# monster

speed:
30 ft. (6 squares), burrow 10 ft., climb 10 ft.

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

abilities:
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10

stat_block:
Wolverine; CR 2; Medium animal; HD 3d8+15; hp 28; Init +2; Spd 30 ft. (6 squares), burrow 10 ft., climb 10 ft.; AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk +4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +2; Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10

Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness, Toughness, Track

full_text:
Wolverine

Wolverine

Medium Animal


Hit Dice:
3d8+15 (28 hp)

Initiative:
+2

Speed:
30 ft. (6 squares), burrow 10 ft., climb 10 ft.

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

Base Attack/Grapple:
+2/+4

Attack:
Claw +4 melee (1d4+2)

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
Rage

Special Qualities:
Low-light vision, scent

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

Abilities:
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10

Skills:
Climb +10, Listen +6, Spot +6

Feats:
Alertness, Toughness, Track B

Environment:
Cold forests

Organization:
Solitary

Challenge Rating:
2

Advancement:
4-5 HD (Large)


Level Adjustment:
-

These creatures are similar to badgers but are bigger, stronger, and even more ferocious.
Combat
Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.


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


armor_class:
18 (+2 Dex, +6 natural), touch 12, flat-footed 16

full_attack:
Bite +9 melee (1d6+3) and 2 claws +4 melee (1d4+1)

special_qualities:
Change shape, damage reduction 5/magic, darkvision 60 ft., scent

abilities:
Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14

skills:
Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks)

feats:
Combat Reflexes, Improved Initiative, Track

special_abilities:
Change Shape (Su), Feed (Su), Pass without Trace (Ex)

stat_block:
Barghest; CR 4; Medium outsider (evil, extraplanar, lawful, shapechanger); HD 6d8+6; hp 33; Init +6; Spd 30 ft. (6 squares); AC 18 (+2 dex, +6 natural), touch 12, flat-footed 16; Base Atk +6; Grp +9; Atk +9 melee (1d6+3], bite); Full Atk +9 melee (1d6+3, bite) and +4 melee (1d4+1, 2 claws); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, feed; SQ Change shape, damage reduction 5/magic, darkvision 60 ft., scent; AL LE; SV Fort +6, Ref +7, Will +7; Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14

Skills and Feats: Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks); Combat Reflexes, Improved Initiative, Track

full_text:
Barghest

Barghest



Medium Outsider (Evil, Extraplanar, Lawful, Shapechanger)


Hit Dice:
6d8+6 (33 hp)


Initiative:
+6


Speed:
30 ft. (6 squares)


Armor Class:
18 (+2 Dex, +6 natural), touch 12, flat-footed 16


Base Attack/Grapple:
+6/+9


Attack:
Bite +9 melee (1d6+3))


Full Attack:
Bite +9 melee (1d6+3) and 2 claws +4 melee (1d4+1)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Spell-like abilities, feed


Special Qualities:
Change shape, damage reduction 5/magic, darkvision 60 ft., scent


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


Abilities:
Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14


Skills:
Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks)


Feats:
Combat Reflexes, Improved Initiative, Track


Environment
An evil-aligned plane


Organization:
Solitary or pack (3-6)


Challenge Rating:
4


Treasure:
Double standard


Alignment:
Always lawful evil


Advancement:
Special (see below)



Level Adjustment:
-


A barghest is a lupine fiend that can take the shape of a wolf or a goblin. In its natural form, it resembles a goblin-wolf hybrid with terrible jaws and sharp claws. As whelps, barghests are nearly indistinguishable from wolves, except for their size and claws. As they grow larger and stronger, their skin darkens to bluishred and eventually becomes blue altogether.
A full-grown barghest is about 6 feet long and weighs 180 pounds. A barghest's eyes glow orange when the creature becomes excited.
Barghests speak Goblin, Worg, and Infernal.
Combat
Barghests can claw and bite, no matter what their form, and usually disdain weapons. Though they love killing, they have little stomach for direct combat and attack from ambush whenever possible. Barghests start a combat by using crushing despair and charm monster to keep opponents off balance. They try to stay away from the enemy's main strength.
A barghest's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-blink,  levitate,  misdirection (DC 14), rage (DC 15); 1/day-charm monster (DC 16), crushing despair (DC 16), dimension door. Caster level equals the barghest's HD.
The save DCs are Charisma-based.


Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish,  miracle,  or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.
The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.


Change Shape (Su): A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack.


Pass Without Trace (Ex): A barghest in wolf form can use pass without trace (as the spell) as a free action.


Skills: *A barghest in wolf form gains a +4 circumstance bonus on Hide checks.




Greater Barghest
A barghest that reaches 9 Hit Dice through feeding becomes a greater barghest. These creatures can change shape into a goblinlike creature of Large size (about 8 feet tall and 400 pounds) or a dire wolf. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In dire wolf form, a greater barghest loses its claw attacks but retains its bite attack.
A greater barghest can reach a maximum of 18 Hit Dice through feeding.
Spell-Like Abilities: In addition to the spelllike abilities all barghests possess, a greater barghest gains the following abilities. At will-invisibility sphere; 1/day-mass bull's strength, mass enlarge. Caster level equals the greater barghest's HD.


Combat
Occasionally, a greater barghest uses a magic two-handed weapon in combat instead of its claws, giving it multiple attacks (attack bonus +13/+8). It can also make one bite attack (attack bonus +8) each round. The save DC against a greater barghest's spell-like abilities is 14 + spell level.


armor_class:
20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18

full_attack:
Bite +13 melee (1d8+5) and 2 claws +8 melee (1d6+2)

special_qualities:
Change shape, damage reduction 10/magic, darkvision 60 ft., scent

abilities:
Str 20, Dex 15, Con 16, Int 18, Wis 18, Cha 18

skills:
Bluff +16, Climb +17, Concentration +15, Diplomacy +8, Disguise +4 (+6 acting), Hide +10*, Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Tumble +16

feats:
Combat Casting, Combat Reflexes, Improved Initiative, Track

stat_block:
Greater barghest; CR 5; Large outsider (evil, extraplanar, lawful, shapechanger); HD 9d8+27; hp 67; Init +6; Spd 40 ft. (8 squares); AC 20 (-1 size, +2 dex, +9 natural), touch 11, flat-footed 18; Base Atk +9; Grp +18; Atk +13 melee (1d8+5 (bite); Full Atk +13 melee (1d8+5, bite) and +8 melee (1d6+2, 2 claws); Space/Reach 10 ft./5 ft.; SA Spell-like abilities, feed; SQ Change shape, damage reduction 10/magic, darkvision 60 ft., scent; AL LE; SV Fort +9, Ref +8, Will +10; Str 20, Dex 15, Con 16, Int 18, Wis 18, Cha 18

Skills and Feats: Bluff +16, Climb +17, Concentration +15, Diplomacy +8, Disguise +4 (+6 acting), Hide +10*, Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Tumble +16; Combat Casting, Combat Reflexes, Improved Initiative, Track

full_text:
Barghest


Greater Barghest



Large Outsider (Evil, Extraplanar, Lawful, Shapechanger)

Hit Dice:

9d8+27 (67 hp)

Initiative:

+6

Speed:

40 ft. (8 squares)

Armor Class:

20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18

Base Attack/Grapple:

+9/+18

Attack:

Bite +13 melee (1d8+5

Full Attack:

Bite +13 melee (1d8+5) and 2 claws +8 melee (1d6+2)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Spell-like abilities, feed

Special Qualities:

Change shape, damage reduction 10/magic, darkvision 60 ft., scent

Saves:

Fort +9, Ref +8, Will +10

Abilities:

Str 20, Dex 15, Con 16, Int 18, Wis 18, Cha 18

Skills:

Bluff +16, Climb +17, Concentration +15, Diplomacy +8, Disguise +4 (+6 acting), Hide +10*, Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Tumble +16

Feats:

Combat Casting, Combat Reflexes, Improved Initiative, Track

Environment

An evil-aligned plane

Organization:

Solitary or pack (3-6)

Challenge Rating:

5

Treasure:

Double standard

Alignment:

Always lawful evil

Advancement:

Special (see below)


Level Adjustment:

-

A barghest is a lupine fiend that can take the shape of a wolf or a goblin. In its natural form, it resembles a goblin-wolf hybrid with terrible jaws and sharp claws. As whelps, barghests are nearly indistinguishable from wolves, except for their size and claws. As they grow larger and stronger, their skin darkens to bluishred and eventually becomes blue altogether.
A full-grown barghest is about 6 feet long and weighs 180 pounds. A barghest's eyes glow orange when the creature becomes excited.
Barghests speak Goblin, Worg, and Infernal.
Combat
Barghests can claw and bite, no matter what their form, and usually disdain weapons. Though they love killing, they have little stomach for direct combat and attack from ambush whenever possible. Barghests start a combat by using crushing despair and charm monster to keep opponents off balance. They try to stay away from the enemy's main strength.
A barghest's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-blink,  levitate,  misdirection (DC 14), rage (DC 15); 1/day-charm monster (DC 16), crushing despair (DC 16), dimension door. Caster level equals the barghest's HD.
The save DCs are Charisma-based.


Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish,  miracle,  or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.
The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.


Change Shape (Su): A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack.


Pass Without Trace (Ex): A barghest in wolf form can use pass without trace (as the spell) as a free action.


Skills: *A barghest in wolf form gains a +4 circumstance bonus on Hide checks.




Greater Barghest
A barghest that reaches 9 Hit Dice through feeding becomes a greater barghest. These creatures can change shape into a goblinlike creature of Large size (about 8 feet tall and 400 pounds) or a dire wolf. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In dire wolf form, a greater barghest loses its claw attacks but retains its bite attack.
A greater barghest can reach a maximum of 18 Hit Dice through feeding.
Spell-Like Abilities: In addition to the spelllike abilities all barghests possess, a greater barghest gains the following abilities. At will-invisibility sphere; 1/day-mass bull's strength, mass enlarge. Caster level equals the greater barghest's HD.


Combat
Occasionally, a greater barghest uses a magic two-handed weapon in combat instead of its claws, giving it multiple attacks (attack bonus +13/+8). It can also make one bite attack (attack bonus +8) each round. The save DC against a greater barghest's spell-like abilities is 14 + spell level.


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

abilities:
Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11

stat_block:
Basilisk; CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20 ft. (4 squares); AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +8; Atk +8 melee (1d8+3, bite); Full Atk +8 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Petrifying gaze; SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11

Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great Fortitude

full_text:
Basilisk

Basilisk


Medium Magical Beast


Hit Dice:
6d10+12 (45 hp)


Initiative:
-1


Speed:
20 ft. (4 squares)


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


Base Attack/Grapple:
+6/+8


Attack:
Bite +8 melee (1d8+3)


Full Attack:
Bite +8 melee (1d8+3)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Petrifying gaze


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


Saves:
Fort +9, Ref +4, Will +3


Abilities:
Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11


Skills:
Hide +0*, Listen +7, Spot +7


Feats:
Alertness, Blind-Fight, Great Fortitude


Environment:
Warm deserts


Organization:
Solitary or colony (3-6)


Challenge Rating:
5


Treasure:
None


Alignment:
Always neutral


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



Level Adjustment:
-


A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk's body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.
Combat
A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.


Skills: *The basilisk's dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.




Abyssal Greater Basilisk
Combat
The save DC for the abyssal greater basilisk's petrifying gaze (DC 21) is adjusted for its greater Hit Dice and higher Charisma score.
An abyssal greater basilisk's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Good (Su): Once per day an abyssal greater basilisk can make a normal melee attack to deal an extra 18 points of damage against a good foe.


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

special_qualities:
Resistance to cold 10 and fire 10, damage reduction 10/magic, darkvision 60 ft., low-light vision, spell resistance 23

abilities:
Str 24, Dex 8, Con 21, Int 3, Wis 10, Cha 15

feats:
Alertness, Blind-Fight, Great Fortitude, Iron Will, Improved Natural Attack (bite), Lightning Reflexes, Weapon Focus (bite)

stat_block:
Abyssal greater basilisk; CR 12; Large outsider (augmented magical beast, extraplanar); HD 18d10+90; hp 189; Init -1; Spd 20 ft. (4 squares); AC 17 (-1 dex, -1 size, +9 natural), touch 8, flat-footed 17; Base Atk +18; Grp +29; Atk +25 melee (2d8+10, bite); Full Atk +25 melee (2d8+10, bite); Space/Reach 10 ft./5 ft.; SA Petrifying gaze, smite good; SQ Resistance to cold 10 and fire 10, damage reduction 10/magic, darkvision 60 ft., low-light vision, spell resistance 23; AL CE; SV Fort +18, Ref +12, Will +8; Str 24, Dex 8, Con 21, Int 3, Wis 10, Cha 15

Skills and Feats: Hide +0*, Listen +10, Spot +10; Alertness, Blind-Fight, Great Fortitude, Improved Natural Attack (bite), Iron Will, Lightning Reflexes, Weapon Focus (bite)

full_text:
Basilisk

Abyssal Greater Basilisk



Large Outsider (Augmented Magical Beast, Extraplanar)

Hit Dice:

18d10+90 (189 hp)

Initiative:

-1

Speed:

20 ft. (4 squares)

Armor Class:

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

Base Attack/Grapple:

+18/+29

Attack:

Bite +25 melee (2d8+10)

Full Attack:

Bite +25 melee (2d8+10)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Petrifying gaze, smite good

Special Qualities:

Resistance to cold 10 and fire 10, damage reduction 10/magic, darkvision 60 ft., low-light vision, spell resistance 23

Saves:

Fort +18, Ref +12, Will +8

Abilities:

Str 24, Dex 8, Con 21, Int 3, Wis 10, Cha 15

Skills:

Hide +0*, Listen +10, Spot +10

Feats:

Alertness, Blind-Fight, Great Fortitude, Iron Will, Improved Natural Attack (bite), Lightning Reflexes, Weapon Focus (bite)

Environment:

A chaotic evil plane

Organization:

Solitary or colony (3-6)

Challenge Rating:

12

Treasure:

Standard

Alignment:

Always chaotic evil

Advancement:

-


Level Adjustment:

-

A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk's body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.
Combat
A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.


Skills: *The basilisk's dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.




Abyssal Greater Basilisk
Combat
The save DC for the abyssal greater basilisk's petrifying gaze (DC 21) is adjusted for its greater Hit Dice and higher Charisma score.
An abyssal greater basilisk's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Good (Su): Once per day an abyssal greater basilisk can make a normal melee attack to deal an extra 18 points of damage against a good foe.


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

special_attacks:
Breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, swallow whole

special_qualities:
Can't be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent

abilities:
Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12

skills:
Climb +16, Hide +5, Listen +4, Spot +4, Survival +2

special_abilities:
Breath Weapon (Su), Constrict (Ex), Improved Grab (Ex), Rake (Ex), Swallow Whole (Ex)

stat_block:
Behir; CR 8; Huge magical beast; HD 9d10+45; hp 94; Init +1; Spd 40 ft. (8 squares), climb 15 ft.; AC 20 (-2 size, +1 dex, +11 natural), touch 9, flat-footed 19; Base Atk +9; Grp +25; Atk +15 melee (2d4+12, bite); Full Atk +15 melee (2d4+12, bite); Space/Reach 15 ft./10 ft.; SA Breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, swallow whole; SQ Can't be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent; AL N; SV Fort +11, Ref +7, Will +5; Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12

Skills and Feats: Climb +16, Hide +5, Listen +4, Spot +4, Survival +2; Alertness, Cleave, Power Attack, Track

full_text:
Behir

Behir
Huge Magical Beast

Hit Dice:
9d10+45 (94 hp)

Initiative:
+1

Speed:
40 ft. (8 squares), climb 15 ft.

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

Base Attack/Grapple:
+9/+25

Attack:
Bite +15 melee (2d4+12)

Full Attack:
Bite +15 melee (2d4+12)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, swallow whole

Special Qualities:
Can't be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent

Saves:
Fort +11, Ref +7, Will +5

Abilities:
Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12

Skills:
Climb +16, Hide +5, Listen +4, Spot +4, Survival +2

Feats:
Alertness, Cleave, Power Attack, Track

Environment:
Warm hills

Organization:
Solitary or pair

Challenge Rating:
8

Treasure:
Standard

Alignment:
Often neutral

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


Level Adjustment:
-

The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature's scales, not for fighting.
Behirs speak Common.
Combat
A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. It can employ its claws only against foes caught in its coils. If beset by a large number of foes, it uses its breath weapon.
Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is Constitution-based.


Constrict (Ex): A behir deals 2d8+8 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.


Improved Grab (Ex): To use this ability, a behir must hit a creature of any size 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 it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.


Rake (Ex): Six claws, attack bonus +15 melee, damage 1d4+4.


Swallow Whole (Ex): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.
A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.
A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir'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 behir's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.


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


speed:
30 ft. (6 squares), fly 50 ft. (perfect)

armor_class:
22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17

full_attack:
2 wings +9 melee (1d6+2) and bite +4 melee (1d4+1) and 2 claws +4 melee (1d3+1)

special_qualities:
Darkvision 60 ft., elemental traits, smoke form

abilities:
Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11

stat_block:
Belker; CR 6; Large elemental (air, extraplanar); HD 7d8+7; hp 38; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (perfect); AC 22 (-1 size, +5 dex, +8 natural), touch 14, flat-footed 17; Base Atk +5; Grp +11; Atk +9 melee (1d6+2, wing); Full Atk +9 melee (1d6+2, 2 wings) and +4 melee (1d4+1, bite) and +4 melee (1d3+1, 2 claws); Space/Reach 10 ft./10 ft.; SA Smoke claws; SQ Darkvision 60 ft., elemental traits, smoke form; AL NE; SV Fort +3, Ref +10, Will +2; Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +7, Move Silently +9, Spot +7; Alertness, Multiattack, Weapon Finesse

full_text:
Belker

Belker
Large Elemental (Air, Extraplanar)

Hit Dice:
7d8+7 (38 hp)

Initiative:
+5

Speed:
30 ft. (6 squares), fly 50 ft. (perfect)

Armor Class:
22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17

Base Attack/Grapple:
+5/+11

Attack:
Wing +9 melee (1d6+2)

Full Attack:
2 wings +9 melee (1d6+2) and bite +4 melee (1d4+1) and 2 claws +4 melee (1d3+1)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Smoke claws

Special Qualities:
Darkvision 60 ft., elemental traits, smoke form

Saves:
Fort +3, Ref +10, Will +2

Abilities:
Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11

Skills:
Listen +7, Move Silently +9, Spot +7

Feats:
Alertness, Multiattack, Weapon Finesse

Environment:
Elemental Plane of Air

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

Challenge Rating:
6

Treasure:
None

Alignment:
Usually neutral evil

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


Level Adjustment:
-

Belkers are creatures from the Plane of Air. They are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A belker's winged shape makes it look distinctly demonic. It is about 7 feet long and weighs about 8 pounds.
Belkers speak Auran.
Combat
In most cases, a belker fights with its nasty claws and painful bite.
Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.


Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 7th).


Skills: Belkers have a +4 racial bonus on Move Silently checks.


special_qualities:
Blink, darkvision 60 ft., dimension door, low-light vision, scent

abilities:
Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11

skills:
Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4

stat_block:
Blink dog; CR 2; Medium magical beast; HD 4d10; hp 22; Init +3; Spd 40 ft. (8 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +4; Grp +4; Atk +4 melee (1d6, bite); Full Atk +4 melee (1d6, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Blink, darkvision 60 ft., dimension door, low-light vision, scent; AL LG; SV Fort +4, Ref +7, Will +4; Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11

Skills and Feats: Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4; Iron Will, Run, Track

full_text:
Blink Dog

Blink Dog

Medium Magical Beast


Hit Dice:
4d10 (22 hp)

Initiative:
+3

Speed:
40 ft. (8 squares)

Armor Class:
16 (+3 Dex, +3 natural), touch 13, flat-footed 13

Base Attack/Grapple:
+4/+4

Attack:
Bite +4 melee (1d6)

Full Attack:
Bite +4 melee (1d6)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Blink, darkvision 60 ft., dimension door, low-light vision, scent

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

Abilities:
Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11

Skills:
Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4

Feats:
Iron Will, Run, Track B

Environment:
Temperate plains

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

Challenge Rating:
2

Treasure:
None

Alignment:
Usually lawful good

Advancement:
5-7 HD (Medium); 8-12 HD (Large)


Level Adjustment:
+2 (cohort)

The blink dog is an intelligent canine that has a limited teleportation ability.
Blink dogs have their own language, a mixture of barks, yaps, whines, and growls that can transmit complex information.
Combat
Blink dogs hunt in packs, teleporting in a seemingly random fashion until they surround their prey, allowing some of them to take advantage of flanking.
Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.


Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.


armor_class:
20 (+2 Dex, +8 natural), touch 12, flat-footed 18

special_qualities:
Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, acid resistance 10, fire resistance 10, undead traits, vulnerability to sunlight

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

feats:
Alertness, Dodge, Improved Initiative, Weapon Focus (slam)

special_abilities:
Death Gaze (Su), Vulnerability to Sunlight (Ex)

stat_block:
Bodak; CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd 20 ft. (4 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp +5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1, slam); Space/Reach 5 ft./5 ft.; SA Death gaze; SQ Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, acid resistance 10, fire resistance 10, undead traits, vulnerability to sunlight; AL CE; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12

Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness, Dodge, Improved Initiative, Weapon Focus (slam)

full_text:
Bodak

Bodak
Medium Undead (Extraplanar)

Hit Dice:
9d12 (58 hp)

Initiative:
+6

Speed:
20 ft. (4 squares)

Armor Class:
20 (+2 Dex, +8 natural), touch 12, flat-footed 18

Base Attack/Grapple:
+4/+5

Attack:
Slam +6 melee (1d8+1)

Full Attack:
Slam +6 melee (1d8+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Death gaze

Special Qualities:
Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, acid resistance 10, fire resistance 10, undead traits, vulnerability to sunlight

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

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

Skills:
Listen +11, Move Silently +10, Spot +11

Feats:
Alertness, Dodge, Improved Initiative, Weapon Focus (slam)

Environment:
A chaotic evil-aligned plane

Organization:
Solitary or gang (2-4)

Challenge Rating:
8

Treasure:
None

Alignment:
Always chaotic evil

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


Level Adjustment:
-

Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
A bodak retains fleeting memories of its past life and can speak Common (or some other humanoid language).
Combat
Death Gaze (Su): Death, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. The save DC is Charisma-based.


Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.


speed:
40 ft. (8 squares), fly 100 ft. (perfect)

armor_class:
20 (+4 Dex, +6 natural), touch 14, flat-footed 16

attack:
+1 holy scimitar +11 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3) or slam +10 melee (1d6+4)

full_attack:
+1 holy scimitar +11/+6 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/x3) or slam +10 melee (1d6+4)

special_qualities:
Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, cold resistance 10, fire resistance 10, spell resistance 17, tongues

abilities:
Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14

skills:
Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)

special_abilities:
Alternate Form (Su), Tongues (Su), Whirlwind Blast (Su)

stat_block:
Bralani; CR 6; Medium outsider (chaotic, extraplanar, good); HD 6d8+18; hp 45; Init +8; Spd 40 ft. (8 squares), fly 100 ft. (perfect); AC 20 (+4 dex, +6 natural), touch 14, flat-footed 16; Base Atk +6; Grp +10; Atk +11 melee (1d6+4/18-20, +1 holy scimitar) or +1 +11 ranged (1d8+5/x3) holy composite longbow (+4 Str bonus,) or +10 melee (1d6+4, slam); Full Atk +11 /+6 melee (1d6+4/18-20, +1 holy scimitar) or +1 +11/+6 ranged (1d8+5/x3) holy composite longbow (+4 Str bonus,) or +10 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, whirlwind blast; SQ Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, cold resistance 10, fire resistance 10, spell resistance 17, tongues; AL CG; SV Fort +8, Ref +9, Will +7; Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14

Skills and Feats: Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings); Alertness, Blind-Fight, Improved Initiative

full_text:
Bralani

Bralani

Medium Outsider (Chaotic, Extraplanar, Good)


Hit Dice:
6d8+18 (45 hp)

Initiative:
+8

Speed:
40 ft. (8 squares), fly 100 ft. (perfect)

Armor Class:
20 (+4 Dex, +6 natural), touch 14, flat-footed 16

Base Attack/Grapple:
+6/+10

Attack:
+1 holy scimitar +11 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3) or slam +10 melee (1d6+4)

Full Attack:
+1 holy scimitar +11/+6 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/x3) or slam +10 melee (1d6+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, whirlwind blast

Special Qualities:
Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, cold resistance 10, fire resistance 10, spell resistance 17, tongues

Saves:
Fort +8, Ref +9, Will +7

Abilities:
Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14

Skills:
Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)

Feats:
Alertness, Blind-Fight, Improved Initiative

Environment:
A chaotic good-aligned plane

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

Challenge Rating:
6

Treasure:
No coins; double goods; standard items

Alignment:
Always chaotic good

Advancement:
7-12 HD (Medium); 13-18 HD (Large)


Level Adjustment:
+5

In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
Combat
Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.
A bralani's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will- blur,  charm person (DC 13), gust of wind (DC 14), mirror image,  wind wall; 2/day-lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based.


Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half ). The save DC is Constitution-based.


Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.


Tongues (Su): Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.


armor_class:
17 (+1 Dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16

attack:
Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2)

full_attack:
Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2)

abilities:
Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9

skills:
Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4

organization:
Solitary, gang (2-4), or band (11-20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level)

stat_block:
Bugbear; CR 2; Medium humanoid (goblinoid); HD 3d8+3; hp 16; Init +1; Spd 30 ft. (6 squares); AC 17 (+1 dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16; Base Atk +2; Grp +4; Atk +5 melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); Full Atk +5 melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., scent; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9

Skills and Feats: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4; Alertness, Weapon Focus (morningstar)

full_text:
Bugbear

Bugbear
Medium Humanoid (Goblinoid)

Hit Dice:
3d8+3 (16 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

Armor Class:
17 (+1 Dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16

Base Attack/Grapple:
+2/+4

Attack:
Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2)

Full Attack:
Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft., scent

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

Abilities:
Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9

Skills:
Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4

Feats:
Alertness, Weapon Focus (morningstar)

Environment:
Temperate mountains

Organization:
Solitary, gang (2-4), or band (11-20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level)

Challenge Rating:
2

Treasure:
Standard

Alignment:
Usually chaotic evil

Advancement:
By character class


Level Adjustment:
+1

Bugbears speak Goblin and Common.
Combat
Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements.
Bugbear attacks are coordinated, and their tactics are sound if not brilliant.
Skills: Bugbears have a +4 racial bonus on Move Silently checks.




Bugbears as Characters
Bugbear characters possess the following racial traits.

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

 Medium size.


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

 Darkvision out to 60 feet.

 Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.

 Racial Skills: A bugbear's humanoid levels give it skill points equal to 6 x ?(2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.

 Racial Feats: A bugbear's humanoid levels give it two feats.

 +3 natural armor bonus.

 +4 racial bonus on Move Silently checks.

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

 Favored Class: Rogue.

 Level adjustment +1.


armor_class:
22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20

full_attack:
Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4)

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

abilities:
Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6

feats:
Alertness, Iron Will, Track, Weapon Focus (bite)

stat_block:
Bulette; CR 7; Huge magical beast; HD 9d10+45; hp 94; Init +2; Spd 40 ft. (8 squares), burrow 10 ft.; AC 22 (-2 size, +2 dex, +12 natural), touch 10, flat-footed 20; Base Atk +9; Grp +25; Atk +16 melee (2d8+8, bite); Full Atk +16 melee (2d8+8, bite) and +10 melee (2d6+4, 2 claws); Space/Reach 15 ft./10 ft.; SA Leap; SQ Darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; AL N; SV Fort +11, Ref +8, Will +6; Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6

Skills and Feats: Jump +18, Listen +9, Spot +3; Alertness, Iron Will, Track, Weapon Focus (bite)

full_text:
Bulette

Bulette

Huge Magical Beast


Hit Dice:
9d10+45 (94 hp)

Initiative:
+2

Speed:
40 ft. (8 squares), burrow 10 ft.

Armor Class:
22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20

Base Attack/Grapple:
+9/+25

Attack:
Bite +16 melee (2d8+8)

Full Attack:
Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Leap

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

Saves:
Fort +11, Ref +8, Will +6

Abilities:
Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6

Skills:
Jump +18, Listen +9, Spot +3

Feats:
Alertness, Iron Will, Track, Weapon Focus (bite)

Environment:
Temperate hills

Organization:
Solitary or pair

Challenge Rating:
7

Treasure:
None

Alignment:
Always neutral

Advancement:
10-16 HD (Huge); 17-27 HD (Gargantuan)


Level Adjustment:
-

Also known as the landshark, the bulette is a terrifying predator that lives only to eat.
Combat
A bulette attacks anything it regards as edible, choosing the easiest or closest prey first. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). When burrowing underground, a landshark relies on its tremorsense ability to detect prey.
When it senses something edible (that is, senses movement), it breaks to the surface, crest first, and begins its attack.
Leap (Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +15 attack bonus, but it cannot bite.


attack:
Longsword +7 melee (2d6+6/19-20) or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3)

full_attack:
Longsword +7 melee (2d6+6/19-20) and 2 hooves +3 melee (1d6+2); or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3)

abilities:
Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11

skills:
Listen +3, Move Silently +4, Spot +3, Survival +2

organization:
Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level)

stat_block:
Centaur; CR 3; Large monstrous humanoid; HD 4d8+8; hp 26; Init +2; Spd 50 ft. (10 squares); AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +4; Grp +12; Atk +7 melee (2d6+6/19-20, longsword) or +4 Str bonus) +5 ranged (2d6+4/x3, composite longbow (); Full Atk +7 melee (2d6+6/19-20, longsword) and +3 melee (1d6+2, 2 hooves) or +4 Str bonus) +5 ranged (2d6+4/x3, composite longbow (); Space/Reach 10 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL NG; SV Fort +3, Ref +6, Will +5; Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11

Skills and Feats: Listen +3, Move Silently +4, Spot +3, Survival +2; Dodge, Weapon Focus (hoof )

full_text:
Centaur

Centaur

Large Monstrous Humanoid


Hit Dice:
4d8+8 (26 hp)

Initiative:
+2

Speed:
50 ft. (10 squares)

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

Base Attack/Grapple:
+4/+12

Attack:
Longsword +7 melee (2d6+6/19-20) or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3)

Full Attack:
Longsword +7 melee (2d6+6/19-20) and 2 hooves +3 melee (1d6+2); or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3)

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft.

Saves:
Fort +3, Ref +6, Will +5

Abilities:
Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11

Skills:
Listen +3, Move Silently +4, Spot +3, Survival +2

Feats:
Dodge, Weapon Focus (hoof )

Environment:
Temperate forests

Organization:
Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral good

Advancement:
By character class


Level Adjustment:
+2

A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.
Centaurs speak Sylvan and Elven.
Combat
A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.


Centaurs as Characters
A centaur druid is usually a tribe's designated leader and speaker. Centaur characters possess the following racial traits.

 +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.

 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/5 feet.


-A centaur's base land speed is 50 feet.

 Darkvision out to 60 feet.

 Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.

 Racial Skills: A centaur's monstrous humanoid levels give it skill points equal to 7 x? (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.

 Racial Feats: A centaur's monstrous humanoid levels give it two feats.

 +3 natural armor bonus.

 Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.

 Favored Class: Ranger.

 Level adjustment +2.


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

attack:
Claw +10 melee (1d3+2 plus corporeal instability)

full_attack:
2 claws +10 melee (1d3+2 plus corporeal instability)

special_qualities:
Darkvision 60 ft., immunity to critical hits and transformation, spell resistance 15

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

skills:
Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)

special_abilities:
Corporeal Instability (Su), Immunity to Transformation (Ex)

stat_block:
Chaos beast; CR 7; Medium outsider (chaotic, extraplanar); HD 8d8+8; hp 44; Init +5; Spd 20 ft. (4 squares); AC 16 (+1 dex, +5 natural), touch 11, flat-footed 15; Base Atk +8; Grp +10; Atk +10 melee (1d3+2 plus corporeal instability, claw); Full Atk +10 melee (1d3+2 plus corporeal instability, 2 claws); Space/Reach 5 ft./5 ft.; SA Corporeal instability; SQ Darkvision 60 ft., immunity to critical hits and transformation, spell resistance 15; AL CN; SV Fort +7, Ref +7, Will +6; Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10

Skills and Feats: Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings); Dodge, Improved Initiative, Mobility

full_text:
Chaos Beast

Chaos Beast
Medium Outsider (Chaotic, Extraplanar)

Hit Dice:
8d8+8 (44 hp)

Initiative:
+5

Speed:
20 ft. (4 squares)

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

Base Attack/Grapple:
+8/+10

Attack:
Claw +10 melee (1d3+2 plus corporeal instability)

Full Attack:
2 claws +10 melee (1d3+2 plus corporeal instability)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Corporeal instability

Special Qualities:
Darkvision 60 ft., immunity to critical hits and transformation, spell resistance 15

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

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

Skills:
Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)

Feats:
Dodge, Improved Initiative, Mobility

Environment:
Ever-Changing Chaos of Limbo

Organization:
Solitary

Challenge Rating:
7

Treasure:
None

Alignment:
Always chaotic neutral

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


Level Adjustment:
-

The horrific creatures known as chaos beasts have mutable, ever-changing forms. A chaos beast's dimensions vary, but it always weighs about 200 pounds.
Chaos beasts do not speak.
Combat
For all its fearsome appearances, whether it has claws, fangs, pincers, tentacles, or spines, a chaos beast does little physical harm. Regardless of form, the creature seems unable to manage more than two attacks per round. Its continual transmutations prevent the coordination needed to do more.
A chaos beast's claw attacks, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Corporeal Instability (Su): A blow from a chaos beast against a living creature can cause a terrible transformation. The creature must succeed on a DC 15 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried-armor, backpacks, even shirts-hamper more than help, reducing the victim's Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim's Wisdom score falls to 0, it becomes a chaos beast.
A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature's normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.
Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration,  heal,  or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).


Immunity to Transformation (Ex): No mortal magic can permanently affect or fix a chaos beast's form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.


armor_class:
19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18

full_attack:
Bite +12 melee (2d6+4) and bite +12 melee (1d8+4) and gore +12 melee (1d8+4) and 2 claws +10 melee (1d6+2)

abilities:
Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10

feats:
Alertness, Hover, Iron Will, Multiattack

stat_block:
Chimera; CR 7; Large magical beast; HD 9d10+27; hp 76; Init +1; Spd 30 ft. (6 squares), fly 50 ft. (poor); AC 19 (-1 size, +1 dex, +9 natural), touch 10, flat-footed 18; Base Atk +9; Grp +17; Atk +12 melee (2d6+4, bite); Full Atk +12 melee (2d6+4, bite) and +12 melee (1d8+4, bite) and +12 melee (1d8+4, gore) and +10 melee (1d6+2, 2 claws); Space/Reach 10 ft./5 ft.; SA Breath weapon; SQ Darkvision 60 ft., low-light vision, scent; AL CE; SV Fort +9, Ref +7, Will +6; Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10

Skills and Feats: Hide +1*, Listen +9, Spot +9; Alertness, Hover, Iron Will, Multiattack

full_text:
Chimera

Chimera

Large Magical Beast


Hit Dice:
9d10+27 (76 hp)

Initiative:
+1

Speed:
30 ft. (6 squares), fly 50 ft. (poor)

Armor Class:
19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18

Base Attack/Grapple:
+9/+17

Attack:
Bite +12 melee (2d6+4)

Full Attack:
Bite +12 melee (2d6+4) and bite +12 melee (1d8+4) and gore +12 melee (1d8+4) and 2 claws +10 melee (1d6+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Breath weapon

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

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

Abilities:
Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10

Skills:
Hide +1*, Listen +9, Spot +9

Feats:
Alertness, Hover, Iron Will, Multiattack

Environment:
Temperate hills

Organization:
Solitary, pride (3-5), or flight (6-13)

Challenge Rating:
7

Treasure:
Standard

Alignment:
Usually chaotic evil

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


Level Adjustment:
+2 (cohort)

A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera's dragon head might be black, blue, green, red, or white.
Chimeras can speak Draconic but seldom bother to do so, except when toadying to more powerful creatures.
Combat
The chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert.
Breath Weapon (Su): A chimera's breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera's breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based.
To determine a chimera's head color and breath weapon randomly, roll 1d10 and consult the table below.

1d10
Head Color
Breath Weapon


1-2
Black
40-foot line of acid

3-4
Blue
40-foot line of lightning

5-6
Green
20-foot cone of gas (acid)

7-8
Red
20-foot cone of fire


9-10
White
20-foot cone of cold


Skills: A chimera's three heads give it a +2 racial bonus on Spot and Listen checks.
*In areas of scrubland or brush, a chimera gains a +4 racial bonus on Hide checks.


Carrying Capacity: A light load for a chimera is up to 348 pounds; a medium load, 349-699 pounds, and a heavy load, 700-1,050 pounds.


armor_class:
17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15

abilities:
Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7

special_abilities:
Constrict (Ex), Improved Grab (Ex), Quickness (Su)

stat_block:
Choker; CR 2; Small aberration; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4 squares), climb 10 ft.; AC 17 (+1 size, +2 dex, +4 natural), touch 13, flat-footed 15; Base Atk +2; Grp +5; Atk +6 melee (1d3+3, tentacle); Full Atk +6 melee (1d3+3, 2 tentacles); Space/Reach 5 ft./10 ft.; SA Improved grab, constrict 1d3+3; SQ Darkvision 60 ft., quickness; AL CE; SV Fort +2, Ref +5, Will +4; Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7

Skills and Feats: Climb +13, Hide +10, Move Silently +6; Improved Initiative, Lightning Reflexes, Stealthy

full_text:
Choker

Choker

Small Aberration


Hit Dice:
3d8+3 (16 hp)

Initiative:
+6

Speed:
20 ft. (4 squares), climb 10 ft.

Armor Class:
17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15

Base Attack/Grapple:
+2/+5

Attack:
Tentacle +6 melee (1d3+3)

Full Attack:
2 tentacles +6 melee (1d3+3)

Space/Reach:
5 ft./10 ft.

Special Attacks:
Improved grab, constrict 1d3+3

Special Qualities:
Darkvision 60 ft., quickness

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

Abilities:
Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7

Skills:
Climb +13, Hide +10, Move Silently +6

Feats:
Improved Initiative B, Lightning Reflexes, Stealthy

Environment:
Underground

Organization:
Solitary

Challenge Rating:
2

Treasure:
1/10 coins; 50% goods; 50% items

Alignment:
Usually chaotic evil

Advancement:
4-6 HD (Small); 7-12 HD (Medium)


Level Adjustment:
-

These vicious little predators lurk underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds.
Chokers speak Undercommon.
Combat
A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.
Constrict (Ex): A choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker's grasp cannot speak or cast spells with verbal components.


Improved Grab (Ex): To use this ability, a choker must hit a Large or smaller opponent 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. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.


Quickness (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.


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


armor_class:
22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19

special_attacks:
Constrict 3d6+5, improved grab, paralytic tentacles

special_qualities:
Amphibious, darkvision 60 ft., immunity to poison

abilities:
Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5

skills:
Hide +13, Listen +11, Spot +11, Swim +13

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

special_abilities:
Amphibious (Ex), Constrict (Ex), Improved Grab (Ex), Paralytic Tentacles (Ex)

stat_block:
Chuul; CR 7; Large aberration (aquatic); HD 11d8+44; hp 93; Init +7; Spd 30 ft. (6 squares), swim 20 ft.; AC 22 (-1 size, +3 dex, +10 natural), touch 12, flat-footed 19; Base Atk +8; Grp +17; Atk +12 melee (2d6+5, claw); Full Atk +12 melee (2d6+5, 2 claws); Space/Reach 10 ft./5 ft.; SA Constrict 3d6+5, improved grab, paralytic tentacles; SQ Amphibious, darkvision 60 ft., immunity to poison; AL CE; SV Fort +7, Ref +6, Will +9; Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5

Skills and Feats: Hide +13, Listen +11, Spot +11, Swim +13; Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

full_text:
Chuul

Chuul
Large Aberration (Aquatic)

Hit Dice:
11d8+44 (93 hp)

Initiative:
+7

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

Armor Class:
22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19

Base Attack/Grapple:
+8/+17

Attack:
Claw +12 melee (2d6+5)

Full Attack:
2 claws +12 melee (2d6+5)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Constrict 3d6+5, improved grab, paralytic tentacles

Special Qualities:
Amphibious, darkvision 60 ft., immunity to poison

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

Abilities:
Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5

Skills:
Hide +13, Listen +11, Spot +11, Swim +13

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

Environment:
Temperate marshes

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

Challenge Rating:
7

Treasure:
1/10th coins; 50% goods; standard items

Alignment:
Usually chaotic evil

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


Level Adjustment:
-

A horrible mix of crustacean, insect, and serpent, the chuul is an abomination that lurks submerged or partially submerged, awaiting intelligent prey to devour. Although amphibious, chuuls are not good swimmers and actually prefer to be on land or in very shallow water when they attack. A chuul is about 8 feet long and weighs 650 pounds.
Chuuls speak Common (or Undercommon, for the underground variety).
Combat
A chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul grabs with its claws and constricts its foe, then passes the opponent to its paralytic tentacles. It tries to always have one claw free, so if it faces a large number of opponents, it drops a paralyzed or dead victim and continues attempting to grab, constrict, and paralyze the rest.
Constrict (Ex): On a successful grapple check, a chuul deals 3d6+5 points of damage.


Improved Grab (Ex): To use this ability, a chuul must hit with a claw 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 or on its next turn transfer a grabbed opponent to its tentacles.


Paralytic Tentacles (Ex): A chuul can transfer grabbed victims from a claw to its ten- tacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature's mandibles.


Amphibious (Ex): Although chuuls are aquatic, they can survive indefinitely on land.


Skills: A chuul 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:
19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16

full_attack:
Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2)

abilities:
Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15

skills:
Hide +8, Listen +13, Move Silently +12, Spot +13

special_abilities:
Engulf (Ex), Moan (Ex), Shadow Shift (Su)

stat_block:
Cloaker; CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40 ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp +13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee (1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision 60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15

Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat Reflexes, Improved Initiative

full_text:
Cloaker

Cloaker

Large Aberration


Hit Dice:
6d8+18 (45 hp)

Initiative:
+7

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

Armor Class:
19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16

Base Attack/Grapple:
+4/+13

Attack:
Tail slap +8 melee (1d6+5)

Full Attack:
Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2)

Space/Reach:
10 ft./10 ft. (5 ft. with bite)

Special Attacks:
Moan, engulf

Special Qualities:
Darkvision 60 ft., shadow shift

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

Abilities:
Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15

Skills:
Hide +8, Listen +13, Move Silently +12, Spot +13

Feats:
Alertness, Combat Reflexes, Improved Initiative

Environment:
Underground

Organization:
Solitary, mob (3-6), or flock (7-12)

Challenge Rating:
5

Treasure:
Standard

Alignment:
Usually chaotic neutral

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


Level Adjustment:
-

When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker's ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent.
A cloaker has a wingspan of about 8 feet. It weighs about 100 pounds.
Cloakers speak Undercommon.
Combat
Cloakers usually lie still, watching and listening for prey. If facing a single opponent, a cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition's numbers, then engulfs a survivor. Multiple cloakers usually split up, leaving one or two behind to use special abilities while the rest make melee attacks.
Moan (Ex): A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects. Cloakers are immune to these sonic, mindaffecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based.
Unnerve: Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 15 Will save or enter a trance, unable to attack or defend themselves until the moaning stops.
Fear: Anyone within a 30-foot spread must succeed on a DC 15 Will save or become panicked for 2 rounds.
Nausea: Anyone in a 30-foot cone must succeed on a DC 15 Fortitude save or be overcome by nausea and weakness.
Affected characters fall prone and become nauseated for 1d4+1 rounds.
Stupor: A single creature within 30 feet of the cloaker must succeed on a DC 15 Fortitude save or be affected as though by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the cloaker uses this effect again.


Engulf (Ex): A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets.
Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.


Shadow Shift (Su): A cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects.
Obscure Vision: The cloaker gains concealment (20% miss chance) for 1d4 rounds.
Dancing Images: This effect duplicates a mirror image spell (caster level 6th).
Silent Image: This effect duplicates a silent image spell (DC 15, caster level 6th). The save DC is Charisma-based.


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

attack:
Bite +9 melee (1d4-2 plus petrification)

full_attack:
Bite +9 melee (1d4-2 plus petrification)

abilities:
Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9

organization:
Solitary, pair, flight (3-5), or flock (6-13)

stat_block:
Cockatrice; CR 3; Small magical beast; HD 5d10; hp 27; Init +3; Spd 20 ft. (4 squares), fly 60 ft. (poor); AC 14 (+1 size, +3 dex), touch 14, flat-footed 11; Base Atk +5; Grp -1; Atk +9 melee (1d4-2 plus petrification, bite); Full Atk +9 melee (1d4-2 plus petrification, bite); Space/Reach 5 ft./5 ft.; SA Petrification; SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +4, Ref +7, Will +2; Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9

Skills and Feats: Listen +7, Spot +7; Alertness, Dodge, Weapon Finesse

full_text:
Cockatrice

Cockatrice

Small Magical Beast


Hit Dice:
5d10 (27 hp)

Initiative:
+3

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

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

Base Attack/Grapple:
+5/-1

Attack:
Bite +9 melee (1d4-2 plus petrification)

Full Attack:
Bite +9 melee (1d4-2 plus petrification)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Petrification

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

Saves:
Fort +4, Ref +7, Will +2

Abilities:
Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9

Skills:
Listen +7, Spot +7

Feats:
Alertness, Dodge, Weapon Finesse B

Environment:
Temperate plains

Organization:
Solitary, pair, flight (3-5), or flock (6-13)

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

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


Level Adjustment:
-

A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds.
Combat
A cockatrice fiercely attacks anything that it deems a threat to itself or its lair. Flocks of cockatrices do their utmost to overwhelm and confuse their foes, and sometimes fly directly into their opponents' faces.
Petrification (Su): Creatures hit by a cockatrice's bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone. The save DC is Constitution-based.  Cockatrices have immunity to the petrification ability of other cockatrices, but other petrification attacks affect them normally.


armor_class:
21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18

special_attacks:
Constrict 2d8+6, improved grab, poison, psionics, spells

special_qualities:
Darkvision 60 ft., ethereal jaunt, telepathy 90 ft.

abilities:
Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17

skills:
Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)

feats:
Dodge, Empower Spell, Hover, Improved Initiative

special_abilities:
Constrict (Ex), Ethereal Jaunt (Su), Improved Grab (Ex), Poison (Ex), Psionics (Sp), Telepathy (Su)

stat_block:
Couatl; CR 10; Large outsider (native); HD 9d8+18; hp 58; Init +7; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 21 (-1 size, +3 dex, +9 natural), touch 12, flat-footed 18; Base Atk +9; Grp +17; Atk +12 melee (1d3+6 plus poison, bite); Full Atk +12 melee (1d3+6 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Constrict 2d8+6, improved grab, poison, psionics, spells; SQ Darkvision 60 ft., ethereal jaunt, telepathy 90 ft.; AL LG; SV Fort +8, Ref +9, Will +10; Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17

Skills and Feats: Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls); Dodge, Empower Spell, Eschew Materials, Hover, Improved Initiative

full_text:
Couatl

Couatl
Large Outsider (Native)

Hit Dice:
9d8+18 (58 hp)

Initiative:
+7

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

Armor Class:
21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18

Base Attack/Grapple:
+9/+17

Attack:
Bite +12 melee (1d3+6 plus poison)

Full Attack:
Bite +12 melee (1d3+6 plus poison)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Constrict 2d8+6, improved grab, poison, psionics, spells

Special Qualities:
Darkvision 60 ft., ethereal jaunt, telepathy 90 ft.

Saves:
Fort +8, Ref +9, Will +10

Abilities:
Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17

Skills:
Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)

Feats:
Dodge, Empower Spell, Eschew Materials B, Hover, Improved Initiative

Environment:
Warm forests

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

Challenge Rating:
10

Treasure:
Standard

Alignment:
Always lawful good

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


Level Adjustment:
+7

A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds.
Couatls speak Celestial, Common, and Draconic, and also have the power of telepathy (see below).
Combat
A couatl uses its detect thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a couatl usually casts spells from a distance before closing. If more than one couatl is involved, they discuss their strategy before a battle.
Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check.


Improved Grab (Ex): To use this ability, a couatl must hit a creature of up to two size categories larger 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 constrict.


Poison (Ex): Injury, Fortitude DC 16, initial damage 2d4 Str, secondary damage 4d4 Str.
The save DC is Constitution-based.


Psionics (Sp): At will-detect chaos,  detect evil,  detect good,  detect law,  detect thoughts (DC 15), invisibility,  plane shift (DC 20), polymorph (self only). Effective caster level 9th. The save DCs are Charisma-based.


Spells: A couatl casts spells as a 9th-level sorcerer.
It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.
Typical Spells Known (6/7/7/7/4; save DC 13 + spell level): 0-cure minor wounds,  daze,  disrupt undead,  light,  obscuring mist,  ray of frost,  read magic,  resistance; 1st-endure elements,  mage armor,  protection from chaos,  true strike,  wind wall; 2nd-cure moderate wounds,  eagle's splendor,  scorching ray,  silence; 3rd-gaseous form,  magic circle against evil,  summon monster III; 4th- charm monster,  freedom of movement.


Ethereal Jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th).


Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes-no common language is needed.


armor_class:
17 (+1 size, +6 natural), touch 11, flat-footed 17

special_attacks:
Darkness, improved grab, constrict 1d4+4

abilities:
Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10

organization:
Solitary, pair, clutch (3-9), or swarm (6-15)

special_abilities:
Blindsight (Ex), Constrict (Ex), Darkness (Su), Improved Grab (Ex)

stat_block:
Darkmantle; CR 1; Small magical beast; HD 1d10+1; hp 6; Init +4; Spd 20 ft. (4 squares), fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam); Full Atk +5 melee (1d4+4, slam); Space/Reach 5 ft./5 ft.; SA Darkness, improved grab, constrict 1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref +2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10

Skills and Feats: Hide +10, Listen +5*, Spot +5*; Improved Initiative

full_text:
Darkmantle

Darkmantle

Small Magical Beast


Hit Dice:
1d10+1 (6 hp)

Initiative:
+4

Speed:
20 ft. (4 squares), fly 30 ft. (poor)

Armor Class:
17 (+1 size, +6 natural), touch 11, flat-footed 17

Base Attack/Grapple:
+1/+0

Attack:
Slam +5 melee (1d4+4)

Full Attack:
Slam +5 melee (1d4+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Darkness, improved grab, constrict 1d4+4

Special Qualities:
Blindsight 90 ft.

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

Abilities:
Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10

Skills:
Hide +10, Listen +5*, Spot +5*

Feats:
Improved Initiative

Environment:
Underground

Organization:
Solitary, pair, clutch (3-9), or swarm (6-15)

Challenge Rating:
1

Treasure:
None

Alignment:
Always neutral

Advancement:
2-3 HD (Small)


Level Adjustment:
-

The darkmantle hangs from a ceiling by a muscular 'foot' at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds.
Combat
A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent's head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.
Darkness (Su): Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.


Improved Grab (Ex): To use this ability, a darkmantle must hit a Large or smaller creature 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 attaches to the opponent's head and can constrict.


Constrict (Ex): A darkmantle deals 1d4+4 points of damage with a successful grapple check.


Blindsight (Ex): A darkmantle can 'see' by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.


Skills: A darkmantle has a +4 racial bonus on Listen and Spot checks.
These bonuses are lost if its blindsight is negated. The creature's variable coloration gives it a +4 racial bonus on Hide checks.


armor_class:
24 (-2 size, +1 Dex, +15 natural), touch 9, flat-footed 23

special_qualities:
Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.

abilities:
Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12

skills:
Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground)

feats:
Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness

stat_block:
Delver; CR 9; Huge aberration; HD 15d8+78; hp 145; Init +5; Spd 30 ft. (6 squares), burrow 10 ft.; AC 24 (-2 size, +1 dex, +15 natural), touch 9, flat-footed 23; Base Atk +11; Grp +27; Atk +17 melee (1d6+8 plus 2d6 acid, slam); Full Atk +17 melee (1d6+8 plus 2d6 acid, 2 slams); Space/Reach 15 ft./10 ft.; SA Corrosive slime; SQ Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.; AL N; SV Fort +12, Ref +6, Will +11; Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12

Skills and Feats: Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground); Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness

full_text:
Delver

Delver

Huge Aberration


Hit Dice:
15d8+78 (145 hp)

Initiative:
+5

Speed:
30 ft. (6 squares), burrow 10 ft.

Armor Class:
24 (-2 size, +1 Dex, +15 natural), touch 9, flat-footed 23

Base Attack/Grapple:
+11/+27

Attack:
Slam +17 melee (1d6+8 plus 2d6 acid)

Full Attack:
2 slams +17 melee (1d6+8 plus 2d6 acid)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Corrosive slime

Special Qualities:
Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.

Saves:
Fort +12, Ref +6, Will +11

Abilities:
Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12

Skills:
Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground)

Feats:
Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness

Environment:
Underground

Organization:
Solitary

Challenge Rating:
9

Treasure:
None

Alignment:
Usually neutral

Advancement:
16-30 HD (Huge); 31-45 HD (Gargantuan)


Level Adjustment:
-

A delver is about 15 feet long and 10 feet wide. It weighs about 6,000 pounds.
Delvers speak Terran and Undercommon.
Combat
A delver prefers to fight from its tunnel, which it uses to protect its flanks while lashing out with its flippers.
A delver expecting trouble may honeycomb an area with tunnels, leaving most closed with layers of stone 1 or 2 inches thick.
The delver can quickly dissolve the stone cover and pop up to attack unexpectedly.
Corrosive Slime (Ex): A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver's mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver's slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent's armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based.


Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th).


armor_class:
19 (+1 Dex, +8 natural), touch 11, flat-footed 18

full_attack:
2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)

special_attacks:
Sneak attack +2d6, spell-like abilities, summon demon

special_qualities:
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 14, telepathy 100 ft.

abilities:
Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16

skills:
Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)

special_abilities:
Protective Slime (Su), Sneak Attack (Ex), Summon Demon (Sp)

stat_block:
Babau; CR 6; Medium outsider (chaotic, extraplanar, evil); HD 7d8+35; hp 66; Init +1; Spd 30 ft. (6 squares); AC 19 (+1 dex, +8 natural), touch 11, flat-footed 18; Base Atk +7; Grp +12; Atk +12 melee (1d6+5, claw); Full Atk +12 melee (1d6+5, 2 claws) and +7 melee (1d6+2, bite); Space/Reach 5 ft./5 ft.; SA Sneak attack +2d6, spell-like abilities, summon demon; SQ Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 14, telepathy 100 ft.; AL CE; SV Fort +10, Ref +6, Will +6; Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16

Skills and Feats: Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings); Cleave, Multiattack, Power Attack

full_text:
Babau

Babau
Medium Outsider (Chaotic, Extraplanar, Evil)

Hit Dice:
7d8+35 (66 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

Armor Class:
19 (+1 Dex, +8 natural), touch 11, flat-footed 18

Base Attack/Grapple:
+7/+12

Attack:
Claw +12 melee (1d6+5)

Full Attack:
2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Sneak attack +2d6, spell-like abilities, summon demon

Special Qualities:
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 14, telepathy 100 ft.

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

Abilities:
Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16

Skills:
Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)

Feats:
Cleave, Multiattack, Power Attack

Environment:
A chaotic evil-aligned plane

Organization:
Solitary or gang (3-6)

Challenge Rating:
6

Treasure:
Standard

Alignment:
Always chaotic evil

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


Level Adjustment:
-

A babau is about 6 feet tall and weighs about 140 pounds.
Combat
Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing their opponents, they make excellent use of the combination of multiple attacks and sneak attacks.
A babau's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.


Spell-Like Abilities: At will-darkness,  dispel magic,  see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.


Protective Slime (Su): A slimy red jelly coats the babau's skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.


Summon Demon (Sp):Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.


Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.


armor_class:
35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28

attack:
+1 vorpal longsword +33 melee (2d6+8/19-20)

full_attack:
+1 vorpal longsword +31/+26/+21/+16 melee (2d6+8/19-20) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7)

special_attacks:
Death throes, entangle, spell-like abilities, summon demon, vorpal sword

special_qualities:
Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, acid resistance 10, cold resistance 10, spell resistance 28, telepathy 100 ft., true seeing

abilities:
Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26

skills:
Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)

feats:
Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)

organization:
Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)

treasure:
Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip

special_abilities:
Death Throes (Ex), Entangle (Ex), Flaming Body (Su), Summon Demon (Sp), True Seeing (Su), Vorpal Sword (Su)

stat_block:
Balor; CR 20; Large outsider (chaotic, extraplanar, evil); HD 20d8+200; hp 290; Init +11; Spd 40 ft. (8 squares), fly 90 ft. (good); AC 35 (-1 size, +7 dex, +19 natural), touch 16, flat-footed 28; Base Atk +20; Grp +36; Atk +33 melee (2d6+8/19-20, +1 vorpal longsword); Full Atk +31 /+26/+21/+16 melee (2d6+8/19-20, +1 vorpal longsword) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle,) or +31 melee (1d10+7, 2 slams); Space/Reach 10 ft./10 ft. (20 ft. with +1 flaming whip); SA Death throes, entangle, spell-like abilities, summon demon, vorpal sword; SQ Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, acid resistance 10, cold resistance 10, spell resistance 28, telepathy 100 ft., true seeing; AL CE; SV Fort +22, Ref +19, Will +19; Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26

Skills and Feats: Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls); Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)

full_text:
Balor

Balor

Large Outsider (Chaotic, Extraplanar, Evil)


Hit Dice:
20d8+200 (290 hp)

Initiative:
+11

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

Armor Class:
35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28

Base Attack/Grapple:
+20/+36

Attack:
+1 vorpal longsword +33 melee (2d6+8/19-20)

Full Attack:
+1 vorpal longsword +31/+26/+21/+16 melee (2d6+8/19-20) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7)

Space/Reach:
10 ft./10 ft. (20 ft. with +1 flaming whip)

Special Attacks:
Death throes, entangle, spell-like abilities, summon demon, vorpal sword

Special Qualities:
Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, acid resistance 10, cold resistance 10, spell resistance 28, telepathy 100 ft., true seeing

Saves:
Fort +22, Ref +19, Will +19

Abilities:
Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26

Skills:
Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)

Feats:
Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)

Environment:
A chaotic evil-aligned plane

Organization:
Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)

Challenge Rating:
20

Treasure:
Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip

Alignment:
Always chaotic evil

Advancement:
21-30 HD (Large); 31-60 HD (Huge)


Level Adjustment:
-

A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds.
Combat
Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.
A balor's +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.
A balor's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Death Throes (Ex):When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.


Entangle (Ex): A balor's +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor's body until it escapes the whip.


Spell-Like Abilities: At will- blasphemy (DC 25), dominate monster (DC 27), greater dispel magic,  greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun,  telekinesis (DC 23), unholy aura (DC 26); 1/day-fire storm (DC 26), implosion (DC 27). Caster level 20th. The save DCs are Charisma-based.


Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.


Summon Demon (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.


Flaming Body (Su): The body of a balor is wreathed in flame.
Anyone grappling a balor takes 6d6 points of fire damage each round.


True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).


Skills: Balors have a +8 racial bonus on Listen and Spot checks.




Tactics Round-by-Round
The balor is most effective as a ranged combatant, using its spell-like abilities to attack from a distance.
Prior to combat: Unholy aura.
Round 1: Fire storm or implosion and quickened telekinesis,  or summon additional demons. If the balor does not deem itself seriously threatened, it conserves abilities usable only once per day and uses blasphemy instead.
Round 2: Insanity or power word stun.
Round 3: Full melee attack with weapons, including entangle with whip.
Round 4: Teleport or fly away with entangled foe to reestablish range; repeat round 1 and continue.
A balor who wants to drive off or neutralize a party without slaying its foes avoids lethal attacks.
Prior to combat: Unholy aura.
Round 1: Dominate monster.
Round 2: Power word stun.
Round 3: Insanity or telekinesis to incapacitate or repel a dangerous opponent.
Round 4: Teleport or fly away to reestablish range; repeat round 1 and continue.


armor_class:
22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21

attack:
Bite +19 melee (2d6+9 plus poison) or web +11 ranged

full_attack:
Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged

special_qualities:
Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.

abilities:
Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13

skills:
Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)

feats:
Cleave, Improved Initiative, Improved Grapple, Power Attack, Track

special_abilities:
Plane Shift (Su), Poison (Ex), Rend Armor (Ex), Web (Ex)

stat_block:
Bebilith; CR 10; Huge outsider (chaotic, extraplanar, evil); HD 12d8+96; hp 150; Init +5; Spd 40 ft. (8 squares), climb 20 ft.; AC 22 (-2 size, +1 dex, +13 natural), touch 9, flat-footed 21; Base Atk +12; Grp +29; Atk +19 melee (2d6+9 plus poison, bite) or +11 ranged (web); Full Atk +19 melee (2d6+9 plus poison, bite) and +14 melee (2d4+4, 2 claws) or +11 ranged (web); Space/Reach 15 ft./10 ft.; SA Poison, rend armor, web; SQ Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.; AL CE; SV Fort +16, Ref +9, Will +9; Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13

Skills and Feats: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks); Cleave, Improved Grapple, Improved Initiative, Power Attack, Track

full_text:
Bebilith

Bebilith

Huge Outsider (Chaotic, Extraplanar, Evil)


Hit Dice:
12d8+96 (150 hp)

Initiative:
+5

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

Armor Class:
22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21

Base Attack/Grapple:
+12/+29

Attack:
Bite +19 melee (2d6+9 plus poison) or web +11 ranged

Full Attack:
Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged

Space/Reach:
15 ft./10 ft.

Special Attacks:
Poison, rend armor, web

Special Qualities:
Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.

Saves:
Fort +16, Ref +9, Will +9

Abilities:
Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13

Skills:
Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)

Feats:
Cleave, Improved Initiative, Improved Grapple, Power Attack, Track

Environment:
A chaotic evil-aligned plane

Organization:
Solitary

Challenge Rating:
10

Treasure:
None

Alignment:
Always chaotic evil

Advancement:
13-18 HD (Huge); 19-36 HD (Gargantuan)


Level Adjustment:
-

Bebiliths are enormous, predatory, arachnid demons that hunt other demons. A bebilith has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons.
Bebiliths understand but do not speak Abyssal. Their telepathy allows them to communicate silently with one another.
Combat
A bebilith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the bebilith become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work.
A bebilith's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.


Rend Armor (Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent's armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.


Web (Ex): A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).


Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).


Skills: A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.


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

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

special_qualities:
Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, telepathy 100 ft.

abilities:
Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11

skills:
Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)

organization:
Solitary, pair, gang (3-5), crowd (6-15), or mob (10-40)

stat_block:
Dretch; CR 2; Small outsider (chaotic, extraplanar, evil); HD 2d8+4; hp 13; Init +0; Spd 20 ft. (4 squares); AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +2; Grp -1; Atk +4 melee (1d6+1, claw); Full Atk +4 melee (1d6+1, 2 claws) and +2 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, summon demon; SQ Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, telepathy 100 ft.; AL CE; SV Fort +5, Ref +3, Will +3; Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11

Skills and Feats: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks); Multiattack

full_text:
Dretch

Dretch

Small Outsider (Chaotic, Extraplanar, Evil)


Hit Dice:
2d8+4 (13 hp)

Initiative:
+0

Speed:
20 ft. (4 squares)

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

Base Attack/Grapple:
+2/-1

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

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, summon demon

Special Qualities:
Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, telepathy 100 ft.

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

Abilities:
Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11

Skills:
Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)

Feats:
Multiattack

Environment:
A chaotic evil-aligned plane

Organization:
Solitary, pair, gang (3-5), crowd (6-15), or mob (10-40)

Challenge Rating:
2

Treasure:
None

Alignment:
Always chaotic evil

Advancement:
3-6 HD (Small)


Level Adjustment:
+2

A dretch is about 4 feet tall and weighs about 60 pounds.
Dretches cannot speak but can communicate telepathically.
Combat
Dretches are slow, stupid, and not very effective combatants. In one-on-one combat, they rely on their damage reduction to keep them alive. In groups, they depend on sheer numbers to overcome foes and immediately summon other dretches to improve the odds in battle. They flee at the first sign of adversity unless more powerful demons are present to intimidate them into fighting. Dretches' fear of their greater kin is stronger then even their fear of death.
A dretch's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: 1/day-scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based.


Summon Demon (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.


Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.


armor_class:
27 (-2 size, +19 natural), touch 8, flat-footed 27

full_attack:
2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)

special_attacks:
Improved grab, spell-like abilities, summon demon

special_qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 21, telepathy 100 ft., true seeing

abilities:
Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20

skills:
Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)

feats:
Cleave, Great Cleave, Multiattack, Persuasive, Power Attack

organization:
Solitary or troupe (1 glabrezu, 1 succubus, and 2-5 vrocks)

special_abilities:
Improved Grab (Ex), Summon Demon (Sp), True Seeing (Su)

stat_block:
Glabrezu; CR 13; Huge outsider (chaotic, extraplanar, evil); HD 12d8+120; hp 174; Init +0; Spd 40 ft. (8 squares); AC 27 (-2 size, +19 natural), touch 8, flat-footed 27; Base Atk +12; Grp +30; Atk +20 melee (2d8+10, pincers); Full Atk +20 melee (2d8+10, 2 pincers) and +18 melee (1d6+5, 2 claws) and +18 melee (1d8+5, bite); Space/Reach 15 ft./15 ft.; SA Improved grab, spell-like abilities, summon demon; SQ Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 21, telepathy 100 ft., true seeing; AL CE; SV Fort +18, Ref +8, Will +11; Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20

Skills and Feats: Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks); Cleave, Great Cleave, Multiattack, Persuasive, Power Attack

full_text:
Glabrezu

Glabrezu
Huge Outsider (Chaotic, Extraplanar, Evil)

Hit Dice:
12d8+120 (174 hp)

Initiative:
+0

Speed:
40 ft. (8 squares)

Armor Class:
27 (-2 size, +19 natural), touch 8, flat-footed 27

Base Attack/Grapple:
+12/+30

Attack:
Pincers +20 melee (2d8+10)

Full Attack:
2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)

Space/Reach:
15 ft./15 ft.

Special Attacks:
Improved grab, spell-like abilities, summon demon

Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 21, telepathy 100 ft., true seeing

Saves:
Fort +18, Ref +8, Will +11

Abilities:
Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20

Skills:
Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)

Feats:
Cleave, Great Cleave, Multiattack, Persuasive, Power Attack

Environment:
A chaotic evil-aligned plane

Organization:
Solitary or troupe (1 glabrezu, 1 succubus, and 2-5 vrocks)

Challenge Rating:
13

Treasure:
Standard coins; double goods; standard items

Alignment:
Always chaotic evil

Advancement:
13-18 HD (Huge); 19-36 HD (Gargantuan)


Level Adjustment:
-

Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion.
Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black. A glabrezu stands about 15 feet tall and weighs about 5,500 pounds.
Combat
Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight.
A glabrezu's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.


Spell-Like Abilities: At will-chaos hammer (DC 19), confusion (DC 19), dispel magic,  mirror image,  reverse gravity (DC 22), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 19); 1/day-power word stun. Caster level 14th. The save DCs are Charisma-based.
Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires-but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.


Summon Demon (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.


True Seeing (Su): Glabrezu continuously use true seeing as the spell (caster level 14th).


Skills: Glabrezu have a +8 racial bonus on Listen and Spot checks.


full_attack:
Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2)

special_attacks:
Spell-like abilities, stench, improved grab, summon demon

special_qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 19, telepathy 100 ft.

abilities:
Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18

skills:
Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)

feats:
Blind-Fight, Cleave, Power Attack, Toughness

special_abilities:
Improved Grab (Ex), Stench (Ex), Summon Demon (Sp)

stat_block:
Hezrou; CR 11; Large outsider (chaotic, extraplanar, evil); HD 10d8+93; hp 138; Init +0; Spd 30 ft. (6 squares); AC 23 (-1 size, +14 natural), touch 9, flat-footed 23; Base Atk +10; Grp +19; Atk +14 melee (4d4+5, bite); Full Atk +14 melee (4d4+5, bite) and +9 melee (1d8+2, 2 claws); Space/Reach 10 ft./10 ft.; SA Spell-like abilities, stench, improved grab, summon demon; SQ Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 19, telepathy 100 ft.; AL CE; SV Fort +16, Ref +7, Will +9; Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18

Skills and Feats: Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings); Blind-Fight, Cleave, Power Attack, Toughness

full_text:
Hezrou

Hezrou

Large Outsider (Chaotic, Extraplanar, Evil)


Hit Dice:
10d8+93 (138 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

Armor Class:
23 (-1 size, +14 natural), touch 9, flat-footed 23

Base Attack/Grapple:
+10/+19

Attack:
Bite +14 melee (4d4+5)

Full Attack:
Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Spell-like abilities, stench, improved grab, summon demon

Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 19, telepathy 100 ft.

Saves:
Fort +16, Ref +7, Will +9

Abilities:
Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18

Skills:
Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)

Feats:
Blind-Fight, Cleave, Power Attack, Toughness

Environment:
A chaotic evil-aligned plane

Organization:
Solitary or gang (2-4)

Challenge Rating:
11

Treasure:
Standard

Alignment:
Always chaotic evil

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


Level Adjustment:
+9

A hezrou can walk both upright and on all fours, but it always fights standing up
A hezrou is about 8 feet tall and weighs about 750 pounds.
Combat
Hezrous enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy,  and follow it with an occasional chaos hammer or unholy blight,  depending on the alignment of their opponents.
A hezrou's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.


Spell-Like Abilities: At will-chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day-blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.


Stench (Ex): A hezrou's skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou's stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.


Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.


Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.


armor_class:
29 (-1 size, +4 Dex, +16 natural), touch 13, flat-footed 25

attack:
Longsword +25 melee (2d6+9/19-20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)

full_attack:
Primary longsword +25/+20/+15/+10 melee (2d6+9/19-20) and 5 longswords +25 melee (2d6+4/19-20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)

special_attacks:
Constrict 4d6+13, improved grab, spell-like abilities, summon demon

special_qualities:
Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 25, telepathy 100 ft.

abilities:
Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24

skills:
Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search +23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)

feats:
Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)

treasure:
Standard coins; double goods; standard items, plus 1d4 magic weapons

special_abilities:
Constrict (Ex), Improved Grab (Ex), Summon Demon (Sp), True Seeing (Su)

stat_block:
Marilith; CR 17; Large outsider (chaotic, extraplanar, evil); HD 16d8+144; hp 216; Init +4; Spd 40 ft. (8 squares); AC 29 (-1 size, +4 dex, +16 natural), touch 13, flat-footed 25; Base Atk +16; Grp +29; Atk +25 melee (2d6+9/19-20, longsword) or +24 melee (1d8+9, slam) or +24 melee (4d6+9, tail slap); Full Atk +25 /+20/+15/+10 melee (2d6+9/19-20, primary longsword) and +25 melee (2d6+4/19-20, 5 longswords) and +22 melee (4d6+4, tail slap) or +24 melee (1d8+9, 6 slams) and +22 melee (4d6+4, tail slap); Space/Reach 10 ft./10 ft.; SA Constrict 4d6+13, improved grab, spell-like abilities, summon demon; SQ Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 25, telepathy 100 ft.; AL CE; SV Fort +19, Ref +14, Will +14; Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24

Skills and Feats: Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search +23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls); Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)

full_text:
Marilith

Marilith
Large Outsider (Chaotic, Extraplanar, Evil)

Hit Dice:
16d8+144 (216 hp)

Initiative:
+4

Speed:
40 ft. (8 squares)

Armor Class:
29 (-1 size, +4 Dex, +16 natural), touch 13, flat-footed 25

Base Attack/Grapple:
+16/+29

Attack:
Longsword +25 melee (2d6+9/19-20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)

Full Attack:
Primary longsword +25/+20/+15/+10 melee (2d6+9/19-20) and 5 longswords +25 melee (2d6+4/19-20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Constrict 4d6+13, improved grab, spell-like abilities, summon demon

Special Qualities:
Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 25, telepathy 100 ft.

Saves:
Fort +19, Ref +14, Will +14

Abilities:
Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24

Skills:
Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search +23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)

Feats:
Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)

Environment:
A chaotic evil-aligned plane

Organization:
Solitary or pair

Challenge Rating:
17

Treasure:
Standard coins; double goods; standard items, plus 1d4 magic weapons

Alignment:
Always chaotic evil

Advancement:
17-20 HD (Large); 21-48 HD (Huge)


Level Adjustment:
-

A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith's six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
A marilith's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.


Improved Grab (Ex): To use this ability, a marilith must hit 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 succeeds on the grapple check, it can constrict.


Spell-Like Abilities: At will-align weapon,  blade barrier (DC 23), magic weapon,  project image (DC 23), polymorph,  see invisibility,  telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.


Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.


True Seeing (Su): Mariliths continuously use this ability, as the spell (caster level 16th).


Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.


Feats: In combination with its natural abilities, a marilith's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.


armor_class:
27 (-2 size, +1 Dex, +18 natural), touch 9, flat-footed 26

full_attack:
Bite +20 melee (2d8+7) and 2 claws +17 melee (1d8+3)

special_attacks:
Smite, spell-like abilities, summon demon

special_qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 22, telepathy 100 ft., true seeing

abilities:
Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20

skills:
Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls)

feats:
Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)

organization:
Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2-5 vrocks)

special_abilities:
Smite (Su), Summon Demon (Sp), True Seeing (Su)

stat_block:
Nalfeshnee; CR 14; Huge outsider (chaotic, extraplanar, evil); HD 14d8+112; hp 175; Init +1; Spd 30 ft. (6 squares), fly 40 ft. (poor); AC 27 (-2 size, +1 dex, +18 natural), touch 9, flat-footed 26; Base Atk +14; Grp +29; Atk +20 melee (2d8+7, bite); Full Atk +20 melee (2d8+7, bite) and +17 melee (1d8+3, 2 claws); Space/Reach 15 ft./15 ft.; SA Smite, spell-like abilities, summon demon; SQ Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 22, telepathy 100 ft., true seeing; AL CE; SV Fort +17, Ref +10, Will +15; Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20

Skills and Feats: Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls); Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)

full_text:
Nalfeshnee

Nalfeshnee
Huge Outsider (Chaotic, Extraplanar, Evil)

Hit Dice:
14d8+112 (175 hp)

Initiative:
+1

Speed:
30 ft. (6 squares), fly 40 ft. (poor)

Armor Class:
27 (-2 size, +1 Dex, +18 natural), touch 9, flat-footed 26

Base Attack/Grapple:
+14/+29

Attack:
Bite +20 melee (2d8+7)

Full Attack:
Bite +20 melee (2d8+7) and 2 claws +17 melee (1d8+3)

Space/Reach:
15 ft./15 ft.

Special Attacks:
Smite, spell-like abilities, summon demon

Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 22, telepathy 100 ft., true seeing

Saves:
Fort +17, Ref +10, Will +15

Abilities:
Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20

Skills:
Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls)

Feats:
Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)

Environment:
A chaotic evil-aligned plane

Organization:
Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2-5 vrocks)

Challenge Rating:
14

Treasure:
Standard coins; double goods; standard items

Alignment:
Always chaotic evil

Advancement:
15-20 HD (Huge); 21-42 HD (Gargantuan)


Level Adjustment:
-

A nalfeshnee can fly despite its small wings.
A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds.
Combat
When fulfilling their duties in the underworld, nalfeshnees usually disdain combat as being beneath them. Given the opportunity, they succumb to blood lust and do battle. They disable opponents with their smite ability and slaughter them while they can't fight back.
A nalfeshnee's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Smite (Su): Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.


Spell-Like Abilities: At will-call lightning (DC 18), feeblemind (DC 20), greater dispel magic,  slow (DC 18), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23). Caster level 12th. The save DCs are Charisma-based.


Summon Demon (Sp): Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.


True Seeing (Su): Nalfeshnees continuously use true seeing, as the spell (caster level 14th).


Skills: Nalfeshnees have a +8 racial bonus on Listen and Spot checks.


speed:
20 ft. (4 squares), fly 50 ft. (perfect)

armor_class:
18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15

full_attack:
2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1)

special_qualities:
Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 10

abilities:
Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10

skills:
Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6

stat_block:
Quasit; CR 2; Tiny outsider (chaotic, extraplanar, evil); HD 3d8; hp 13; Init +7; Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 18 (+2 size, +3 dex, +3 natural), touch 15, flat-footed 15; Base Atk +3; Grp -6; Atk +8 melee (1d3-1 plus poison, claw); Full Atk +8 melee (1d3-1 plus poison, 2 claws) and +3 melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-like abilities; SQ Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 10; AL CE; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10

Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6; Improved Initiative, Weapon Finesse

full_text:
Quasit

Quasit
Tiny Outsider (Chaotic, Extraplanar, Evil)

Hit Dice:
3d8 (13 hp)

Initiative:
+7

Speed:
20 ft. (4 squares), fly 50 ft. (perfect)

Armor Class:
18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15

Base Attack/Grapple:
+3/-6

Attack:
Claw +8 melee (1d3-1 plus poison)

Full Attack:
2 claws +8 melee (1d3-1 plus poison) and bite +3 melee (1d4-1)

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

Special Attacks:
Poison, spell-like abilities

Special Qualities:
Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 10

Saves:
Fort +3, Ref +6, Will +4

Abilities:
Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10

Skills:
Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6

Feats:
Improved Initiative, Weapon Finesse

Environment:
A chaotic evil-aligned plane

Organization:
Solitary

Challenge Rating:
2

Treasure:
None

Alignment:
Always chaotic evil

Advancement:
4-6 HD (Tiny)


Level Adjustment:
- (Improved Familiar)

In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds.
Quasits speak Common and Abyssal.
Combat
Although quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush, using their alternate form ability and invisibility to get within reach, then try to scuttle away. When retreating, they use their cause fear ability to deter pursuit.
A quasit's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.


Spell-Like Abilities: At will-detect good,  detect magic,  and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th.
The save DCs are Charisma-based.
Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).


Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.


armor_class:
21 (-2 size, +3 Dex, +10 natural), touch 11, flat-footed 18

attack:
Claw +15 melee (2d6+10) and eye ray +8 ranged touch

full_attack:
4 claws +15 melee (2d6+10) and bite +10 melee (1d8+5) and eye ray +8 ranged touch

special_qualities:
Construct traits, darkvision 60 ft., fast healing 5, low-light vision

abilities:
Str 31, Dex 17, Con -, Int -, Wis 11, Cha 1

special_abilities:
Eye Rays (Su), Find Target (Sp), Improved Grab (Ex)

stat_block:
Retriever; CR 11; Huge construct (extraplanar); HD 10d10+80; hp 135; Init +3; Spd 50 ft. (10 squares); AC 21 (-2 size, +3 dex, +10 natural), touch 11, flat-footed 18; Base Atk +7; Grp +25; Atk +15 melee (2d6+10, claw) or +8 ranged touch (eye ray); Full Atk +15 melee (2d6+10, 4 claws) and +10 melee (1d8+5, bite) and +8 ranged touch (eye ray); Space/Reach 15 ft./10 ft.; SA Eye rays, find target,  improved grab; SQ Construct traits, darkvision 60 ft., fast healing 5, low-light vision; AL CE; SV Fort +3, Ref +6, Will +3; Str 31, Dex 17, Con -, Int -, Wis 11, Cha 1

Skills and Feats: -; -

full_text:
Retriever

Retriever
Huge Construct (Extraplanar)

Hit Dice:
10d10+80 (135 hp)

Initiative:
+3

Speed:
50 ft. (10 squares)

Armor Class:
21 (-2 size, +3 Dex, +10 natural), touch 11, flat-footed 18

Base Attack/Grapple:
+7/+25

Attack:
Claw +15 melee (2d6+10) and eye ray +8 ranged touch

Full Attack:
4 claws +15 melee (2d6+10) and bite +10 melee (1d8+5) and eye ray +8 ranged touch

Space/Reach:
15 ft./10 ft.

Special Attacks:
Eye rays, find target, improved grab

Special Qualities:
Construct traits, darkvision 60 ft., fast healing 5, low-light vision

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

Abilities:
Str 31, Dex 17, Con -, Int -, Wis 11, Cha 1

Skills:
-

Feats:
-

Environment:
A chaotic evil-aligned plane

Organization:
Solitary

Challenge Rating:
11

Treasure:
None

Alignment:
Always chaotic evil

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


Level Adjustment:
-

A retriever specializes in recovering lost or desired objects, runaway slaves, and enemies and bringing them back to its master. A retriever has a body the size of an ox, with legs spanning more than 14 feet. It weighs about 6,500 pounds.
Combat
Retrievers attack with four claws, but their eye rays are far more deadly.
Eye Rays (Su): A retriever's eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks. The save DC for all rays is 18. The save DC is Dexterity-based.
The four eye effects are:
Fire: Deals 12d6 points of fire damage to the target (Reflex half ).
Cold: Deals 12d6 points of cold damage to the target (Reflex half ).
Electricity: Deals 12d6 points of electricity damage to the target (Reflex half ).
Petrification: The target must succeed on a Fortitude save or turn to stone permanently.


Find Target (Sp): When ordered to find an item or a creature, a retriever does so unerringly, as though guided by discern location.
The being giving the order must have seen (or must have an item belonging to) the creature to be found, or must have touched the object to be located. This ability is the equivalent of an 8th-level spell.


Improved Grab (Ex): To use this ability, a retriever 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 grips the opponent fast in its mouth. This is the method by which it usually 'retrieves' things.


speed:
30 ft. (6 squares), fly 50 ft. (average)

armor_class:
20 (+1 Dex, +9 natural), touch 11, flat-footed 19

special_attacks:
Energy drain, spell-like abilities, summon demon

special_qualities:
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18, telepathy 100 ft., tongues

abilities:
Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26

skills:
Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)

special_abilities:
Energy Drain (Su), Summon Demon (Sp), Tongues (Su)

stat_block:
Succubus; CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2 claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18, telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26

Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings); Dodge, Mobility, Persuasive

full_text:
Succubus

Succubus
Medium Outsider (Chaotic, Extraplanar, Evil)

Hit Dice:
6d8+6 (33 hp)

Initiative:
+1

Speed:
30 ft. (6 squares), fly 50 ft. (average)

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

Base Attack/Grapple:
+6/+7

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

Full Attack:
2 claws +7 melee (1d6+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Energy drain, spell-like abilities, summon demon

Special Qualities:
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18, telepathy 100 ft., tongues

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

Abilities:
Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26

Skills:
Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)

Feats:
Dodge, Mobility, Persuasive

Environment:
A chaotic evil-aligned plane

Organization:
Solitary

Challenge Rating:
7

Treasure:
Standard

Alignment:
Always chaotic evil

Advancement:
7-12 HD (Medium)


Level Adjustment:
+6

A succubus is 6 feet tall in its natural form and weighs about 125 pounds.
Combat
Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubi use their polymorph ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress when encountered within a dungeon.
A succubus's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus's kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 21 Will save to negate the effect of the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.


Spell-Like Abilities: At will-charm monster (DC 22), detect good,  detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.


Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.


Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.


Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her polymorph ability, a succubus gains a +10 circumstance bonus on Disguise checks.


armor_class:
22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20

full_attack:
2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3)

special_attacks:
Dance of ruin, spell-like abilities, spores, stunning screech, summon demon

special_qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 17, telepathy 100 ft.

abilities:
Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16

skills:
Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)

feats:
Cleave, Combat Reflexes, Multiattack, Power Attack

organization:
Solitary, pair, gang (3-5), or squad (6-10)

special_abilities:
Dance of Ruin (Su), Spores (Ex), Stunning Screech (Su), Summon Demon (Sp)

stat_block:
Vrock; CR 9; Large outsider (chaotic, extraplanar, evil); HD 10d8+70; hp 115; Init +2; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 22 (-1 size, +2 dex, +11 natural), touch 11, flat-footed 20; Base Atk +10; Grp +20; Atk +15 melee (2d6+6, claw); Full Atk +15 melee (2d6+6, 2 claws) and +13 melee (1d8+3, bite) and +13 melee (1d6+3, 2 talons); Space/Reach 10 ft./10 ft.; SA Dance of ruin, spell-like abilities, spores, stunning screech, summon demon; SQ Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 17, telepathy 100 ft.; AL CE; SV Fort +14, Ref +9, Will +10; Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16

Skills and Feats: Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks); Cleave, Combat Reflexes, Multiattack, Power Attack

full_text:
Vrock

Vrock
Large Outsider (Chaotic, Extraplanar, Evil)

Hit Dice:
10d8+70 (115 hp)

Initiative:
+2

Speed:
30 ft. (6 squares), fly 50 ft. (average)

Armor Class:
22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20

Base Attack/Grapple:
+10/+20

Attack:
Claw +15 melee (2d6+6)

Full Attack:
2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Dance of ruin, spell-like abilities, spores, stunning screech, summon demon

Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 17, telepathy 100 ft.

Saves:
Fort +14, Ref +9, Will +10

Abilities:
Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16

Skills:
Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)

Feats:
Cleave, Combat Reflexes, Multiattack, Power Attack

Environment:
A chaotic evil-aligned plane

Organization:
Solitary, pair, gang (3-5), or squad (6-10)

Challenge Rating:
9

Treasure:
Standard

Alignment:
Always chaotic evil

Advancement:
11-14 HD (Large); 15-30 HD (Huge)


Level Adjustment:
+8

A vrock is about 8 feet tall and weighs about 500 pounds.
Combat
Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks' deep love of battle frequently leads them into melee combats against heavy odds.
A vrock's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting.
At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.


Spell-Like Abilities: At will-mirror image,  telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day-heroism. Caster level 12th. The save DCs are Charisma-based.


Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores' growth for its duration. Bless,  neutralize poison,  or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.


Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.


Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.


Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.


armor_class:
19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17

attack:
Short sword +4 melee (1d4/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison)

full_attack:
Short sword +4 melee (1d4/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison)

special_attacks:
Poison use, spell-like abilities, sneak attack +1d6

special_qualities:
Madness, spell resistance 15 vulnerability to sunlight

abilities:
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*

skills:
Bluff +5, Hide +10, Listen +1, Move Silently +8

organization:
Team (2-4), squad (5-8 plus 1 3rd-level sorcerer), or band (11-20 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th-8th level)

special_abilities:
Madness (Ex), Poison Use (Ex), Sneak Attack (Ex), Vulnerability to Sunlight (Ex)

stat_block:
Derro; CR 3; Small monstrous humanoid; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4 squares); AC 19 (+1 size, +2 dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17; Base Atk +3; Grp -1; Atk +4 melee (1d4/19-20, short sword) or +6 ranged (1d6/19-20 plus poison, repeating light crossbow); Full Atk +4 melee (1d4/19-20, short sword) or +6 ranged (1d6/19-20 plus poison, repeating light crossbow); Space/Reach 5 ft./5 ft.; SA Poison use, spell-like abilities, sneak attack +1d6; SQ Madness, spell resistance 15 vulnerability to sunlight; AL CE; SV Fort +2, Ref +5, Will +6; Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*

Skills and Feats: Bluff +5, Hide +10, Listen +1, Move Silently +8; Blind-Fight, Improved Initiative

full_text:
Derro

Derro

Small Monstrous Humanoid


Hit Dice:
3d8+3 (16 hp)

Initiative:
+6

Speed:
20 ft. (4 squares)

Armor Class:
19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17

Base Attack/Grapple:
+3/-1

Attack:
Short sword +4 melee (1d4/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison)

Full Attack:
Short sword +4 melee (1d4/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Poison use, spell-like abilities, sneak attack +1d6

Special Qualities:
Madness, spell resistance 15 vulnerability to sunlight

Saves:
Fort +2, Ref +5, Will +6

Abilities:
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*

Skills:
Bluff +5, Hide +10, Listen +1, Move Silently +8

Feats:
Blind-Fight, Improved Initiative

Environment:
Underground

Organization:
Team (2-4), squad (5-8 plus 1 3rd-level sorcerer), or band (11-20 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th-8th level)

Challenge Rating:
3

Treasure:
Standard coins; double goods; standard items

Alignment:
Usually chaotic evil

Advancement:
By character class


Level Adjustment:
- (+2 if sane)

Derro are afflicted by a form of racial madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro are capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind.
Combat
Derro are stealthy and bloodthirsty. They like to carefully arrange cruel traps and deadly ambushes, and strike savagely from hiding. They delight in taking captives who can be tortured to death later, and favor traps and poisons that disable without killing.
Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.
*The racial madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.


Poison Use (Ex): Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.


Sneak Attack (Ex): Any time a derro's opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue's sneak attack and subject to the same limitations.


Spell-Like Abilities: At will-darkness,  ghost sound; 1/day- daze (DC 13),  sound burst (DC 15). Caster level 3rd. The save DCs are Charisma-based.


Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.


Skills: Derro have a +4 racial bonus on Hide and Move Silently checks.


armor_class:
18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17

special_qualities:
Blindsight 100 ft., immunities, protection from sonics

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

skills:
Hide +8, Listen +25, Move Silently +7, Survival +9

feats:
Dodge, Improved Initiative, Lightning Reflexes

special_abilities:
Blindsight (Ex), Destructive Harmonics (Su), Protection from Sonics (Ex)

stat_block:
Destrachan; CR 8; Large aberration; HD 8d8+24; hp 60; Init +5; Spd 30 ft. (6 squares); 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); Space/Reach 10 ft./5 ft.; SA Destructive harmonics; SQ Blindsight 100 ft., immunities, protection from sonics; AL NE; SV Fort +5, Ref +5, Will +10; Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12

Skills and Feats: Hide +8, Listen +25, Move Silently +7, Survival +9; Dodge, Improved Initiative, Lightning Reflexes

full_text:
Destrachan

Destrachan
Large Aberration

Hit Dice:
8d8+24 (60 hp)

Initiative:
+5

Speed:
30 ft. (6 squares)

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)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Destructive harmonics

Special Qualities:
Blindsight 100 ft., immunities, protection from sonics

Saves:
Fort +5, Ref +5, Will +10

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

Skills:
Hide +8, Listen +25, Move Silently +7, Survival +9

Feats:
Dodge, Improved Initiative, Lightning Reflexes

Environment:
Underground

Organization:
Solitary or pack (3-5)

Challenge Rating:
8

Treasure:
None

Alignment:
Usually neutral evil

Advancement:
9-16 HD (Large); 17-24 HD (Huge)


Level Adjustment:
-

The dungeon-dwelling destrachan looks like some bizarre, nonintelligent beast, but it's an incredibly evil and crafty sadist. A destrachan has a pair of complex, three-part ears that it can adjust to be more or less sensitive to various sounds. It is blind, yet hunts with a sense of hearing more precise than most creatures' sight.
From its tubular mouth a destrachan emits carefully focused harmonics, producing sonic energy so powerful it can shatter a stone wall. So skilled is a destrachan at controlling the sounds it emits that it can choose what type of material to affect with its attack.
A destrachan is about 10 feet long from its mouth to the tip of the tail and weighs about 4,000 pounds.
A destrachan speaks no language but understands Common. If a destrachan must communicate, it does so through action.
Combat
A destrachan uses its claws only as a last resort or to finish off foes weakened by its sonic attacks. It often enters battle with surprise if possible. It first focuses on destroying metal armor and weapons and then changes to harmonics that disrupt flesh.
Destructive Harmonics (Su): A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets. All save DCs are Charisma-based.
Flesh: Disrupting tissue and rending bone, this attack deals 4d6 points of damage to all within the area (Reflex DC 15 half ).
Nerves: A destrachan can focus its harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the area (Reflex DC 15 half ).
Material: When using this form of harmonics, a destrachan chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.


Blindsight (Ex): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted creature would.


Immunities: Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.


Protection from Sonics (Ex): While they can be affected by loud noises and sonic spells (such as ghost sound or silence), destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is effectively blinded, and all targets are treated as having total concealment.


Skills: A destrachan has a +10 racial bonus on Listen checks.


armor_class:
29 (+6 Dex, +13 natural), touch 16, flat-footed 23

special_attacks:
Fear, improved grab, impale 3d8+9, summon devil

special_qualities:
Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.

abilities:
Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18

skills:
Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)

feats:
Alertness, Cleave, Improved Grapple, Iron Will, Power Attack

organization:
Solitary, pair, team (3-5), or squad (6-10)

stat_block:
Barbed devil; CR 11; Medium outsider (evil, extraplanar, lawful); HD 12d8+72; hp 126; Init +6; Spd 30 ft. (6 squares); AC 29 (+6 dex, +13 natural), touch 16, flat-footed 23; Base Atk +12; Grp +22; Atk +18 melee (2d8+6 plus fear, claw); Full Atk +18 melee (2d8+6 plus fear, 2 claws); Space/Reach 5 ft./5 ft.; SA Fear, improved grab, impale 3d8+9, summon devil; SQ Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.; AL LE; SV Fort +14, Ref +14, Will +12; Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18

Skills and Feats: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks); Alertness, Cleave, Improved Grapple, Iron Will, Power Attack

full_text:
Barbed Devil (Hamatula)

Barbed Devil
Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:
12d8+72 (126 hp)

Initiative:
+6

Speed:
30 ft. (6 squares)

Armor Class:
29 (+6 Dex, +13 natural), touch 16, flat-footed 23

Base Attack/Grapple:
+12/+22

Attack:
Claw +18 melee (2d8+6 plus fear)

Full Attack:
2 claws +18 melee (2d8+6 plus fear)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Fear, improved grab, impale 3d8+9, summon devil

Special Qualities:
Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.

Saves:
Fort +14, Ref +14, Will +12

Abilities:
Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18

Skills:
Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)

Feats:
Alertness, Cleave, Improved Grapple, Iron Will, Power Attack

Environment:
A lawful evil-aligned plane

Organization:
Solitary, pair, team (3-5), or squad (6-10)

Challenge Rating:
11

Treasure:
Standard

Alignment:
Always lawful evil

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


Level Adjustment:
-

A barbed devil is about 7 feet tall and weighs about 300 pounds.
Combat
Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
A barbed devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear (Su): A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).
Whether or not the save is successful, that creature cannot be affected by that same barbed devil's fear ability for 24 hours. The save DC is Charisma-based.


Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.


Improved Grab (Ex): To use this ability, a barbed devil must hit with a claw 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 impale the opponent on its barbed body.


summon devil (Sp): Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.


Barbed Defense (Su): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil's barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.


Spell-Like Abilities: At will-greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day-order's wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.


armor_class:
19 (+2 Dex, +7 natural), touch 12, flat-footed 17

attack:
Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)

full_attack:
Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)

special_attacks:
Infernal wound, beard, battle frenzy, summon devil

special_qualities:
Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 17, telepathy 100 ft.

abilities:
Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10

skills:
Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9

feats:
Improved Initiative, Power Attack, Weapon Focus (glaive)

stat_block:
Bearded devil; CR 5; Medium outsider (evil, extraplanar, lawful); HD 6d8+18; hp 45; Init +6; Spd 40 ft. (8 squares); AC 19 (+2 dex, +7 natural), touch 12, flat-footed 17; Base Atk +6; Grp +8; Atk +9 melee (1d10+3 plus infernal wound, glaive) or +8 melee (1d6+2, claw); Full Atk +9 /+4 melee (1d10+3 plus infernal wound, glaive) or +8 melee (1d6+2, 2 claws); Space/Reach 5 ft./5 ft. (10 ft. with glaive); SA Infernal wound, beard, battle frenzy, summon devil; SQ Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 17, telepathy 100 ft.; AL LE; SV Fort +8, Ref +7, Will +5; Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10

Skills and Feats: Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9; Improved Initiative, Power Attack, Weapon Focus (glaive)

full_text:
Bearded Devil (Barbazu)

Bearded Devil

Medium Outsider (Evil, Extraplanar, Lawful)


Hit Dice:
6d8+18 (45 hp)

Initiative:
+6

Speed:
40 ft. (8 squares)

Armor Class:
19 (+2 Dex, +7 natural), touch 12, flat-footed 17

Base Attack/Grapple:
+6/+8

Attack:
Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)

Full Attack:
Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)

Space/Reach:
5 ft./5 ft. (10 ft. with glaive)

Special Attacks:
Infernal wound, beard, battle frenzy, summon devil

Special Qualities:
Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 17, telepathy 100 ft.

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

Abilities:
Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10

Skills:
Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9

Feats:
Improved Initiative, Power Attack, Weapon Focus (glaive)

Environment:
A lawful evil-aligned plane

Organization:
Solitary, pair, team (3-5), or squad (6-10)

Challenge Rating:
5

Treasure:
Standard

Alignment:
Always lawful evil

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


Level Adjustment:
+6

Every bearded devil carries a sawtoothed glaive.
A bearded devil stands 6 feet tall and weighs about 225 pounds.
Combat
Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes.
A bearded devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will- greater teleport (self plus 50 pounds of objects only). Caster level 12th.


Infernal Wound (Su): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil's glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.


Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.


Battle Frenzy (Ex): Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian's rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.


summon devil (Sp): Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.


armor_class:
25 (-1 size, +5 Dex, +11 natural), touch 14, flat-footed 20

full_attack:
Bite +14 melee (1d8+5) and 2 claws +12 melee (1d4+2) and sting +12 melee (3d4+2 plus poison)

special_attacks:
Spell-like abilities, fear aura, poison, summon devil

special_qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 21, telepathy 100 ft.

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

skills:
Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)

feats:
Alertness, Improved Initiative, Iron Will, Multiattack

stat_block:
Bone devil; CR 9; Large outsider (evil, extraplanar, lawful); HD 10d8+50; hp 95; Init +9; Spd 40 ft. (8 squares); AC 25 (-1 size, +5 dex, +11 natural), touch 14, flat-footed 20; Base Atk +10; Grp +19; Atk +14 melee (1d8+5, bite); Full Atk +14 melee (1d8+5, bite) and +12 melee (1d4+2, 2 claws) and +12 melee (3d4+2 plus poison, sting); Space/Reach 10 ft./10 ft.; SA Spell-like abilities, fear aura, poison, summon devil; SQ Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 21, telepathy 100 ft.; AL LE; SV Fort +12, Ref +12, Will +11; Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14

Skills and Feats: Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks); Alertness, Improved Initiative, Iron Will, Multiattack

full_text:
Bone Devil (Osyluth)

Bone Devil

Large Outsider (Evil, Extraplanar, Lawful)


Hit Dice:
10d8+50 (95 hp)

Initiative:
+9

Speed:
40 ft. (8 squares)

Armor Class:
25 (-1 size, +5 Dex, +11 natural), touch 14, flat-footed 20

Base Attack/Grapple:
+10/+19

Attack:
Bite +14 melee (1d8+5)

Full Attack:
Bite +14 melee (1d8+5) and 2 claws +12 melee (1d4+2) and sting +12 melee (3d4+2 plus poison)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Spell-like abilities, fear aura, poison, summon devil

Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 21, telepathy 100 ft.

Saves:
Fort +12, Ref +12, Will +11

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

Skills:
Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)

Feats:
Alertness, Improved Initiative, Iron Will, Multiattack

Environment:
A lawful evil-aligned plane

Organization:
Solitary, team (2-4), or squad (6-10)

Challenge Rating:
9

Treasure:
Standard

Alignment:
Always lawful evil

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


Level Adjustment:
-

Bone devils stand about 9 feet tall and weigh about 500 pounds.
Combat
Bone devils hate all other creatures and attack ruthlessly. They freely use wall of ice to keep the enemy divided.
A bone devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.


Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC
is Constitution-based.


Spell-Like Abilities: At will-greater teleport (self plus 50 pounds of objects only), dimensional anchor,  fly,  invisibility (self only), major image (DC 15), wall of ice. Caster level 12th. The save DC is Charisma-based.


summon devil (Sp): Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.


special_qualities:
Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18

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

skills:
Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings)

feats:
Alertness, Improved Critical (chain), Improved Initiative

organization:
Solitary, gang (2-4), band (6-10), or mob (11-20)

stat_block:
Chain devil; CR 6; Medium outsider (evil, extraplanar, lawful); HD 8d8+16; hp 52; Init +6; Spd 30 ft. (6 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +8; Grp +10; Atk +10 melee (2d4+2/19-20, chain); Full Atk +10 melee (2d4+2/19-20, 2 chains); Space/Reach 5 ft./5 ft. (10 ft. with chains); SA Dancing chains, unnerving gaze; SQ Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18; AL LE; SV Fort +8, Ref +8, Will +6; Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12

Skills and Feats: Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings); Alertness, Improved Critical (chain), Improved Initiative

full_text:
Chain Devil (Kyton)

Chain Devil

Medium Outsider (Evil, Extraplanar, Lawful)


Hit Dice:
8d8+16 (52 hp)

Initiative:
+6

Speed:
30 ft. (6 squares)

Armor Class:
20 (+2 Dex, +8 natural), touch 12, flat-footed 18

Base Attack/Grapple:
+8/+10

Attack:
Chain +10 melee (2d4+2/19-20)

Full Attack:
2 chains +10 melee (2d4+2/19-20)

Space/Reach:
5 ft./5 ft. (10 ft. with chains)

Special Attacks:
Dancing chains, unnerving gaze

Special Qualities:
Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18

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

Abilities:
Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12

Skills:
Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings)

Feats:
Alertness, Improved Critical (chain), Improved Initiative

Environment:
A lawful evil-aligned plane

Organization:
Solitary, gang (2-4), band (6-10), or mob (11-20)

Challenge Rating:
6

Treasure:
Standard

Alignment:
Always lawful evil

Advancement:
9-16 HD (Medium)


Level Adjustment:
+6

Kytons are humanlike devils, wrapped in chains instead of clothing. A chain devil is 6 feet tall and weighs about 300 pounds, chains included.
Chain devils speak Infernal and Common.
Combat
A chain devil attacks by flailing away with the spiked chains that serve as its clothing, armor, and weapons.
A chain devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Dancing Chains (Su): A chain devil's most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the chain devil's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. The save DC is Charisma-based.
A chain devil can climb chains it controls at its normal speed without making Climb checks.


Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves take a -2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.


Regeneration (Ex): Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A chain devil that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.


Skills: Chain devils have a +8 racial bonus on Craft checks involving metalwork.


armor_class:
23 (+5 Dex, +8 natural), touch 15, flat-footed 18

attack:
Longsword +14 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)

full_attack:
Longsword +14/+9 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)

special_attacks:
Entangle, spell-like abilities, summon devil

special_qualities:
Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing

abilities:
Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20

skills:
Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)

feats:
Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run

treasure:
Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)

special_abilities:
Entangle (Ex), Summon Devil (Sp), True Seeing (Su)

stat_block:
Erinyes; CR 8; Medium outsider (evil, extraplanar, lawful); HD 9d8+45; hp 85; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (good); AC 23 (+5 dex, +8 natural), touch 15, flat-footed 18; Base Atk +9; Grp +14; Atk +14 melee (1d8+5/19-20, longsword) or +1 +15 ranged (1d8+6/x3 plus 1d6 fire) flaming composite longbow (+5 Str bonus,) or +14 ranged (entangle, rope); Full Atk +14 /+9 melee (1d8+5/19-20, longsword) or +1 +15/+10 ranged (1d8+6/x3 plus 1d6 fire) flaming composite longbow (+5 Str bonus,) or +14 ranged (entangle, rope); Space/Reach 5 ft./5 ft.; SA Entangle, spell-like abilities, summon devil; SQ Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing; AL LE; SV Fort +11, Ref +11, Will +10; Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20

Skills and Feats: Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings); Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run

full_text:
Erinyes

Erinyes

Medium Outsider (Evil, Extraplanar, Lawful)


Hit Dice:
9d8+45 (85 hp)

Initiative:
+5

Speed:
30 ft. (6 squares), fly 50 ft. (good)

Armor Class:
23 (+5 Dex, +8 natural), touch 15, flat-footed 18

Base Attack/Grapple:
+9/+14

Attack:
Longsword +14 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)

Full Attack:
Longsword +14/+9 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Entangle, spell-like abilities, summon devil

Special Qualities:
Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing

Saves:
Fort +11, Ref +11, Will +10

Abilities:
Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20

Skills:
Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)

Feats:
Dodge B, Mobility B, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run

Environment:
A lawful evil-aligned plane

Organization:
Solitary

Challenge Rating:
8

Treasure:
Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)

Alignment:
Always lawful evil

Advancement:
10-18 HD (Medium)


Level Adjustment:
+7

Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.
Combat
Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.
An erinyes's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.


Spell-Like Abilities: At will-greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.


summon devil (Sp): Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.


True Seeing (Su): Erinyes continuously use true seeing, as the spell (caster level 14th).


armor_class:
21 (-1 size, +5 Dex, +7 natural), touch 14, flat-footed 16

full_attack:
2 claws +13 melee (1d8+6) and bite +8 melee (2d8+3)

special_qualities:
Damage reduction 5/good, darkvision 60 ft., invisible in light, fire resistance 10, scent, spell resistance 19, telepathy 100 ft.

abilities:
Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10

skills:
Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17

stat_block:
Hellcat; CR 7; Large outsider (evil, extraplanar, lawful); HD 8d8+24; hp 60; Init +9; Spd 40 ft. (8 squares); AC 21 (-1 size, +5 dex, +7 natural), touch 14, flat-footed 16; Base Atk +8; Grp +18; Atk +13 melee (1d8+6, claw); Full Atk +13 melee (1d8+6, 2 claws) and +8 melee (2d8+3, bite); Space/Reach 10 ft./5 ft.; SA Improved grab, pounce, rake 1d8+3; SQ Damage reduction 5/good, darkvision 60 ft., invisible in light, fire resistance 10, scent, spell resistance 19, telepathy 100 ft.; AL LE; SV Fort +9, Ref +11, Will +8; Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10

Skills and Feats: Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17; Dodge, Improved Initiative, Track

full_text:
Hellcat (Bezekira)

Hellcat

Large Outsider (Evil, Extraplanar, Lawful)


Hit Dice:
8d8+24 (60 hp)

Initiative:
+9

Speed:
40 ft. (8 squares)

Armor Class:
21 (-1 size, +5 Dex, +7 natural), touch 14, flat-footed 16

Base Attack/Grapple:
+8/+18

Attack:
Claw +13 melee (1d8+6)

Full Attack:
2 claws +13 melee (1d8+6) and bite +8 melee (2d8+3)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Improved grab, pounce, rake 1d8+3

Special Qualities:
Damage reduction 5/good, darkvision 60 ft., invisible in light, fire resistance 10, scent, spell resistance 19, telepathy 100 ft.

Saves:
Fort +9, Ref +11, Will +8

Abilities:
Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10

Skills:
Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17

Feats:
Dodge, Improved Initiative, Track

Environment:
A lawful evil-aligned plane

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

Challenge Rating:
7

Treasure:
None

Alignment:
Always lawful evil

Advancement:
9-10 HD (Large); 11-24 HD (Huge)


Level Adjustment:
-

While its appearance suggests it is incorporeal, a hellcats has a corporeal body and can be harmed by physical attacks.
Hellcats use a natural telepathy to communicate with one another and those they encounter. A hellcat measures about 9 feet long and weighs about 900 pounds.
Combat
A hellcat can hold its own in combat thanks to sharp claws and wicked fangs. It prefers to leap upon opponents, just as a lion does.
A hellcat's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a hellcat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.


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


Rake (Ex): Attack bonus +13 melee, damage 1d8+3.


Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.


Skills: Hellcats have a +4 racial bonus on Listen and Move Silently checks.


speed:
20 ft. (4 squares), fly 50 ft. (average)

attack:
Spiked chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)

full_attack:
Spiked chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)

special_attacks:
Fear aura, infernal wound, spell-like abilities, stun, summon devil

special_qualities:
Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.

abilities:
Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22

skills:
Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks)

feats:
Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)

stat_block:
Horned devil; CR 16; Large outsider (evil, extraplanar, lawful); HD 15d8+105; hp 172; Init +7; Spd 20 ft. (4 squares), fly 50 ft. (average); AC 35 (-1 size, +7 dex, +19 natural), touch 16, flat-footed 28; Base Atk +15; Grp +29; Atk +25 melee (2d6+15 plus stun, spiked chain) or +24 melee (2d6+10, claw) or +24 melee (2d6+10 plus infernal wound, tail); Full Atk +25 /+20/+15 melee (2d6+15 plus stun, spiked chain) and +22 melee (2d8+5, bite) and +22 melee (2d6+5 plus infernal wound, tail) or +24 melee (2d6+10, 2 claws) and bite + 22 melee (2d8+5) and +22 melee (2d6+5 plus infernal wound, tail); Space/Reach 10 ft./10 ft. (20 ft. with spiked chain); SA Fear aura, infernal wound, spell-like abilities, stun, summon devil; SQ Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.; AL LE; SV Fort +16, Ref +16, Will +15; Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22

Skills and Feats: Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks); Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)

full_text:
Horned Devil (Cornugon)

Horned Devil
Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice:
15d8+105 (172 hp)

Initiative:
+7

Speed:
20 ft. (4 squares), fly 50 ft. (average)

Armor Class:
35 (-1 size, +7 Dex, +19 natural), touch 16, flat-footed 28

Base Attack/Grapple:
+15/+29

Attack:
Spiked chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)

Full Attack:
Spiked chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)

Space/Reach:
10 ft./10 ft. (20 ft. with spiked chain)

Special Attacks:
Fear aura, infernal wound, spell-like abilities, stun, summon devil

Special Qualities:
Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.

Saves:
Fort +16, Ref +16, Will +15

Abilities:
Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22

Skills:
Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks)

Feats:
Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)

Environment:
A lawful evil-aligned plane

Organization:
Solitary, team (2-4), or squad (6-10)

Challenge Rating:
16

Treasure:
Standard coins; double goods; standard items

Alignment:
Always lawful evil

Advancement:
16-20 HD (Large); 21-45 HD (Huge)


Level Adjustment:
-

A horned devil is 9 feet tall and weighs about 600 pounds.
Combat
Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their spiked chains, usually singling out the most powerful foes to stun and eliminate quickly.
A horned devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-dispel chaos (DC 21), dispel good (DC 21), magic circle against good,  greater teleport (self plus 50 pounds of objects only); persistent image (DC 21) 3/day-fireball (DC 19), lightning bolt (DC 19). Caster level 15th. The save DCs are Charisma-based.


Fear Aura (Su): A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.


Stun (Su): Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.


Infernal Wound (Su): The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil's tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.


summon devil (Sp): Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.


Regeneration (Ex): A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.


armor_class:
32 (-1 size, +5 Dex, +18 natural), touch 14, flat-footed 27

attack:
Spear +20 melee (2d6+9/x3 plus slow) or claw +19 melee (1d10+6)

full_attack:
Spear +20/+15/+10 melee (2d6+9/x3 plus slow) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow)

special_attacks:
Fear aura, slow, spell-like abilities, summon devil

special_qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 25, telepathy 100 ft.

abilities:
Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20

skills:
Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +27, Knowledge (any three) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +6 (+8 following tracks)

feats:
Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (spear)

organization:
Solitary, team (2-4), squad (6-10), or troupe (1-2 ice devils, 7-12 bearded devils, and 1-4 bone devils)

stat_block:
Ice devil; CR 13; Large outsider (evil, extraplanar, lawful); HD 14d8+84; hp 147; Init +5; Spd 40 ft. (8 squares); AC 32 (-1 size, +5 dex, +18 natural), touch 14, flat-footed 27; Base Atk +14; Grp +24; Atk +20 melee (2d6+9/x3 plus slow, spear) or +19 melee (1d10+6, claw); Full Atk +20 /+15/+10 melee (2d6+9/x3 plus slow, spear) and +14 melee (2d6+3, bite) and +14 melee (3d6+3 plus slow, tail) or +19 melee (1d10+6, 2 claws) and +14 melee (2d6+3, bite) and +14 melee (3d6+3 plus slow, tail); Space/Reach 10 ft./10 ft.; SA Fear aura, slow, spell-like abilities, summon devil ; SQ Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 25, telepathy 100 ft.; AL LE; SV Fort +15, Ref +14, Will +15; Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20

Skills and Feats: Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +27, Knowledge (any three) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +6 (+8 following tracks); Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (spear)

full_text:
Ice Devil (Gelugon)

Ice Devil
Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice:
14d8+84 (147 hp)

Initiative:
+5

Speed:
40 ft. (8 squares)

Armor Class:
32 (-1 size, +5 Dex, +18 natural), touch 14, flat-footed 27

Base Attack/Grapple:
+14/+24

Attack:
Spear +20 melee (2d6+9/x3 plus slow) or claw +19 melee (1d10+6)

Full Attack:
Spear +20/+15/+10 melee (2d6+9/x3 plus slow) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Fear aura, slow, spell-like abilities, summon devil

Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 25, telepathy 100 ft.

Saves:
Fort +15, Ref +14, Will +15

Abilities:
Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20

Skills:
Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +27, Knowledge (any three) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +6 (+8 following tracks)

Feats:
Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (spear)

Environment:
A lawful evil-aligned plane

Organization:
Solitary, team (2-4), squad (6-10), or troupe (1-2 ice devils, 7-12 bearded devils, and 1-4 bone devils)

Challenge Rating:
13

Treasure:
Standard coins; double goods; standard items

Alignment:
Always lawful evil

Advancement:
15-28 HD (Large); 29-42 HD (Huge)


Level Adjustment:
-

An ice devil is about 12 feet tall and weighs about 700 pounds.
Combat
An ice devil prefers to fight only when doing so serves its mission, but it never hesitates to attack when it deems a battle necessary-or likely to end in its victory.
An ice devil's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): An ice devil can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 13th). A creature that successfully saves cannot be affected again by the same ice devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.


Slow (Su): A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution-based.


Spell-Like Abilities: At will-cone of cold (DC 20), fly,  ice storm (DC 19), greater teleport (self plus 50 pounds of objects only), persistent image (DC 20), unholy aura (DC 23), wall of ice (DC 19). Caster level 13th. The save DCs are Charisma-based.


summon devil (Sp): Once per day an ice devil can attempt to summon 2d10 lemures or 1d6 bearded devils, 2d4 bone devils with a 50% chance of success, or another ice devil with a 20% chance of success. This ability is the equivalent of a 4th-level spell.


Regeneration (Ex): An ice devil takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.


armor_class:
20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17

special_qualities:
Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 5

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

skills:
Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)

stat_block:
Imp; CR 2; Tiny outsider (evil, extraplanar, lawful); HD 3d8; hp 13; Init +3; Spd 20 ft. (4 squares), fly 50 ft. (perfect); AC 20 (+2 size, +3 dex, +5 natural), touch 15, flat-footed 17; Base Atk +3; Grp -5; Atk +8 melee (1d4 plus poison, sting); Full Atk +8 melee (1d4 plus poison, sting); Space/Reach 2-1/2 ft./0 ft.; SA Poison, spell-like abilities; SQ Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 5; AL LE; SV Fort +3, Ref +6, Will +4; Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14

Skills and Feats: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks); Dodge, Weapon Finesse

full_text:
Imp

Imp

Tiny Outsider (Evil, Extraplanar, Lawful)


Hit Dice:
3d8 (13 hp)

Initiative:
+3

Speed:
20 ft. (4 squares), fly 50 ft. (perfect)

Armor Class:
20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17

Base Attack/Grapple:
+3/-5

Attack:
Sting +8 melee (1d4 plus poison)

Full Attack:
Sting +8 melee (1d4 plus poison)

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

Special Attacks:
Poison, spell-like abilities

Special Qualities:
Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, fire resistance 5

Saves:
Fort +3, Ref +6, Will +4

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

Skills:
Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)

Feats:
Dodge, Weapon Finesse

Environment:
A lawful evil-aligned plane

Organization:
Solitary

Challenge Rating:
2

Treasure:
None

Alignment:
Always lawful evil

Advancement:
4-6 HD (Tiny)


Level Adjustment:
- (Improved Familiar)

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Combat
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
An imp's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.


Spell-Like Abilities: At will-detect good,  detect magic,  invisibility (self only); 1/day-suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).


Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar.


speed:
40 ft. (8 squares), fly 60 ft. (average)

armor_class:
40 (-1 size, +8 Dex, +23 natural), touch 17, flat-footed 32

full_attack:
2 claws +30 melee (2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus poison plus disease) and tail slap +28 melee (2d8+6)

special_attacks:
Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon devil

special_qualities:
Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.

abilities:
Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26

skills:
Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +31

feats:
Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)

organization:
Solitary, pair, team (3-4), or troupe (1-2 pit fiends, 2-5 horned devils, and 2-5 barbed devils)

special_abilities:
Constrict (Ex), Disease (Su), Fear Aura (Su), Improved Grab (Ex), Poison (Ex), Regeneration (Ex), Summon Devil (Sp)

stat_block:
Pit fiend; CR 20; Large outsider (evil, extraplanar, lawful); HD 18d8+144; hp 225; Init +12; Spd 40 ft. (8 squares), fly 60 ft. (average); AC 40 (-1 size, +8 dex, +23 natural), touch 17, flat-footed 32; Base Atk +18; Grp +35; Atk +30 melee (2d8+13, claw); Full Atk +30 melee (2d8+13, 2 claws) and +28 melee (2d6+6, 2 wings) and +28 melee (4d6+6 plus poison plus disease, bite) and +28 melee (2d8+6, tail slap); Space/Reach 10 ft./10 ft.; SA Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon devil; SQ Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.; AL LE; SV Fort +19, Ref +19, Will +21; Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26

Skills and Feats: Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +31; Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)

full_text:
Pit Fiend

Pit Fiend
Large Outsider (Evil, Extraplanar, Lawful)

Hit Dice:
18d8+144 (225 hp)

Initiative:
+12

Speed:
40 ft. (8 squares), fly 60 ft. (average)

Armor Class:
40 (-1 size, +8 Dex, +23 natural), touch 17, flat-footed 32

Base Attack/Grapple:
+18/+35

Attack:
Claw +30 melee (2d8+13)

Full Attack:
2 claws +30 melee (2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus poison plus disease) and tail slap +28 melee (2d8+6)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon devil

Special Qualities:
Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, acid resistance 10, cold resistance 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.

Saves:
Fort +19, Ref +19, Will +21

Abilities:
Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26

Skills:
Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +31

Feats:
Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)

Environment:
A lawful evil-aligned plane

Organization:
Solitary, pair, team (3-4), or troupe (1-2 pit fiends, 2-5 horned devils, and 2-5 barbed devils)

Challenge Rating:
20

Treasure:
Standard coins; double goods; standard items

Alignment:
Always lawful evil

Advancement:
19-36 HD (Large); 37-54 HD (Huge)


Level Adjustment:
-

A pit fiend often wraps its wings around itself like a grotesque cloak, and appears wreathed in flames.
A pit fiend is 12 feet tall and weighs 800 pounds.
Combat
Pit fiends are wily and resourceful fighters, using invisibility to gain the upper hand and biting at foes seemingly able to see them. They don't hesitate to blanket an area with fireballs, and can call down the wrath of an inferno with meteor swarm.
A pit fiend's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): A pit fiend deals 2d8+26 points of damage with a successful grapple check.


Disease (Su): A creature struck by a pit fiend's bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.


Fear Aura (Su): A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.


Improved Grab (Ex): To use this ability, a pit fiend must hit 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.


Poison (Ex): Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.


Spell-Like Abilities: At will-blasphemy (DC 25), create undead,  fireball (DC 21), greater dispel magic,  greater teleport (self plus 50 pounds of objects only), invisibility,  magic circle against good,  mass hold monster (DC 27), persistent image (DC 23), power word stun,  unholy aura (DC 26); 1/day-meteor swarm (DC 27). Caster level 18th. The save DCs are Charisma-based.
Once per year a pit fiend can use wish as the spell (caster level 20th).


summon devil (Sp): Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.


Regeneration (Ex): A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.




Tactics Round-by-Round
A pit fiend typically opens combat by using its spell-like abilities, attempting to neutralize dangerous opponents before entering melee.
Prior to combat: Unholy aura; activate fear aura, summon devil.
Round 1: Quickened fireball and mass hold monster if facing three or more visible, active opponents; otherwise power word stun against unarmored opponent (preferably a spellcaster).
Round 2: Meteor swarm against as many foes as possible, approach worst-injured enemy.
Round 3: Full attack against injured enemy.
Round 4: Continue melee against injured enemy, or power word stun against annoying spellcaster.
Round 5: Repeat from round 1, or greater teleport to safety if endangered.


full_attack:
Talons +9 melee (2d8+5) and 2 foreclaws +4 melee (1d4+2) and bite +4 melee (2d6+2)

abilities:
Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10

skills:
Hide +5, Jump +27, Listen +12, Spot +12, Survival +12

stat_block:
Megaraptor; CR 6; Huge animal; HD 8d8+43; hp 79; Init +2; Spd 60 ft. (12 squares); AC 16 (-2 size, +2 dex, +6 natural), touch 10, flat-footed 14; Base Atk +6; Grp +19; Atk +9 melee (2d8+5, talons); Full Atk +9 melee (2d8+5, talons) and +4 melee (1d4+2, 2 foreclaws) and +4 melee (2d6+2, bite); Space/Reach 15 ft./10 ft.; SA Pounce; SQ Low-light vision, scent; AL N; SV Fort +10, Ref +8, Will +4; Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10

Skills and Feats: Hide +5, Jump +27, Listen +12, Spot +12, Survival +12; Run, Toughness, Track

full_text:
Megaraptor

Megaraptor
Huge Animal

Hit Dice:
8d8+43 (79 hp)

Initiative:
+2

Speed:
60 ft. (12 squares)

Armor Class:
16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14

Base Attack/Grapple:
+6/+19

Attack:
Talons +9 melee (2d8+5)

Full Attack:
Talons +9 melee (2d8+5) and 2 foreclaws +4 melee (1d4+2) and bite +4 melee (2d6+2)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Pounce

Special Qualities:
Low-light vision, scent

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

Abilities:
Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10

Skills:
Hide +5, Jump +27, Listen +12, Spot +12, Survival +12

Feats:
Run, Toughness, Track

Environment:
Warm forests

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

Challenge Rating:
6

Treasure:
None

Alignment:
Always neutral

Advancement:
9-16 HD (Huge); 17-24 HD (Gargantuan)


Level Adjustment:
-

This creature is a larger version of the deinonychus, standing about 12 feet tall with a total length of 24 feet. It has the same appearance, habits, and abilities of the smaller version.
Pounce (Ex): If a megaraptor charges, it can make a full attack.


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


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

abilities:
Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7

feats:
Alertness, Great Fortitude, Toughness (4)

stat_block:
Triceratops; CR 9; Huge animal; HD 16d8+124; hp 196; Init -1; Spd 30 ft. (6 squares); AC 18 (-2 size, -1 dex, +11 natural), touch 7, flat-footed 18; Base Atk +12; Grp +30; Atk +20 melee (2d8+15, gore); Full Atk +20 melee (2d8+15, gore); Space/Reach 15 ft./10 ft.; SA Powerful charge, trample 2d12+15; SQ Low-light vision, scent; AL N; SV Fort +19, Ref +9, Will +6; Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7

Skills and Feats: Listen +13, Spot +12; Alertness, Great Fortitude, Toughness (4)

full_text:
Triceratops

Triceratops

Huge Animal


Hit Dice:
16d8+124 (196 hp)

Initiative:
-1

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+12/+30

Attack:
Gore +20 melee (2d8+15)

Full Attack:
Gore +20 melee (2d8+15)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Powerful charge, trample 2d12+15

Special Qualities:
Low-light vision, scent

Saves:
Fort +19, Ref +9, Will +6

Abilities:
Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7

Skills:
Listen +13, Spot +12

Feats:
Alertness, Great Fortitude, Toughness (4)

Environment:
Temperate plains

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

Challenge Rating:
9

Treasure:
None

Alignment:
Always neutral

Advancement:
17-32 HD (Huge); 33-48 HD (Gargantuan)


Level Adjustment:
-

A triceratops has a body about 25 feet long and weighs about 20,000 pounds.
Combat
These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A triceratops uses its trample attack on smaller opponents.
Powerful Charge (Ex): When a triceratops charges, its gore attack deals 4d8+20 points of damage.


Trample (Ex): Reflex half DC 28. The save DC is Strength-based.


armor_class:
14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13

abilities:
Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10

feats:
Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track

stat_block:
Tyrannosaurus; CR 8; Huge animal; HD 18d8+99; hp 180; Init +1; Spd 40 ft. (8 squares); AC 14 (-2 size, +1 dex, +5 natural), touch 9, flat-footed 13; Base Atk +13; Grp +30; Atk +20 melee (3d6+13, bite); Full Atk +20 melee (3d6+13, bite); Space/Reach 15 ft./10 ft.; SA Improved grab, swallow whole; SQ Low-light vision, scent; AL N; SV Fort +16, Ref +12, Will +8; Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10

Skills and Feats: Hide -2, Listen +14, Spot +14; Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track

full_text:
Tyrannosaurus

Tyrannosaurus

Huge Animal


Hit Dice:
18d8+99 (180 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

Armor Class:
14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13

Base Attack/Grapple:
+13/+30

Attack:
Bite +20 melee (3d6+13)

Full Attack:
Bite +20 melee (3d6+13)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Improved grab, swallow whole

Special Qualities:
Low-light vision, scent

Saves:
Fort +16, Ref +12, Will +8

Abilities:
Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10

Skills:
Hide -2, Listen +14, Spot +14

Feats:
Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track

Environment:
Warm plains

Organization:
Solitary or pair

Challenge Rating:
8

Treasure:
None

Alignment:
Always neutral

Advancement:
19-36 HD (Huge); 37-54 HD (Gargantuan)


Level Adjustment:
-

Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail.
Combat
A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple-charge in and bite.
Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller 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.


Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus'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 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge tyrannosaurus's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.


Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.


full_attack:
2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)

abilities:
Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7

skills:
Climb +14, Listen +5, Move Silently +4, Spot +6

stat_block:
Dire ape; CR 3; Large animal; HD 5d8+13; hp 35; Init +2; Spd 30 ft. (6 squares), climb 15 ft.; AC 15 (-1 size, +2 dex, +4 natural), touch 11, flat-footed 13; Base Atk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2 claws) and +3 melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +6, Will +5; Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7

Skills and Feats: Climb +14, Listen +5, Move Silently +4, Spot +6; Alertness, Toughness

full_text:
Dire Ape

Dire Ape

Large Animal


Hit Dice:
5d8+13 (35 hp)

Initiative:
+2

Speed:
30 ft. (6 squares), climb 15 ft.

Armor Class:
15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

Base Attack/Grapple:
+3/+13

Attack:
Claw +8 melee (1d6+6)

Full Attack:
2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Rend 2d6+9

Special Qualities:
Low-light vision, scent

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

Abilities:
Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7

Skills:
Climb +14, Listen +5, Move Silently +4, Spot +6

Feats:
Alertness, Toughness

Environment:
Warm forests

Organization:
Solitary or company (5-8)

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

Advancement:
6-15 HD (Large)


Level Adjustment:
-

A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.
Combat
Dire apes attack anything that enters their territory, even other dire apes. If an opponent's armor foils a dire ape's attacks, the creature will attempt to grapple and pin, then rend the prone opponent.
Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.


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


abilities:
Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10

stat_block:
Dire badger; CR 2; Medium animal; HD 3d8+15; hp 28; Init +3; Spd 30 ft. (6 squares), burrow 10 ft.; AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk +4 melee (1d4+2, 2 claws) and -1 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +4; Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10

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

full_text:
Dire Badger

Dire Badger

Medium Animal


Hit Dice:
3d8+15 (28 hp)

Initiative:
+3

Speed:
30 ft. (6 squares), burrow 10 ft.

Armor Class:
16 (+3 Dex, +3 natural), touch 13, flat-footed 13

Base Attack/Grapple:
+2/+4

Attack:
Claw +4 melee (1d4+2)

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
Rage

Special Qualities:
Low-light vision, scent

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

Abilities:
Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10

Skills:
Listen +6, Spot +6

Feats:
Alertness, Toughness, Track B

Environment:
Temperate forests

Organization:
Solitary or cete (2-5)

Challenge Rating:
2

Treasure:
None

Alignment:
Always neutral

Advancement:
4-9 HD (Large)


Level Adjustment:
-

These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it's moving through is very loose.
A dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds.
Combat
Dire badgers attack with their sharp claws and teeth.
Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.


armor_class:
20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14

abilities:
Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6

skills:
Hide +4, Listen +12*, Move Silently +11, Spot +8*

stat_block:
Dire bat; CR 2; Large animal; HD 4d8+12; hp 30; Init +6; Spd 20 ft. (4 squares), fly 40 ft. (good); AC 20 (-1 size, +6 dex, +5 natural), touch 15, flat-footed 14; Base Atk +3; Grp +10; Atk +5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Blindsense 40 ft.; AL N; SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6

Skills and Feats: Hide +4, Listen +12*, Move Silently +11, Spot +8*; Alertness, Stealthy

full_text:
Dire Bat

Dire Bat

Large Animal


Hit Dice:
4d8+12 (30 hp)

Initiative:
+6

Speed:
20 ft. (4 squares), fly 40 ft. (good)

Armor Class:
20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14

Base Attack/Grapple:
+3/+10

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

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

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Blindsense 40 ft.

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

Abilities:
Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6

Skills:
Hide +4, Listen +12*, Move Silently +11, Spot +8*

Feats:
Alertness, Stealthy

Environment:
Temperate deserts

Organization:
Solitary or colony (5-8)

Challenge Rating:
2

Treasure:
None

Alignment:
Always neutral

Advancement:
5-12 HD (Large)


Level Adjustment:
-

A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
Combat
Dire bats swoop down upon unsuspecting prey from above.
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.


Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.


armor_class:
17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16

full_attack:
2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5)

abilities:
Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10

feats:
Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

stat_block:
Dire bear; CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17 (-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee (2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10

Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

full_text:
Dire Bear

Dire Bear

Large Animal


Hit Dice:
12d8+51 (105 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

Armor Class:
17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16

Base Attack/Grapple:
+9/+23

Attack:
Claw +19 melee (2d4+10)

Full Attack:
2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Improved grab

Special Qualities:
Low-light vision, scent

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

Abilities:
Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10

Skills:
Listen +10, Spot +10, Swim +13

Feats:
Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

Environment:
Cold forests

Organization:
Solitary or pair

Challenge Rating:
7

Treasure:
None

Alignment:
Always neutral

Advancement:
13-16 HD (Large); 17-36 HD (Huge)


Level Adjustment:
-

The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.
A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.
Combat
A dire bear attacks by tearing at opponents with its claws.
Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.


armor_class:
15 (-1 size, +6 natural), touch 9, flat-footed 15

abilities:
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8

stat_block:
Dire boar; CR 4; Large animal; HD 7d8+21; hp 52; Init +0; Spd 40 ft. (8 squares); AC 15 (-1 size, +6 natural), touch 9, flat-footed 15; Base Atk +5; Grp +17; Atk +12 melee (1d8+12, gore); Full Atk +12 melee (1d8+12, gore); Space/Reach 10 ft./5 ft.; SA Ferocity; SQ Low-light vision, scent; AL N; SV Fort +8, Ref +5, Will +8; Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8

Skills and Feats: Listen +8, Spot +8; Alertness, Endurance, Iron Will

full_text:
Dire Boar

Dire Boar

Large Animal


Hit Dice:
7d8+21 (52 hp)

Initiative:
+0

Speed:
40 ft. (8 squares)

Armor Class:
15 (-1 size, +6 natural), touch 9, flat-footed 15

Base Attack/Grapple:
+5/+17

Attack:
Gore +12 melee (1d8+12)

Full Attack:
Gore +12 melee (1d8+12)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Ferocity

Special Qualities:
Low-light vision, scent

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

Abilities:
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8

Skills:
Listen +8, Spot +8

Feats:
Alertness, Endurance, Iron Will

Environment:
Temperate forests

Organization:
Solitary or herd (5-8)

Challenge Rating:
4

Treasure:
None

Alignment:
Always neutral

Advancement:
8-16 HD (Large); 17-21 HD (Huge)


Level Adjustment:
-

Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however.
Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
Combat
A dire boar charges its opponent, trying to rip the target open with its tusks.
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.


full_attack:
2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3)

abilities:
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10

skills:
Hide +2*, Listen +7, Move Silently +5, Spot +7

stat_block:
Dire lion; CR 5; Large animal; HD 8d8+24; hp 60; Init +2; Spd 40 ft. (8 squares); AC 15 (-1 size, +2 dex, +4 natural), touch 11, flat-footed 13; Base Atk +6; Grp +17; Atk +13 melee (1d6+7, claw); Full Atk +13 melee (1d6+7, 2 claws) and +7 melee (1d8+3, bite); Space/Reach 10 ft./5 ft.; SA Improved grab, pounce, rake 1d6+3; SQ Low-light vision, scent; AL N; SV Fort +9, Ref +8, Will +7; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills and Feats: Hide +2*, Listen +7, Move Silently +5, Spot +7; Alertness, Run, Weapon Focus (claw)

full_text:
Dire Lion

Dire Lion

Large Animal


Hit Dice:
8d8+24 (60 hp)

Initiative:
+2

Speed:
40 ft. (8 squares)

Armor Class:
15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

Base Attack/Grapple:
+6/+17

Attack:
Claw +13 melee (1d6+7)

Full Attack:
2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Improved grab, pounce, rake 1d6+3

Special Qualities:
Low-light vision, scent

Saves:
Fort +9, Ref +8, Will +7

Abilities:
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills:
Hide +2*, Listen +7, Move Silently +5, Spot +7

Feats:
Alertness, Run, Weapon Focus (claw)

Environment:
Warm plains

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

Challenge Rating:
5

Treasure:
None

Alignment:
Always neutral

Advancement:
9-16 HD (Large); 17-24 HD (Huge)


Level Adjustment:
-

Dire lions are patient hunters, just like their smaller cousins, but apt to take on bigger prey.
Dire lions grow to be up to 15 feet long and weigh up to 3,500 pounds.
Combat
A dire lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself.
Improved Grab (Ex): To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.


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


Rake (Ex): Attack bonus +12 melee, damage 1d6+3.


Skills: Dire lions have a +4 racial bonus on Hide and Move Silently checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.


abilities:
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4

skills:
Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

stat_block:
Dire rat; CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8 squares), climb 20 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12; Base Atk +0; Grp -4; Atk +4 melee (1d4 plus disease, bite); Full Atk +4 melee (1d4 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Disease; SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4

Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11; Alertness, Weapon Finesse

full_text:
Dire Rat

Dire Rat

Small Animal


Hit Dice:
1d8+1 (5 hp)

Initiative:
+3

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

Armor Class:
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

Base Attack/Grapple:
+0/-4

Attack:
Bite +4 melee (1d4 plus disease)

Full Attack:
Bite +4 melee (1d4 plus disease)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Disease

Special Qualities:
Low-light vision, scent

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

Abilities:
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4

Skills:
Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

Feats:
Alertness, Weapon Finesse B

Environment:
Any

Organization:
Solitary or pack (11-20)

Challenge Rating:
1/3

Treasure:
None

Alignment:
Always neutral

Advancement:
2-3 HD (Small); 4-6 HD (Medium)


Level Adjustment:
-

Dire rats are omnivorous scavengers, but will attack to defend their nests and territories.
A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.
Combat
Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Disease (Ex): Filth fever-bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.


Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.


armor_class:
17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15

abilities:
Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10

feats:
Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)

special_abilities:
Improved Grab (Ex), Keen Scent (Ex), Swallow Whole (Ex)

stat_block:
Dire shark; CR 9; Huge animal (aquatic); HD 18d8+66; hp 147; Init +2; Spd Swim 60 ft. (12 squares); AC 17 (-2 size, +2 dex, +7 natural), touch 10, flat-footed 15; Base Atk +13; Grp +27; Atk +18 melee (2d8+9, bite); Full Atk +18 melee (2d8+9, bite); Space/Reach 15 ft./10 ft.; SA Improved grab, swallow whole; SQ Keen scent; AL N; SV Fort +14, Ref +13, Will +12; Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10

Skills and Feats: Listen +12, Spot +11, Swim +14; Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)

full_text:
Dire Shark

Dire Shark

Huge Animal (Aquatic)


Hit Dice:
18d8+66 (147 hp)

Initiative:
+2

Speed:
Swim 60 ft. (12 squares)

Armor Class:
17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15

Base Attack/Grapple:
+13/+27

Attack:
Bite +18 melee (2d8+9)

Full Attack:
Bite +18 melee (2d8+9)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Improved grab, swallow whole

Special Qualities:
Keen scent

Saves:
Fort +14, Ref +13, Will +12

Abilities:
Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10

Skills:
Listen +12, Spot +11, Swim +14

Feats:
Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)

Environment:
Cold aquatic

Organization:
Solitary or school (2-5)

Challenge Rating:
9

Treasure:
None

Alignment:
Always neutral

Advancement:
19-32 (Huge); 33-54 (Gargantuan)


Level Adjustment:
-

Dire sharks attack anything they perceive to be edible, even larger creatures.
This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds.
Combat
Dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp.
Improved Grab (Ex): To use this ability, a dire shark 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 foe in the following round.


Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge dire shark's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.


Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.


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


armor_class:
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

full_attack:
2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4)

abilities:
Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10

skills:
Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10

feats:
Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)

stat_block:
Dire tiger; CR 8; Large animal; HD 16d8+48; hp 120; Init +2; Spd 40 ft. (8 squares); AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +12; Grp +24; Atk +20 melee (2d4+8, claw); Full Atk +20 melee (2d4+8, 2 claws) and +14 melee (2d6+4, bite); Space/Reach 10 ft./5 ft.; SA Improved grab, pounce, rake 2d4+4; SQ Low-light vision, scent; AL N; SV Fort +13, Ref +12, Will +11; Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills and Feats: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10; Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw), Run, Stealthy, Weapon Focus (claw)

full_text:
Dire Tiger

Dire Tiger
Large Animal

Hit Dice:
16d8+48 (120 hp)

Initiative:
+2

Speed:
40 ft. (8 squares)

Armor Class:
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

Base Attack/Grapple:
+12/+24

Attack:
Claw +20 melee (2d4+8)

Full Attack:
2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Improved grab, pounce, rake 2d4+4

Special Qualities:
Low-light vision, scent

Saves:
Fort +13, Ref +12, Will +11

Abilities:
Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills:
Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10

Feats:
Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)

Environment:
Warm forests

Organization:
Solitary or pair

Challenge Rating:
8

Treasure:
None

Alignment:
Always neutral

Advancement:
17-32 HD (Large); 33-48 (Huge)


Level Adjustment:
-

Dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard.
Dire tigers grow to be over 12 feet long and can weigh up to 6,000 pounds.
Combat
A dire tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws.
Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.


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


Rake (Ex): Attack bonus +18 melee, damage 2d4+4.


Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.


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

abilities:
Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11

skills:
Hide +8, Listen +3, Move Silently +8, Spot +5

stat_block:
Dire weasel; CR 2; Medium animal; HD 3d8; hp 13; Init +4; Spd 40 ft. (8 squares); AC 16 (+4 dex, +2 natural), touch 14, flat-footed 12; Base Atk +2; Grp +4; Atk +6 melee (1d6+3, bite); Full Atk +6 melee (1d6+3, bite); Space/Reach 5 ft./5 ft.; SA Attach, blood drain; SQ Low-light vision, scent; AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11

Skills and Feats: Hide +8, Listen +3, Move Silently +8, Spot +5; Alertness, Stealthy, Weapon Finesse

full_text:
Dire Weasel

Dire Weasel
Medium Animal

Hit Dice:
3d8 (13 hp)

Initiative:
+4

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+2/+4

Attack:
Bite +6 melee (1d6+3)

Full Attack:
Bite +6 melee (1d6+3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Attach, blood drain

Special Qualities:
Low-light vision, scent

Saves:
Fort +3, Ref +7, Will +4

Abilities:
Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11

Skills:
Hide +8, Listen +3, Move Silently +8, Spot +5

Feats:
Alertness, Stealthy, Weapon Finesse B

Environment:
Temperate hills

Organization:
Solitary or pair

Challenge Rating:
2

Treasure:
None

Alignment:
Always neutral

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


Level Adjustment:
-

Dire weasels grow to be up to 10 feet long and can reach a weight of 700 pounds.
Combat
Dire weasels stalk their prey in the dark and then leap on it, biting and clawing.
Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.


Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.


skills:
Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*

stat_block:
Dire wolf; CR 3; Large animal; HD 6d8+18; hp 45; Init +2; Spd 50 ft. (10 squares); AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +4; Grp +15; Atk +11 melee (1d8+10, bite); Full Atk +11 melee (1d8+10, bite); Space/Reach 10 ft./5 ft.; SA Trip; SQ Low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*; Alertness, Run, Track, Weapon Focus (bite)

full_text:
Dire Wolf

Dire Wolf

Large Animal


Hit Dice:
6d8+18 (45 hp)

Initiative:
+2

Speed:
50 ft. (10 squares)

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

Base Attack/Grapple:
+4/+15

Attack:
Bite +11 melee (1d8+10)

Full Attack:
Bite +11 melee (1d8+10)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Trip

Special Qualities:
Low-light vision, scent

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

Abilities:
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills:
Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*

Feats:
Alertness, Run, Track B, Weapon Focus (bite)

Environment:
Temperate forests

Organization:
Solitary or pack (5-8)

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

Advancement:
7-18 HD (Large)


Level Adjustment:
-

Dire wolves are efficient pack hunters that will kill anything they can catch.
Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Combat
Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.


Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.


armor_class:
16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13

abilities:
Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10

stat_block:
Dire wolverine; CR 4; Large animal; HD 5d8+23; hp 45; Init +3; Spd 30 ft. (6 squares), climb 10 ft.; AC 16 (-1 size, +3 dex, +4 natural), touch 12, flat-footed 13; Base Atk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2 claws) and +3 melee (1d8+3, bite); Space/Reach 10 ft./5 ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +5; Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10

Skills and Feats: Climb +14, Listen +7, Spot +7; Alertness, Toughness, Track

full_text:
Dire Wolverine

Dire Wolverine

Large Animal


Hit Dice:
5d8+23 (45 hp)

Initiative:
+3

Speed:
30 ft. (6 squares), climb 10 ft.

Armor Class:
16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13

Base Attack/Grapple:
+3/+13

Attack:
Claw +8 melee (1d6+6)

Full Attack:
2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Rage

Special Qualities:
Low-light vision, scent

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

Abilities:
Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10

Skills:
Climb +14, Listen +7, Spot +7

Feats:
Alertness, Toughness, Track B

Environment:
Cold forests

Organization:
Solitary or pair

Challenge Rating:
4

Treasure:
None

Alignment:
Always neutral

Advancement:
6-15 HD (Large)


Level Adjustment:
-

Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.
Combat
Dire wolverines attack opponents wantonly, fearing no other creatures.
Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.


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


special_qualities:
Change shape, immunity to sleep and charm effects

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

skills:
Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6

stat_block:
Doppelganger; CR 3; Medium monstrous humanoid (shapechanger); HD 4d8+4; hp 22; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +4; Grp +5; Atk +5 melee (1d6+1, slam); Full Atk +5 melee (1d6+1, slam); Space/Reach 5 ft./5 ft.; SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects; AL N; SV Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13

Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6; Dodge, Great Fortitude

full_text:
Doppelganger

Doppelganger

Medium Monstrous Humanoid (Shapechanger)


Hit Dice:
4d8+4 (22 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+4/+5

Attack:
Slam +5 melee (1d6+1)

Full Attack:
Slam +5 melee (1d6+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Detect thoughts

Special Qualities:
Change shape, immunity to sleep and charm effects

Saves:
Fort +4, Ref +5, Will +6

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

Skills:
Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6

Feats:
Dodge, Great Fortitude

Environment:
Any

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

Challenge Rating:
3

Treasure:
Double standard

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+4

Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppelganger's appearance is deceiving even when it's in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance.
Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived.
It is natural form a doppelganger is about 5-1/2 feet tall and weighs about 150 pounds.
Combat
When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, it uses its detect thoughts ability to employ the same tactics and strategies as the person it is impersonating.
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.


Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.


Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks.
*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.




Doppelgangers as Characters
Doppelganger characters possess the following racial traits.

 +2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.

 Medium size.


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

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

 Racial Hit Dice: A doppelganger begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.

 Racial Skills: A doppelganger's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot.

 Racial Feats: A doppelganger's monstrous humanoid levels give it two feats.

 +4 natural armor bonus.

 +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

 Special Attacks (see above): Detect thoughts.

 Special Qualities (see above): Change shape, immunity to sleep and charm effects.

 Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.

 Favored Class: Rogue.

 Level adjustment +4.


speed:
60 ft., fly 100 ft. (average), swim 60 ft.

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

full_attack:
Bite +6 (1d4) melee, 2 Claws +6 (1d3) melee

special_attacks:
Breath weapon (30 ft. line of acid 2d4, DC 13)

special_qualities:
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing

abilities:
Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8

skills:
Concentration +3, Diplomacy +0, Escape Artist +1, Hide +9, Intimidate +1, Knowledge (any 1) +2, Listen +9, Move Silently +1, Search +6, Sense Motive +1, Spot +9, Swim +1, Use Magic Device +0

stat_block:
Wyrmling black dragon; CR 3; Tiny dragon (water); HD 4d12+4; hp 30; Init +0; Spd 60 ft., fly 100 ft. (average), swim 60 ft.; AC 15 (+2 size, +3 natural), touch 12, flat-footed 15; Base Atk +4; Grp -4; Atk +6 melee (1d4, bite); Full Atk +6 melee (1d4, bite) and +6 melee (1d3, 2 claws); Space/Reach 2-1/2 ft./0 ft. (5 ft. with bite); SA Breath weapon (30 ft. line of acid 2d4, DC 13); SQ Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing; AL CE; SV Fort +5, Ref +4, Will +4; Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8

Skills and Feats: Concentration +3, Diplomacy +0, Escape Artist +1, Hide +9, Intimidate +1, Knowledge (any 1) +2, Listen +9, Move Silently +1, Search +6, Sense Motive +1, Spot +9, Swim +1, Use Magic Device +0; Alertness, Hover

full_text:
Black Dragon
Black Dragon, Wyrmling
Tiny Dragon (Water)
Hit Dice:
4d12+4 (30 hp)
Initiative:
+0
Speed:
60 ft., fly 100 ft. (average), swim 60 ft.
Armor Class:
15 (+2 size, +3 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+4/-4
Attack:
Bite +6 (1d4) melee
Full Attack:
Bite +6 (1d4) melee, 2 Claws +6 (1d3) melee
Space/Reach:
2-1/2 ft./0 ft. (5 ft. with bite)
Special Attacks:
Breath weapon (30 ft. line of acid 2d4, DC 13)
Special Qualities:
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing
Saves:
Fort +5, Ref +4, Will +4
Abilities:
Str 11, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Skills:
Concentration +3, Diplomacy +0, Escape Artist +1, Hide +9, Intimidate +1, Knowledge (any 1) +2, Listen +9, Move Silently +1, Search +6, Sense Motive +1, Spot +9, Swim +1, Use Magic Device +0
Feats:
Alertness, Hover
Environment:
Warm marshes
Organization:
Solitary or clutch (2-5)
Challenge Rating:
3
Treasure:
Triple standard
Alignment:
Always chaotic evil
Advancement:
5-6 HD (Tiny)
Level Adjustment:
+3

Dragon (Water)


Environment: Warm marshes


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


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


Treasure: Triple standard


Alignment: Always chaotic evil


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


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


Black Dragons by Age

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

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


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

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

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

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

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

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

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

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

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

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

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


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


Black Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

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

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

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

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

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

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

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

Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Plant growth
7th
22

Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Damage reduction 15/magic
9th
23

Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Insect plague
11th
25

Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Damage reduction 20/magic
13th
26


Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.


Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.


Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.


Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.


Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).


Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.


full_attack:
Bite +9 (1d6+1) melee, 2 Claws +9 (1d4) melee

special_attacks:
Breath weapon (40 ft. line of acid 4d4, DC 14)

abilities:
Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8

skills:
Concentration +3, Diplomacy +1, Escape Artist +2, Hide +6, Intimidate +1, Knowledge (any 1) +3, Listen +12, Move Silently +1, Search +9, Sense Motive +2, Spot +12, Swim +2, Use Magic Device +1

stat_block:
Very young black dragon; CR 4; Small dragon (water); HD 7d12+7; hp 52; Init +4; Spd 60 ft., fly 100 ft. (average), swim 60 ft.; AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +7; Grp +4; Atk +9 melee (1d6+1, bite); Full Atk +9 melee (1d6+1, bite) and +9 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon (40 ft. line of acid 4d4, DC 14); SQ Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing; AL CE; SV Fort +6, Ref +5, Will +5; Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8

Skills and Feats: Concentration +3, Diplomacy +1, Escape Artist +2, Hide +6, Intimidate +1, Knowledge (any 1) +3, Listen +12, Move Silently +1, Search +9, Sense Motive +2, Spot +12, Swim +2, Use Magic Device +1; Alertness, Hover, Improved Initiative

full_text:
Black Dragon
Black Dragon, Very young
Small Dragon (Water)
Hit Dice:
7d12+7 (52 hp)
Initiative:
+4
Speed:
60 ft., fly 100 ft. (average), swim 60 ft.
Armor Class:
17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple:
+7/+4
Attack:
Bite +9 (1d6+1) melee
Full Attack:
Bite +9 (1d6+1) melee, 2 Claws +9 (1d4) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (40 ft. line of acid 4d4, DC 14)
Special Qualities:
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing
Saves:
Fort +6, Ref +5, Will +5
Abilities:
Str 13, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Skills:
Concentration +3, Diplomacy +1, Escape Artist +2, Hide +6, Intimidate +1, Knowledge (any 1) +3, Listen +12, Move Silently +1, Search +9, Sense Motive +2, Spot +12, Swim +2, Use Magic Device +1
Feats:
Alertness, Hover, Improved Initiative
Environment:
Warm marshes
Organization:
Solitary or clutch (2-5)
Challenge Rating:
4
Treasure:
Triple standard
Alignment:
Always chaotic evil
Advancement:
8-9 HD (Small)
Level Adjustment:
+3

Dragon (Water)


Environment: Warm marshes


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


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


Treasure: Triple standard


Alignment: Always chaotic evil


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


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


Black Dragons by Age

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

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


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

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

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

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

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

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

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

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

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

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

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


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


Black Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

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

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

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

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

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

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

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

Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Plant growth
7th
22

Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Damage reduction 15/magic
9th
23

Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Insect plague
11th
25

Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Damage reduction 20/magic
13th
26


Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.


Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.


Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.


Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.


Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).


Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.


armor_class:
19 (+9 natural), touch 10, flat-footed 19

full_attack:
Bite +13 (1d8+2) melee, 2 Claws +12 (1d6+1) melee, 2 Wings +12 (1d4+1) melee

special_attacks:
Breath weapon (60 ft. line of acid 6d4, DC 17)

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

skills:
Concentration +6, Diplomacy +3, Escape Artist +3, Hide +3, Intimidate +4, Knowledge (any 1) +10, Listen +15, Move Silently +3, Search +13, Sense Motive +3, Spot +15, Swim +5, Use Magic Device +3

stat_block:
Young black dragon; CR 5; Medium dragon (water); HD 10d12+20; hp 85; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 19 (+9 natural), touch 10, flat-footed 19; Base Atk +10; Grp +12; Atk +13 melee (1d8+2, bite); Full Atk +13 melee (1d8+2, bite) and +12 melee (1d6+1, 2 claws) and +12 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA Breath weapon (60 ft. line of acid 6d4, DC 17); SQ Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing; AL CE; SV Fort +9, Ref +7, Will +7; Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Skills and Feats: Concentration +6, Diplomacy +3, Escape Artist +3, Hide +3, Intimidate +4, Knowledge (any 1) +10, Listen +15, Move Silently +3, Search +13, Sense Motive +3, Spot +15, Swim +5, Use Magic Device +3; Alertness, Hover, Improved Initiative, Weapon Focus (bite)

full_text:
Black Dragon
Black Dragon, Young
Medium Dragon (Water)
Hit Dice:
10d12+20 (85 hp)
Initiative:
+4
Speed:
60 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple:
+10/+12
Attack:
Bite +13 (1d8+2) melee
Full Attack:
Bite +13 (1d8+2) melee, 2 Claws +12 (1d6+1) melee, 2 Wings +12 (1d4+1) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (60 ft. line of acid 6d4, DC 17)
Special Qualities:
Blindsense 60 ft., darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing
Saves:
Fort +9, Ref +7, Will +7
Abilities:
Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills:
Concentration +6, Diplomacy +3, Escape Artist +3, Hide +3, Intimidate +4, Knowledge (any 1) +10, Listen +15, Move Silently +3, Search +13, Sense Motive +3, Spot +15, Swim +5, Use Magic Device +3
Feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite)
Environment:
Warm marshes
Organization:
Solitary or clutch (2-5)
Challenge Rating:
5
Treasure:
Triple standard
Alignment:
Always chaotic evil
Advancement:
11-12 HD (Medium)
Level Adjustment:
+3

Dragon (Water)


Environment: Warm marshes


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


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


Treasure: Triple standard


Alignment: Always chaotic evil


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


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


Black Dragons by Age

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

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


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

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

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

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

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

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

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

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

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

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

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


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


Black Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

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

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

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

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

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

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

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

Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Plant growth
7th
22

Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Damage reduction 15/magic
9th
23

Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Insect plague
11th
25

Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Damage reduction 20/magic
13th
26


Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.


Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.


Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.


Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.


Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).


Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.


armor_class:
22 (+12 natural), touch 10, flat-footed 22

full_attack:
Bite +17 (1d8+3) melee, 2 Claws +17 (1d6+1) melee, 2 Wings +16 (1d4+1) melee

special_attacks:
Breath weapon (60 ft. line of acid 8d4, DC 18)

special_qualities:
Blindsense 60 ft., darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing

abilities:
Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

skills:
Concentration +6, Diplomacy +4, Escape Artist +4, Hide +4, Intimidate +4, Knowledge (any 1) +12, Listen +18, Move Silently +4, Search +16, Sense Motive +4, Spot +18, Swim +7, Use Magic Device +4

stat_block:
Juvenile black dragon; CR 7; Medium dragon (water); HD 13d12+26; hp 110; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 22 (+12 natural), touch 10, flat-footed 22; Base Atk +13; Grp +16; Atk +17 melee (1d8+3, bite); Full Atk +17 melee (1d8+3, bite) and +17 melee (1d6+1, 2 claws) and +16 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA Breath weapon (60 ft. line of acid 8d4, DC 18); SQ Blindsense 60 ft., darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing; AL CE; SV Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Skills and Feats: Concentration +6, Diplomacy +4, Escape Artist +4, Hide +4, Intimidate +4, Knowledge (any 1) +12, Listen +18, Move Silently +4, Search +16, Sense Motive +4, Spot +18, Swim +7, Use Magic Device +4; Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Black Dragon
Black Dragon, Juvenile
Medium Dragon (Water)
Hit Dice:
13d12+26 (110 hp)
Initiative:
+4
Speed:
60 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple:
+13/+16
Attack:
Bite +17 (1d8+3) melee
Full Attack:
Bite +17 (1d8+3) melee, 2 Claws +17 (1d6+1) melee, 2 Wings +16 (1d4+1) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (60 ft. line of acid 8d4, DC 18)
Special Qualities:
Blindsense 60 ft., darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, water breathing
Saves:
Fort +10, Ref +8, Will +8
Abilities:
Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills:
Concentration +6, Diplomacy +4, Escape Artist +4, Hide +4, Intimidate +4, Knowledge (any 1) +12, Listen +18, Move Silently +4, Search +16, Sense Motive +4, Spot +18, Swim +7, Use Magic Device +4
Feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Warm marshes
Organization:
Solitary or clutch (2-5)
Challenge Rating:
7
Treasure:
Triple standard
Alignment:
Always chaotic evil
Advancement:
14-15 HD (Medium)
Level Adjustment:
+4

Dragon (Water)


Environment: Warm marshes


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


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


Treasure: Triple standard


Alignment: Always chaotic evil


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


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


Black Dragons by Age

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

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


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

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

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

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

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

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

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

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

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

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

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


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


Black Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

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

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

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

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

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

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

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

Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Plant growth
7th
22

Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Damage reduction 15/magic
9th
23

Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Insect plague
11th
25

Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Damage reduction 20/magic
13th
26


Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.


Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.


Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.


Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.


Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).


Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.


armor_class:
32 (-2 size, +24 natural), touch 8, flat-footed 32

full_attack:
Bite +33 (2d8+9) melee, 2 Claws +33 (2d6+4) melee, 2 Wings +32 (1d8+4) melee, Tail Slap +32 (2d6+13) melee

special_attacks:
Breath weapon (100 ft. line of acid 16d4, DC 27), crush 2d8+13 (DC 27), frightful presence (DC 24)

special_qualities:
Blindsense 60 ft., corrupt water, damage reduction 10/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, plant growth, spell resistance 22, spells (caster level 7th), water breathing

abilities:
Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14

skills:
Concentration +17, Diplomacy +14, Escape Artist +12, Hide +4, Intimidate +14, Knowledge (any 2) +30, Listen +32, Move Silently +12, Search +30, Sense Motive +14, Spot +32, Swim +21, Use Magic Device +14

stat_block:
Old black dragon; CR 16; Huge dragon (water); HD 25d12+125; hp 287; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 32 (-2 size, +24 natural), touch 8, flat-footed 32; Base Atk +25; Grp +42; Atk +33 melee (2d8+9, bite); Full Atk +33 melee (2d8+9, bite) and +33 melee (2d6+4, 2 claws) and +32 melee (1d8+4, 2 wings) and +32 melee (2d6+13, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (100 ft. line of acid 16d4, DC 27), crush 2d8+13 (DC 27), frightful presence (DC 24); SQ Blindsense 60 ft., corrupt water, damage reduction 10/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, plant growth, spell resistance 22, spells (caster level 7th), water breathing; AL CE; SV Fort +19, Ref +14, Will +16; Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14

Skills and Feats: Concentration +17, Diplomacy +14, Escape Artist +12, Hide +4, Intimidate +14, Knowledge (any 2) +30, Listen +32, Move Silently +12, Search +30, Sense Motive +14, Spot +32, Swim +21, Use Magic Device +14; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Black Dragon
Black Dragon, Old
Huge Dragon (Water)
Hit Dice:
25d12+125 (287 hp)
Initiative:
+4
Speed:
60 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
32 (-2 size, +24 natural), touch 8, flat-footed 32
Base Attack/Grapple:
+25/+42
Attack:
Bite +33 (2d8+9) melee
Full Attack:
Bite +33 (2d8+9) melee, 2 Claws +33 (2d6+4) melee, 2 Wings +32 (1d8+4) melee, Tail Slap +32 (2d6+13) melee
Space/Reach:
15 ft./10 ft. (15 ft. with bite)
Special Attacks:
Breath weapon (100 ft. line of acid 16d4, DC 27), crush 2d8+13 (DC 27), frightful presence (DC 24)
Special Qualities:
Blindsense 60 ft., corrupt water, damage reduction 10/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, plant growth, spell resistance 22, spells (caster level 7th), water breathing
Saves:
Fort +19, Ref +14, Will +16
Abilities:
Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Skills:
Concentration +17, Diplomacy +14, Escape Artist +12, Hide +4, Intimidate +14, Knowledge (any 2) +30, Listen +32, Move Silently +12, Search +30, Sense Motive +14, Spot +32, Swim +21, Use Magic Device +14
Feats:
Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Warm marshes
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
16
Treasure:
Triple standard
Alignment:
Always chaotic evil
Advancement:
26-27 HD (Huge)
Level Adjustment:
-

Dragon (Water)


Environment: Warm marshes


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


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


Treasure: Triple standard


Alignment: Always chaotic evil


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


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


Black Dragons by Age

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

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


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

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

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

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

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

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

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

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

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

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

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


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


Black Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

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

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

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

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

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

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

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

Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Plant growth
7th
22

Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Damage reduction 15/magic
9th
23

Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Insect plague
11th
25

Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Damage reduction 20/magic
13th
26


Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.


Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.


Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.


Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.


Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).


Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.


armor_class:
35 (-2 size, +27 natural), touch 8, flat-footed 35

full_attack:
Bite +37 (2d8+10) melee, 2 Claws +37 (2d6+5) melee, 2 Wings +36 (1d8+5) melee, Tail Slap +36 (2d6+15) melee

special_attacks:
Breath weapon (100 ft. line of acid 18d4, DC 30), crush 2d8+15 (DC 30), frightful presence (DC 27)

special_qualities:
Blindsense 60 ft., corrupt water, damage reduction 15/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, plant growth, spell resistance 23, spells (caster level 9th), water breathing

abilities:
Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16

skills:
Concentration +22, Diplomacy +19, Escape Artist +16, Hide +8, Intimidate +19, Knowledge (any 2) +34, Listen +36, Move Silently +16, Search +34, Sense Motive +19, Spot +36, Swim +26, Use Magic Device +19

stat_block:
Very old black dragon; CR 18; Huge dragon (water); HD 28d12+168; hp 350; Init +4; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 35 (-2 size, +27 natural), touch 8, flat-footed 35; Base Atk +28; Grp +46; Atk +37 melee (2d8+10, bite); Full Atk +37 melee (2d8+10, bite) and +37 melee (2d6+5, 2 claws) and +36 melee (1d8+5, 2 wings) and +36 melee (2d6+15, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (100 ft. line of acid 18d4, DC 30), crush 2d8+15 (DC 30), frightful presence (DC 27); SQ Blindsense 60 ft., corrupt water, damage reduction 15/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, plant growth, spell resistance 23, spells (caster level 9th), water breathing; AL CE; SV Fort +22, Ref +16, Will +19; Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16

Skills and Feats: Concentration +22, Diplomacy +19, Escape Artist +16, Hide +8, Intimidate +19, Knowledge (any 2) +34, Listen +36, Move Silently +16, Search +34, Sense Motive +19, Spot +36, Swim +26, Use Magic Device +19; Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover

full_text:
Black Dragon
Black Dragon, Very old
Huge Dragon (Water)
Hit Dice:
28d12+168 (350 hp)
Initiative:
+4
Speed:
60 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
35 (-2 size, +27 natural), touch 8, flat-footed 35
Base Attack/Grapple:
+28/+46
Attack:
Bite +37 (2d8+10) melee
Full Attack:
Bite +37 (2d8+10) melee, 2 Claws +37 (2d6+5) melee, 2 Wings +36 (1d8+5) melee, Tail Slap +36 (2d6+15) melee
Space/Reach:
15 ft./10 ft. (15 ft. with bite)
Special Attacks:
Breath weapon (100 ft. line of acid 18d4, DC 30), crush 2d8+15 (DC 30), frightful presence (DC 27)
Special Qualities:
Blindsense 60 ft., corrupt water, damage reduction 15/magic, darkness, darkvision 120 ft., immunity to acid, immunity to sleep and paralysis, keen senses, plant growth, spell resistance 23, spells (caster level 9th), water breathing
Saves:
Fort +22, Ref +16, Will +19
Abilities:
Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16
Skills:
Concentration +22, Diplomacy +19, Escape Artist +16, Hide +8, Intimidate +19, Knowledge (any 2) +34, Listen +36, Move Silently +16, Search +34, Sense Motive +19, Spot +36, Swim +26, Use Magic Device +19
Feats:
Alertness, Empower Spell, Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Wingover
Environment:
Warm marshes
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
18
Treasure:
Triple standard
Alignment:
Always chaotic evil
Advancement:
29-30 HD (Huge)
Level Adjustment:
-

Dragon (Water)


Environment: Warm marshes


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


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


Treasure: Triple standard


Alignment: Always chaotic evil


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


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


Black Dragons by Age

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

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


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

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

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

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

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

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

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

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

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

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

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


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


Black Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

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

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

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

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

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

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

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

Old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
32 (-2 size, +24 natural), touch 8, flat-footed 32
Plant growth
7th
22

Very old
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
35 (-2 size, +27 natural), touch 8, flat-footed 35
Damage reduction 15/magic
9th
23

Ancient
60 ft., fly 150 ft. (poor), swim 60 ft.
+0
38 (-2 size, +30 natural), touch 8, flat-footed 38
Insect plague
11th
25

Wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
39 (-4 size, +33 natural), touch 6, flat-footed 39
Damage reduction 20/magic
13th
26


Great wyrm
60 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
42 (-4 size, +36 natural), touch 6, flat-footed 42
Charm reptiles
15th
28

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon's scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.


Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.


Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.


Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.


Other Spell-Like Abilities: 3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).


Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.


