): The touch of a greater shadow deals 1d8 points of Strength damage to a living foe.


abilities:
Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13

skills:
Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*

stat_block:
Shadow mastiff; CR 5; Medium outsider (extraplanar); HD 4d8+12; hp 30; Init +5; Spd 50 ft. (10 squares); AC 14 (+1 dex, +3 natural), touch 11, flat-footed 13; Base Atk +4; Grp +7; Atk +7 melee (1d6+4, bite); Full Atk +7 melee (1d6+4, bite); Space/Reach 5 ft./5 ft.; SA Bay, trip; SQ Darkvision 60 ft., shadow blend, scent; AL NE; SV Fort +7, Ref +5, Will +5; Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13

Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*; Dodge, Improved Initiative, Track

full_text:
Shadow Mastiff

Shadow Mastiff

Medium Outsider (Extraplanar)


Hit Dice:
4d8+12 (30 hp)

Initiative:
+5

Speed:
50 ft. (10 squares)

Armor Class:
14 (+1 Dex, +3 natural), touch 11, flat-footed 13

Base Attack/Grapple:
+4/+7

Attack:
Bite +7 melee (1d6+4)

Full Attack:
Bite +7 melee (1d6+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Bay, trip

Special Qualities:
Darkvision 60 ft., shadow blend, scent

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

Abilities:
Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13

Skills:
Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*

Feats:
Dodge, Improved Initiative, Track B

Environment:
Plane of Shadow

Organization:
Solitary, pair, or pack (5-12)

Challenge Rating:
5

Treasure:
None

Alignment:
Always neutral evil

Advancement:
5-6 HD (Medium); 7-12 HD (Large)


Level Adjustment:
+3 (cohort)

This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.
A shadow mastiff is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.
Shadow mastiffs cannot speak, but they understand Common.
Combat
Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage.
If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying. They have been known to seize and carry off items enspelled with daylight spells.
Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiff's bay for 24 hours. The save DC is Charisma-based.


Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.


Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.


Skills: *A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.


special_qualities:
Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, fire resistance 10

abilities:
Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9

feats:
Iron Will, Power Attack, Weapon Focus (slam)

special_abilities:
Constrict (Ex), Immunity to Electricity (Ex), Improved Grab (Ex)

stat_block:
Shambling mound; CR 6; Large plant; HD 8d8+24; hp 60; Init +0; Spd 20 ft. (4 squares), swim 20 ft.; AC 20 (-1 size, +11 natural), touch 9, flat-footed 20; Base Atk +6; Grp +15; Atk +11 melee (2d6+5, slam); Full Atk +11 melee (2d6+5, 2 slams); Space/Reach 10 ft./10 ft.; SA Improved grab, constrict 2d6+7; SQ Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, fire resistance 10; AL N; SV Fort +9, Ref +2, Will +4; Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9

Skills and Feats: Hide +3*, Listen +8, Move Silently +8; Iron Will, Power Attack, Weapon Focus (slam)

full_text:
Shambling Mound

Shambling Mound
Large Plant

Hit Dice:
8d8+24 (60 hp)

Initiative:
+0

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

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

Base Attack/Grapple:
+6/+15

Attack:
Slam +11 melee (2d6+5)

Full Attack:
2 slams +11 melee (2d6+5)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Improved grab, constrict 2d6+7

Special Qualities:
Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, fire resistance 10

Saves:
Fort +9, Ref +2, Will +4

Abilities:
Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9

Skills:
Hide +3*, Listen +8, Move Silently +8

Feats:
Iron Will, Power Attack, Weapon Focus (slam)

Environment:
Temperate marshes

Organization:
Solitary

Challenge Rating:
6

Treasure:
1/10th coins; 50% goods; 50% items

Alignment:
Usually neutral

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


Level Adjustment:
+6

Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants.
A shambler's brain and sensory organs are located in its upper body.
A shambler's body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds.
Combat
A shambling mound batters or constricts its opponents with two huge, armlike appendages.
Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.


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


Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.
Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.


special_qualities:
Construct traits, darkvision 60 ft., fast healing 5, find master, guard, low-light vision, shield other, spell storing

abilities:
Str 22, Dex 10, Con -, Int -, Wis 10, Cha 1

special_abilities:
Find Master (Su), Guard (Ex), Shield Other (Sp), Spell Storing (Sp)

stat_block:
Shield guardian; CR 8; Large construct; HD 15d10+30; hp 112; Init +0; Spd 30 ft. (6 squares); AC 24 (-1 size, +15 natural), touch 9, flat-footed 24; Base Atk +11; Grp +21; Atk +16 melee (1d8+6, slam); Full Atk +16 melee (1d8+6, 2 slams); Space/Reach 10 ft./10 ft.; SA -; SQ Construct traits, darkvision 60 ft., fast healing 5, find master, guard, low-light vision, shield other,  spell storing; AL N; SV Fort +5, Ref +5, Will +5; Str 22, Dex 10, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ;

full_text:
Shield Guardian

Shield Guardian

Large Construct


Hit Dice:
15d10+30 (112 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+11/+21

Attack:
Slam +16 melee (1d8+6)

Full Attack:
2 slams +16 melee (1d8+6)

Space/Reach:
10 ft./10 ft.

Special Attacks:
-

Special Qualities:
Construct traits, darkvision 60 ft., fast healing 5, find master, guard, low-light vision, shield other, spell storing

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

Abilities:
Str 22, Dex 10, Con -, Int -, Wis 10, Cha 1

Environment:
Any

Organization:
Solitary

Challenge Rating:
8

Treasure:
None

Alignment:
Always neutral

Advancement:
16-24 HD (Large); 25-45 HD (Huge)


Level Adjustment:
-

Created by spellcasters to be bodyguards, shield guardians are constructs that protect their masters with spells and stamina. When it is fashioned, a shield guardian is keyed to a particular magical amulet. Henceforth, it regards the wearer of that amulet to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so).
A shield guardian obeys its master's verbal commands to the best of its ability, although it is not good for much beyond combat and possibly simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.
A shield guardian is some 9 feet tall and weighs more than 1,200 pounds.
Shield guardians cannot speak, but they understand commands given in any language.
Combat
Shield guardians are straightforward in battle, bashing with their heavy stone fists. They are made for defense and are not particularly impressive on offense.
Find Master (Su): As long as a shield guardian and its amulet are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).


Guard (Ex): If ordered to do so, a shield guardian moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a -2 penalty when the shield guardian is adjacent to its master.


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


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




Construction
A shield guardian is built from wood, bronze, stone, and steel. The materials cost 5,000 gp.
The creature's master may assemble the body or hire someone else to do the job. Creating the body requires a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The keyed amulet is fashioned at the same time, and its cost (20,000 gp) is included in the cost of the guardian. After the body is sculpted, the shield guardian is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and the ritual can be performed together. A shield guardian with more than 15 Hit Dice can be created, but each additional Hit Die adds +5,000 gp to the market price, and the price increases by +20,000 gp if the creature's size increases to Huge, modifying the cost to create accordingly.
CL 15th; Craft Construct, limited wish,  discern location,  shield,  shield other,  caster must be at least 15th level; Price 120,000 gp; Cost 65,000 gp + 4,600 XP.


Amulet
If a shield guardian's amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.


speed:
40 ft. (8 squares), climb 20 ft., swim 20 ft.

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

special_qualities:
Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision

abilities:
Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6

skills:
Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10

organization:
Solitary, pair, clutch (3-5), or colony (6-11)

special_abilities:
Electricity Sense (Ex), Lethal Shock (Su), Stunning Shock (Su)

stat_block:
Shocker lizard; CR 2; Small magical beast; HD 2d10+2; hp 13; Init +6; Spd 40 ft. (8 squares), climb 20 ft., swim 20 ft.; AC 16 (+1 size, +2 dex, +3 natural), touch 13, flat-footed 14; Base Atk +2; Grp -2; Atk +3 melee (1d4, bite); Full Atk +3 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA Stunning shock, lethal shock; SQ Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision; AL N; SV Fort +4, Ref +5, Will +1; Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6

Skills and Feats: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10; Improved Initiative

full_text:
Shocker Lizard

Shocker Lizard
Small Magical Beast

Hit Dice:
2d10+2 (13 hp)

Initiative:
+6

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

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

Base Attack/Grapple:
+2/-2

Attack:
Bite +3 melee (1d4)

Full Attack:
Bite +3 melee (1d4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Stunning shock, lethal shock

Special Qualities:
Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision

Saves:
Fort +4, Ref +5, Will +1

Abilities:
Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6

Skills:
Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10

Feats:
Improved Initiative

Environment:
Warm marshes

Organization:
Solitary, pair, clutch (3-5), or colony (6-11)

Challenge Rating:
2

Treasure:
1/10 coins; 50% goods; 50% items

Alignment:
Always neutral

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


Level Adjustment:
-

A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds.
Combat
A shocker lizard relies on its electricity abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all home in on their comrade's discharges and attempt to administer their shocks to the foe.
Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half ). The save DC is Constitution-based.


Lethal Shock (Su): Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.


Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.


Skills: Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks.
Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A shocker 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.


armor_class:
15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14

attack:
Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1)

full_attack:
Scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1)

special_qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

abilities:
Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1

stat_block:
Human warrior skeleton; CR 1/3; Medium undead; HD 1d12; hp 6; Init +5; Spd 30 ft. (6 squares); AC 15 (+1 dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee (1d4+1, claw); Full Atk +1 melee (1d6+1/18-20, scimitar) or +1 melee (1d4+1, 2 claws); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

full_text:
Creating A Skeleton
'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.


Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.


Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0


Small
+1

Medium or Large
+2

Huge
+3

Gargantuan
+6


Colossal
+10


Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.


Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1


Tiny
1d2

Small
1d3

Medium
1d4

Large
1d6

Huge
1d8

Gargantuan
2d6


Colossal
2d8


Special Attacks: A skeleton retains none of the base creature's special attacks.


Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A skeleton has no skills.


Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.


Environment: Any, usually same as base creature.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/6

1
1/3

2-3
1

4-5
2

6-7
3

8-9
4

10-11
5

12-14
6

15-17
7


18-20
8


Treasure: None.


Alignment: Always neutral evil.


Advancement: As base creature (or - if the base creature advances by character class).


Level Adjustment: -.

Human Warrior Skeleton




Medium Undead



Hit Dice:
1d12 (6 hp)



Initiative:
+5



Speed:
30 ft. (6 squares)



Armor Class:
15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14



Base Attack/Grapple:
+0/+1



Attack:
Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1)



Full Attack:
Scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1)



Space/Reach:
5 ft./5 ft.



Special Attacks
-

Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits



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



Abilities:
Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1

Feats:
Improved Initiative



Environment:
Temperate plains



Organization:
Any



Challenge Rating:
1/3



Treasure:
None



Alignment:
Always neutral evil



Advancement:
-




Level Adjustment:
-





abilities:
Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1

stat_block:
Wolf skeleton; CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft. (10 squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref +3, Will +3; Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

full_text:
Creating A Skeleton
'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.


Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.


Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0


Small
+1

Medium or Large
+2

Huge
+3

Gargantuan
+6


Colossal
+10


Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.


Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1


Tiny
1d2

Small
1d3

Medium
1d4

Large
1d6

Huge
1d8

Gargantuan
2d6


Colossal
2d8


Special Attacks: A skeleton retains none of the base creature's special attacks.


Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A skeleton has no skills.


Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.


Environment: Any, usually same as base creature.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/6

1
1/3

2-3
1

4-5
2

6-7
3

8-9
4

10-11
5

12-14
6

15-17
7


18-20
8


Treasure: None.


Alignment: Always neutral evil.


Advancement: As base creature (or - if the base creature advances by character class).


Level Adjustment: -.


Wolf Skeleton




Medium Undead


Hit Dice:

2d12 (13 hp)


Initiative:

+7


Speed:

50 ft. (10 squares)


Armor Class:

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


Base Attack/Grapple:

+1/+2


Attack:

Bite +2 melee (1d6+1)


Full Attack:

Bite +2 melee (1d6+1)


Space/Reach:

5 ft./5 ft.


Special Attacks
-

Special Qualities:

Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits


Saves:

Fort +0, Ref +3, Will +3


Abilities:
Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1

Feats:

Improved Initiative


Environment:

Temperate forests


Organization:

Any


Challenge Rating:

1


Treasure:

None


Alignment:

Always neutral evil


Advancement:

3 HD (Medium); 4-6 HD (Large)



Level Adjustment:

-




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

full_attack:
2 claws +6 melee (1d6+5) and bite +1 melee (1d8+2)

abilities:
Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1

stat_block:
Owlbear skeleton; CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares); AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6 melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

full_text:
Creating A Skeleton
'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.


Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.


Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0


Small
+1

Medium or Large
+2

Huge
+3

Gargantuan
+6


Colossal
+10


Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.


Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1


Tiny
1d2

Small
1d3

Medium
1d4

Large
1d6

Huge
1d8

Gargantuan
2d6


Colossal
2d8


Special Attacks: A skeleton retains none of the base creature's special attacks.


Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A skeleton has no skills.


Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.


Environment: Any, usually same as base creature.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/6

1
1/3

2-3
1

4-5
2

6-7
3

8-9
4

10-11
5

12-14
6

15-17
7


18-20
8


Treasure: None.


Alignment: Always neutral evil.


Advancement: As base creature (or - if the base creature advances by character class).


Level Adjustment: -.



Owlbear Skeleton




Large Undead

Hit Dice:


5d12 (32 hp)

Initiative:


+6

Speed:


30 ft. (6 squares)

Armor Class:


13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11

Base Attack/Grapple:


+2/+11

Attack:


Claw +6 melee (1d6+5)

Full Attack:


2 claws +6 melee (1d6+5) and bite +1 melee (1d8+2)

Space/Reach:


10 ft./5 ft.

Special Attacks
-

Special Qualities:


Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

Saves:


Fort +1, Ref +3, Will +4

Abilities:
Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1

Feats:


Improved Initiative

Environment:


Temperate forests

Organization:


Any

Challenge Rating:


2

Treasure:


None

Alignment:


Always neutral evil

Advancement:


6-8 HD (Large); 9-15 HD (Huge)


Level Adjustment:


-



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

full_attack:
2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3)

abilities:
Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1

stat_block:
Troll skeleton; CR 3; Large undead; HD 6d12; hp 39; Init +7; Spd 30 ft. (6 squares); AC 14 (+3 dex, -1 size, +2 natural), touch 12, flat-footed 11; Base Atk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2 claws) and +3 melee (1d6+3, bite); Space/Reach 10 ft./10 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +2, Ref +5, Will +5; Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

full_text:
Creating A Skeleton
'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.


Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.


Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0


Small
+1

Medium or Large
+2

Huge
+3

Gargantuan
+6


Colossal
+10


Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.


Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1


Tiny
1d2

Small
1d3

Medium
1d4

Large
1d6

Huge
1d8

Gargantuan
2d6


Colossal
2d8


Special Attacks: A skeleton retains none of the base creature's special attacks.


Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A skeleton has no skills.


Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.


Environment: Any, usually same as base creature.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/6

1
1/3

2-3
1

4-5
2

6-7
3

8-9
4

10-11
5

12-14
6

15-17
7


18-20
8


Treasure: None.


Alignment: Always neutral evil.


Advancement: As base creature (or - if the base creature advances by character class).


Level Adjustment: -.

Troll Skeleton




Large Undead



Hit Dice:
6d12 (39 hp)



Initiative:
+7



Speed:
30 ft. (6 squares)



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



Base Attack/Grapple:
+3/+13



Attack:
Claw +8 melee (1d6+6)



Full Attack:
2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3)



Space/Reach:
10 ft./10 ft



Special Attacks:
-



Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits



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



Abilities:
Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1



Feats:
Improved Initiative



Environment:
Cold mountains



Organization:
Any



Challenge Rating:
3



Treasure:
None



Alignment:
Always neutral evil



Advancement:
-




Level Adjustment:
-





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

full_attack:
Bite +7 melee (2d6+4) and bite+7 melee (1d8+4) and gore +7 melee (1d8+4) and 2 claws +2 melee (1d6+2)

abilities:
Str 19, Dex 15, Con -, Int -, Wis 10, Cha 1

stat_block:
Chimera skeleton; CR 4; Large undead; HD 9d12; hp 58; Init +6; Spd 30 ft. (6 squares); AC 13 (+2 dex., -1 size, +2 natural), touch 11, flat-footed 11; Base Atk +4; Grp +12; Atk +7 melee (2d6+4, bite); Full Atk +7 melee (2d6+4, bite) and +7 melee (1d8+4, bite) and +7 melee (1d8+4, gore) and +2 melee (1d6+2, 2 claws); Space/Reach 10 ft./5 ft; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +3, Ref +5, Will +6; Str 19, Dex 15, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

full_text:
Creating A Skeleton
'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.


Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.


Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0


Small
+1

Medium or Large
+2

Huge
+3

Gargantuan
+6


Colossal
+10


Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.


Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1


Tiny
1d2

Small
1d3

Medium
1d4

Large
1d6

Huge
1d8

Gargantuan
2d6


Colossal
2d8


Special Attacks: A skeleton retains none of the base creature's special attacks.


Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A skeleton has no skills.


Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.


Environment: Any, usually same as base creature.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/6

1
1/3

2-3
1

4-5
2

6-7
3

8-9
4

10-11
5

12-14
6

15-17
7


18-20
8


Treasure: None.


Alignment: Always neutral evil.


Advancement: As base creature (or - if the base creature advances by character class).


Level Adjustment: -.


Chimera Skeleton




Large Undead


Hit Dice:

9d12 (58 hp)


Initiative:

+6


Speed:

30 ft. (6 squares)


Armor Class:

13 (+2 Dex., -1 size, +2 natural), touch 11, flat-footed 11


Base Attack/Grapple:

+4/+12


Attack:

Bite +7 melee (2d6+4)


Full Attack:

Bite +7 melee (2d6+4) and bite+7 melee (1d8+4) and gore +7 melee (1d8+4) and 2 claws +2 melee (1d6+2)


Space/Reach:

10 ft./5 ft


Special Attacks:

-


Special Qualities:

Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits


Saves:

Fort +3, Ref +5, Will +6


Abilities:

Str 19, Dex 15, Con -, Int -, Wis 10, Cha 1


Feats:

Improved Initiative


Environment:

Temperate hills


Organization:

Any


Challenge Rating:

4


Treasure:

None


Alignment:

Always neutral evil


Advancement:

10-13 HD (Large); 14-27 HD (Huge)



Level Adjustment:

-




armor_class:
11 (-1 size, +2 natural), touch 9, flat-footed 11

attack:
Morningstar +10 melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6)

full_attack:
2 morningstars +10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged (1d8+6)

special_qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon

abilities:
Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1

stat_block:
Ettin skeleton; CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8 squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

full_text:
Creating A Skeleton
'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.


Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.


Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0


Small
+1

Medium or Large
+2

Huge
+3

Gargantuan
+6


Colossal
+10


Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.


Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1


Tiny
1d2

Small
1d3

Medium
1d4

Large
1d6

Huge
1d8

Gargantuan
2d6


Colossal
2d8


Special Attacks: A skeleton retains none of the base creature's special attacks.


Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A skeleton has no skills.


Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.


Environment: Any, usually same as base creature.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/6

1
1/3

2-3
1

4-5
2

6-7
3

8-9
4

10-11
5

12-14
6

15-17
7


18-20
8


Treasure: None.


Alignment: Always neutral evil.


Advancement: As base creature (or - if the base creature advances by character class).


Level Adjustment: -.



Ettin Skeleton




Large Undead

Hit Dice:


10d12 (65 hp)

Initiative:


+4

Speed:


40 ft. (8 squares)

Armor Class:


11 (-1 size, +2 natural), touch 9, flat-footed 11

Base Attack/Grapple:


+5/+15

Attack:


Morningstar +10 melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6)

Full Attack:


2 morningstars +10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged (1d8+6)

Space/Reach:


10 ft./10 ft.

Special Attacks:


-

Special Qualities:


Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon

Saves:


Fort +3, Ref +3, Will +7

Abilities:


Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1

Feats:


Improved Initiative

Environment:


Cold hills

Organization:


Any

Challenge Rating:


5

Treasure:


None

Alignment:


Always neutral evil

Advancement:


-


Level Adjustment:


-



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

full_attack:
Talons +9 melee (2d8+5) and 2 claws +4 melee (1d8+2) and bite +4 melee (2d6+2)

abilities:
Str 21, Dex 17, Con -, Int -, Wis 10, Cha 1

stat_block:
Advanced megaraptor skeleton; CR 6; Huge undead; HD 12d12; hp 78; Init +7; Spd 60 ft. (12 squares); AC 14 (-2 size, +3 dex, +3 natural), touch 11, flat-footed 11; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee (2d8+5, talons) and +4 melee (1d8+2, 2 claws) and +4 melee (2d6+2, bite); Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +4, Ref +7, Will +8; Str 21, Dex 17, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

full_text:
Creating A Skeleton
'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.


Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.


Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0


Small
+1

Medium or Large
+2

Huge
+3

Gargantuan
+6


Colossal
+10


Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.


Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1


Tiny
1d2

Small
1d3

Medium
1d4

Large
1d6

Huge
1d8

Gargantuan
2d6


Colossal
2d8


Special Attacks: A skeleton retains none of the base creature's special attacks.


Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A skeleton has no skills.


Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.


Environment: Any, usually same as base creature.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/6

1
1/3

2-3
1

4-5
2

6-7
3

8-9
4

10-11
5

12-14
6

15-17
7


18-20
8


Treasure: None.


Alignment: Always neutral evil.


Advancement: As base creature (or - if the base creature advances by character class).


Level Adjustment: -.

Advanced Megaraptor Skeleton




Huge Undead



Hit Dice:
12d12 (78 hp)



Initiative:
+7



Speed:
60 ft. (12 squares)



Armor Class:
14 (-2 size, +3 Dex, +3 natural), touch 11, flat-footed 11



Base Attack/Grapple:
+6/+19



Attack:
Talons +9 melee (2d8+5)



Full Attack:
Talons +9 melee (2d8+5) and 2 claws +4 melee (1d8+2) and bite +4 melee (2d6+2)



Space/Reach:
15 ft./10 ft.



Special Attacks:
-



Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits



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



Abilities:
Str 21, Dex 17, Con -, Int -, Wis 10, Cha 1



Feats:
Improved Initiative



Environment:
Warm forests



Organization:
Any



Challenge Rating:
6



Treasure:
None



Alignment:
Always neutral evil



Advancement:
13-16 HD (Huge); 17-20 HD (Gargantuan)




Level Adjustment:
-





attack:
Gargantuan morningstar +18 melee (4d6+18) or claw +18 melee (1d8+12) or rock +8 ranged (2d8+12)

full_attack:
Gargantuan morningstar +18/+13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12)

special_qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits

abilities:
Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1

stat_block:
Cloud giant skeleton; CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd 50 ft. (10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed 11; Base Atk +8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13 melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits; AL NE; SV Fort +5, Ref +7, Will +10; Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

full_text:
Creating A Skeleton
'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.


Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.


Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0


Small
+1

Medium or Large
+2

Huge
+3

Gargantuan
+6


Colossal
+10


Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.


Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1


Tiny
1d2

Small
1d3

Medium
1d4

Large
1d6

Huge
1d8

Gargantuan
2d6


Colossal
2d8


Special Attacks: A skeleton retains none of the base creature's special attacks.


Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A skeleton has no skills.


Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.


Environment: Any, usually same as base creature.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/6

1
1/3

2-3
1

4-5
2

6-7
3

8-9
4

10-11
5

12-14
6

15-17
7


18-20
8


Treasure: None.


Alignment: Always neutral evil.


Advancement: As base creature (or - if the base creature advances by character class).


Level Adjustment: -.


Cloud Giant Skeleton




Huge Undead


Hit Dice:

17d12 (110 hp)


Initiative:

+6


Speed:

50 ft. (10 squares)


Armor Class:

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


Base Attack/Grapple:

+8/+28


Attack:

Gargantuan morningstar +18 melee (4d6+18) or claw +18 melee (1d8+12) or rock +8 ranged (2d8+12)


Full Attack:

Gargantuan morningstar +18/+13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12)


Space/Reach:

15 ft./15 ft.


Special Attacks:

-


Special Qualities:

Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits


Saves:

Fort +5, Ref +7, Will +10


Abilities:

Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1


Feats:

Improved Initiative


Environment:

Temperate mountains


Organization:

Any


Challenge Rating:

7


Treasure:

None


Alignment:

Always neutral evil


Advancement:

-



Level Adjustment:

-




armor_class:
12 (-2 size, +1 Dex, +3 natural), touch 9, flat-footed 11

full_attack:
Bite +17 melee (2d8+10) and 2 claws +12 melee (2d6+5) and 2 wings +12 melee (1d8+5) and tail slap +12 melee (2d6+15)

special_qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits

abilities:
Str 31, Dex 12, Con -, Int -, Wis 10, Cha 1

stat_block:
Young adult red dragon skeleton; CR 8; Huge undead (fire); HD 19d12; hp 123; Init +5; Spd 40 ft. (8 squares); AC 12 (-2 size, +1 dex, +3 natural), touch 9, flat-footed 11; Base Atk +9; Grp +27; Atk +17 melee (2d8+10, bite); Full Atk +17 melee (2d8+10, bite) and +12 melee (2d6+5, 2 claws) and +12 melee (1d8+5, 2 wings) and +12 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits; AL NE; SV Fort +6, Ref +7, Will +8; Str 31, Dex 12, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

full_text:
Creating A Skeleton
'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.


Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.


Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0


Small
+1

Medium or Large
+2

Huge
+3

Gargantuan
+6


Colossal
+10


Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.


Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1


Tiny
1d2

Small
1d3

Medium
1d4

Large
1d6

Huge
1d8

Gargantuan
2d6


Colossal
2d8


Special Attacks: A skeleton retains none of the base creature's special attacks.


Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A skeleton has no skills.


Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.


Environment: Any, usually same as base creature.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/6

1
1/3

2-3
1

4-5
2

6-7
3

8-9
4

10-11
5

12-14
6

15-17
7


18-20
8


Treasure: None.


Alignment: Always neutral evil.


Advancement: As base creature (or - if the base creature advances by character class).


Level Adjustment: -.



Young Adult Red Dragon Skeleton




Huge Undead (Fire)

Hit Dice:


19d12 (123 hp)

Initiative:


+5

Speed:


40 ft. (8 squares)

Armor Class:


12 (-2 size, +1 Dex, +3 natural), touch 9, flat-footed 11

Base Attack/Grapple:


+9/+27

Attack:


Bite +17 melee (2d8+10)

Full Attack:


Bite +17 melee (2d8+10) and 2 claws +12 melee (2d6+5) and 2 wings +12 melee (1d8+5) and tail slap +12 melee (2d6+15)

Space/Reach:


15 ft./10 ft.

Special Attacks:


-

Special Qualities:


Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits

Saves:


Fort +6, Ref +7, Will +8

Abilities:


Str 31, Dex 12, Con -, Int -, Wis 10, Cha 1

Feats:


Improved Initiative

Environment:


Warm mountains

Organization:


Any

Challenge Rating:


8

Treasure:


None

Alignment:


Always neutral evil

Advancement:


20 HD (Huge)


Level Adjustment:


-



full_attack:
Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2)

abilities:
Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6

skills:
Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12

stat_block:
Skum; CR 2; Medium aberration (aquatic); HD 2d8+2; hp 11; Init +1; Spd 20 ft. (4 squares), swim 40 ft.; AC 13 (+1 dex, +2 natural), touch 11, flat-footed 12; Base Atk +1; Grp +5; Atk +5 melee (2d6+4, bite); Full Atk +5 melee (2d6+4, bite) and +0 melee (1d4+2, 2 claws); Space/Reach 5 ft./5 ft.; SA Rake 1d6+2; SQ Darkvision 60 ft., amphibious; AL LE; SV Fort +1, Ref +1, Will +3; Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6

Skills and Feats: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12; Alertness

full_text:
Skum

Skum
Medium Aberration (Aquatic)

Hit Dice:
2d8+2 (11 hp)

Initiative:
+1

Speed:
20 ft. (4 squares), swim 40 ft.

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

Base Attack/Grapple:
+1/+5

Attack:
Bite +5 melee (2d6+4)

Full Attack:
Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Rake 1d6+2

Special Qualities:
Darkvision 60 ft., amphibious

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

Abilities:
Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6

Skills:
Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12

Feats:
Alertness

Environment:
Underground

Organization:
Brood (2-5) or pack (6-15)

Challenge Rating:
2

Treasure:
None

Alignment:
Usually lawful evil

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


Level Adjustment:
+3

A skum is about the same height and weight as a human. Skum speak Aquan.
Combat
Rake (Ex): Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.


Skills: *Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater.
A skum 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:
40 ft. (8 squares), fly 80 ft. (perfect)

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

attack:
Incorporeal touch +6 melee (1d8 plus energy drain)

full_attack:
Incorporeal touch +6 melee (1d8 plus energy drain)

special_qualities:
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura

abilities:
Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

skills:
Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)

special_abilities:
Create Spawn (Su), Energy Drain (Su), Sunlight Powerlessness (Ex), Unnatural Aura (Su)

stat_block:
Spectre; CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved Initiative

full_text:
Spectre

Spectre

Medium Undead (Incorporeal)


Hit Dice:
7d12 (45 hp)

Initiative:
+7

Speed:
40 ft. (8 squares), fly 80 ft. (perfect)

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

Base Attack/Grapple:
+3/-

Attack:
Incorporeal touch +6 melee (1d8 plus energy drain)

Full Attack:
Incorporeal touch +6 melee (1d8 plus energy drain)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Energy drain, create spawn

Special Qualities:
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura

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

Abilities:
Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

Skills:
Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)

Feats:
Alertness, Blind-Fight, Improved Initiative

Environment:
Any land and underground

Organization:
Solitary, gang (2-4), or swarm (6-11)

Challenge Rating:
7

Treasure:
None

Alignment:
Always lawful evil

Advancement:
8-14 HD (Medium)


Level Adjustment:
-

A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual's face in a painting or a drawing. In many cases, the evidence of a violent death is visible on its body. A spectre is roughly human-sized and is weightless.
Combat
In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.
Energy Drain (Su): Living creatures hit by a spectre's incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points.


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


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


Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.


abilities:
Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17

skills:
Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18

feats:
Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track

stat_block:
Androsphinx; CR 9; Large magical beast; HD 12d10+48; hp 114; Init +0; Spd 50 ft. (10 squares), fly 80 ft. (poor); AC 22 (-1 size, +13 natural), touch 9, flat-footed 22; Base Atk +12; Grp +23; Atk +18 melee (2d4+7, claw); Full Atk +18 melee (2d4+7, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake 2d4+3, roar, spells; SQ Darkvision 60 ft., low-light vision; AL CG; SV Fort +12, Ref +8, Will +7; Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17

Skills and Feats: Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18; Alertness, Cleave, Flyby Attack, Great Cleave, Power Attack, Track

full_text:
Androsphinx

Androsphinx

Large Magical Beast


Hit Dice:
12d10+48 (114 hp)

Initiative:
+0

Speed:
50 ft. (10 squares), fly 80 ft. (poor)

Armor Class:
22 (-1 size, +13 natural), touch 9, flat-footed 22

Base Attack/Grapple:
+12/+23

Attack:
Claw +18 melee (2d4+7)

Full Attack:
2 claws +18 melee (2d4+7)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Pounce, rake 2d4+3, roar, spells

Special Qualities:
Darkvision 60 ft., low-light vision

Saves:
Fort +12, Ref +8, Will +7

Abilities:
Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17

Skills:
Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18

Feats:
Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track

Environment:
Warm deserts

Organization:
Solitary

Challenge Rating:
9

Treasure:
Standard

Alignment:
Always chaotic good

Advancement:
13-18 HD (Large); 19-36 HD (Huge)


Level Adjustment:
+5 (cohort)

These sphinxes are always male. Androsphinxes are clever and generally good-natured, but they can be savage opponents.
Combat
In battle, an androsphinx rips apart enemies with its razor-sharp claws. It relies on its natural weapons in a fight, employing its spells for defense or healing.
Rake (Ex): Attack bonus +18 melee, damage 2d4+3.


Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 19 Will save or be affected as though by a fear spell for 2d6 rounds.
If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 19 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 19 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 19 Reflex save. Other androsphinxes are immune to these effects. The save DCs are Charisma-based.


Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.
Typical Cleric Spells Prepared (5/5/5/4; save DC 13 + spell level): 0-cure minor wounds,  detect magic,  guidance,  light,  resistance; 1st-divine favor,  protection from evil*,  shield of faith,  remove fear,  summon monster I; 2nd-bull's strength,  remove paralysis,  resist energy,  shield other*,  summon monster II; 3rd-cure serious wounds*,  daylight,  invisibility purge,  searing light.
*Domain spell. Domains: Good and Healing.


full_attack:
Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3)

abilities:
Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11

feats:
Alertness, Cleave, Flyby Attack, Power Attack

stat_block:
Criosphinx; CR 7; Large magical beast; HD 10d10+30; hp 85; Init +0; Spd 30 ft. (6 squares), fly 60 ft. (poor); AC 20 (-1 size, +11 natural), touch 9, flat-footed 20; Base Atk +10; Grp +20; Atk +15 melee (2d6+6, gore); Full Atk +15 melee (2d6+6, gore) and +10 melee (1d6+3, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake 1d6+3; SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +10, Ref +7, Will +3; Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11

Skills and Feats: Intimidate +8, Listen +11, Spot +1; Alertness, Cleave, Flyby Attack, Power Attack

full_text:
Criosphinx

Criosphinx

Large Magical Beast


Hit Dice:
10d10+30 (85 hp)

Initiative:
+0

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

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

Base Attack/Grapple:
+10/+20

Attack:
Gore +15 melee (2d6+6)

Full Attack:
Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Pounce, rake 1d6+3

Special Qualities:
Darkvision 60 ft., low-light vision

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

Abilities:
Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11

Skills:
Intimidate +8, Listen +11, Spot +1

Feats:
Alertness, Cleave, Flyby Attack, Power Attack

Environment:
Warm deserts

Organization:
Solitary

Challenge Rating:
7

Treasure:
Standard

Alignment:
Always neutral

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


Level Adjustment:
+3 (cohort)

These sphinxes are always male. Neither good nor evil, they lack the intelligence of the androsphinx.
Combat
Criosphinxes attack with their claws, as do their kin, but they can also butt with their horns. They don't cast spells and employ only the most simple battle tactics.
Rake (Ex): Attack bonus +15 melee, damage 1d6+3.


armor_class:
21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20

special_attacks:
Pounce, rake 1d6+2, spell-like abilities

abilities:
Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19

skills:
Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17

feats:
Combat Casting, Improved Initiative, Iron Will

stat_block:
Gynosphinx; CR 8; Large magical beast; HD 8d10+8; hp 52; Init +5; Spd 40 ft. (8 squares), fly 60 ft. (poor); AC 21 (-1 size, +1 dex, +11 natural), touch 10, flat-footed 20; Base Atk +8; Grp +16; Atk +11 melee (1d6+4, claw); Full Atk +11 melee (1d6+4, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake 1d6+2, spell-like abilities; SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +7, Ref +7, Will +8; Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19

Skills and Feats: Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17; Combat Casting, Improved Initiative, Iron Will

full_text:
Gynosphinx

Gynosphinx
Large Magical Beast

Hit Dice:
8d10+8 (52 hp)

Initiative:
+5

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

Armor Class:
21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20

Base Attack/Grapple:
+8/+16

Attack:
Claw +11 melee (1d6+4)

Full Attack:
2 claws +11 melee (1d6+4)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Pounce, rake 1d6+2, spell-like abilities

Special Qualities:
Darkvision 60 ft., low-light vision

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

Abilities:
Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19

Skills:
Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17

Feats:
Combat Casting, Improved Initiative, Iron Will

Environment:
Warm deserts

Organization:
Solitary or covey (2-4)

Challenge Rating:
8

Treasure:
Double standard

Alignment:
Always neutral

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


Level Adjustment:
+4 (cohort)

These sphinxes are the female counterparts of androsphinxes.
Combat
In close combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid combat whenever possible.
Rake (Ex): Attack bonus +11 melee, damage 1d6+2.


Spell-Like Abilities: 3/day-clairaudience/clairvoyance,  detect magic,  read magic,  see invisibility; 1/day-comprehend languages,  locate object,  dispel magic,  remove curse (DC 18), legend lore. Caster level 14th. The save DC is Charisma-based.
Once per week a gynosphinx can create a symbol of death,  a symbol of fear,  a symbol of insanity,  a symbol of pain,  a symbol of persuasion,  a symbol of sleep,  and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based.


armor_class:
19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17

full_attack:
Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2)

abilities:
Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10

stat_block:
Hieracosphinx; CR 5; Large magical beast; HD 9d10+18; hp 67; Init +2; Spd 30 ft. (6 squares), fly 90 ft. (poor); AC 19 (-1 size, +2 dex, +8 natural), touch 11, flat-footed 17; Base Atk +9; Grp +18; Atk +13 melee (1d10+5, bite); Full Atk +13 melee (1d10+5, bite) and +8 melee (1d6+2, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake 1d6+2; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +8, Ref +8, Will +5; Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10

Skills and Feats: Listen +10, Spot +14; Alertness, Cleave, Flyby Attack, Power Attack

full_text:
Hieracosphinx

Hieracosphinx
Large Magical Beast

Hit Dice:
9d10+18 (67 hp)

Initiative:
+2

Speed:
30 ft. (6 squares), fly 90 ft. (poor)

Armor Class:
19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17

Base Attack/Grapple:
+9/+18

Attack:
Bite +13 melee (1d10+5)

Full Attack:
Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Pounce, rake 1d6+2

Special Qualities:
Darkvision 60 ft., low-light vision

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

Abilities:
Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10

Skills:
Listen +10, Spot +14

Feats:
Alertness, Cleave, Flyby Attack, Power Attack

Environment:
Warm deserts

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

Challenge Rating:
5

Treasure:
None

Alignment:
Always chaotic evil

Advancement:
10-14 HD (Large); 15-27 HD (Huge)


Level Adjustment:
+3 (cohort)

Combat
Hieracosphinxes can make short work of even the most dangerous opponents with their claws. They are not particularly intelligent, but are cunning enough to dive at their enemies from above with their flying ability.
Rake (Ex): Attack bonus +13 melee, damage 1d6+2.


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


full_attack:
Sting +8 melee (1d8+5 plus poison) and bite +3 melee (1d8+2)

special_qualities:
Darkvision 60 ft., freedom of movement, low-light vision, scent

abilities:
Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 10

special_abilities:
Freedom of Movement (Su), Implant (Ex), Poison (Ex)

stat_block:
Spider eater; CR 5; Large magical beast; HD 4d10+20; hp 42; Init +1; Spd 30 ft. (6 squares), fly 60 ft. (good); AC 14 (-1 size, +1 dex, +4 natural), touch 10, flat-footed 13; Base Atk +4; Grp +13; Atk +8 melee (1d8+5 plus poison, sting); Full Atk +8 melee (1d8+5 plus poison, sting) and +3 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA Implant, poison; SQ Darkvision 60 ft., freedom of movement, low-light vision, scent; AL N; SV Fort +9, Ref +5, Will +2; Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 10

Skills and Feats: Listen +10, Spot +11; Alertness, Dodge

full_text:
Spider Eater

Spider Eater
Large Magical Beast

Hit Dice:
4d10+20 (42 hp)

Initiative:
+1

Speed:
30 ft. (6 squares), fly 60 ft. (good)

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

Base Attack/Grapple:
+4/+13

Attack:
Sting +8 melee (1d8+5 plus poison)

Full Attack:
Sting +8 melee (1d8+5 plus poison) and bite +3 melee (1d8+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Implant, poison

Special Qualities:
Darkvision 60 ft., freedom of movement, low-light vision, scent

Saves:
Fort +9, Ref +5, Will +2

Abilities:
Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 10

Skills:
Listen +10, Spot +11

Feats:
Alertness, Dodge

Environment:
Temperate forests

Organization:
Solitary

Challenge Rating:
5

Treasure:
None

Alignment:
Always neutral

Advancement:
5-12 HD (Huge)


Level Adjustment:
-

A spider eater is about 10 feet long and 4 feet high, and has a wingspan of about 20 feet. It weighs about 4,000 pounds.
Combat
A spider eater attacks with its venomous sting and powerful mandibles. Its usual tactic is to deliver a sting, then back off, hovering out of reach until the venom takes effect.
Implant (Ex): Female spider eaters lay their eggs inside paralyzed creatures of Large or larger size. The young emerge about six weeks later, literally devouring the host from inside.


Poison (Ex): Injury, Fortitude DC 17, initial damage none, secondary damage paralysis for 1d8+5 weeks. The save DC is Constitution-based.


Freedom of Movement (Su): Spider eaters have a continuous freedom of movement ability as the spell (caster level 12th). When the spider eater serves as a mount, this effect does not extend to its rider.


Skills: Spider eaters have a +4 racial bonus on Listen and Spot checks.




Training A Spider Eater
A spider eater requires training before it can bear a rider in combat.
Training a spider eater requires six weeks of work and a DC 25 Handle Animal check. Riding a spider eater requires an exotic saddle. A spider eater can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Spider eater eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 3,000 gp to rear or train a spider eater.
Carrying Capacity: A light load for a spider eater is up to 306 pounds; a medium load, 307-612 pounds; and a heavy load, 613-920 pounds.


armor_class:
18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16

attack:
Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/x3)

full_attack:
Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/x3)

special_qualities:
Damage reduction 5/cold iron, low-light vision, spell resistance 17

abilities:
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14

skills:
Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3

stat_block:
Grig; CR 1; Tiny fey; HD 1/2 d6+1; hp 2; Init +4; Spd 20 ft. (4 squares), fly 40 ft. (poor); AC 18 (+2 size, +4 dex, +2 natural), touch 16, flat-footed 16; Base Atk +0; Grp -11; Atk +6 melee (1d3-3/19-20, short sword) or +6 ranged (1d4-3/x3, longbow); Full Atk +6 melee (1d3-3/19-20, short sword) or +6 ranged (1d4-3/x3, longbow); Space/Reach 2-1/2 ft./0 ft.; SA Spell-like abilities, fiddle; SQ Damage reduction 5/cold iron, low-light vision, spell resistance 17; AL NG; SV Fort +1, Ref +6, Will +3; Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14

Skills and Feats: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3; Dodge, Weapon Finesse

full_text:
Grig

Grig
Tiny Fey

Hit Dice:
1/2 d6+1 (2 hp)

Initiative:
+4

Speed:
20 ft. (4 squares), fly 40 ft. (poor)

Armor Class:
18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16

Base Attack/Grapple:
+0/-11

Attack:
Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/x3)

Full Attack:
Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/x3)

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

Special Attacks:
Spell-like abilities, fiddle

Special Qualities:
Damage reduction 5/cold iron, low-light vision, spell resistance 17

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

Abilities:
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14

Skills:
Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3

Feats:
Dodge B, Weapon Finesse

Environment:
Temperate forests

Organization:
Gang (2-4), band (6-11), or tribe (20-80)

Challenge Rating:
1

Treasure:
No coins; 50% goods; 50% items

Alignment:
Always neutral good

Advancement:
1-3 HD (Tiny)


Level Adjustment:
+3

Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak Sylvan. Some also speak Common.
Combat
Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.
Spell-Like Abilities: 3/day-disguise self,  entangle (DC 13),  invisibility (self only), pyrotechnics (DC 14),  ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based.


Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.


Skills: Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.


attack:
Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20)

full_attack:
Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20)

special_qualities:
Amphibious, damage reduction 5/cold iron, low-light vision, spell resistance 16, water breathing, wild empathy

abilities:
Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18

skills:
Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6

treasure:
No coins; 50% goods (metal or stone only); 50% items (no scrolls)

special_abilities:
Amphibious (Ex), Charm Person (Sp), Water Breathing (Sp), Wild Empathy (Ex)

stat_block:
Nixie; CR 1; Small fey (aquatic); HD 1d6; hp 3; Init +3; Spd 20 ft. (4 squares), swim 30 ft.; AC 14 (+1 size, +3 dex), touch 14, flat-footed 11; Base Atk +0; Grp -6; Atk +4 melee (1d4-2/19-20, short sword) or +4 ranged (1d6/19-20, light crossbow); Full Atk +4 melee (1d4-2/19-20, short sword) or +4 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Charm person; SQ Amphibious, damage reduction 5/cold iron, low-light vision, spell resistance 16, water breathing,  wild empathy; AL N; SV Fort +0, Ref +5, Will +3; Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18

Skills and Feats: Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6; Dodge, Weapon Finesse

full_text:
Nixie

Nixie

Small Fey (Aquatic)


Hit Dice:
1d6 (3 hp)

Initiative:
+3

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

Armor Class:
14 (+1 size, +3 Dex), touch 14, flat-footed 11

Base Attack/Grapple:
+0/-6

Attack:
Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20)

Full Attack:
Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Charm person

Special Qualities:
Amphibious, damage reduction 5/cold iron, low-light vision, spell resistance 16, water breathing, wild empathy

Saves:
Fort +0, Ref +5, Will +3

Abilities:
Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18

Skills:
Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6

Feats:
Dodge B, Weapon Finesse

Environment:
Temperate aquatic

Organization:
Gang (2-4), band (6-11), or tribe (20-80)

Challenge Rating:
1

Treasure:
No coins; 50% goods (metal or stone only); 50% items (no scrolls)

Alignment:
Always neutral

Advancement:
2-3 HD (Small)


Level Adjustment:
+3

Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes.
A nixie stands about 4 feet tall and weighs about 45 pounds.
Nixies speak Aquan and Sylvan. Some also speak Common.
Combat
Nixies rely on their Charm Person ability to deter enemies, entering combat only to protect themselves and their territory.
Charm Person (Sp): A nixie can use Charm Person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based.


Amphibious (Ex): Although nixies are aquatic, they can survive indefinitely on land.


water breathing (Sp): Once per day a nixie can use water breathing as the spell (caster level 12th). Nixies usually bestow this effect on those they have charmed.


Wild Empathy (Ex): This ability works like the druid's wild empathy class feature, except that a nixie has a +6 racial bonus on the check.


Skills: A nixie 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. *Nixies have a +5 racial bonus on Hide checks when in the water.


armor_class:
20 (+4 size, +6 Dex), touch 20, flat-footed 14

special_qualities:
Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, fire resistance 10, low-light vision, swarm traits

abilities:
Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9

feats:
Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness

organization:
Solitary, fright (2-4 swarms), or terror (5-8 swarms)

special_abilities:
Distraction (Ex), Hive Mind (Ex), Inhabit (Ex), Poison (Ex)

stat_block:
Hellwasp swarm; CR 8; Diminutive magical beast (extraplanar, evil, swarm); HD 12d10+27; hp 93; Init +10; Spd 5 ft. (1 square), fly 40 ft.; AC 20 (+4 size, +6 dex), touch 20, flat-footed 14; Base Atk +12; Grp -; Atk Swarm (3d6 plus poison); Full Atk Swarm (3d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction, inhabit, poison; SQ Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, fire resistance 10, low-light vision, swarm traits; AL LE; SV Fort +10, Ref +14, Will +7; Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9

Skills and Feats: Hide +19, Listen +10, Spot +10; Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness

full_text:
Hellwasp Swarm

Hellwasp Swarm

Diminutive Magical Beast (Extraplanar, Evil, Swarm)


Hit Dice:
12d10+27 (93 hp)

Initiative:
+10

Speed:
5 ft. (1 square), fly 40 ft.

Armor Class:
20 (+4 size, +6 Dex), touch 20, flat-footed 14

Base Attack/Grapple:
+12/-

Attack:
Swarm (3d6 plus poison)

Full Attack:
Swarm (3d6 plus poison)

Space/Reach:
10 ft./0 ft.

Special Attacks:
Distraction, inhabit, poison

Special Qualities:
Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, fire resistance 10, low-light vision, swarm traits

Saves:
Fort +10, Ref +14, Will +7

Abilities:
Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9

Skills:
Hide +19, Listen +10, Spot +10

Feats:
Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness

Environment:
A evil-aligned plane

Organization:
Solitary, fright (2-4 swarms), or terror (5-8 swarms)

Challenge Rating:
8

Treasure:
None

Alignment:
Always lawful evil

Advancement:
None


Level Adjustment:
-

A single hellwasp resembles a thumb-sized normal wasp, except its carapace is gleaming black with ruby-red stripes, and its compound eyes are an iridescent green. In swarms, hellwasps form a collective hive mind intelligence with infernal cunning and bloodlust.
Combat
Like any swarm, a hellwasp swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. The swarm can take over the bodies of its prey and infest both the living and the dead, using them as horrible living (or unliving) puppets to accomplish acts of wickedness that a swarm of insects could never attempt.
A hellwasp swarm's attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming damage reduction.
Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.


Inhabit (Ex): A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can  inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm's resistances and immunities may negate some or all of this damage.
If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim's movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.
A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host.
A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.


Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.


Hive Mind (Ex): Any hellwasp swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard hellwasp swarm) forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless.


special_qualities:
Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits

organization:
Solitary, cloud (2-7 swarms), or plague (11-20 swarms)

stat_block:
Locust swarm; CR 3; Diminutive vermin (swarm); HD 6d8-6; hp 21; Init +4; Spd 10 ft. (2 squares), fly 30 ft. (poor); AC 18 (+4 size, +4 dex), touch 18, flat-footed 14; Base Atk +4; Grp -; Atk Swarm (2d6); Full Atk Swarm (2d6); Space/Reach 10 ft./0 ft.; SA Distraction; SQ Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits; AL N; SV Fort +4, Ref +6, Will +2; Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2

Skills and Feats: Listen +4, Spot +4; -

full_text:
Locust Swarm

Locust Swarm

Diminutive Vermin (Swarm)


Hit Dice:
6d8-6 (21 hp)

Initiative:
+4

Speed:
10 ft. (2 squares), fly 30 ft. (poor)

Armor Class:
18 (+4 size, +4 Dex), touch 18, flat-footed 14

Base Attack/Grapple:
+4/-

Attack:
Swarm (2d6)

Full Attack:
Swarm (2d6)

Space/Reach:
10 ft./0 ft.

Special Attacks:
Distraction

Special Qualities:
Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits

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

Abilities:
Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2

Skills:
Listen +4, Spot +4

Feats:
-

Environment:
Temperate plains

Organization:
Solitary, cloud (2-7 swarms), or plague (11-20 swarms)

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

Advancement:
None


Level Adjustment:
-

A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path.
Combat
A locust swarm surrounds and attacks 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 locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.


Skills: A locust swarm has a +4 racial bonus on Listen and Spot checks.


special_qualities:
Half damage from slashing and piercing, low-light vision, scent, swarm traits

skills:
Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10

organization:
Solitary, pack (2-4 swarms), or infestation (7-12 swarms)

stat_block:
Rat swarm; CR 2; Tiny animal (swarm); HD 4d8; hp 13; Init +2; Spd 15 ft. (3 squares), climb 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +3; Grp -; Atk Swarm (1d6 plus disease); Full Atk Swarm (1d6 plus disease); Space/Reach 10 ft./0 ft.; SA Disease, distraction; SQ Half damage from slashing and piercing, low-light vision, scent, swarm traits; AL N; SV Fort +4, Ref +6, Will +2; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2

Skills and Feats: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10; Alertness, Weapon Finesse

full_text:
Rat Swarm

Rat Swarm

Tiny Animal (Swarm)


Hit Dice:
4d8 (13 hp)

Initiative:
+2

Speed:
15 ft. (3 squares), climb 15 ft.

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

Base Attack/Grapple:
+3/-

Attack:
Swarm (1d6 plus disease)

Full Attack:
Swarm (1d6 plus disease)

Space/Reach:
10 ft./0 ft.

Special Attacks:
Disease, distraction

Special Qualities:
Half damage from slashing and piercing, low-light vision, scent, swarm traits

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

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

Skills:
Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10

Feats:
Alertness, Weapon Finesse

Environment:
Any

Organization:
Solitary, pack (2-4 swarms), or infestation (7-12 swarms)

Challenge Rating:
2

Treasure:
None

Alignment:
Always neutral

Advancement:
None


Level Adjustment:
-

Combat
A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Disease (Ex): Filth fever-swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.


Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.


Skills: A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 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 (+4 size, +3 Dex), touch 17, flat-footed 14

special_qualities:
Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin traits

abilities:
Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2

stat_block:
Spider swarm; CR 1; Diminutive vermin (swarm); HD 2d8; hp 9; Init +3; Spd 20 ft. (4 squares), climb 20 ft.; AC 17 (+4 size, +3 dex), touch 17, flat-footed 14; Base Atk +1; Grp -; Atk Swarm (1d6 plus poison); Full Atk Swarm (1d6 plus poison); Space/Reach 10 ft./0 ft.; SA Distraction, poison; SQ Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin traits; AL N; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +11, Listen +4, Spot +4;

full_text:
Spider Swarm

Spider Swarm

Diminutive Vermin (Swarm)


Hit Dice:
2d8 (9 hp)

Initiative:
+3

Speed:
20 ft. (4 squares), climb 20 ft.

Armor Class:
17 (+4 size, +3 Dex), touch 17, flat-footed 14

Base Attack/Grapple:
+1/-

Attack:
Swarm (1d6 plus poison)

Full Attack:
Swarm (1d6 plus poison)

Space/Reach:
10 ft./0 ft.

Special Attacks:
Distraction, poison

Special Qualities:
Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin traits

Saves:
Fort +3, Ref +3, Will +0

Abilities:
Str 1, Dex 17, Con 10, Int -, Wis 10, Cha 2

Skills:
Climb +11, Listen +4, Spot +4

Environment:
Warm forests

Organization:
Solitary, tangle (2-4 swarms), or colony (7-12 swarms)

Challenge Rating:
1

Treasure:
None

Alignment:
Always neutral

Advancement:
None


Level Adjustment:
-

Combat
A spider swarm seeks to surround and attack any living prey it encounters. A 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 spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.


Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based.


Skills: A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.


armor_class:
35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32

full_attack:
Bite +57 melee (4d8+17/18-20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)

special_attacks:
Augmented critical, frightful presence, improved grab, rush, swallow whole

special_qualities:
Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32

abilities:
Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14

skills:
Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)

feats:
Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)

special_abilities:
Augmented Critical (Ex), Carapace (Ex), Frightful Presence (Su), Improved Grab (Ex), Regeneration (Ex), Rush (Ex), Swallow Whole (Ex)

stat_block:
Tarrasque; CR 20; Colossal magical beast; HD 48d10+594; hp 858; Init +7; Spd 20 ft. (4 squares); AC 35 (-8 size, +3 dex, +30 natural), touch 5, flat-footed 32; Base Atk +48; Grp +81; Atk +57 melee (4d8+17/18-20/x3, bite); Full Atk +57 melee (4d8+17/18-20/x3, bite) and +52 melee (1d10+8, 2 horns) and +52 melee (1d12+8, 2 claws) and +52 melee (3d8+8, tail slap); Space/Reach 30 ft./20 ft.; SA Augmented critical, frightful presence, improved grab, rush, swallow whole; SQ Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32; AL N; SV Fort +38, Ref +29, Will +20; Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14

Skills and Feats: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks); Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)

full_text:
Tarrasque

Tarrasque

Colossal Magical Beast


Hit Dice:
48d10+594 (858 hp)

Initiative:
+7

Speed:
20 ft. (4 squares)

Armor Class:
35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32

Base Attack/Grapple:
+48/+81

Attack:
Bite +57 melee (4d8+17/18-20/x3)

Full Attack:
Bite +57 melee (4d8+17/18-20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)

Space/Reach:
30 ft./20 ft.

Special Attacks:
Augmented critical, frightful presence, improved grab, rush, swallow whole

Special Qualities:
Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32

Saves:
Fort +38, Ref +29, Will +20

Abilities:
Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14

Skills:
Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)

Feats:
Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)

Environment:
Any

Organization:
Solitary

Challenge Rating:
20

Treasure:
None

Alignment:
Always neutral

Advancement:
49+ HD (Colossal)


Level Adjustment:
-

The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.
The tarrasque cannot speak.
Combat
The tarrasque attacks with its claws, teeth, horns, and tail.
The tarrasque's natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
Augmented Critical (Ex): The tarrasque's bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.


Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.


Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent 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 try to swallow the foe the following round.


Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.


Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.


Carapace (Ex): The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.


Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability.
The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.
If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.


Skills: The tarrasque has a +8 racial bonus on Listen and Spot checks.


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

attack:
Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4)

full_attack:
Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4)

special_qualities:
Low-light vision, plant traits, regeneration 10

abilities:
Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3

skills:
Hide +9, Listen +1, Move Silently +1, Spot +1

feats:
Alertness, Iron Will, Power Attack, Stealthy

special_abilities:
Improved Grab (Ex), Regeneration (Ex), Swallow Whole/Paralysis (Ex)

stat_block:
Tendriculos; CR 6; Huge plant; HD 9d8+54; hp 94; Init -1; Spd 20 ft. (4 squares); AC 16 (-2 size, -1 dex, +9 natural), touch 7, flat-footed 16; Base Atk +6; Grp +23; Atk +13 melee (2d8+9, bite) or +8 melee (1d6+4, 2 tendrils); Full Atk +13 melee (2d8+9, bite) and +8 melee (1d6+4, 2 tendrils); Space/Reach 15 ft./15 ft.; SA Improved grab, paralysis, swallow whole; SQ Low-light vision, plant traits, regeneration 10; AL N; SV Fort +12, Ref +2, Will +4; Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3

Skills and Feats: Hide +9, Listen +1, Move Silently +1, Spot +1; Alertness, Iron Will, Power Attack, Stealthy

full_text:
Tendriculos

Tendriculos

Huge Plant


Hit Dice:
9d8+54 (94 hp)

Initiative:
-1

Speed:
20 ft. (4 squares)

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

Base Attack/Grapple:
+6/+23

Attack:
Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4)

Full Attack:
Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4)

Space/Reach:
15 ft./15 ft.

Special Attacks:
Improved grab, paralysis, swallow whole

Special Qualities:
Low-light vision, plant traits, regeneration 10

Saves:
Fort +12, Ref +2, Will +4

Abilities:
Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3

Skills:
Hide +9, Listen +1, Move Silently +1, Spot +1

Feats:
Alertness, Iron Will, Power Attack, Stealthy

Environment:
Temperate forests

Organization:
Solitary

Challenge Rating:
6

Treasure:
1/10th coins; 50% goods; 50% items

Alignment:
Always neutral

Advancement:
10-16 HD (Huge); 17-27 HD (Gargantuan)


Level Adjustment:
-

A tendriculos can rear up to a height of 15 feet. It weighs about 3,500 pounds.
Animals and other plant creatures are unnerved by the presence of a tendriculos; they avoid it and any place it has been within the last 24 hours.
Combat
Prowling deep forests or waiting in vegetated areas (looking like nothing more than a small hillock), a tendriculos attacks savagely, showing no fear. It attempts to swallow as much flesh as it can, as quickly as it can.
Improved Grab (Ex): To use this ability, a tendriculos must hit a creature at least one size smaller than itself 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 try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.


Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant's mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos's digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant's maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos's interior (AC 14). Once the creature exits, the plant's regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.


Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.


special_qualities:
Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold

abilities:
Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10

skills:
Listen +5, Move Silently +3, Survival +3

stat_block:
Thoqqua; CR 2; Medium elemental (earth, extraplanar, fire); HD 3d8+3; hp 16; Init +1; Spd 30 ft. (6 squares), burrow 20 ft.; AC 18 (+1 dex, +7 natural), touch 11, flat-footed 17; Base Atk +2; Grp +4; Atk +4 melee (1d6+3 plus 2d6 fire, slam); Full Atk +4 melee (1d6+3 plus 2d6 fire, slam); Space/Reach 5 ft./5 ft.; SA Heat, burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold; AL N; SV Fort +4, Ref +2, Will +2; Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10

Skills and Feats: Listen +5, Move Silently +3, Survival +3; Alertness, Track

full_text:
Thoqqua

Thoqqua

Medium Elemental (Earth, Extraplanar, Fire)


Hit Dice:
3d8+3 (16 hp)

Initiative:
+1

Speed:
30 ft. (6 squares), burrow 20 ft.

Armor Class:
18 (+1 Dex, +7 natural), touch 11, flat-footed 17

Base Attack/Grapple:
+2/+4

Attack:
Slam +4 melee (1d6+3 plus 2d6 fire)

Full Attack:
Slam +4 melee (1d6+3 plus 2d6 fire)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Heat, burn

Special Qualities:
Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold

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

Abilities:
Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10

Skills:
Listen +5, Move Silently +3, Survival +3

Feats:
Alertness, Track

Environment:
Elemental Plane of Fire

Organization:
Solitary or pair

Challenge Rating:
2

Treasure:
None

Alignment:
Usually neutral

Advancement:
4-9 HD (Large)


Level Adjustment:
-

A thoqqua is about 1 foot in diameter and 4 to 5 feet long. It weighs about 200 pounds.
Combat
When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. (Treat this as a charge, even though the thoqqua does not need to move 10 feet before attacking.)
Heat (Ex): Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.


Burn (Ex): When a thoqqua hits with its slam attack, the opponent must succeed on a DC 12 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.


