# monster

armor_class:
18 (-2 size, +3 Dex, +7 natural), touch 11, flat-footed 15

full_attack:
4 tentacles +18 melee (1d6+9 plus slime)

special_qualities:
Aquatic subtype, darkvision 60 ft., mucus cloud, summon familiar

abilities:
Str 28, Dex 16, Con 24, Int 20, Wis 16, Cha 14

skills:
Bluff +13, Concentration +25, Decipher Script +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +4, Knowledge (arcana) +15, Knowledge (dungeoneering) +25, Knowledge (history) +15, Knowledge (the planes) +15, Listen +15, Search +10, Sense Motive +15, Spellcraft +20, Spot +17, Survival +3 (+5 following tracks, on other planes, and underground), Swim +8

feats:
Combat Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (illusion), Spell Focus (enchantment), Spell Penetration

stat_block:
10th-level wizard aboleth mage; CR 17; Huge aberration (aquatic); HD 8d8+56 plus 10d4+70; hp 177; Init +7; Spd 10 ft. (2 squares), swim 60 ft.; AC 18 (-2 size, +3 dex, +7 natural), touch 11, flat-footed 15; Base Atk +11; Grp +28; Atk +18 melee (1d6+9 plus slime, tentacle); Full Atk +18 melee (1d6+9 plus slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime, spells; SQ Aquatic subtype, darkvision 60 ft., mucus cloud, summon familiar; AL LE; SV Fort +15, Ref +10, Will +15; Str 28, Dex 16, Con 24, Int 20, Wis 16, Cha 14

Skills and Feats: Bluff +13, Concentration +25, Decipher Script +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +4, Knowledge (arcana) +15, Knowledge (dungeoneering) +25, Knowledge (history) +15, Knowledge (the planes) +15, Listen +15, Search +10, Sense Motive +15, Spellcraft +20, Spot +17, Survival +3 (+5 following tracks, on other planes, and underground), Swim +8; Combat Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (enchantment), Spell Focus (illusion), Spell Penetration

full_text:
Aboleth

Aboleth Mage, 10th-Level Wizard



Huge Aberration (Aquatic)

Hit Dice:

8d8+56 plus 10d4+70 (177 hp)

Initiative:

+7

Speed:

10 ft. (2 squares), swim 60 ft.

Armor Class:

18 (-2 size, +3 Dex, +7 natural), touch 11, flat-footed 15

Base Attack/Grapple:

+11/+28

Attack:

Tentacle +18 melee (1d6+9 plus slime)

Full Attack:

4 tentacles +18 melee (1d6+9 plus slime)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Enslave, psionics, slime, spells

Special Qualities:

Aquatic subtype, darkvision 60 ft., mucus cloud, summon familiar

Saves:

Fort +15, Ref +10, Will +15

Abilities:

Str 28, Dex 16, Con 24, Int 20, Wis 16, Cha 14

Skills:

Bluff +13, Concentration +25, Decipher Script +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +4, Knowledge (arcana) +15, Knowledge (dungeoneering) +25, Knowledge (history) +15, Knowledge (the planes) +15, Listen +15, Search +10, Sense Motive +15, Spellcraft +20, Spot +17, Survival +3 (+5 following tracks, on other planes, and underground), Swim +8

Feats:

Combat Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (illusion), Spell Focus (enchantment), Spell Penetration

Environment

Underground

Organization:

Solitary

Challenge Rating:

17

Treasure:

Double standard

Alignment:

Usually lawful evil

Advancement:

By character class


Level Adjustment:

-

The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds.
Aboleths speak their own language, as well as Undercommon and Aquan.
Combat
An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.
Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth's telepathic commands until freed by remove curse,  and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.


Psionics (Sp): At will-hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19). Effective caster level 16th. The save DCs are Charisma-based.


Slime (Ex): A blow from an aboleth's tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature's natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.
A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.


Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.


Skills: An aboleth 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.




Aboleth Mage
Combat
The save DC for the aboleth mage's transformation tentacle attack (DC 21) and its mucus cloud (DC 21) are adjusted for its higher Constitution score. The save DC for its enslave ability (DC 16) is adjusted for its lower Charisma score, as are the save DCs for its psionic abilities: hypnotic pattern (DC 14), illusory wall (DC 16), mirage arcana (DC 17), persistent image (DC 17), programmed image (DC 18), project image (DC 19), veil (DC 18). Effective caster level 16th.
The aboleth mage uses a number of spells, such as displacement, greater invisibility, and wall of force,  to protect itself while seizing control of its foes with spells and innate abilities.
Typical Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level): 0-daze,  detect magic (2), resistance; 1st-alarm,  charm person,  color spray,  mage armor,  magic missile (2); 2nd-blur,  bull's strength,  darkness,  fox's cunning,  see invisibilty; 3rd-dispel magic,  displacement fly,  lightning bolt; 4th-greater invisibility, phantasmal killer,  scrying,  stoneskin; 5th-hold monster,  empowered lightning bolt,  wall of force.


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

abilities:
Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16

skills:
Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11

stat_block:
Achaierai; CR 5; Large outsider (evil, extraplanar, lawful); HD 6d8+12; hp 39; Init +1; Spd 50 ft. (10 squares); AC 20 (-1 size, +1 dex, +10 natural), touch 10, flat-footed 19; Base Atk +6; Grp +14; Atk +9 melee (2d6+4, claw); Full Atk +9 melee (2d6+4, 2 claws) and +4 melee (4d6+2, bite); Space/Reach 10 ft./10 ft.; SA Black cloud; SQ Darkvision 60 ft., spell resistance 19; AL LE; SV Fort +7, Ref +6, Will +7; Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16

Skills and Feats: Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11; Dodge, Mobility, Spring Attack

full_text:
Achaierai

Achaierai

Large Outsider (Evil, Extraplanar, Lawful)


Hit Dice:
6d8+12 (39 hp)

Initiative:
+1

Speed:
50 ft. (10 squares)

Armor Class:
20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19

Base Attack/Grapple:
+6/+14

Attack:
Claw +9 melee (2d6+4)

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

Space/Reach:
10 ft./10 ft.

Special Attacks:
Black cloud

Special Qualities:
Darkvision 60 ft., spell resistance 19

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

Abilities:
Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16

Skills:
Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11

Feats:
Dodge, Mobility, Spring Attack

Environment:
A lawful-aligned plane

Organization:
Solitary or flock (5-8)

Challenge Rating:
5

Treasure:
Double standard

Alignment:
Always lawful evil

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


Level Adjustment:
-

Achaierais are massive, 15-foot-tall flightless birds that inhabit lawful planes of battle and are only occasionally encountered elsewhere.
Achaierais speak Infernal. They weigh about 750 pounds.
Combat
In close combat, an achaierai lashes out with two of its four legs and snaps with its powerful beak. It makes frequent use of its Spring Attack feat to strike quickly and then retreat out of range before an enemy can counterattack.
An achaierai's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction.
Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud.
Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based.


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

attack:
Incorporeal touch +3 melee (1d4 Wisdom drain)

full_attack:
Incorporeal touch +3 melee (1d4 Wisdom drain)

special_qualities:
Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits

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

skills:
Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks)

special_abilities:
Babble (Su), Madness (Su), Wisdom Drain (Su)

stat_block:
Allip; CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly 30 ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flat-footed 14; Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Full Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Babble, madness, Wisdom drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18

Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes

full_text:
Allip

Allip

Medium Undead (Incorporeal)


Hit Dice:
4d12 (26 hp)

Initiative:
+5

Speed:
Fly 30 ft. (perfect) (6 squares)

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

Base Attack/Grapple:
+2/-

Attack:
Incorporeal touch +3 melee (1d4 Wisdom drain)

Full Attack:
Incorporeal touch +3 melee (1d4 Wisdom drain)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Babble, madness, Wisdom drain

Special Qualities:
Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits

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

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

Skills:
Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks)

Feats:
Improved Initiative, Lightning Reflexes

Environment:
Any

Organization:
Solitary

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral evil

Advancement:
5-12 HD (Medium)


Level Adjustment:
-

An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.
An allip cannot speak intelligibly.
Combat
An allip is unable to cause physical harm, although it doesn't appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds.
Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.
Creatures that successfully save cannot be affected by the same allip's babble for 24 hours. The save DC is Charisma-based.


Madness (Su): Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.


Wisdom Drain (Su): An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.


armor_class:
29 (+4 Dex, +15 natural), touch 14, flat-footed 25

attack:
+3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)

full_attack:
+3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)

special_qualities:
Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, electricity resistance 10, fire resistance 10, spell resistance 30, tongues, uncanny dodge

saves:
Fort +14 (+18 against poison), Ref +12, Will +12

abilities:
Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20

skills:
Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings)

feats:
Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack

stat_block:
Astral deva angel; CR 14; Medium outsider (angel, extraplanar, good); HD 12d8+48; hp 102; Init +8; Spd 50 ft. (10 squares), fly 100 ft. (good); AC 29 (+4 dex, +15 natural), touch 14, flat-footed 25; Base Atk +12; Grp +18; Atk +21 melee (1d8+12 plus stun, +3 heavy mace of disruption) or +18 melee (1d8+9, slam); Full Atk +21 /+16/+11 melee (1d8+12 plus stun, +3 heavy mace of disruption) or +18 melee (1d8+9, slam); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, stun; SQ Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, electricity resistance 10, fire resistance 10, spell resistance 30, tongues, uncanny dodge; AL NG; SV Fort +14 (+18 against poison), Ref +12, Will +12; Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20

Skills and Feats: Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings); Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack

full_text:
Angel, Astral Deva

Angel, Astral Deva
Medium Outsider (Angel, Extraplanar, Good)

Hit Dice:
12d8+48 (102 hp)

Initiative:
+8

Speed:
50 ft. (10 squares), fly 100 ft. (good)

Armor Class:
29 (+4 Dex, +15 natural), touch 14, flat-footed 25

Base Attack/Grapple:
+12/+18

Attack:
+3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)

Full Attack:
+3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, stun

Special Qualities:
Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, electricity resistance 10, fire resistance 10, spell resistance 30, tongues, uncanny dodge

Saves:
Fort +14 (+18 against poison), Ref +12, Will +12

Abilities:
Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20

Skills:
Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings)

Feats:
Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack

Environment:
Any good-aligned plane

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

Challenge Rating:
14

Treasure:
No coins; double goods; standard items

Alignment:
Always good (any)

Advancement:
13-18 HD (Medium); 19-36 HD (Large)


Level Adjustment:
+8

An astral deva is about 7-1/2 feet tall and weighs about 250 pounds.
Combat
An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful +3 heavy mace of disruption.
An astral deva's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-aid,  continual flame,  detect evil,  discern lies (DC 19), dispel evil (DC 20), dispel magic,  holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), polymorph (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day-cure light wounds (DC 16), see invisibility; 1/day-blade barrier (DC 21), heal (DC 21). Caster level 12th. The save DCs are Charisma-based.


Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.


Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.


armor_class:
32 (-1 size, +4 Dex, +19 natural), touch 13, flat-footed 28

attack:
+3 greatsword +23 melee (3d6+13/19-20) or slam +20 melee (2d8+10)

special_qualities:
Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, electricity resistance 10, fire resistance 10, spell resistance 30, tongues

saves:
Fort +14 (+18 against poison), Ref +13, Will +15

abilities:
Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22

skills:
Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings)

feats:
Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack

stat_block:
Planetar angel; CR 16; Large outsider (angel, extraplanar, good); HD 14d8+70; hp 133; Init +8; Spd 30 ft. (6 squares), fly 90 ft. (good); AC 32 (-1 size, +4 dex, +19 natural), touch 13, flat-footed 28; Base Atk +14; Grp +25; Atk +23 melee (3d6+13/19-20, +3 greatsword) or +20 melee (2d8+10, slam); Full Atk +23 /+18/+13 melee (3d6+13/19-20, +3 greatsword) or +20 melee (2d8+10, slam); Space/Reach 10 ft./10 ft.; SA Spell-like abilities, spells; SQ Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, electricity resistance 10, fire resistance 10, spell resistance 30, tongues; AL NG; SV Fort +14 (+18 against poison), Ref +13, Will +15; Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22

Skills and Feats: Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings); Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack

full_text:
Angel, Planetar

Angel, Planetar

Large Outsider (Angel, Extraplanar, Good)


Hit Dice:
14d8+70 (133 hp)

Initiative:
+8

Speed:
30 ft. (6 squares), fly 90 ft. (good)

Armor Class:
32 (-1 size, +4 Dex, +19 natural), touch 13, flat-footed 28

Base Attack/Grapple:
+14/+25

Attack:
+3 greatsword +23 melee (3d6+13/19-20) or slam +20 melee (2d8+10)

Full Attack:
+3 greatsword +23/+18/+13 melee (3d6+13/19-20) or slam +20 melee (2d8+10)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Spell-like abilities, spells

Special Qualities:
Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, electricity resistance 10, fire resistance 10, spell resistance 30, tongues

Saves:
Fort +14 (+18 against poison), Ref +13, Will +15

Abilities:
Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22

Skills:
Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings)

Feats:
Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack

Environment:
Any good-aligned plane

Organization:
Solitary or pair

Challenge Rating:
16

Treasure:
No coins; double goods; standard items

Alignment:
Always good (any)

Advancement:
15-21 HD (Large); 22-42 HD (Huge)


Level Adjustment:
-

A planetar is nearly 9 feet tall and weighs about 500 pounds.
Combat
Despite their vast array of magical powers, planetars are likely to wade into melee with their +3 greatswords. They particularly enjoy fighting fiends.
A planetar's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Regeneration: A planetar takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.


Spell-Like Abilities: At will-continual flame,  dispel magic,  holy smite (DC 20), invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17), speak with dead (DC 19); 3/day-blade barrier (DC 22), flame strike (DC 21), polymorph (self only), power word stun,  raise dead, waves of fatigue; 1/day-earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24),  waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.
The following abilities are always active on the planetar's person, as the spells (caster level 17th): detect evil,  detect snares and pits,  discern lies (DC 20), see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.


Spells: Planetars can cast divine spells as 17th-level clerics. A planetar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level): 0-create water,  detect magic,  guidance, resistance (2), virtue; 1st-bless (2), cause fear,  divine favor (2), entropic shield,  inflict light wounds*, shield of faith; 2nd-aid*,  align weapon,  bear's endurance, bull's strength (2), consecrate,  eagle's splendor,  hold person; 3rd-contagion*,  daylight,  invisibility purge, prayer (2), summon monster III,  wind wall; 4th- death ward, dismissal, inflict critical wounds*, neutralize poison (2), summon monster IV; 5th- break enchantment,  circle of doom*, dispel evil,  mark of justice,  plane shift,  righteous might; 6th-banishment,  greater dispel magic,  harm*,  heal,  heroes' feast,  mass cure moderate wounds; 7th- dictum,  disintegrate*,  holy word, regenerate; 8th-holy aura*,  mass cure critical wounds,  shield of law; 9th-implosion,  summon monster IX (good)*.
*Domain spell. Domains: Destruction and Good.


armor_class:
35 (-1 size, +5 Dex, +21 natural), touch 14, flat-footed 30

attack:
+5 dancing greatsword +35 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)

full_attack:
+5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)

special_qualities:
Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, electricity resistance 10, fire resistance 10, spell resistance 32, tongues

saves:
Fort +18 (+22 against poison), Ref +18, Will +20

abilities:
Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25

skills:
Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings)

feats:
Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track

stat_block:
Solar angel; CR 23; Large outsider (angel, extraplanar, good); HD 22d8+110; hp 209; Init +9; Spd 50 ft. (10 squares), fly 150 ft. (good); AC 35 (-1 size, +5 dex, +21 natural), touch 14, flat-footed 30; Base Atk +22; Grp +35; Atk +35 melee (3d6+18/19-20, +5 dancing greatsword) or +2 +28 ranged (2d6+7/x3 plus slaying) composite longbow (+5 Str bonus,) or +30 melee (2d8+13, slam); Full Atk +35 /+30/+25/+20 melee (3d6+18/19-20, +5 dancing greatsword) or +2 +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) composite longbow (+5 Str bonus,) or +30 melee (2d8+13, slam); Space/Reach 10 ft./10 ft.; SA Spell-like abilities, spells; SQ Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, electricity resistance 10, fire resistance 10, spell resistance 32, tongues; AL NG; SV Fort +18 (+22 against poison), Ref +18, Will +20; Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25

Skills and Feats: Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings); Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track

full_text:
Angel, Solar

Angel, Solar
Large Outsider (Angel, Extraplanar, Good)

Hit Dice:
22d8+110 (209 hp)

Initiative:
+9

Speed:
50 ft. (10 squares), fly 150 ft. (good)

Armor Class:
35 (-1 size, +5 Dex, +21 natural), touch 14, flat-footed 30

Base Attack/Grapple:
+22/+35

Attack:
+5 dancing greatsword +35 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)

Full Attack:
+5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19-20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Spell-like abilities, spells

Special Qualities:
Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, electricity resistance 10, fire resistance 10, spell resistance 32, tongues

Saves:
Fort +18 (+22 against poison), Ref +18, Will +20

Abilities:
Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25

Skills:
Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings)

Feats:
Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track

Environment:
Any good-aligned plane

Organization:
Solitary or pair

Challenge Rating:
23

Treasure:
No coins; double goods; standard items

Alignment:
Always good (any)

Advancement:
23-33 HD (Large); 34-66 HD (Huge)


Level Adjustment:
-

A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.
Combat
Solars are puissant champions of good. Only the most powerful fiends approach their power.
Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn.
A solar's natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.
Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.


Spell-Like Abilities: At will-aid,  animate objects,  commune,  continual flame,  dimensional anchor,  greater dispel magic,  holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only) power word stun,  remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy,  summon monster VII,  speak with dead (DC 20),  waves of fatigue; 3/day-blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency,  resurrection,  waves of exhaustion; 1/day-greater restoration (DC 24), power word blind, power word kill, power word stun,  prismatic spray (DC 24), wish. Caster level 20th. The save DCs are Charisma-based.
The following abilities are always active on a solar's person, as the spells (caster level 20th): detect evil,  detect snares and pits,  discern lies (DC 21), see invisibility,  true seeing. They can be dispelled, but the solar can reactivate them as a free action.


Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level): 0-create water,  detect magic,  guidance (2), resistance  (2); 1st-bless (2), cause fear,  divine favor (2), entropic shield,  obscuring mist*, shield of faith; 2nd-align weapon,  bear's endurance (2), bull's strength (2), consecrate,  eagle's splendor,  spiritual weapon*; 3rd-daylight,  invisibility purge,  magic circle against evil,  magic vestment*, prayer (2), protection from energy,  wind wall; 4th-death ward (2), dismissal (2), divine power*, neutralize poison (2); 5th-break enchantment,  control winds*, dispel evil,  plane shift,  righteous might (2), symbol of pain; 6th-banishment,  chain lightning*, heroes' feast,  mass cure moderate wounds,  undeath to death,  word of recall; 7th-control weather*, destruction,  dictum,  ethereal jaunt,  holy word,  regenerate; 8th-fire storm,  holy aura,  mass cure critical wounds (2), whirlwind*; 9th- etherealness,  elemental swarm (air)*,  mass heal,  miracle,  storm of vengeance.
*Domain spell. Domains: Air and War.


speed:
40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels

special_qualities:
Construct traits, darkvision 60 ft., low-light vision; also see text

abilities:
Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1

special_abilities:
Blind (Ex), Constrict (Ex), Hardness (Ex), Improved Speed (Ex), Trample (Ex)

stat_block:
Tiny animated object; CR 1/2; Tiny construct; HD 1/2 d10; hp 2; Init +2; Spd 40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -9; Atk +1 melee (1d3-1, slam); Full Atk +1 melee (1d3-1, slam); Space/Reach 2-1/2 ft./0 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision; also see text; AL N; SV Fort +0, Ref +2, Will -5; Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1

Skills and Feats: -; -

full_text:
Animated Object

Animated Object, Tiny




Tiny Construct



Hit Dice:
1/2 d10 (2 hp)



Initiative:
+2



Speed:
40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels



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



Base Attack/Grapple:
+0/-9



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



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



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



Special Attacks:
See text



Special Qualities:
Construct traits, darkvision 60 ft., low-light vision; also see text



Saves:
Fort +0, Ref +2, Will -5



Abilities:
Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1



Skills:
-



Feats:
-



Environment:
Any



Organization:
Group (4)



Challenge Rating:
1/2



Treasure:
None



Alignment:
Always neutral



Advancement:
-




Level Adjustment:
-



Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities.
Combat
Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.
An animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.


Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.
An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.


Hardness (Ex): An animated object has the same hardness it had before it was animated.


Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.
Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.


Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.


speed:
30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels

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

abilities:
Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1

stat_block:
Small animated object; CR 1; Small construct; HD 1d10+10; hp 15; Init +1; Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14 (+1 size, +1 dex, +2 natural), touch 12, flat-footed 13; Base Atk +0; Grp -4; Atk +1 melee (1d4, slam); Full Atk +1 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision; also see text; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1

Skills and Feats: -; -

full_text:
Animated Object


Animated Object, Small




Small Construct


Hit Dice:

1d10+10 (15 hp)


Initiative:

+1


Speed:

30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels


Armor Class:

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


Base Attack/Grapple:

+0/-4


Attack:

Slam +1 melee (1d4)


Full Attack:

Slam +1 melee (1d4)


Space/Reach:

5 ft./5 ft.


Special Attacks:

See text


Special Qualities:

Construct traits, darkvision 60 ft., low-light vision; also see text


Saves:

Fort +0, Ref +1, Will -5


Abilities:

Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1


Skills:

-


Feats:

-


Environment:

Any


Organization:

Pair


Challenge Rating:

1


Treasure:

None


Alignment:

Always neutral


Advancement:

-



Level Adjustment:

-


Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities.
Combat
Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.
An animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.


Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.
An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.


Hardness (Ex): An animated object has the same hardness it had before it was animated.


Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.
Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.


Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.


armor_class:
14 (+4 natural), touch 10, flat-footed 14

abilities:
Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1

stat_block:
Medium animated object; CR 2; Medium construct; HD 2d10+20; hp 31; Init +0; Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam); Full Atk +2 melee (1d6+1, slam); Space/Reach 5 ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision; also see text; AL N; SV Fort +0, Ref +0, Will -5; Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1

Skills and Feats: -; -

full_text:
Animated Object



Animated Object, Medium




Medium Construct

Hit Dice:


2d10+20 (31 hp)

Initiative:


+0

Speed:


30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels

Armor Class:


14 (+4 natural), touch 10, flat-footed 14

Base Attack/Grapple:


+1/+2

Attack:


Slam +2 melee (1d6+1)

Full Attack:


Slam +2 melee (1d6+1)

Space/Reach:


5 ft./5 ft.

Special Attacks:


See text

Special Qualities:


Construct traits, darkvision 60 ft., low-light vision; also see text

Saves:


Fort +0, Ref +0, Will -5

Abilities:


Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1

Skills:


-

Feats:


-

Environment:


Any

Organization:


Solitary

Challenge Rating:


2

Treasure:


None

Alignment:


Always neutral

Advancement:


-


Level Adjustment:


-

Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities.
Combat
Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.
An animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.


Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.
An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.


Hardness (Ex): An animated object has the same hardness it had before it was animated.


Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.
Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.


Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.


speed:
20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels

armor_class:
14 (-1 size, +5 natural), touch 9, flat-footed 14

abilities:
Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1

stat_block:
Large animated object; CR 3; Large construct; HD 4d10+30; hp 52; Init +0; Spd 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels; AC 14 (-1 size, +5 natural), touch 9, flat-footed 14; Base Atk +3; Grp +10; Atk +5 melee (1d8+4, slam); Full Atk +5 melee (1d8+4, slam); Space/Reach 10 ft./5 ft. (long)
10 ft./10 ft. (tall); SA See text; SQ Construct traits, darkvision 60 ft., low-light vision; also see text; AL N; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1

Skills and Feats: -; -

full_text:
Animated Object

Animated Object, Large




Large Construct



Hit Dice:
4d10+30 (52 hp)



Initiative:
+0



Speed:
20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels



Armor Class:
14 (-1 size, +5 natural), touch 9, flat-footed 14



Base Attack/Grapple:
+3/+10



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



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




Space/Reach:
10 ft./5 ft. (long)

10 ft./10 ft. (tall)

Special Attacks:
See text



Special Qualities:
Construct traits, darkvision 60 ft., low-light vision; also see text



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



Abilities:
Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1



Skills:
-



Feats:
-



Environment:
Any



Organization:
Solitary



Challenge Rating:
3



Treasure:
None



Alignment:
Always neutral



Advancement:
-




Level Adjustment:
-



Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities.
Combat
Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.
An animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.


Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.
An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.


Hardness (Ex): An animated object has the same hardness it had before it was animated.


Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.
Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.


Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.


armor_class:
13 (-2 size, -1 Dex, +6 natural), touch 7, flat-footed 13

abilities:
Str 20, Dex 8, Con -, Int -, Wis 1, Cha 1

stat_block:
Huge animated object; CR 5; Huge construct; HD 8d10+40; hp 84; Init -1; Spd 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels; AC 13 (-2 size, -1 dex, +6 natural), touch 7, flat-footed 13; Base Atk +6; Grp +19; Atk +9 melee (2d6+7, slam); Full Atk +9 melee (2d6+7, slam); Space/Reach 15 ft./10 ft. (long)
15 ft./15 ft. (tall); SA See text; SQ Construct traits, darkvision 60 ft., low-light vision; also see text; AL N; SV Fort +2, Ref +1, Will -3; Str 20, Dex 8, Con -, Int -, Wis 1, Cha 1

Skills and Feats: -; -

full_text:
Animated Object


Animated Object, Huge




Huge Construct


Hit Dice:

8d10+40 (84 hp)


Initiative:

-1


Speed:

20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels


Armor Class:

13 (-2 size, -1 Dex, +6 natural), touch 7, flat-footed 13


Base Attack/Grapple:

+6/+19


Attack:

Slam +9 melee (2d6+7)


Full Attack:

Slam +9 melee (2d6+7)



Space/Reach:
15 ft./10 ft. (long)

15 ft./15 ft. (tall)

Special Attacks:

See text


Special Qualities:

Construct traits, darkvision 60 ft., low-light vision; also see text


Saves:

Fort +2, Ref +1, Will -3


Abilities:

Str 20, Dex 8, Con -, Int -, Wis 1, Cha 1


Skills:

-


Feats:

-


Environment:

Any


Organization:

Solitary


Challenge Rating:

5


Treasure:

None


Alignment:

Always neutral


Advancement:

-



Level Adjustment:

-


Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities.
Combat
Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.
An animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.


Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.
An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.


Hardness (Ex): An animated object has the same hardness it had before it was animated.


Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.
Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.


Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.


speed:
10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels

armor_class:
12 (-4 size, -2 Dex, +8 natural), touch 4, flat-footed 12

abilities:
Str 24, Dex 6, Con -, Int -, Wis 1, Cha 1

stat_block:
Gargantuan animated object; CR 7; Gargantuan construct; HD 16d10+60; hp 148; Init -2; Spd 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels; AC 12 (-4 size, -2 dex, +8 natural), touch 4, flat-footed 12; Base Atk +12; Grp +31; Atk +15 melee (2d8+10, slam); Full Atk +15 melee (2d8+10, slam); Space/Reach 20 ft./15 ft. (long)
20 ft./20 ft. (tall); SA See text; SQ Construct traits, darkvision 60 ft., low-light vision; also see text; AL N; SV Fort +5, Ref +3, Will +0; Str 24, Dex 6, Con -, Int -, Wis 1, Cha 1

Skills and Feats: -; -

full_text:
Animated Object



Animated Object, Gargantuan




Gargantuan Construct

Hit Dice:


16d10+60 (148 hp)

Initiative:


-2

Speed:


10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels

Armor Class:


12 (-4 size, -2 Dex, +8 natural), touch 4, flat-footed 12

Base Attack/Grapple:


+12/+31

Attack:


Slam +15 melee (2d8+10)

Full Attack:


Slam +15 melee (2d8+10)


Space/Reach:
20 ft./15 ft. (long)

20 ft./20 ft. (tall)

Special Attacks:


See text

Special Qualities:


Construct traits, darkvision 60 ft., low-light vision; also see text

Saves:


Fort +5, Ref +3, Will +0

Abilities:


Str 24, Dex 6, Con -, Int -, Wis 1, Cha 1

Skills:


-

Feats:


-

Environment:


Any

Organization:


Solitary

Challenge Rating:


7

Treasure:


None

Alignment:


Always neutral

Advancement:


-


Level Adjustment:


-

Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities.
Combat
Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.
An animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.


Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.
An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.


Hardness (Ex): An animated object has the same hardness it had before it was animated.


Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.
Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.


Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.


armor_class:
11 (-8 size, -3 Dex, +12 natural), touch -1, flat-footed 11

abilities:
Str 28, Dex 4, Con -, Int -, Wis 1, Cha 1

stat_block:
Colossal animated object; CR 10; Colossal construct; HD 32d10+80; hp 256; Init -3; Spd 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels; AC 11 (-8 size, -3 dex, +12 natural), touch -1, flat-footed 11; Base Atk +24; Grp +49; Atk +25 melee (4d6+13, slam); Full Atk +25 melee (4d6+13, slam); Space/Reach 30 ft./20 ft. (long) 30 ft./30 ft. (tall); SA See text; SQ Construct traits, darkvision 60 ft., low-light vision; also see text; AL N; SV Fort +10, Ref +7, Will +5; Str 28, Dex 4, Con -, Int -, Wis 1, Cha 1

Skills and Feats: -; -

full_text:
Animated Object

Animated Object, Colossal


Colossal Construct

Hit Dice:
32d10+80 (256 hp)

Initiative:
-3

Speed:
10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels

Armor Class:
11 (-8 size, -3 Dex, +12 natural), touch -1, flat-footed 11

Base Attack/Grapple:
+24/+49

Attack:
Slam +25 melee (4d6+13)

Full Attack:
Slam +25 melee (4d6+13)

Space/Reach:
30 ft./20 ft. (long) 30 ft./30 ft. (tall)

Special Attacks:
See text

Special Qualities:
Construct traits, darkvision 60 ft., low-light vision; also see text

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

Abilities:
Str 28, Dex 4, Con -, Int -, Wis 1, Cha 1

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary

Challenge Rating:
10

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-

Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities.
Combat
Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.
An animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent's head, causing that creature to be blinded until removed.


Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.
An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.


Hardness (Ex): An animated object has the same hardness it had before it was animated.


Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.
Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.


Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object's slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object's HD + object's Str modifier) to halve the damage.


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

abilities:
Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6

stat_block:
Ankheg; CR 3; Large magical beast; HD 3d10+12; hp 28; Init +0; Spd 30 ft. (6 squares), burrow 20 ft.; AC 18 (-1 size, +9 natural), touch 9, flat-footed 18; Base Atk +3; Grp +12; Atk +7 melee (2d6+7 plus 1d4 acid, bite); Full Atk +7 melee (2d6+7 plus 1d4 acid, bite); Space/Reach 10 ft./5 ft.; SA Improved grab, spit acid; SQ Darkvision 60 ft., low-light vision, tremorsense 60 ft.; AL N; SV Fort +6, Ref +3, Will +2; Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6

Skills and Feats: Climb +8, Listen +6, Spot +3; Alertness, Toughness

full_text:
Ankheg

Ankheg
Large Magical Beast

Hit Dice:
3d10+12 (28 hp)

Initiative:
+0

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

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

Base Attack/Grapple:
+3/+12

Attack:
Bite +7 melee (2d6+7 plus 1d4 acid)

Full Attack:
Bite +7 melee (2d6+7 plus 1d4 acid)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Improved grab, spit acid

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

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

Abilities:
Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6

Skills:
Climb +8, Listen +6, Spot +3

Feats:
Alertness, Toughness

Environment:
Warm plains

Organization:
Solitary or cluster (2-4)

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

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


Level Adjustment:
-

The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some specimens are yellow rather than brown. It is about 10 feet long and weighs about 800 pounds.
An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so. It often digs a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150 feet long ( [1d10 + 5] x10).
Combat
An ankheg usually lies 5 to 10 feet below the surface until its antennae detect the approach of prey. It then burrows up to attack. (Treat this as a charge, even though the ankheg does not need to move 10 feet before attacking.)
Clusters of ankhegs share the same territory but do not cooperate.
Improved Grab (Ex): To use this ability, an ankheg 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 the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it.


Spit Acid (Ex): 30-ft. line, once every 6 hours; damage 4d4 acid, Reflex DC 14 half. One such attack depletes the ankheg's acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. The save DC is Constitution-based.
An ankheg does not use this ability unless it is desperate or frustrated. It most often spits acid when reduced to fewer than half its full normal hit points or when it has not successfully grabbed an opponent.


attack:
Bite +5 melee (1d6 plus poison) or web +5 ranged

full_attack:
Bite +5 melee (1d6 plus poison) or web +5 ranged

special_qualities:
Change shape, darkvision 60 ft., low-light vision

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

skills:
Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6

special_abilities:
Change Shape (Su), Poison (Ex), Web (Ex)

stat_block:
Aranea; CR 4; Medium magical beast (shapechanger); HD 3d10+6; hp 22; Init +6; Spd 50 ft. (10 squares), climb 25 ft.; AC 13 (+2 dex, +1 natural), touch 12, flat-footed 11; Base Atk +3; Grp +3; Atk +5 melee (1d6 plus poison, bite) or +5 ranged (web); Full Atk +5 melee (1d6 plus poison, bite) or +5 ranged (web); Space/Reach 5 ft./5 ft.; SA Poison, spells, web; SQ Change shape, darkvision 60 ft., low-light vision; AL N; SV Fort +5, Ref +5, Will +4; Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14

Skills and Feats: Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6; Improved Initiative, Iron Will, Weapon Finesse

full_text:
Aranea

Aranea
Medium Magical Beast (Shapechanger)

Hit Dice:
3d10+6 (22 hp)

Initiative:
+6

Speed:
50 ft. (10 squares), climb 25 ft.

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

Base Attack/Grapple:
+3/+3

Attack:
Bite +5 melee (1d6 plus poison) or web +5 ranged

Full Attack:
Bite +5 melee (1d6 plus poison) or web +5 ranged

Space/Reach:
5 ft./5 ft.

Special Attacks:
Poison, spells, web

Special Qualities:
Change shape, darkvision 60 ft., low-light vision

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

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

Skills:
Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6

Feats:
Improved Initiative, Iron Will B, Weapon Finesse

Environment:
Temperate forests

Organization:
Solitary or colony (3-6)

Challenge Rating:
4

Treasure:
Standard coins; double goods; standard items

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+4

An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.
An aranea weighs about 150 pounds. The hump on its back houses its brain.
Araneas speak Common and Sylvan.
Combat
An aranea avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.


Spells: An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.
Typical Sorcerer Spells Known (6/6; save DC 12 + spell level): 0- daze,  detect magic,  ghost sound,  light,  resistance; 1st-mage armor,  silent image,  sleep.


Web (Ex): In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.


Change Shape (Su): An aranea's natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.
The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature's fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea's speed is 30 feet (6 squares).
An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.


Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.


special_qualities:
Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues

saves:
Fort +2 (+6 against poison), Ref +2, Will +2

abilities:
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10

skills:
Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4

stat_block:
Lantern archon; CR 2; Small outsider (archon, extraplanar, good, lawful); HD 1d8; hp 4; Init +4; Spd Fly 60 ft. (perfect) (12 squares); AC 15 (+1 size, +4 natural), touch 11, flat-footed 15; Base Atk +1; Grp -8; Atk +2 ranged touch (1d6, light ray); Full Atk +2 ranged touch (1d6, 2 light rays); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues; AL LG; SV Fort +2 (+6 against poison), Ref +2, Will +2; Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10

Skills and Feats: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4; Improved Initiative

full_text:
Lantern Archon

Lantern Archon

Small Outsider (Archon, Extraplanar, Good, Lawful)


Hit Dice:
1d8 (4 hp)

Initiative:
+4

Speed:
Fly 60 ft. (perfect) (12 squares)

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

Base Attack/Grapple:
+1/-8

Attack:
Light ray +2 ranged touch (1d6)

Full Attack:
2 light rays +2 ranged touch (1d6)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities

Special Qualities:
Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues

Saves:
Fort +2 (+6 against poison), Ref +2, Will +2

Abilities:
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10

Skills:
Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4

Feats:
Improved Initiative

Environment:
A lawful good-aligned plane

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

Challenge Rating:
2

Treasure:
None

Alignment:
Always lawful good

Advancement:
2-4 HD (Small)


Level Adjustment:
-

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.
Combat
A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.
Aura of Menace (Su): Will DC 12 negates.


Light Ray (Ex): A lantern archon's light rays have a range of 30 feet. This attack overcomes damage reduction of any type.


Spell-Like Abilities: At will-aid,  detect evil,  continual flame. Caster level 3rd.


attack:
Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19-20)

full_attack:
Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee (2d6+3/19-20) and bite +3 melee (1d8+1)

special_qualities:
Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues

saves:
Fort +6 (+10 against poison), Ref +5, Will +6

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

skills:
Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)

feats:
Improved Initiative, Power Attack, Track

special_abilities:
Aura of Menace (Su), Change Shape (Su), Smite Evil (Su)

stat_block:
Hound archon; CR 4; Medium outsider (archon, extraplanar, good, lawful); HD 6d8+6; hp 33; Init +4; Spd 40 ft. (8 squares); AC 19 (+9 natural), touch 10, flat-footed 19; Base Atk +6; Grp +8; Atk +8 melee (1d8+2, bite) or +8 melee (2d6+3/19-20, greatsword); Full Atk +8 melee (1d8+2, bite) and +3 melee (1d4+1, slam) or +8 /+3 melee (2d6+3/19-20, greatsword) and +3 melee (1d8+1, bite); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues; AL LG; SV Fort +6 (+10 against poison), Ref +5, Will +6; Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12

Skills and Feats: Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks); Improved Initiative, Power Attack, Track

full_text:
Hound Archon

Hound Archon


Medium Outsider (Archon, Extraplanar, Good, Lawful)


Hit Dice:
6d8+6 (33 hp)


Initiative:
+4


Speed:
40 ft. (8 squares)


Armor Class:
19 (+9 natural), touch 10, flat-footed 19


Base Attack/Grapple:
+6/+8


Attack:
Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19-20)


Full Attack:
Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee (2d6+3/19-20) and bite +3 melee (1d8+1)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Spell-like abilities


Special Qualities:
Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues


Saves:
Fort +6 (+10 against poison), Ref +5, Will +6


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


Skills:
Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)


Feats:
Improved Initiative, Power Attack, Track


Environment
A lawful good-aligned plane


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


Challenge Rating:
4


Treasure:
No coins; double goods; standard items


Alignment:
Always lawful good


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



Level Adjustment:
+5


Hound archons look like well-muscled humans with canine heads.
Combat
Hound archons prefer to attack with their natural weapons but occasionally use greatswords.
A hound archon's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-aid,  continual flame,  detect evil,  message. Caster level 6th.


Aura of Menace (Su): Will DC 16 negates.


Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.


Skills: *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.




Hound Archon Hero
The hound archon hero is a mighty champion of justice, devoted to the pursuit and destruction of evil in all its forms.
Combat
Hound archon heroes have over time developed a love for their weapons. They prefer to use their holy greatswords over their bite and slam attacks.
Spell-Like Abilities: At will-aid,  continual flame,  detect evil,  message. Caster level 6th.


Aura of Menace (Su): The save DC for the hound archon hero's aura of menace (DC 18) is adjusted for its higher Charisma score.


Smite Evil (Su): Three times per day a hound archon hero can make a normal melee attack with a +3 bonus that deals an extra 11 points of damage against an evil foe.


Change Shape (Su): A hound archon hero can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.


Skills: *While in canine form, a hound archon hero gains a +4 circumstance bonus on Hide and Survival checks.


Paladin Abilities: Aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands (33 points/day), remove disease 2/week, special mount (juvenile bronze dragon).
Typical Paladin Spells Prepared (2/2; save DC 12 + spell level): 1st- divine favor, protection from evil; 2nd-bull's strength,  eagle's splendor.
Possessions: +3 full plate armor,  +2 cold iron greatsword.




Hound Archon Hero Mounts
In the course of their adventures, many hound archon heroes befriend bronze dragons, which may come to serve as their mounts. The relationship between these mounts and their celestial riders goes beyond even the special bond between paladin and mount. The dragon and the archon are naturally allies and friends, as can be expected of two powerful servants of cosmic justice. The juvenile bronze dragon mount gains 2 additional HD, 4 points of Strength, an additional 4 points of natural armor, improved evasion, and +10 feet to speed in all its movement forms. The dragon cannot, however, command other creatures of its type as other kinds of paladin mounts can.




Hound Archons as Characters
Hound archon characters possess the following racial traits.

 +4 Strength, +2 Constitution, +2 Wisdom, +2 Charisma.

 Medium size.


-A hound archon's base land speed is 40 feet.

 Racial Hit Dice: A hound archon begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.

 Racial Skills: A hound archon's outsider levels give it skill points equal to 9 x (8 + Int modifier). Its class skills are Concentration, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, and Survival.

 Racial Feats: A hound archon's outsider levels give it three feats.

 +9 natural armor bonus.

 Natural Weapons: Bite (1d8) and slam (1d4).

 Archon Traits (see page 16): Darkvision 60 ft., low-light vision, aura of menace (Will DC 15 + character's Cha modifier), immunity to electricity and petrification, +4 racial bonus on saves against poison, magic circle against evil, teleport, tongues.

 Special Attacks: Spell-like abilities.

 Special Qualities: Change shape, damage reduction 10/evil, scent, spell resistance equal to 16 + class levels.

 Automatic Languages: Celestial. Bonus Languages: Common, Draconic, Infernal.

 Favored class: Ranger.

 Level adjustment +5.


armor_class:
30 (+9 natural, +11 +3 full plate armor), touch 10, flat-footed 30

attack:
+2 cold iron greatsword +25 melee (2d6+9/19-20) or bite +22 melee (1d8+5)

full_attack:
+2 cold iron greatsword +25/+20/+15/+10 melee (2d6+9/19-20) and bite +17 melee (1d8+2); or bite +22 melee (1d8+5) and slam +17 melee (1d4+2)

special_attacks:
Smite evil, spells, spell-like abilities, turn undead 6/day

special_qualities:
Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, paladin abilities, scent, spell resistance 27, teleport, tongues

saves:
Fort +18 (+22 against poison), Ref +11, Will +13

abilities:
Str 21, Dex 10, Con 16, Int 8, Wis 14, Cha 16

skills:
Concentration +20, Diplomacy +19, Hide +2*, Jump +0, Listen +10, Ride +14, Sense Motive +19, Spot +10, Survival +2*

feats:
Improved Initiative, Leadership, Mounted Combat, Ride-by Attack, Track, Weapon Focus (greatsword)

stat_block:
11th-level paladin hound archon hero; CR 16; Medium outsider (archon, extraplanar, good, lawful); HD 6d8+18 plus 11d10+33; hp 143; Init +4; Spd 30 ft. in full plate armor (6 squares); base speed 40 ft.; AC 30 (+9 natural, +11 +3 full plate armor), touch 10, flat-footed 30; Base Atk +17; Grp +22; Atk +25 melee (2d6+9/19-20, +2 cold iron greatsword) or +22 melee (1d8+5, bite); Full Atk +25 /+20/+15/+10 melee (2d6+9/19-20, +2 cold iron greatsword) and +17 melee (1d8+2, bite) or +22 melee (1d8+5, bite) and +17 melee (1d4+2, slam); Space/Reach 5 ft./5 ft.; SA Smite evil, spells, spell-like abilities, turn undead 6/day; SQ Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, paladin abilities, scent, spell resistance 27, teleport, tongues; AL LG; SV Fort +18 (+22 against poison), Ref +11, Will +13; Str 21, Dex 10, Con 16, Int 8, Wis 14, Cha 16

Skills and Feats: Concentration +20, Diplomacy +19, Hide +2*, Jump +0, Listen +10, Ride +14, Sense Motive +19, Spot +10, Survival +2*; Improved Initiative, Leadership, Mounted Combat, Ride-by Attack, Track, Weapon Focus (greatsword)

full_text:
Hound Archon

Hound Archon Hero, 11th-Level Paladin



Medium Outsider (Archon, Extraplanar, Good, Lawful)

Hit Dice:

6d8+18 plus 11d10+33 (143 hp)

Initiative:

+4

Speed:

30 ft. in full plate armor (6 squares); base speed 40 ft.

Armor Class:

30 (+9 natural, +11 +3 full plate armor), touch 10, flat-footed 30

Base Attack/Grapple:

+17/+22

Attack:

+2 cold iron greatsword +25 melee (2d6+9/19-20) or bite +22 melee (1d8+5)

Full Attack:

+2 cold iron greatsword +25/+20/+15/+10 melee (2d6+9/19-20) and bite +17 melee (1d8+2); or bite +22 melee (1d8+5) and slam +17 melee (1d4+2)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Smite evil, spells, spell-like abilities, turn undead 6/day

Special Qualities:

Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, paladin abilities, scent, spell resistance 27, teleport, tongues

Saves:

Fort +18 (+22 against poison), Ref +11, Will +13

Abilities:

Str 21, Dex 10, Con 16, Int 8, Wis 14, Cha 16

Skills:

Concentration +20, Diplomacy +19, Hide +2*, Jump +0, Listen +10, Ride +14, Sense Motive +19, Spot +10, Survival +2*

Feats:

Improved Initiative, Leadership, Mounted Combat, Ride-by Attack, Track, Weapon Focus (greatsword)

Environment

A lawful good-aligned plane

Organization:

Solitary or with juvenile bronze dragon

Challenge Rating:

16

Treasure:

Standard

Alignment:

Always lawful good

Advancement:

By character class


Level Adjustment:

+5

Hound archons look like well-muscled humans with canine heads.
Combat
Hound archons prefer to attack with their natural weapons but occasionally use greatswords.
A hound archon's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-aid,  continual flame,  detect evil,  message. Caster level 6th.


Aura of Menace (Su): Will DC 16 negates.


Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.


Skills: *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.




Hound Archon Hero
The hound archon hero is a mighty champion of justice, devoted to the pursuit and destruction of evil in all its forms.
Combat
Hound archon heroes have over time developed a love for their weapons. They prefer to use their holy greatswords over their bite and slam attacks.
Spell-Like Abilities: At will-aid,  continual flame,  detect evil,  message. Caster level 6th.


Aura of Menace (Su): The save DC for the hound archon hero's aura of menace (DC 18) is adjusted for its higher Charisma score.


Smite Evil (Su): Three times per day a hound archon hero can make a normal melee attack with a +3 bonus that deals an extra 11 points of damage against an evil foe.


Change Shape (Su): A hound archon hero can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.


Skills: *While in canine form, a hound archon hero gains a +4 circumstance bonus on Hide and Survival checks.


Paladin Abilities: Aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands (33 points/day), remove disease 2/week, special mount (juvenile bronze dragon).
Typical Paladin Spells Prepared (2/2; save DC 12 + spell level): 1st- divine favor, protection from evil; 2nd-bull's strength,  eagle's splendor.
Possessions: +3 full plate armor,  +2 cold iron greatsword.




Hound Archon Hero Mounts
In the course of their adventures, many hound archon heroes befriend bronze dragons, which may come to serve as their mounts. The relationship between these mounts and their celestial riders goes beyond even the special bond between paladin and mount. The dragon and the archon are naturally allies and friends, as can be expected of two powerful servants of cosmic justice. The juvenile bronze dragon mount gains 2 additional HD, 4 points of Strength, an additional 4 points of natural armor, improved evasion, and +10 feet to speed in all its movement forms. The dragon cannot, however, command other creatures of its type as other kinds of paladin mounts can.




Hound Archons as Characters
Hound archon characters possess the following racial traits.

 +4 Strength, +2 Constitution, +2 Wisdom, +2 Charisma.

 Medium size.


-A hound archon's base land speed is 40 feet.

 Racial Hit Dice: A hound archon begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.

 Racial Skills: A hound archon's outsider levels give it skill points equal to 9 x (8 + Int modifier). Its class skills are Concentration, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, and Survival.

 Racial Feats: A hound archon's outsider levels give it three feats.

 +9 natural armor bonus.

 Natural Weapons: Bite (1d8) and slam (1d4).

 Archon Traits (see page 16): Darkvision 60 ft., low-light vision, aura of menace (Will DC 15 + character's Cha modifier), immunity to electricity and petrification, +4 racial bonus on saves against poison, magic circle against evil, teleport, tongues.

 Special Attacks: Spell-like abilities.

 Special Qualities: Change shape, damage reduction 10/evil, scent, spell resistance equal to 16 + class levels.

 Automatic Languages: Celestial. Bonus Languages: Common, Draconic, Infernal.

 Favored class: Ranger.

 Level adjustment +5.


armor_class:
27 (+3 Dex, +14 natural), touch 13, flat-footed 24

special_qualities:
Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, spell resistance 29, teleport, tongues

saves:
Fort +14 (+18 against poison), Ref +11, Will +11

abilities:
Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16

skills:
Concentration +21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one) +18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20, Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings)

feats:
Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack

stat_block:
Trumpet archon; CR 14; Medium outsider (archon, extraplanar, good, lawful); HD 12d8+72; hp 126; Init +7; Spd 40 ft. (8 squares), fly 90 ft. (good); AC 27 (+3 dex, +14 natural), touch 13, flat-footed 24; Base Atk +12; Grp +17; Atk +21 melee (2d6+11/19-20, +4 greatsword); Full Atk +21 /+16/+11 melee (2d6+11/19-20, +4 greatsword); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, spells, trumpet; SQ Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, spell resistance 29, teleport, tongues; AL LG; SV Fort +14 (+18 against poison), Ref +11, Will +11; Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16

Skills and Feats: Concentration +21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one) +18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20, Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings); Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack

full_text:
Trumpet Archon

Trumpet Archon
Medium Outsider (Archon, Extraplanar, Good, Lawful)

Hit Dice:
12d8+72 (126 hp)

Initiative:
+7

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

Armor Class:
27 (+3 Dex, +14 natural), touch 13, flat-footed 24

Base Attack/Grapple:
+12/+17

Attack:
+4 greatsword +21 melee (2d6+11/19-20)

Full Attack:
+4 greatsword +21/+16/+11 melee (2d6+11/19-20)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, spells, trumpet

Special Qualities:
Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, spell resistance 29, teleport, tongues

Saves:
Fort +14 (+18 against poison), Ref +11, Will +11

Abilities:
Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16

Skills:
Concentration +21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one) +18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20, Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings)

Feats:
Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack

Environment:
A lawful good-aligned plane

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

Challenge Rating:
14

Treasure:
No coins; double goods; standard items

Alignment:
Always lawful good

Advancement:
13-18 HD (Medium); 19-36 HD (Large)


Level Adjustment:
+8

Each Trumpet Archon carries a gleaming silver trumpet about 6 feet long.
Combat
A trumpet archon usually disdains physical combat, preferring to obliterate foes with spells quickly and return to its duties. If forced into an extended battle, it sounds its trumpet and attacks with a vengeance.
A trumpet archon's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-detect evil,  continual flame,  message. Caster level 12th.


Aura of Menace (Su): Will DC 21 negates.


Spells: Trumpet archons can cast divine spells as 14th-level clerics. A trumpet archon has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; DC 13 + spell level): 0-detect magic,  light,  purify food and drink,  read magic,  resistance (2); 1st-bless (2), divine favor (2), protection from chaos*,  sanctuary,  shield of faith; 2nd-aid*,  bull's strength (2), consecrate,  lesser restoration,  owl's wisdom (2); 3rd-daylight,  invisibility purge,  magic circle against chaos*,  magic vestment,  protection from energy (2); 4th- dismissal,  divine power,  holy smite*,  neutralize poison,  spell immunity; 5th-dispel evil*,  mass cure light wounds,  plane shift,  raise dead; 6th- blade barrier*,  banishment,  heal,  undeath to death; 7th-dictum*,  holy word,  mass cure serious wounds.
*Domain spell. Domains: Good and Law.


Trumpet (Su): An archon's trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action.
If a trumpet is ever stolen, it becomes a chunk of useless metal until the owner can recover it. Woe betide any thief caught with one.


armor_class:
20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15

attack:
Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1)

full_attack:
Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1)

special_qualities:
Darkvision 60 ft., immunity to acid, electricity, and poison, cold resistance 10, fire resistance 10

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

skills:
Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings)

stat_block:
Juvenile arrowhawk; CR 3; Small outsider (air, extraplanar); HD 3d8+3; hp 16; Init +5; Spd Fly 60 ft. (perfect) (12 squares); AC 20 (+1 size, +5 dex, +4 natural), touch 16, flat-footed 15; Base Atk +3; Grp +0; Atk +9 ranged touch (2d6, electricity ray) or +9 melee (1d6+1, bite); Full Atk +9 ranged touch (2d6, electricity ray) or +9 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Electricity ray; SQ Darkvision 60 ft., immunity to acid, electricity, and poison, cold resistance 10, fire resistance 10; AL N; SV Fort +4, Ref +8, Will +4; Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13

Skills and Feats: Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings); Dodge, Weapon Finesse

full_text:
Arrowhawk

Juvenile Arrowhawk




Small Outsider (Air, Extraplanar)



Hit Dice:
3d8+3 (16 hp)



Initiative:
+5



Speed:
Fly 60 ft. (perfect) (12 squares)



Armor Class:
20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15



Base Attack/Grapple:
+3/+0



Attack:
Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1)



Full Attack:
Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1)



Space/Reach:
5 ft./5 ft.



Special Attacks:
Electricity ray



Special Qualities:
Darkvision 60 ft., immunity to acid, electricity, and poison, cold resistance 10, fire resistance 10



Saves:
Fort +4, Ref +8, Will +4



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



Skills:
Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings)



Feats:
Dodge, Weapon Finesse



Environment
Elemental Plane of Air



Organization:
Solitary or clutch (2-4)



Challenge Rating:
3



Treasure:
None



Alignment:
Always neutral



Advancement:
4-6 HD (Small)




Level Adjustment:
-



An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction. A juvenile arrowhawk (1 to 10 years old) is about 5 feet long from beak to tail, with the body accounting for about one-third of that length. Its wingspan is about 7 feet, and it weighs about 20 pounds. An adult (11 to 40 years old) is about 10 feet long from beak to tail, with a wingspan of about 15 feet and a weight of about 100 pounds. An elder arrowhawk (41 to 75 years old) is about 20 feet long with a wingspan of 30 feet and a weight of about 800 pounds.
Arrowhawks speak Auran, but they are not usually talkative creatures.
Combat
Arrowhawks are extremely territorial and always hungry. They attack almost any other creature they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an electricity ray, fired from the tail. The creature also bites, but it prefers to stay out of reach.
Electricity Ray (Su): An arrowhawk can fire this ray once per round, with a range of 50 feet.


armor_class:
21 (+5 Dex, +6 natural), touch 15, flat-footed 16

attack:
Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3)

full_attack:
Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3)

abilities:
Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13

skills:
Diplomacy +3, Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings)

stat_block:
Adult arrowhawk; CR 5; Medium outsider (air, extraplanar); HD 7d8+7; hp 38; Init +5; Spd Fly 60 ft. (perfect) (12 squares); AC 21 (+5 dex, +6 natural), touch 15, flat-footed 16; Base Atk +7; Grp +9; Atk +12 ranged touch (2d8, electricity ray) or +12 melee (1d8+3, bite); Full Atk +12 ranged touch (2d8, electricity ray) or +12 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Electricity ray; SQ Darkvision 60 ft., immunity to acid, electricity, and poison, cold resistance 10, fire resistance 10; AL N; SV Fort +6, Ref +10, Will +6; Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13

Skills and Feats: Diplomacy +3, Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings); Dodge, Flyby Attack, Weapon Finesse

full_text:
Arrowhawk


Adult Arrowhawk




Medium Outsider (Air, Extraplanar)


Hit Dice:

7d8+7 (38 hp)


Initiative:

+5


Speed:

Fly 60 ft. (perfect) (12 squares)


Armor Class:

21 (+5 Dex, +6 natural), touch 15, flat-footed 16


Base Attack/Grapple:

+7/+9


Attack:

Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3)


Full Attack:

Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Electricity ray


Special Qualities:

Darkvision 60 ft., immunity to acid, electricity, and poison, cold resistance 10, fire resistance 10


Saves:

Fort +6, Ref +10, Will +6


Abilities:

Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13


Skills:

Diplomacy +3, Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings)


Feats:

Dodge, Flyby Attack, Weapon Finesse


Environment

Elemental Plane of Air


Organization:

Solitary or clutch (2-4)


Challenge Rating:

5


Treasure:

None


Alignment:

Always neutral


Advancement:

8-14 HD (Medium)



Level Adjustment:

-


An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction. A juvenile arrowhawk (1 to 10 years old) is about 5 feet long from beak to tail, with the body accounting for about one-third of that length. Its wingspan is about 7 feet, and it weighs about 20 pounds. An adult (11 to 40 years old) is about 10 feet long from beak to tail, with a wingspan of about 15 feet and a weight of about 100 pounds. An elder arrowhawk (41 to 75 years old) is about 20 feet long with a wingspan of 30 feet and a weight of about 800 pounds.
Arrowhawks speak Auran, but they are not usually talkative creatures.
Combat
Arrowhawks are extremely territorial and always hungry. They attack almost any other creature they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an electricity ray, fired from the tail. The creature also bites, but it prefers to stay out of reach.
Electricity Ray (Su): An arrowhawk can fire this ray once per round, with a range of 50 feet.


attack:
Electricity ray +19 ranged touch (2d8) or bite +21 melee (2d6+9)

full_attack:
Electricity ray +19 ranged touch (2d8) or bite +20 melee (2d6+9)

abilities:
Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13

skills:
Diplomacy +3, Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 involving bindings)

feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse

stat_block:
Elder arrowhawk; CR 8; Large outsider (air, extraplanar); HD 15d8+45; hp 112; Init +5; Spd Fly 60 ft. (perfect) (12 squares); AC 22 (-1 size, +5 dex, +8 natural), touch 14, flat-footed 17; Base Atk +15; Grp +25; Atk +19 ranged touch (2d8, electricity ray) or +21 melee (2d6+9, bite); Full Atk +19 ranged touch (2d8, electricity ray) or +20 melee (2d6+9, bite); Space/Reach 10 ft./5 ft.; SA Electricity ray; SQ Darkvision 60 ft., immunity to acid, electricity, and poison, cold resistance 10, fire resistance 10; AL N; SV Fort +12, Ref +14, Will +10; Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13

Skills and Feats: Diplomacy +3, Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 involving bindings); Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)

full_text:
Arrowhawk



Elder Arrowhawk




Large Outsider (Air, Extraplanar)

Hit Dice:


15d8+45 (112 hp)

Initiative:


+5

Speed:


Fly 60 ft. (perfect) (12 squares)

Armor Class:


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

Base Attack/Grapple:


+15/+25

Attack:


Electricity ray +19 ranged touch (2d8) or bite +21 melee (2d6+9)

Full Attack:


Electricity ray +19 ranged touch (2d8) or bite +20 melee (2d6+9)

Space/Reach:


10 ft./5 ft.

Special Attacks:


Electricity ray

Special Qualities:


Darkvision 60 ft., immunity to acid, electricity, and poison, cold resistance 10, fire resistance 10

Saves:


Fort +12, Ref +14, Will +10

Abilities:


Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13

Skills:


Diplomacy +3, Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 involving bindings)

Feats:


Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)B

Environment


Elemental Plane of Air

Organization:


Solitary or clutch (2-4)

Challenge Rating:


8

Treasure:


None

Alignment:


Always neutral

Advancement:


16-24 HD (Large); 25-32 HD (Gargantuan)


Level Adjustment:


-

An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction. A juvenile arrowhawk (1 to 10 years old) is about 5 feet long from beak to tail, with the body accounting for about one-third of that length. Its wingspan is about 7 feet, and it weighs about 20 pounds. An adult (11 to 40 years old) is about 10 feet long from beak to tail, with a wingspan of about 15 feet and a weight of about 100 pounds. An elder arrowhawk (41 to 75 years old) is about 20 feet long with a wingspan of 30 feet and a weight of about 800 pounds.
Arrowhawks speak Auran, but they are not usually talkative creatures.
Combat
Arrowhawks are extremely territorial and always hungry. They attack almost any other creature they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an electricity ray, fired from the tail. The creature also bites, but it prefers to stay out of reach.
Electricity Ray (Su): An arrowhawk can fire this ray once per round, with a range of 50 feet.


special_attacks:
Constrict 1d6+7, entangle, improved grab

special_qualities:
Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, cold resistance 10, fire resistance 10

abilities:
Str 20, Dex 10, Con 16, Int -, Wis 13, Cha 9

advancement:
5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)

special_abilities:
Blindsight (Ex), Camouflage (Ex), Constrict (Ex), Entangle (Su), Improved Grab (Ex)

stat_block:
Assassin vine; CR 3; Large plant; HD 4d8+12; hp 30; Init +0; Spd 5 ft. (1 square); AC 15 (-1 size, +6 natural), touch 9, flat-footed 15; Base Atk +3; Grp +12; Atk +7 melee (1d6+7, slam); Full Atk +7 melee (1d6+7, slam); Space/Reach 10 ft./10 ft. (20 ft. with vine); SA Constrict 1d6+7, entangle, improved grab; SQ Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, cold resistance 10, fire resistance 10; AL N; SV Fort +7, Ref +1, Will +2; Str 20, Dex 10, Con 16, Int -, Wis 13, Cha 9

Skills and Feats: ;

full_text:
Assassin Vine

Assassin Vine

Large Plant


Hit Dice:
4d8+12 (30 hp)

Initiative:
+0

Speed:
5 ft. (1 square)

Armor Class:
15 (-1 size, +6 natural), touch 9, flat-footed 15

Base Attack/Grapple:
+3/+12

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

Full Attack:
Slam +7 melee (1d6+7)

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

Special Attacks:
Constrict 1d6+7, entangle, improved grab

Special Qualities:
Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, cold resistance 10, fire resistance 10

Saves:
Fort +7, Ref +1, Will +2

Abilities:
Str 20, Dex 10, Con 16, Int -, Wis 13, Cha 9

Environment:
Temperate forests

Organization:
Solitary or patch (2-4)

Challenge Rating:
3

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

Alignment:
Always neutral

Advancement:
5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)


Level Adjustment:
-

The assassin vine is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.
A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine.
An assassin vine can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity.
A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.
Combat
An assassin vine uses simple tactics:
It lies still until prey comes within reach, then attacks. It uses its entangle ability both to catch prey and to deter counterattacks.
Constrict (Ex): An assassin vine deals 1d6+7 points of damage with a successful grapple check.


Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial).
The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).


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


Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.


Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.


speed:
35 ft. in hide armor (7 squares); base speed 50 ft.

armor_class:
20 (-2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19

grapple:
+26 Attack:Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8)

full_attack:
Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4)

abilities:
Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6

feats:
Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite)

stat_block:
Athach; CR 8; Huge aberration; HD 14d8+70; hp 133; Init +1; Spd 35 ft. in hide armor (7 squares); base speed 50 ft.; AC 20 (-2 size, +1 dex, +3 hide armor, +8 natural), touch 9, flat-footed 19; Base Atk +10; Grp +26 Attack:Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8); Atk ; Full Atk +12 /+7 melee (3d6+8, morningstar) and +12 melee (3d6+4, 2 morningstars) and +12 melee (2d8+4 plus poison, bite) or +5 ranged (2d6+8, rock) and +5 ranged (2d6+4, 2 rocks); Space/Reach 15 ft./15 ft.; SA Poison; SQ Darkvision 60 ft.; AL CE; SV Fort +9, Ref +5, Will +10; Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6

Skills and Feats: Climb +9, Jump +18, Listen +7, Spot +7; Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite)

full_text:
Athach

Athach
Huge Aberration

Hit Dice:
14d8+70 (133 hp)

Initiative:
+1

Speed:
35 ft. in hide armor (7 squares); base speed 50 ft.

Armor Class:
20 (-2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19

Base Attack/Grapple:
+10/+26 Attack:Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8)

Full Attack:
Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4)

Space/Reach:
15 ft./15 ft.

Special Attacks:
Poison

Special Qualities:
Darkvision 60 ft.

Saves:
Fort +9, Ref +5, Will +10

Abilities:
Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6

Skills:
Climb +9, Jump +18, Listen +7, Spot +7

Feats:
Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite)

Environment:
Temperate hills

Organization:
Solitary, gang (2-4), or tribe (7-12)

Challenge Rating:
8

Treasure:
1/2 coins; double goods; standard items

Alignment:
Often chaotic evil

Advancement:
15-28 HD (Huge)


Level Adjustment:
+5

The athach is a hulking, misshapen biped. An adult stands some 18 feet tall and weighs about 4,500 pounds. Athachs speak a crude dialect of Giant.
Combat
Athachs charge into melee combat unless their opponents are out of reach, in which case they throw rocks. They sometimes try to overrun armored opponents to reach unarmored opponents in back ranks. With its first few melee attacks, an athach tends to flail about indiscriminately. After a few rounds, it concentrates on foes that have been hitting it most often and uses its bite on whoever has dealt it the most damage.
Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.


armor_class:
24 (+6 Dex, +8 natural), touch 16, flat-footed 18

attack:
Claw +13 melee (2d6+2) or wing +13 melee (2d8+2)

full_attack:
2 claws +13 melee (2d6+2) or 2 wings +13 melee (2d8+2)

special_qualities:
Damage reduction 10/evil or silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, cold resistance 10, sonic resistance 10, speak with animals, spell resistance 25, true seeing

saves:
Fort +10 (+14 against poison), Ref +11, Will +8

abilities:
Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16

skills:
Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21

feats:
Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse

special_abilities:
Fear Aura (Su), Lay on Hands (Su), Speak with Animals (Su), True Seeing (Su)

stat_block:
Avoral; CR 9; Medium outsider (extraplanar, good); HD 7d8+35; hp 66; Init +6; Spd 40 ft. (8 squares), fly 90 ft. (good); AC 24 (+6 dex, +8 natural), touch 16, flat-footed 18; Base Atk +7; Grp +9; Atk +13 melee (2d6+2, claw) or +13 melee (2d8+2, wing); Full Atk +13 melee (2d6+2, 2 claws) or +13 melee (2d8+2, 2 wings); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, fear aura; SQ Damage reduction 10/evil or silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, cold resistance 10, sonic resistance 10, speak with animals, spell resistance 25, true seeing; AL NG; SV Fort +10 (+14 against poison), Ref +11, Will +8; Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16

Skills and Feats: Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21; Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse

full_text:
Avoral

Avoral
Medium Outsider (Extraplanar, Good)

Hit Dice:
7d8+35 (66 hp)

Initiative:
+6

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

Armor Class:
24 (+6 Dex, +8 natural), touch 16, flat-footed 18

Base Attack/Grapple:
+7/+9

Attack:
Claw +13 melee (2d6+2) or wing +13 melee (2d8+2)

Full Attack:
2 claws +13 melee (2d6+2) or 2 wings +13 melee (2d8+2)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, fear aura

Special Qualities:
Damage reduction 10/evil or silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, cold resistance 10, sonic resistance 10, speak with animals, spell resistance 25, true seeing

Saves:
Fort +10 (+14 against poison), Ref +11, Will +8

Abilities:
Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16

Skills:
Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21

Feats:
Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse

Environment:
A good-aligned plane.

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

Challenge Rating:
9

Treasure:
No coins; double goods; standard items

Alignment:
Always neutral good

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


Level Adjustment:
-

An avoral's bones are strong but hollow, so even the largest specimens weigh no more than 120 pounds. An avoral is about 7 feet tall. Each of an avoral's wings has a small hand at the midpoint. When the wings are folded, these appendages are about where human hands would be and can do nearly anything hands can do.
An avoral's visual acuity is virtually unmatched: It can see detail on objects up to 10 miles away and is said to be able to discern the color of a creature's eyes at 200 paces.
Avorals speak Celestial, Infernal, and Draconic, but can speak with almost any creature, thanks to their tongues ability.
Combat
On the ground, an avoral can lash out with its wings to deliver punishing blows. However, it prefers to meet its foes in the air, where it can employ its talons and make full use of its aerial speed and agility. It can't make wing attacks while flying, however.
An avoral's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-aid,  blur (self only), command (DC 14), detect magic,  dimension door,  dispel magic,  gust of wind (DC 15), hold person (DC 16), light,  magic circle against evil (self only), magic missile,  see invisibility; 3/day-lightning bolt (DC 16). Caster level 8th. The save DCs are Charisma-based.


Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17). The save DC is Charisma-based.


Lay on Hands (Su): As the paladin class feature, except that each day, an avoral can heal an amount of damage equal to its full normal hit points.


Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.


True Seeing (Su): This ability is identical with true seeing (caster level 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.


Skills: An avoral's sharp eyes give it a +8 racial bonus on Spot checks.


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

armor_class:
23 (+1 Dex, +6 natural, +4 scale mail, +2 heavy shield), touch 11, flat-footed 22

attack:
Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)

full_attack:
Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)

special_qualities:
Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold

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

skills:
Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump -6, Listen +6, Search +6, Spot +6

organization:
Solitary, pair, team (3-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains)

treasure:
Standard coins; double goods (nonflammables only); standard items (nonflammables only)

stat_block:
Azer; CR 2; Medium outsider (extraplanar, fire); HD 2d8+2; hp 11; Init +1; Spd 20 ft. in scale mail (4 squares); base speed 30 ft.; AC 23 (+1 dex, +6 natural, +4 scale mail, +2 heavy shield), touch 11, flat-footed 22; Base Atk +2; Grp +3; Atk +3 melee (1d8+1/x3 plus 1 fire, warhammer) or +3 ranged (1d6+1 plus 1 fire, shortspear); Full Atk +3 melee (1d8+1/x3 plus 1 fire, warhammer) or +3 ranged (1d6+1 plus 1 fire, shortspear); Space/Reach 5 ft./5 ft.; SA Heat; SQ Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold; AL LN; SV Fort +4, Ref +4, Will +4; Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9

Skills and Feats: Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump -6, Listen +6, Search +6, Spot +6; Power Attack

full_text:
Azer

Azer
Medium Outsider (Extraplanar, Fire)

Hit Dice:
2d8+2 (11 hp)

Initiative:
+1

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

Armor Class:
23 (+1 Dex, +6 natural, +4 scale mail, +2 heavy shield), touch 11, flat-footed 22

Base Attack/Grapple:
+2/+3

Attack:
Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)

Full Attack:
Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Heat

Special Qualities:
Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold

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

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

Skills:
Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump -6, Listen +6, Search +6, Spot +6

Feats:
Power Attack

Environment:
Elemental Plane of Fire

Organization:
Solitary, pair, team (3-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains)

Challenge Rating:
2

Treasure:
Standard coins; double goods (nonflammables only); standard items (nonflammables only)

Alignment:
Always lawful neutral

Advancement:
By character class


Level Adjustment:
+4

Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper, and speak Ignan and Common.
Combat
Azers use broad-headed spears or well-crafted hammers in combat. When unarmed, they attempt to grapple foes.
Although unfriendly and taciturn, azers rarely provoke a fight except to relieve a foe of gems, which they love. If threatened, they fight to the death, but they see the value of taking prisoners themselves.
Heat (Ex): An azer's body is intensely hot, so its unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.




Azers as Characters
Azer characters possess the following racial traits.

 +2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, -2 Charisma.

 Medium size.

 An azer's base land speed is 30 feet.

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

 Racial Hit Dice: An azer begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.

 Racial Skills: An azer's outsider levels give it skill points equal to 5 x (8 + Int modifier). Its class skills are Appraise, Climb, Craft, Hide, Jump, Listen, Search, and Spot.

 Racial Feats: An azer's outsider levels give it one feat.

 +6 natural armor bonus.

 Special Attacks (see above): Heat.

 Special Qualities (see above): Immunity to fire, spell resistance equal to 13 + class levels, vulnerability to cold.

 Automatic Languages: Common, Ignan. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Infernal, Terran.

 Favored Class: Fighter.

 Level adjustment +4.


armor_class:
15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14

attack:
Spear +1 melee (1d6-1/x3) or sling +3 ranged (1d3)

full_attack:
Spear +1 melee (1d6-1/x3) or sling +3 ranged (1d3)

abilities:
Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8

skills:
Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2

organization:
Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 5-8 dire weasels)

stat_block:
1st-level warrior kobold; CR 1/4; Small humanoid (reptilian); HD 1d8; hp 4; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +1 natural, +2 leather), touch 12, flat-footed 14; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +3 ranged (1d3, sling); Full Atk +1 melee (1d6-1/x3, spear) or +3 ranged (1d3, sling); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., light sensitivity; AL LE; SV Fort +2, Ref +1, Will -1; Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8

Skills and Feats: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2; Alertness

full_text:
Kobold

Kobold, 1st-Level Warrior


Small Humanoid (Reptilian)

Hit Dice:
1d8 (4 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

Armor Class:
15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14

Base Attack/Grapple:
+1/-4

Attack:
Spear +1 melee (1d6-1/x3) or sling +3 ranged (1d3)

Full Attack:
Spear +1 melee (1d6-1/x3) or sling +3 ranged (1d3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft., light sensitivity

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

Abilities:
Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8

Skills:
Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2

Feats:
Alertness

Environment:
Temperate forests

Organization:
Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 5-8 dire weasels)

Challenge Rating:
1/4

Treasure:
Standard

Alignment:
Usually lawful evil

Advancement:
By character class


Level Adjustment:
+0

Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
A kobold's scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
Combat
Kobolds like to attack with overwhelming odds-at least two to one-or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.
They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.


Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
The kobold warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level -3.




Kobold Characters
Kobold characters possess the following racial traits.

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

 Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.


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

 Darkvision out to 60 feet.

 Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

 Racial Feats: A kobold character gains feats according to its character class.

 +1 natural armor bonus.

 Special Qualities (see above): Light sensitivity.

 Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.

 Favored Class: Sorcerer.

 Level adjustment +0.


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

full_attack:
2 tentacles +28 melee (2d8+12/19-20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6)

reach:
15 ft. (60 ft. with tentacle, 30 ft. with arm)

special_attacks:
Improved grab, constrict 2d8+12 or 1d6+6

special_qualities:
Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities

abilities:
Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20

skills:
Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16

feats:
Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will

advancement:
21-32 HD (Gargantuan); 33-60 HD (Colossal)

stat_block:
Kraken; CR 12; Gargantuan magical beast (aquatic); HD 20d10+180; hp 290; Init +4; Spd Swim 20 ft. (4 squares); AC 20 (-4 size, +14 natural), touch 6, flat-footed 20; Base Atk +20; Grp +44; Atk +28 melee (2d8+12/19-20, tentacle); Full Atk +28 melee (2d8+12/19-20, 2 tentacles) and +23 melee (1d6+6, 6 arms) and +23 melee (4d6+6, bite); Space/Reach 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm); SA Improved grab, constrict 2d8+12 or 1d6+6; SQ Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities; AL NE; SV Fort +21, Ref +12, Will +13; Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20

Skills and Feats: Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16; Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will

full_text:
Kraken

Kraken
Gargantuan Magical Beast (Aquatic)

Hit Dice:
20d10+180 (290 hp)

Initiative:
+4

Speed:
Swim 20 ft. (4 squares)

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

Base Attack/Grapple:
+20/+44

Attack:
Tentacle +28 melee (2d8+12/19-20)

Full Attack:
2 tentacles +28 melee (2d8+12/19-20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6)

Space/Reach:
20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)

Special Attacks:
Improved grab, constrict 2d8+12 or 1d6+6

Special Qualities:
Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities

Saves:
Fort +21, Ref +12, Will +13

Abilities:
Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20

Skills:
Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16

Feats:
Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will

Environment:
Temperate aquatic

Organization:
Solitary

Challenge Rating:
12

Treasure:
Triple standard

Alignment:
Usually neutral evil

Advancement:
21-32 HD (Gargantuan); 33-60 HD (Colossal)


Level Adjustment:
-

Six of the beast's tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.
Krakens speak Common and Aquan.
Combat
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken's tentacles or arms as if they were weapons. A kraken's tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken's tentacle or arm deals damage to the kraken equal to half the limb's full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.
Improved Grab (Ex): To use this ability, the kraken must hit with an arm or 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.


Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check.


Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.


Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.


Spell-Like Abilities: 1/day-control weather,  control winds,  dominate animal (DC 18), resist energy. Caster level 9th. The save DC is Charisma-based.


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


full_attack:
Bite +2 melee (1d6) and 2 claws +0 melee (1d4)

abilities:
Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

skills:
Hide +4, Jump +9, Listen +3, Move Silently +6

stat_block:
Krenshar; CR 1; Medium magical beast; HD 2d10; hp 11; Init +2; Spd 40 ft. (8 squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +2; Atk +2 melee (1d6, bite); Full Atk +2 melee (1d6, bite) and +0 melee (1d4, 2 claws); Space/Reach 5 ft./5 ft.; SA Scare; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +1; Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

Skills and Feats: Hide +4, Jump +9, Listen +3, Move Silently +6; Multiattack, Track

full_text:
Krenshar

Krenshar
Medium Magical Beast

Hit Dice:
2d10 (11 hp)

Initiative:
+2

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+2/+2

Attack:
Bite +2 melee (1d6)

Full Attack:
Bite +2 melee (1d6) and 2 claws +0 melee (1d4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Scare

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

Saves:
Fort +3, Ref +5, Will +1

Abilities:
Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

Skills:
Hide +4, Jump +9, Listen +3, Move Silently +6

Feats:
Multiattack, Track B

Environment:
Temperate forests

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

Challenge Rating:
1

Treasure:
None

Alignment:
Usually neutral

Advancement:
3-4 HD (Medium); 5-8 HD (Large)


Level Adjustment:
+2

The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds.
Combat
Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.
Scare (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).
Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar's scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.


Skills: Krenshars have a +4 racial bonus on Jump and Move Silently checks.


attack:
Touch +12 melee (1d4 Wisdom drain) or dagger +12 melee (1d6+4/19-20) or claw +12 melee (1d4+4)

full_attack:
Touch +12 melee (1d4 Wisdom drain); or dagger +12/+7 melee (1d6+4/19-20) and 2 claws +7 melee (1d4+2)

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

skills:
Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11

feats:
Dodge, Iron Will, Mobility, Spring Attack

stat_block:
Lamia; CR 6; Large magical beast; HD 9d10+9; hp 58; Init +2; Spd 60 ft. (12 squares); AC 18 (-1 size, +2 dex, +7 natural), touch 11, flat-footed 16; Base Atk +9; Grp +17; Atk +12 melee (1d4 Wisdom drain, touch) or +12 melee (1d6+4/19-20, dagger) or +12 melee (1d4+4, claw); Full Atk +12 melee (1d4 Wisdom drain, touch) or +12 /+7 melee (1d6+4/19-20, dagger) and +7 melee (1d4+2, 2 claws); Space/Reach 10 ft./5 ft.; SA Spell-like abilities, Wisdom drain; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +7, Ref +8, Will +7; Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12

Skills and Feats: Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11; Dodge, Iron Will, Mobility, Spring Attack

full_text:
Lamia

Lamia
Large Magical Beast

Hit Dice:
9d10+9 (58 hp)

Initiative:
+2

Speed:
60 ft. (12 squares)

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

Base Attack/Grapple:
+9/+17

Attack:
Touch +12 melee (1d4 Wisdom drain) or dagger +12 melee (1d6+4/19-20) or claw +12 melee (1d4+4)

Full Attack:
Touch +12 melee (1d4 Wisdom drain); or dagger +12/+7 melee (1d6+4/19-20) and 2 claws +7 melee (1d4+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Spell-like abilities, Wisdom drain

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

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

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

Skills:
Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11

Feats:
Dodge, Iron Will, Mobility, Spring Attack

Environment:
Temperate deserts

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

Challenge Rating:
6

Treasure:
Standard

Alignment:
Usually chaotic evil

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


Level Adjustment:
+4

A typical lamia is about 8 feet long and weighs about 700 pounds.
Combat
Though a lamia is powerful and dangerous in close combat, it has no stomach for a fair fight. It uses its illusion abilities to lure heroes into perilous situations, and then uses its Spring Attack feat to bound out of the shadows and drain Wisdom from its opponents. When it has sapped the will of its victim, it uses its enchantment abilities to beguile and ensnare the unfortunate soul. A lamia forced into physical combat attacks with a dagger in one of its human hands and a pair of lion-like claws.
Spell-Like Abilities: At will-disguise self,  ventriloquism; 3/day-charm monster (DC 15), major image (DC 14), mirror image,  suggestion (DC 14); 1/day-deep slumber (DC 14). Caster level 9th. The save DCs are Charisma-based.


Wisdom Drain (Su): A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion.


Skills: Lamias have a +4 racial bonus on Bluff and Hide checks.


special_qualities:
Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities

abilities:
Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14

skills:
Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15

feats:
Blind-Fight, Iron Will, Lightning Reflexes

special_abilities:
Magic Circle Against Evil (Su), Pounce (Ex), Rake (Ex)

stat_block:
Lammasu; CR 8; Large magical beast; HD 7d10+21; hp 59; Init +1; Spd 30 ft. (6 squares), fly 60 ft.(average); AC 20 (-1 size, +1 dex, +10 natural), touch 10, flat-footed 19; Base Atk +7; Grp +17; Atk +12 melee (1d6+6, claw); Full Atk +12 melee (1d6+6, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake 1d6+3, spells; SQ Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities; AL LG; SV Fort +8, Ref +8, Will +7; Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14

Skills and Feats: Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15; Blind-Fight, Iron Will, Lightning Reflexes

full_text:
Lammasu

Lammasu


Large Magical Beast


Hit Dice:
7d10+21 (59 hp)


Initiative:
+1


Speed:
30 ft. (6 squares), fly 60 ft.(average)


Armor Class:
20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19


Base Attack/Grapple:
+7/+17


Attack:
Claw +12 melee (1d6+6)


Full Attack:
2 claws +12 melee (1d6+6)


Space/Reach:
10 ft./5 ft.


Special Attacks:
Pounce, rake 1d6+3, spells


Special Qualities:
Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities


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


Abilities:
Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14


Skills:
Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15


Feats:
Blind-Fight, Iron Will, Lightning Reflexes


Environment:
Temperate deserts


Organization:
Solitary


Challenge Rating:
8


Treasure:
Standard


Alignment:
Always lawful good


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



Level Adjustment:
+5


A typical lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial.
Combat
A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil.
Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.
Typical Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level): 0-detect magic,  guidance (2), light,  read magic,  resistance; 1st-bless (2), detect evil,  divine favor,  entropic shield,  protection from evil*; 2nd- aid*, bear's endurance,  bull's strength,  lesser restoration,  resist energy; 3rd-daylight,  dispel magic,  magic circle against evil*, remove curse; 4th-holy smite*,  neutralize poison.
*Domain spell. Domains: Good and Healing.


Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.


Spell-Like Abilities: 2/day-greater invisibility (self only); 1/day-dimension door. Caster level 7th.


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


Rake (Ex): Attack bonus +12 melee, damage 1d6+3.


Skills: Lammasus have a +2 racial bonus on Spot checks.




Golden Protector
(CELESTIAL HALF-DRAGON LAMMASU)
Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil.
Combat
The golden protector's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half.


Smite Evil (Su): Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent.
Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level): 0-detect magic,  guidance (2), light,  read magic,  resistance; 1st-bless (2), detect evil,  divine favor (2),  entropic shield,  protection from evil*; 2nd-aid*, bear's endurance,  bull's strength,  lesser restoration,  resist energy; 3rd-daylight,  dispel magic,  magic circle against evil*, remove curse; 4th-dismissal,  holy smite*,  neutralize poison.
*Domain spell. Domains: Good and Healing.


Rake (Ex): Attack bonus +19 melee, damage 1d6+4.
Possessions: Bracers of armor +2,  ring of protection +1. (Different golden protectors may have different possessions.)


name:
Golden Protector (Celestial Half-Dragon Lammasu)

armor_class:
29 (-1 size, +3 Dex, +14 natural, +2 bracers of armor +2, +1 ring of protection +1), touch 13, flat-footed 26

full_attack:
Claw +19 melee (1d6+9) and bite +13 melee (1d8+4)

special_attacks:
Breath weapon, pounce, smite evil, rake 1d6+4, spells

special_qualities:
Damage reduction 5/magic, darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, magic circle against evil, acid resistance 10, cold resistance 10, electricity resistance 10, spell-like abilities, spell resistance 15

abilities:
Str 28, Dex 17, Con 22, Int 18, Wis 20, Cha 18

skills:
Concentration +19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, Survival +18 (+20 other planes and tracking)

feats:
Blind-Fight, Iron Will, Lightning Reflexes, Weapon Focus (claw)

stat_block:
Golden protector (celestial half-dragon lammasu); CR 13; Large dragon; HD 10d12+60; hp 125; Init +3; Spd 30 ft. (6 squares), fly 60 ft.(average); AC 29 (-1 size, +3 dex, +14 natural, +2 bracers of armor +2,  +1 ring of protection +1), touch 13, flat-footed 26; Base Atk +10; Grp +23; Atk +19 melee (1d6+9, claw); Full Atk +19 melee (1d6+9, claw) and +13 melee (1d8+4, bite); Space/Reach 10 ft./5 ft.; SA Breath weapon, pounce, smite evil, rake 1d6+4, spells; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire, sleep,  and paralysis, low-light vision, magic circle against evil, acid resistance 10, cold resistance 10, electricity resistance 10, spell-like abilities, spell resistance 15; AL LG; SV Fort +13, Ref +12, Will +10; Str 28, Dex 17, Con 22, Int 18, Wis 20, Cha 18

Skills and Feats: Concentration +19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, Survival +18 (+20 other planes and tracking); Blind-Fight, Iron Will, Lightning Reflexes, Weapon Focus (claw)

full_text:
Lammasu

Golden Protector (Celestial Half-Dragon Lammasu)



Large Dragon

Hit Dice:

10d12+60 (125 hp)

Initiative:

+3

Speed:

30 ft. (6 squares), fly 60 ft.(average)

Armor Class:

29 (-1 size, +3 Dex, +14 natural, +2 bracers of armor +2, +1 ring of protection +1), touch 13, flat-footed 26

Base Attack/Grapple:

+10/+23

Attack:

Claw +19 melee (1d6+9)

Full Attack:

Claw +19 melee (1d6+9) and bite +13 melee (1d8+4)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Breath weapon, pounce, smite evil, rake 1d6+4, spells

Special Qualities:

Damage reduction 5/magic, darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, magic circle against evil, acid resistance 10, cold resistance 10, electricity resistance 10, spell-like abilities, spell resistance 15

Saves:

Fort +13, Ref +12, Will +10

Abilities:

Str 28, Dex 17, Con 22, Int 18, Wis 20, Cha 18

Skills:

Concentration +19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, Survival +18 (+20 other planes and tracking)

Feats:

Blind-Fight, Iron Will, Lightning Reflexes, Weapon Focus (claw)

Environment:

A lawful good plane

Organization:

Solitary

Challenge Rating:

13

Treasure:

Standard

Alignment:

Always lawful good

Advancement:

11-30 HD (Huge)


Level Adjustment:

+10

A typical lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial.
Combat
A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil.
Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.
Typical Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level): 0-detect magic,  guidance (2), light,  read magic,  resistance; 1st-bless (2), detect evil,  divine favor,  entropic shield,  protection from evil*; 2nd- aid*, bear's endurance,  bull's strength,  lesser restoration,  resist energy; 3rd-daylight,  dispel magic,  magic circle against evil*, remove curse; 4th-holy smite*,  neutralize poison.
*Domain spell. Domains: Good and Healing.


Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.


Spell-Like Abilities: 2/day-greater invisibility (self only); 1/day-dimension door. Caster level 7th.


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


Rake (Ex): Attack bonus +12 melee, damage 1d6+3.


Skills: Lammasus have a +2 racial bonus on Spot checks.




Golden Protector
(CELESTIAL HALF-DRAGON LAMMASU)
Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil.
Combat
The golden protector's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half.


Smite Evil (Su): Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent.
Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level): 0-detect magic,  guidance (2), light,  read magic,  resistance; 1st-bless (2), detect evil,  divine favor (2),  entropic shield,  protection from evil*; 2nd-aid*, bear's endurance,  bull's strength,  lesser restoration,  resist energy; 3rd-daylight,  dispel magic,  magic circle against evil*, remove curse; 4th-dismissal,  holy smite*,  neutralize poison.
*Domain spell. Domains: Good and Healing.


Rake (Ex): Attack bonus +19 melee, damage 1d6+4.
Possessions: Bracers of armor +2,  ring of protection +1. (Different golden protectors may have different possessions.)


full_attack:
2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4)

special_attacks:
Roar, pounce, improved grab, rake 1d6+8, spell-like abilities

special_qualities:
Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, protective aura, cold resistance 10, sonic resistance 10, speak with animals, spell resistance 28

saves:
Fort +13 (+17 against poison), Ref +11, Will +10

abilities:
Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15

skills:
Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17

feats:
Ability Focus (roar), Dodge, Mobility, Spring Attack, Track

special_abilities:
Improved Grab (Ex), Lay on Hands (Su), Pounce (Ex), Protective Aura (Su), Rake (Ex), Roar (Su), Speak with Animals (Su)

stat_block:
Leonal; CR 12; Medium outsider (extraplanar, good); HD 12d8+60; hp 114; Init +3; Spd 60 ft. (12 squares); AC 27 (+3 dex, +14 natural), touch 13, flat-footed 24; Base Atk +12; Grp +20; Atk +20 melee (1d6+8, claw); Full Atk +20 melee (1d6+8, 2 claws) and +15 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA Roar, pounce, improved grab, rake 1d6+8, spell-like abilities; SQ Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, protective aura, cold resistance 10, sonic resistance 10, speak with animals, spell resistance 28; AL NG; SV Fort +13 (+17 against poison), Ref +11, Will +10; Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15

Skills and Feats: Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17; Ability Focus (roar), Dodge, Mobility, Spring Attack, Track

full_text:
Leonal

Leonal
Medium Outsider (Extraplanar, Good)

Hit Dice:
12d8+60 (114 hp)

Initiative:
+3

Speed:
60 ft. (12 squares)

Armor Class:
27 (+3 Dex, +14 natural), touch 13, flat-footed 24

Base Attack/Grapple:
+12/+20

Attack:
Claw +20 melee (1d6+8)

Full Attack:
2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Roar, pounce, improved grab, rake 1d6+8, spell-like abilities

Special Qualities:
Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, protective aura, cold resistance 10, sonic resistance 10, speak with animals, spell resistance 28

Saves:
Fort +13 (+17 against poison), Ref +11, Will +10

Abilities:
Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15

Skills:
Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17

Feats:
Ability Focus (roar), Dodge, Mobility, Spring Attack, Track

Environment:
A good-aligned plane.

Organization:
Solitary or pride (4-9)

Challenge Rating:
12

Treasure:
No coins; double goods; standard items

Alignment:
Always neutral good

Advancement:
13-18 HD (Medium); 19-36 HD (Large)


Level Adjustment:
-

Combat
Leonals like their battles as straightforward as can be. They begin with a roar to put their foes off balance, then follow up with a frenzy of claw and bite attacks. They closely coordinate with others in their pride, watching one another's flanks and setting up devastating attacks.
A leonal's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Roar (Su): A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based.


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


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


Rake (Ex): Attack bonus +20 melee, damage 1d6+8.


Spell-Like Abilities: At will-detect thoughts,  fireball (DC 15), hold monster (DC 17),  polymorph,  wall of force; 3/day-cure critical wounds (DC 16),  neutralize poison,  remove disease; 1/day-heal (DC 18). Caster level 10th. The save DCs are Charisma-based.


Lay on Hands (Su): As the paladin class feature, except that each day, a leonal can heal an amount of damage equal to its full normal hit points.


Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability,  both with a radius of 20 feet (caster level equals leonal's HD). (The defensive benefits from the circle are not included in a leonal's statistics block.)


Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.


Skills: Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks.


speed:
20 ft. (4 squares), fly 70 ft. (average)

full_attack:
Short sword +11/+6 melee (1d8+5/19-20) and tail slap +6 melee (2d6+2)

special_attacks:
Constrict 2d6+5, improved grab, spells, spell-like abilities

special_qualities:
Darkvision 60 ft., immunity to poison, fire resistance 10

abilities:
Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18

skills:
Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17

feats:
Combat Casting, Extend Spell, Lightning Reflexes

stat_block:
Lillend; CR 7; Large outsider (chaotic, extraplanar, good); HD 7d8+14; hp 45; Init +3; Spd 20 ft. (4 squares), fly 70 ft. (average); AC 17 (-1 size, +3 dex, +5 natural), touch 12, flat-footed 14; Base Atk +7; Grp +16; Atk +11 melee (1d8+5/19-20, short sword); Full Atk +11 /+6 melee (1d8+5/19-20, short sword) and +6 melee (2d6+2, tail slap); Space/Reach 10 ft./10 ft.; SA Constrict 2d6+5, improved grab, spells, spell-like abilities; SQ Darkvision 60 ft., immunity to poison, fire resistance 10; AL CG; SV Fort +7, Ref +10, Will +8; Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18

Skills and Feats: Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17; Combat Casting, Extend Spell, Lightning Reflexes

full_text:
Lillend

Lillend

Large Outsider (Chaotic, Extraplanar, Good)


Hit Dice:
7d8+14 (45 hp)

Initiative:
+3

Speed:
20 ft. (4 squares), fly 70 ft. (average)

Armor Class:
17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14

Base Attack/Grapple:
+7/+16

Attack:
Short sword +11 melee (1d8+5/19-20)

Full Attack:
Short sword +11/+6 melee (1d8+5/19-20) and tail slap +6 melee (2d6+2)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Constrict 2d6+5, improved grab, spells, spell-like abilities

Special Qualities:
Darkvision 60 ft., immunity to poison, fire resistance 10

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

Abilities:
Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18

Skills:
Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17

Feats:
Combat Casting, Extend Spell, Lightning Reflexes

Environment:
A chaos-aligned plane

Organization:
Solitary or covey (2-4)

Challenge Rating:
7

Treasure:
Standard

Alignment:
Always chaotic good

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


Level Adjustment:
+6

A typical lillend's coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos.
Lillends speak Celestial, Infernal, Abyssal, and Common.
Combat
Lillends are generally peaceful unless they intend vengeance against someone they believe guilty of harming, or even threatening, a favored art form, artwork, or artist. Then they become implacable foes. They use their spells and spell-like abilities to confuse and weaken opponents before entering combat. A covey of lillends usually discusses strategy before a battle.
A lillend'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.
Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.


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


Spells: A lillend casts arcane spells as a 6th-level bard.
Typical Bard Spells Known (3/4/3; save DC 14 + spell level): 0- dancing lights,  daze,  detect magic,  lullaby,  mage hand,  read magic; 1st- charm person,  cure light wounds,  identify,  sleep; 2nd-hold person,  invisibility,  sound burst.


Spell-Like Abilities: 3/day-darkness,  hallucinatory terrain (DC 18), knock,  light; 1/day-charm person (DC 15), speak with animals,  speak with plants. Caster level 10th. The save DCs are Charisma-based.
A lillend also has the bardic music ability as a 6th-level bard.


Skills: Lillends have a +4 racial bonus on Survival checks.


armor_class:
15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17

attack:
Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1)

full_attack:
2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1)

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

organization:
Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)

stat_block:
Lizardfolk; CR 1; Medium humanoid (reptilian); HD 2d8+2; hp 11; Init +0; Spd 30 ft. (6 squares); AC 15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17; Base Atk +1; Grp +2; Atk +2 melee (1d4+1, claw) or +2 melee (1d6+1, club) or +1 ranged (1d6+1, javelin); Full Atk +2 melee (1d4+1, 2 claws) and +0 melee (1d4, bite) or +2 melee (1d6+1, club) and +0 melee (1d4, bite) or +1 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Hold breath; AL N; SV Fort +1, Ref +3, Will +0; Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10

Skills and Feats: Balance +4, Jump +5, Swim +2; Multiattack

full_text:
Lizardfolk

Lizardfolk
Medium Humanoid (Reptilian)

Hit Dice:
2d8+2 (11 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

Armor Class:
15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17

Base Attack/Grapple:
+1/+2

Attack:
Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1)

Full Attack:
2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1)

Special Attacks:
-

Special Qualities:
Hold breath

Space/Reach:
5 ft./5 ft.

Saves:
Fort +1, Ref +3, Will +0

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

Skills:
Balance +4, Jump +5, Swim +2

Feats:
Multiattack

Environment:
Temperate marshes

Organization:
Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)

Challenge Rating:
1

Treasure:
50% coins; 50% goods; 50% items

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+1

A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.
Lizardfolk speak Draconic.
Combat
Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.


Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.




Lizardfolk as Characters
Lizardfolk characters possess the following racial traits.

 +2 Strength, +2 Constitution, -2 Intelligence.

 Medium size.


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

 Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.

 Racial Skills: A lizardfolk's humanoid levels give it skill points equal to 5 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.

 Racial Feats: A lizardfolk's humanoid levels give it one feat.

 Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.

 +5 natural armor bonus.

 Natural Weapons: 2 claws (1d4) and bite (1d4).

 Special Qualities (see above): Hold breath.

 Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.

 Favored Class: Druid.

 Level adjustment +1.


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

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

abilities:
Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11

skills:
Craft (any one) +6, Listen +6, Spot +6, Swim +8

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

stat_block:
Locathah; CR 1/2; Medium humanoid (aquatic); HD 2d8; hp 9; Init +1; Spd 10 ft. (2 squares), swim 60 ft.; AC 14 (+1 dex, +3 natural), touch 11, flat-footed 13; Base Atk +1; Grp +1; Atk +2 melee (1d8/3, longspear) or +2 ranged (1d8/19-20, light crossbow); Full Atk +2 melee (1d8/3, longspear) or +2 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ -; AL N; SV Fort +3, Ref +1, Will +1; Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11

Skills and Feats: Craft (any one) +6, Listen +6, Spot +6, Swim +8; Weapon Focus (longspear)

full_text:
Locathah

Locathah

Medium Humanoid (Aquatic)


Hit Dice:
2d8 (9 hp)

Initiative:
+1

Speed:
10 ft. (2 squares), swim 60 ft.

Armor Class:
14 (+1 Dex, +3 natural), touch 11, flat-footed 13

Base Attack/Grapple:
+1/+1

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

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

Space/Reach:
5 ft./5 ft.

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

Special Attacks:
-

Special Qualities:
-

Abilities:
Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11

Skills:
Craft (any one) +6, Listen +6, Spot +6, Swim +8

Feats:
Weapon Focus (longspear)

Environment:
Warm aquatic

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

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+1

Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs.
Locathahs speak Aquan.
Combat
Any battle with locathahs usually begins with the creatures loosing volleys of bolts from their crossbows; underwater, their crossbows have a range increment of 20 feet. If they have managed to set up an ambush or other trap, they continue to employ crossbows for as long as possible. Otherwise, they close to bring their longspears into play. Although primarily used for fishing, these spears make formidable weapons.
Locathahs lack teeth, claws, and other natural weapons, so they are not especially dangerous if unarmed. A weaponless locathah will generally turn and flee.
Skills: A locathah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run action while swimming, provided it swims in a straight line.


armor_class:
15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15

attack:
Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1)

full_attack:
Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1)

special_qualities:
Alternate form, bear empathy, low-light vision, scent

abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

skills:
Handle Animal +3, Listen +4, Spot +4, Swim +1

feats:
Endurance, Multiattack, Power Attack, Run

organization:
Solitary, pair, family (3-4), or troupe (2-4 plus 1-4 brown bears)

special_abilities:
Alternate Form (Su), Bear Empathy (Ex), Curse of Lycanthropy (Su), Improved Grab (Ex)

stat_block:
Human form werebear; CR 5; Medium humanoid (human, shapechanger); HD 1d8+1 plus 6d8+30; hp 62; Init +0; Spd 30 ft. (6 squares); AC 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15; Base Atk +5; Grp +6; Atk +6 melee (1d12+1/x3, greataxe) or +5 ranged (1d6+1, throwing axe); Full Atk +6 melee (1d12+1/x3, greataxe) or +5 ranged (1d6+1, throwing axe); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, bear empathy, low-light vision, scent; AL LG; SV Fort +8, Ref +5, Will +4; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Skills and Feats: Handle Animal +3, Listen +4, Spot +4, Swim +1; Endurance, Iron Will, Multiattack, Power Attack, Run, Track

full_text:
Werebear

Werebear, Human Form



Medium Humanoid (Human, Shapechanger)



Hit Dice:
1d8+1 plus 6d8+30 (62 hp)



Initiative:
+0



Speed:
30 ft. (6 squares)



Armor Class:
15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15



Base Attack/Grapple:
+5/+6



Attack:
Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1)



Full Attack:
Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1)



Space/Reach:
5 ft./5 ft.



Special Attacks:
-



Special Qualities:
Alternate form, bear empathy, low-light vision, scent



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



Abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8



Skills:
Handle Animal +3, Listen +4, Spot +4, Swim +1



Feats:
Endurance, Iron Will B, Multiattack, Power Attack, Run, Track B



Environment:
Cold forests



Organization:
Solitary, pair, family (3-4), or troupe (2-4 plus 1-4 brown bears)



Challenge Rating:
5



Treasure:
Standard



Alignment:
Always lawful good



Advancement:
By character class




Level Adjustment:
+3



Werebears in humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth and leather garments that are easy to remove, repair, or replace
Combat
Werebears fight just as brown bears do in animal form. In humanoid or hybrid form, they favor large, heavy weapons such as greataxes or greatswords. The werebear's greataxe is a Medium weapon, so it can wield the axe in one hand in hybrid form.
Alternate Form (Su): A werebear can assume the form of a brown bear or a bear-humanoid hybrid.


Bear Empathy (Ex): Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


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


Skills: Werebears have a +4 racial bonus on Swim checks in any bear form.
The werebear presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


full_attack:
2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4)

special_qualities:
Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent

abilities:
Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8

skills:
Handle Animal +3, Listen +4, Spot +4, Swim +13

stat_block:
Bear form werebear; CR 5; Large humanoid (human, shapechanger); HD 1d8+1 plus 6d8+30; hp 62; Init +1; Spd 40 ft. (8 squares); AC 17 (-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +5; Grp +18; Atk +13 melee (1d8+9, claw); Full Atk +13 melee (1d8+9, 2 claws) and +11 melee (2d6+4, bite); Space/Reach 10 ft./5 ft.; SA Improved grab, curse of lycanthropy; SQ Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent; AL LG; SV Fort +12, Ref +6, Will +4; Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8

Skills and Feats: Handle Animal +3, Listen +4, Spot +4, Swim +13; (same as human form)

full_text:
Werebear

Werebear, Bear Form




Large Humanoid (Human, Shapechanger)


Hit Dice:

1d8+1 plus 6d8+30 (62 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:

+5/+18


Attack:

Claw +13 melee (1d8+9)


Full Attack:

2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4)


Space/Reach:

10 ft./5 ft.


Special Attacks:

Improved grab, curse of lycanthropy


Special Qualities:

Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent


Saves:

Fort +12, Ref +6, Will +4


Abilities:

Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8


Skills:

Handle Animal +3, Listen +4, Spot +4, Swim +13


Feats:

(same as human form)


Environment:

Cold forests


Organization:

(same as human form)


Challenge Rating:

5


Treasure:

Standard


Alignment:

Always lawful good


Advancement:

By character class



Level Adjustment:

+3


Werebears in humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth and leather garments that are easy to remove, repair, or replace
Combat
Werebears fight just as brown bears do in animal form. In humanoid or hybrid form, they favor large, heavy weapons such as greataxes or greatswords. The werebear's greataxe is a Medium weapon, so it can wield the axe in one hand in hybrid form.
Alternate Form (Su): A werebear can assume the form of a brown bear or a bear-humanoid hybrid.


Bear Empathy (Ex): Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


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


Skills: Werebears have a +4 racial bonus on Swim checks in any bear form.
The werebear presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


attack:
Greataxe +11 melee (1d12+13/x3); or claw +13 melee (1d6+9)

full_attack:
Claw +13 melee (1d6+9) and greataxe +9 melee (1d12+4/x3) and bite +11 melee (1d8+4) or 2 claws +13 melee (1d6+9) and bite +11 melee (1d8+4)

skills:
Handle Animal +3, Listen +4, Spot +5, Swim +9

stat_block:
Hybrid form werebear; CR 5; Large humanoid (human, shapechanger); HD 1d8+1 plus 6d8+30; hp 62; Init +1; Spd 30 ft. (6 squares); AC 17 (-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +5; Grp +18; Atk +11 melee (1d12+13/x3, greataxe) or +13 melee (1d6+9, claw); Full Atk +13 melee (1d6+9, claw) and +9 melee (1d12+4/x3, greataxe) and +11 melee (1d8+4, bite) or +13 melee (1d6+9, 2 claws) and +11 melee (1d8+4, bite); Space/Reach 10 ft./10 ft.; SA Curse of lycanthropy; SQ Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent; AL LG; SV Fort +12, Ref +6, Will +4; Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8

Skills and Feats: Handle Animal +3, Listen +4, Spot +5, Swim +9; (same as human form)

full_text:
Werebear

 
Werebear, Hybrid Form




Large Humanoid (Human, Shapechanger)

Hit Dice:


1d8+1 plus 6d8+30 (62 hp)

Initiative:


+1

Speed:


30 ft. (6 squares)

Armor Class:


17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16

Base Attack/Grapple:


+5/+18

Attack:


Greataxe +11 melee (1d12+13/x3); or claw +13 melee (1d6+9)

Full Attack:


Claw +13 melee (1d6+9) and greataxe +9 melee (1d12+4/x3) and bite +11 melee (1d8+4) or 2 claws +13 melee (1d6+9) and bite +11 melee (1d8+4)

Space/Reach:


10 ft./10 ft.

Special Attacks:


Curse of lycanthropy

Special Qualities:


Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent

Saves:


Fort +12, Ref +6, Will +4

Abilities:


Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8

Skills:


Handle Animal +3, Listen +4, Spot +5, Swim +9

Feats:


(same as human form)

Environment:


Cold forests

Organization:


(same as human form)

Challenge Rating:


5

Treasure:


Standard

Alignment:


Always lawful good

Advancement:


By character class


Level Adjustment:


+3

Werebears in humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth and leather garments that are easy to remove, repair, or replace
Combat
Werebears fight just as brown bears do in animal form. In humanoid or hybrid form, they favor large, heavy weapons such as greataxes or greatswords. The werebear's greataxe is a Medium weapon, so it can wield the axe in one hand in hybrid form.
Alternate Form (Su): A werebear can assume the form of a brown bear or a bear-humanoid hybrid.


Bear Empathy (Ex): Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


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


Skills: Werebears have a +4 racial bonus on Swim checks in any bear form.
The werebear presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


armor_class:
18 (+2 natural, +4 scale mail, +2 heavy shield), touch 10, flat-footed 18

attack:
Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1)

full_attack:
Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1)

special_qualities:
Alternate form, boar empathy, ferocity, low-light vision, scent

skills:
Handle Animal +3, Intimidate +3, Listen +5, Spot +4

feats:
Improved Bull Rush, Power Attack, Toughness

organization:
Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 boars)

special_abilities:
Alternate Form (Su), Boar Empathy (Ex), Curse of Lycanthropy (Su), Ferocity (Ex)

stat_block:
Human form wereboar; CR 4; Medium humanoid (human, shapechanger); HD 1d8+4 plus 3d8+12; hp 34; Init +0; Spd 20 ft. in scale mail (4 squares); base speed 30 ft.; AC 18 (+2 natural, +4 scale mail, +2 heavy shield), touch 10, flat-footed 18; Base Atk +3; Grp +4; Atk +4 melee (1d8+1/x3, battleaxe) or +3 ranged (1d6+1, javelin); Full Atk +4 melee (1d8+1/x3, battleaxe) or +3 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, boar empathy, ferocity, low-light vision, scent; AL N; SV Fort +6, Ref +3, Will +3; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Skills and Feats: Handle Animal +3, Intimidate +3, Listen +5, Spot +4; Alertness, Improved Bull Rush, Iron Will, Power Attack, Toughness

full_text:
Wereboar

Wereboar, Human Form




Medium Humanoid (Human, Shapechanger)



Hit Dice:
1d8+4 plus 3d8+12 (34 hp)



Initiative:
+0



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



Armor Class:
18 (+2 natural, +4 scale mail, +2 heavy shield), touch 10, flat-footed 18



Base Attack/Grapple:
+3/+4



Attack:
Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1)



Full Attack:
Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1)



Space/Reach:
5 ft./5 ft.



Special Attacks:
-



Special Qualities:
Alternate form, boar empathy, ferocity, low-light vision, scent



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



Abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8



Skills:
Handle Animal +3, Intimidate +3, Listen +5, Spot +4



Feats:
Alertness B, Improved Bull Rush, Iron Will B, Power Attack, Toughness



Environment:
Temperate forests



Organization:
Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 boars)



Challenge Rating:
4



Treasure:
Standard



Alignment:
Always neutral



Advancement:
By character class




Level Adjustment:
+3



A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace.
Combat
In any form, wereboars are as ferocious as normal boars. When in hybrid form, they fight with a weapon and their dangerous gore attack.
Alternate Form (Su): A wereboar can assume the form of a boar or a boar-humanoid hybrid.


Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.


Curse of Lycanthropy (Su): Any humanoid or giant hit by the wereboar's gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
The wereboar presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


special_qualities:
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent

abilities:
Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8

stat_block:
Boar form wereboar; CR 4; Medium humanoid (human, shapechanger); HD 1d8+4 plus 3d8+12; hp 34; Init +0; Spd 40 ft. (8 squares); AC 18 (+8 natural), touch 10, flat-footed 18; Base Atk +3; Grp +6; Atk +6 melee (1d8+4, gore); Full Atk +6 melee (1d8+4, gore); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy; SQ Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent; AL N; SV Fort +9, Ref +3, Will +3; Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8

Skills and Feats: Handle Animal +3, Intimidate +3, Listen +5, Spot +4; (same as human form)

full_text:
Wereboar


Wereboar, Boar Form




Medium Humanoid (Human, Shapechanger)


Hit Dice:

1d8+4 plus 3d8+12 (34 hp)


Initiative:

+0


Speed:

40 ft. (8 squares)


Armor Class:

18 (+8 natural), touch 10, flat-footed 18


Base Attack/Grapple:

+3/+6


Attack:

Gore +6 melee (1d8+4)


Full Attack:

Gore +6 melee (1d8+4)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Curse of lycanthropy


Special Qualities:

Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent


Saves:

Fort +9, Ref +3, Will +3


Abilities:

Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8


Skills:

Handle Animal +3, Intimidate +3, Listen +5, Spot +4


Feats:

(same as human form)


Environment:

Temperate forests


Organization:

(same as human form)


Challenge Rating:

4


Treasure:

Standard


Alignment:

Always neutral


Advancement:

By character class



Level Adjustment:

+3


A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace.
Combat
In any form, wereboars are as ferocious as normal boars. When in hybrid form, they fight with a weapon and their dangerous gore attack.
Alternate Form (Su): A wereboar can assume the form of a boar or a boar-humanoid hybrid.


Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.


Curse of Lycanthropy (Su): Any humanoid or giant hit by the wereboar's gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
The wereboar presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


attack:
Battleaxe +6 melee (1d8+4/x3) or claw +6 melee (1d4+3)

full_attack:
Battleaxe +6 melee (1d8+4/x3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1)

stat_block:
Hybrid form wereboar; CR 4; Medium humanoid (human, shapechanger); HD 1d8+4 plus 3d8+12; hp 34; Init +0; Spd 30 ft. (6 squares); AC 18 (+8 natural), touch 10, flat-footed 18; Base Atk +3; Grp +6; Atk +6 melee (1d8+4/x3, battleaxe) or +6 melee (1d4+3, claw); Full Atk +6 melee (1d8+4/x3, battleaxe) and +1 melee (1d6+1, gore) or +6 melee (1d4+3, 2 claws) and +1 melee (1d6+1, gore); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy; SQ Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent; AL N; SV Fort +9, Ref +3, Will +3; Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8

Skills and Feats: Handle Animal +3, Intimidate +3, Listen +5, Spot +4; (same as human form)

full_text:
Wereboar



Wereboar, Hybrid Form




Medium Humanoid (Human, Shapechanger)

Hit Dice:


1d8+4 plus 3d8+12 (34 hp)

Initiative:


+0

Speed:


30 ft. (6 squares)

Armor Class:


18 (+8 natural), touch 10, flat-footed 18

Base Attack/Grapple:


+3/+6

Attack:


Battleaxe +6 melee (1d8+4/x3) or claw +6 melee (1d4+3)

Full Attack:


Battleaxe +6 melee (1d8+4/x3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1)

Space/Reach:


5 ft./5 ft.

Special Attacks:


Curse of lycanthropy

Special Qualities:


Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent

Saves:


Fort +9, Ref +3, Will +3

Abilities:


Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8

Skills:


Handle Animal +3, Intimidate +3, Listen +5, Spot +4

Feats:


(same as human form)

Environment:


Temperate forests

Organization:


(same as human form)

Challenge Rating:


4

Treasure:


Standard

Alignment:


Always neutral

Advancement:


By character class


Level Adjustment:


+3

A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace.
Combat
In any form, wereboars are as ferocious as normal boars. When in hybrid form, they fight with a weapon and their dangerous gore attack.
Alternate Form (Su): A wereboar can assume the form of a boar or a boar-humanoid hybrid.


Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.


Curse of Lycanthropy (Su): Any humanoid or giant hit by the wereboar's gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
The wereboar presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


armor_class:
15 (+2 natural, +2 leather, +1 buckler), touch 10, flat-footed 15

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

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

special_qualities:
Alternate form, rat empathy, low-light vision, scent

skills:
Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9

organization:
Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 dire rats)

special_abilities:
Alternate Form (Su), Curse of Lycanthropy (Su), Disease (Ex), Rat Empathy (Ex)

stat_block:
Human form wererat; CR 2; Medium humanoid (human, shapechanger); HD 1d8+1 plus 1d8+2; hp 12; Init +0; Spd 30 ft. (6 squares); AC 15 (+2 natural, +2 leather, +1 buckler), touch 10, flat-footed 15; Base Atk +1; Grp +2; Atk +2 melee (1d6+1/18-20, rapier) or +1 ranged (1d8/19-20, light crossbow); Full Atk +2 melee (1d6+1/18-20, rapier) or +1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, rat empathy, low-light vision, scent; AL LE; SV Fort +5, Ref +2, Will +4; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Skills and Feats: Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9; Alertness, Dodge, Iron Will, Weapon Finesse

full_text:
Wererat

Wererat, Human Form



Medium Humanoid (Human, Shapechanger)



Hit Dice:
1d8+1 plus 1d8+2 (12 hp)



Initiative:
+0



Speed:
30 ft. (6 squares)



Armor Class:
15 (+2 natural, +2 leather, +1 buckler), touch 10, flat-footed 15



Base Attack/Grapple:
+1/+2



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



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



Space/Reach:
5 ft./5 ft.



Special Attacks:
-



Special Qualities:
Alternate form, rat empathy, low-light vision, scent



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



Abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8



Skills:
Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9



Feats:
Alertness, Dodge, Iron Will B, Weapon Finesse B



Environment:
Any



Organization:
Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 dire rats)



Challenge Rating:
2



Treasure:
Standard



Alignment:
Always lawful evil



Advancement:
By character class




Level Adjustment:
+3



A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.
Combat
In animal form, wererats avoid combat, preferring to use their dire rat shape for skulking and spying. In hybrid form, a wererat fights with a rapier and light crossbow.
Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.


Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.


Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Wererats have a +8 racial bonus on Swim checks from their dire rat form.


Feats: Wererats gain Weapon Finesse as a bonus feat.
The wererat presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


special_qualities:
Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent

abilities:
Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8

skills:
Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

stat_block:
Dire rat form wererat; CR 2; Small humanoid (human, shapechanger); HD 1d8+1 plus 1d8+2; hp 12; Init +3; Spd 40 ft. (8 squares), climb 20 ft.; AC 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14; Base Atk +1; Grp -2; Atk +6 melee (1d4+1 plus disease, bite); Full Atk +6 melee (1d4+1 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8

Skills and Feats: Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11; (same as human form)

full_text:
Wererat

Wererat, Dire Rat Form




Small Humanoid (Human, Shapechanger)


Hit Dice:

1d8+1 plus 1d8+2 (12 hp)


Initiative:

+3


Speed:

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


Armor Class:

17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14


Base Attack/Grapple:

+1/-2


Attack:

Bite +6 melee (1d4+1 plus disease)


Full Attack:

Bite +6 melee (1d4+1 plus disease)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Curse of lycanthropy, disease


Special Qualities:

Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent


Saves:

Fort +6, Ref +5, Will +4


Abilities:

Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8


Skills:

Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11


Feats:

(same as human form)


Environment:

Any


Organization:

(same as human form)


Challenge Rating:

2


Treasure:

Standard


Alignment:

Always lawful evil


Advancement:

By character class



Level Adjustment:

+3


A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.
Combat
In animal form, wererats avoid combat, preferring to use their dire rat shape for skulking and spying. In hybrid form, a wererat fights with a rapier and light crossbow.
Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.


Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.


Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Wererats have a +8 racial bonus on Swim checks from their dire rat form.


Feats: Wererats gain Weapon Finesse as a bonus feat.
The wererat presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


attack:
Rapier +5 melee (1d6+1/18-20) or light crossbow +4 ranged (1d8/19-20)

full_attack:
Rapier +4 melee (1d6+1/18-20) and bite -1 melee (1d6 plus disease); or light crossbow +4 ranged (1d8/19-20)

skills:
Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9

stat_block:
Hybrid form wererat; CR 2; Medium humanoid (human, shapechanger); HD 1d8+1 plus 1d8+2; hp 12; Init +3; Spd 30 ft. (6 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-footed 13; Base Atk +1; Grp +2; Atk +5 melee (1d6+1/18-20, rapier) or +4 ranged (1d8/19-20, light crossbow); Full Atk +4 melee (1d6+1/18-20, rapier) and -1 melee (1d6 plus disease, bite) or +4 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8

Skills and Feats: Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9; (same as human form)

full_text:
Wererat

 
Wererat, Hybrid Form




Medium Humanoid (Human, Shapechanger)

Hit Dice:


1d8+1 plus 1d8+2 (12 hp)

Initiative:


+3

Speed:


30 ft. (6 squares)

Armor Class:


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

Base Attack/Grapple:


+1/+2

Attack:


Rapier +5 melee (1d6+1/18-20) or light crossbow +4 ranged (1d8/19-20)

Full Attack:


Rapier +4 melee (1d6+1/18-20) and bite -1 melee (1d6 plus disease); or light crossbow +4 ranged (1d8/19-20)

Space/Reach:


5 ft./5 ft.

Special Attacks:


Curse of lycanthropy, disease

Special Qualities:


Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent

Saves:


Fort +6, Ref +5, Will +4

Abilities:


Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8

Skills:


Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9

Feats:


(same as human form)

Environment:


Any

Organization:


(same as human form)

Challenge Rating:


2

Treasure:


Standard

Alignment:


Always lawful evil

Advancement:


By character class


Level Adjustment:


+3

A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.
Combat
In animal form, wererats avoid combat, preferring to use their dire rat shape for skulking and spying. In hybrid form, a wererat fights with a rapier and light crossbow.
Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.


Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.


Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Wererats have a +8 racial bonus on Swim checks from their dire rat form.


Feats: Wererats gain Weapon Finesse as a bonus feat.
The wererat presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


speed:
20 ft. in breastplate (4 squares); base speed 30 ft.

armor_class:
17 (+2 natural, +5 breastplate), touch 10, flat-footed 17

attack:
Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3)

full_attack:
Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3)

special_qualities:
Alternate form, tiger empathy, low-light vision, scent

skills:
Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6

feats:
Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw)

special_abilities:
Alternate Form (Su), Curse of Lycanthropy (Su), Improved Grab (Ex), Pounce (Ex), Rake (Ex), Tiger Empathy (Ex)

stat_block:
Human form weretiger; CR 5; Medium humanoid (human, shapechanger); HD 1d8+1 plus 6d8+18; hp 50; Init +4; Spd 20 ft. in breastplate (4 squares); base speed 30 ft.; AC 17 (+2 natural, +5 breastplate), touch 10, flat-footed 17; Base Atk +5; Grp +6; Atk +6 melee (1d10+1/x3, glaive) or +1 Str bonus) +5 ranged (1d8+1/x3, composite longbow (); Full Atk +6 melee (1d10+1/x3, glaive) or +1 Str bonus) +5 ranged (1d8+1/x3, composite longbow (); Space/Reach 5 ft./5 ft. (10 ft. with glaive); SA -; SQ Alternate form, tiger empathy, low-light vision, scent; AL N; SV Fort +8, Ref +5, Will +4; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Skills and Feats: Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6; Alertness, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, Iron Will, claw)

full_text:
Weretiger

Weretiger, Human Form




Medium Humanoid (Human, Shapechanger)



Hit Dice:
1d8+1 plus 6d8+18 (50 hp)



Initiative:
+4



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



Armor Class:
17 (+2 natural, +5 breastplate), touch 10, flat-footed 17



Base Attack/Grapple:
+5/+6



Attack:
Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3)



Claw +11 melee (1d8+7)
Claw +11 melee (1d8+7)

Full Attack:
Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3)



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



Special Attacks:
-



Special Qualities:
Alternate form, tiger empathy, low-light vision, scent



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



Abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8



Skills:
Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6



Feats:
Alertness B, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron Will B



Environment:
Warm forests



Organization:
Solitary or pair



Challenge Rating:
5



Treasure:
Standard



Alignment:
Always neutral



Advancement:
By character class




Level Adjustment:
+3



Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile.
Combat
Weretigers can assume a hybrid form as well as an animal form. In tiger form, they can pounce and grab just as normal tigers do. In hybrid form, they rely on their deadly claws.
Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of a tiger.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a weretiger's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Improved Grab (Ex): To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.


Pounce (Ex): If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.


Rake (Ex): Attack bonus +9 melee, damage 1d8+3.


Tiger Empathy (Ex): Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.


Skills: In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.
The weretiger presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


full_attack:
2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3)

special_attacks:
Pounce, improved grab, rake, curse of lycanthropy

special_qualities:
Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent

abilities:
Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8

skills:
Balance +6, Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6

stat_block:
Tiger form weretiger; CR 5; Large humanoid (human, shapechanger); HD 1d8+1 plus 6d8+18; hp 50; Init +6; Spd 40 ft. (8 squares); AC 16 (-1 size, +2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +5; Grp +16; Atk ; Full Atk +11 melee (1d8+7, 2 claws) and +6 melee (2d6+3, bite); Space/Reach 10 ft./5 ft.; SA Pounce, improved grab, rake, curse of lycanthropy; SQ Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent; AL N; SV Fort +10, Ref +7, Will +4; Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8

Skills and Feats: Balance +6, Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6; (same as human form)

full_text:
Weretiger


Weretiger, Tiger Form




Large Humanoid (Human, Shapechanger)


Hit Dice:

1d8+1 plus 6d8+18 (50 hp)


Initiative:

+6


Speed:

40 ft. (8 squares)


Armor Class:

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


Base Attack/Grapple:

+5/+16


Attack:



Claw +11 melee (1d8+7)
Claw +11 melee (1d8+7)

Full Attack:

2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3)


Space/Reach:

10 ft./5 ft.


Special Attacks:

Pounce, improved grab, rake, curse of lycanthropy


Special Qualities:

Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent


Saves:

Fort +10, Ref +7, Will +4


Abilities:

Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8


Skills:

Balance +6, Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6


Feats:

(same as human form)


Environment:

Warm forests


Organization:

(same as human form)


Challenge Rating:

5


Treasure:

Standard


Alignment:

Always neutral


Advancement:

By character class



Level Adjustment:

+3


Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile.
Combat
Weretigers can assume a hybrid form as well as an animal form. In tiger form, they can pounce and grab just as normal tigers do. In hybrid form, they rely on their deadly claws.
Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of a tiger.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a weretiger's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Improved Grab (Ex): To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.


Pounce (Ex): If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.


Rake (Ex): Attack bonus +9 melee, damage 1d8+3.


Tiger Empathy (Ex): Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.


Skills: In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.
The weretiger presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


skills:
Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6

stat_block:
Hybrid form weretiger; CR 5; Large humanoid (human, shapechanger); HD 1d8+1 plus 6d8+18; hp 50; Init +6; Spd 30 ft. (6 squares); AC 16 (-1 size, +2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +5; Grp +16; Atk ; Full Atk +11 melee (1d8+7, 2 claws) and +6 melee (2d6+3, bite); Space/Reach 10 ft./10 ft.; SA Curse of lycanthropy; SQ Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent; AL N; SV Fort +10, Ref +7, Will +4; Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8

Skills and Feats: Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6; (same as human form)

full_text:
Weretiger



Weretiger, Hybrid Form




Large Humanoid (Human, Shapechanger)

Hit Dice:


1d8+1 plus 6d8+18 (50 hp)

Initiative:


+6

Speed:


30 ft. (6 squares)

Armor Class:


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

Base Attack/Grapple:


+5/+16

Attack:



Claw +11 melee (1d8+7)
Claw +11 melee (1d8+7)

Full Attack:


2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3)

Space/Reach:


10 ft./10 ft.

Special Attacks:


Curse of lycanthropy

Special Qualities:


Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent

Saves:


Fort +10, Ref +7, Will +4

Abilities:


Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8

Skills:


Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6

Feats:


(same as human form)

Environment:


Warm forests

Organization:


(same as human form)

Challenge Rating:


5

Treasure:


Standard

Alignment:


Always neutral

Advancement:


By character class


Level Adjustment:


+3

Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile.
Combat
Weretigers can assume a hybrid form as well as an animal form. In tiger form, they can pounce and grab just as normal tigers do. In hybrid form, they rely on their deadly claws.
Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of a tiger.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a weretiger's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Improved Grab (Ex): To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.


Pounce (Ex): If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.


Rake (Ex): Attack bonus +9 melee, damage 1d8+3.


Tiger Empathy (Ex): Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.


Skills: In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.
The weretiger presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


armor_class:
17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 17

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

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

special_qualities:
Alternate form, wolf empathy, low-light vision, scent

skills:
Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2

feats:
Improved Initiative, Stealthy, Weapon Focus (bite)

organization:
Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves)

special_abilities:
Alternate Form (Su), Curse of Lycanthropy (Su), Trip (Ex), Wolf Empathy (Ex)

stat_block:
Human form werewolf; CR 3; Medium humanoid (human, shapechanger); HD 1d8+1 plus 2d8+6; hp 20; Init +4; Spd 30 ft. (6 squares); AC 17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 17; Base Atk +2; Grp +3; Atk +3 melee (1d8+1/19-20, longsword) or +2 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d8+1/19-20, longsword) or +2 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, wolf empathy, low-light vision, scent; AL CE; SV Fort +6, Ref +3, Will +2; Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8

Skills and Feats: Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2; Improved Initiative, Iron Will, Stealthy, Track, Weapon Focus (bite)

full_text:
Werewolf

Werewolf, Human Form




Medium Humanoid (Human, Shapechanger)



Hit Dice:
1d8+1 plus 2d8+6 (20 hp)



Initiative:
+4



Speed:
30 ft. (6 squares)



Armor Class:
17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 17



Base Attack/Grapple:
+2/+3



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



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



Space/Reach:
5 ft./5 ft.



Special Attacks:
-



Special Qualities:
Alternate form, wolf empathy, low-light vision, scent



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



Abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8



Skills:
Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2



Feats:
Improved Initiative, Iron Will B, Stealthy, Track B, Weapon Focus (bite)



Environment:
Temperate forests



Organization:
Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves)



Challenge Rating:
3



Treasure:
Standard



Alignment:
Always chaotic evil



Advancement:
By character class




Level Adjustment:
+3



Werewolves in humanoid form have no distinguishing traits.
Combat
In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.
Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.
If the attempt fails, the opponent cannot react to trip the werewolf.


Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.


Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
The werewolf presented here is based on a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Lycanthrope, Werewolf Lord
Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.
The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Combat
Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.
Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord's bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 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 werewolf lord.


Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.


Skills: *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions: +2 mithral chain shirt,  +3 heavy shield,  +2 bastard sword,  gauntlets of ogre power,  cloak of resistance +2,  masterwork composite longbow (+4 Str bonus).


special_qualities:
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent

abilities:
Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8

skills:
Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*

stat_block:
Wolf form werewolf; CR 3; Medium humanoid (human, shapechanger); HD 1d8+1 plus 2d8+6; hp 20; Init +6; Spd 50 ft. (10 squares); AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +4; Atk +5 melee (1d6+3, bite); Full Atk +5 melee (1d6+3, bite); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy, trip; SQ Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent; AL CE; SV Fort +8, Ref +5, Will +2; Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8

Skills and Feats: Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*; (same as human form)

full_text:
Werewolf


Werewolf, Wolf Form




Medium Humanoid (Human, Shapechanger)


Hit Dice:

1d8+1 plus 2d8+6 (20 hp)


Initiative:

+6


Speed:

50 ft. (10 squares)


Armor Class:

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


Base Attack/Grapple:

+2/+4


Attack:

Bite +5 melee (1d6+3)


Full Attack:

Bite +5 melee (1d6+3)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Curse of lycanthropy, trip


Special Qualities:

Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent


Saves:

Fort +8, Ref +5, Will +2


Abilities:

Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8


Skills:

Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*


Feats:

(same as human form)


Environment:

Temperate forests


Organization:

(same as human form)


Challenge Rating:

3


Treasure:

Standard


Alignment:

Always chaotic evil


Advancement:

By character class



Level Adjustment:

+3


Werewolves in humanoid form have no distinguishing traits.
Combat
In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.
Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.
If the attempt fails, the opponent cannot react to trip the werewolf.


Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.


Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
The werewolf presented here is based on a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Lycanthrope, Werewolf Lord
Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.
The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Combat
Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.
Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord's bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 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 werewolf lord.


Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.


Skills: *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions: +2 mithral chain shirt,  +3 heavy shield,  +2 bastard sword,  gauntlets of ogre power,  cloak of resistance +2,  masterwork composite longbow (+4 Str bonus).


full_attack:
2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1)

stat_block:
Hybrid form werewolf; CR 3; Medium humanoid (human, shapechanger); HD 1d8+1 plus 2d8+6; hp 20; Init +6; Spd 30 ft. (6 squares); AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +4; Atk +4 melee (1d4+2, claw); Full Atk +4 melee (1d4+2, 2 claws) and +0 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA Curse of lycanthropy; SQ Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent; AL CE; SV Fort +8 Ref +5, Will +2; Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8

Skills and Feats: Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*; (same as human form)

full_text:
Werewolf



Werewolf, Hybrid Form




Medium Humanoid (Human, Shapechanger)

Hit Dice:


1d8+1 plus 2d8+6 (20 hp)

Initiative:


+6

Speed:


30 ft. (6 squares)

Armor Class:


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

Base Attack/Grapple:


+2/+4

Attack:


Claw +4 melee (1d4+2)

Full Attack:


2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1)

Space/Reach:


5 ft./5 ft.

Special Attacks:


Curse of lycanthropy

Special Qualities:


Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent

Saves:


Fort +8 Ref +5, Will +2

Abilities:


Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8

Skills:


Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*

Feats:


(same as human form)

Environment:


Temperate forests

Organization:


(same as human form)

Challenge Rating:


3

Treasure:


Standard

Alignment:


Always chaotic evil

Advancement:


By character class


Level Adjustment:


+3

Werewolves in humanoid form have no distinguishing traits.
Combat
In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.
Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.
If the attempt fails, the opponent cannot react to trip the werewolf.


Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.


Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
The werewolf presented here is based on a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Lycanthrope, Werewolf Lord
Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.
The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Combat
Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.
Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord's bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 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 werewolf lord.


Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.


Skills: *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions: +2 mithral chain shirt,  +3 heavy shield,  +2 bastard sword,  gauntlets of ogre power,  cloak of resistance +2,  masterwork composite longbow (+4 Str bonus).


armor_class:
26 (+2 Dex, +3 natural, +6 +2 mithral chain shirt, +5 +3 heavy shield), touch 12, flat-footed 24

attack:
+2 bastard sword +21 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) (2d8+15/17-20) +17 ranged (1d8+4/x3)

full_attack:
+2 bastard sword +21/+16/+11 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7ranged (1d8+4/x3)

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

skills:
Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5

feats:
Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Power Attack, Run, Stealthy, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)

organization:
Solitary, pair, or pack (1-2 werewolf lords plus 2-4 werewolves plus 5-8 wolves)

stat_block:
Human form werewolf lord; CR 14; Medium humanoid; HD 10d10+20 plus 6d8+30; hp 132; Init +2; Spd 30 ft. (6 squares); AC 26 (+2 dex, +3 natural, +6 +2 mithral chain shirt,  +5 +3 heavy shield), touch 12, flat-footed 24; Base Atk +14; Grp +18; Atk +21 melee (1d10+8/17-20, +2 bastard sword) or +4 Str bonus, 2d8+15/17-20) +17 ranged (1d8+4/x3, masterwork composite longbow (); Full Atk +21 /+16/+11 melee (1d10+8/17-20, +2 bastard sword) or +4 Str bonus) +17/+12/+7ranged (1d8+4/x3, masterwork composite longbow (); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, wolf empathy, low-light vision, scent; AL CE; SV Fort +16, Ref +12, Will +13; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 12

Skills and Feats: Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5; Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)

full_text:
Lycanthrope, Werewolf Lord

Werewolf Lord, Human Form



Medium Humanoid



(Human, Shapechanger)
(Human, Shapechanger)
(Human, Shapechanger)

Hit Dice:
10d10+20 plus 6d8+30 (132 hp)



Initiative:
+2



Speed:
30 ft. (6 squares)



Armor Class:
26 (+2 Dex, +3 natural, +6 +2 mithral chain shirt, +5 +3 heavy shield), touch 12, flat-footed 24



Base Attack/Grapple:
+14/+18



Attack:
+2 bastard sword +21 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) (2d8+15/17-20) +17 ranged (1d8+4/x3)



Full Attack:
+2 bastard sword +21/+16/+11 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7ranged (1d8+4/x3)



Space/Reach:
5 ft./5 ft.



Special Attacks:
-



Special Qualities:
Alternate form, wolf empathy, low-light vision, scent



Saves:
Fort +16, Ref +12, Will +13



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



Skills:
Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5



Feats:
Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron Will B, Power Attack, Run, Stealthy, Track B, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword)



Environment:
Temperate forests



Organization:
Solitary, pair, or pack (1-2 werewolf lords plus 2-4 werewolves plus 5-8 wolves)



Challenge Rating:
14



Treasure:
Standard



Alignment:
Always chaotic evil



Advancement:
By character class




Level Adjustment:
+3



Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.
The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Combat
Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.
Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord's bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 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 werewolf lord.


Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.


Skills: *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions: +2 mithral chain shirt,  +3 heavy shield,  +2 bastard sword,  gauntlets of ogre power,  cloak of resistance +2,  masterwork composite longbow (+4 Str bonus).


armor_class:
19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15

abilities:
Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12

skills:
Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5*

stat_block:
Dire wolf form werewolf lord; CR 14; Large humanoid; HD 10d10+20 plus 6d8+30; hp 132; Init +4; Spd 40 ft. (8 squares); AC 19 (-1 size, +4 dex, +6 natural), touch 13, flat-footed 15; Base Atk +14; Grp +29; Atk +25 melee (2d6+16/19-20, bite); Full Atk +25 melee (2d6+16/19-20, bite); Space/Reach 10 ft./5 ft.; SA Curse of lycanthropy, trip; SQ Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent; AL CE; SV Fort +17, Ref +12, Will +11; Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12

Skills and Feats: Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5*; (same as human form)

full_text:
Lycanthrope, Werewolf Lord

Werewolf Lord, Dire Wolf Form




Large Humanoid


(Human, Shapechanger)
(Human, Shapechanger)
(Human, Shapechanger)

Hit Dice:

10d10+20 plus 6d8+30 (132 hp)


Initiative:

+4


Speed:

40 ft. (8 squares)


Armor Class:

19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15


Base Attack/Grapple:

+14/+29


Attack:

Bite +25 melee (2d6+16/19-20)


Full Attack:

Bite +25 melee (2d6+16/19-20)


Space/Reach:

10 ft./5 ft.


Special Attacks:

Curse of lycanthropy, trip


Special Qualities:

Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent


Saves:

Fort +17, Ref +12, Will +11


Abilities:

Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12


Skills:

Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5*


Feats:

(same as human form)


Environment:

Temperate forests


Organization:

(same as human form)


Challenge Rating:

14


Treasure:

Standard


Alignment:

Always chaotic evil


Advancement:

By character class



Level Adjustment:

+3


Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.
The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Combat
Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.
Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord's bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 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 werewolf lord.


Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.


Skills: *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions: +2 mithral chain shirt,  +3 heavy shield,  +2 bastard sword,  gauntlets of ogre power,  cloak of resistance +2,  masterwork composite longbow (+4 Str bonus).


attack:
Claw +24 melee (1d6+11) or +2 bastard sword +27 melee

stat_block:
Hybrid form werewolf lord; CR 14; Large humanoid; HD 10d10+20 plus 6d8+30; hp 132; Init +4; Spd 30 ft. (6 squares); AC 19 (-1 size, +4 dex, +6 natural), touch 13, flat-footed 15; Base Atk +14; Grp +27; Atk +24 melee (1d6+11, claw) or +2 bastard sword +27 melee (); Full Atk +24 melee (1d6+11, 2 claws) and +20 melee (2d6+5/19-20, bite) or +2 bastard sword +27/+22/+17 melee (2d8+15/17-20,) and +20 melee (2d6+5/19-20, bite); Space/Reach 10 ft./10 ft.; SA Curse of lycanthropy; SQ Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent; AL CE; SV Fort +17, Ref +12, Will +11; Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12

Skills and Feats: Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5*; (same as human form)

full_text:
Lycanthrope, Werewolf Lord

 
Werewolf Lord, Hybrid Form




Large Humanoid

(Human, Shapechanger)
(Human, Shapechanger)
(Human, Shapechanger)

Hit Dice:


10d10+20 plus 6d8+30 (132 hp)

Initiative:


+4

Speed:


30 ft. (6 squares)

Armor Class:


19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15

Base Attack/Grapple:


+14/+27

Attack:


Claw +24 melee (1d6+11) or +2 bastard sword +27 melee

Full Attack:


2 claws +24 melee (1d6+11) and bite +20 melee (2d6+5/19-20); or +2 bastard sword +27/+22/+17 melee (2d8+15/17-20) and bite +20 melee (2d6+5/19-20)

Space/Reach:


10 ft./10 ft.

Special Attacks:


Curse of lycanthropy

Special Qualities:


Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent

Saves:


Fort +17, Ref +12, Will +11

Abilities:


Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12

Skills:


Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5*

Feats:


(same as human form)

Environment:


Temperate forests

Organization:


(same as human form)

Challenge Rating:


14

Treasure:


Standard

Alignment:


Always chaotic evil

Advancement:


By character class


Level Adjustment:


+3

Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.
The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Combat
Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.
Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord's bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 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 werewolf lord.


Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.


Skills: *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions: +2 mithral chain shirt,  +3 heavy shield,  +2 bastard sword,  gauntlets of ogre power,  cloak of resistance +2,  masterwork composite longbow (+4 Str bonus).


armor_class:
22 (-1 size, -1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22

attack:
Greatclub +21 melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7)

full_attack:
Greatclub +21/+16 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged (2d6+7)

special_qualities:
Alternate form, boar empathy, ferocity, low-light vision, rock catching, scent

abilities:
Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7

skills:
Climb +10, Jump +10, Listen +10, Spot +12

feats:
Cleave, Endurance, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub)

organization:
Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 dire boars)

stat_block:
Hill giant dire wereboar giant form; CR 11; Large giant (shapechanger); HD 12d8+51 plus 7d8+49; hp 185; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 22 (-1 size, -1 dex, +11 natural, +3 hide armor), touch 8, flat-footed 22; Base Atk +14; Grp +25; Atk +21 melee (2d8+10, greatclub) or +20 melee (1d4+7, slam) or +12 ranged (2d6+7, rock); Full Atk +21 /+16 melee (2d8+10, greatclub) or +20 melee (1d4+7, 2 slams) or +12 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Alternate form, boar empathy, ferocity, low-light vision, rock catching, scent; AL N; SV Fort +17, Ref +8, Will +12; Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7

Skills and Feats: Climb +10, Jump +10, Listen +10, Spot +12; Alertness, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack, Weapon Focus (greatclub)

full_text:
Hill Giant Dire Wereboar

Hill Giant Dire Wereboar Giant Form



Large Giant (Shapechanger)



Hit Dice:
12d8+51 plus 7d8+49 (185 hp)



Initiative:
-1



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



Armor Class:
22 (-1 size, -1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22



Base Attack/Grapple:
+14/+25



Attack:
Greatclub +21 melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7)



Full Attack:
Greatclub +21/+16 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged (2d6+7)



Space/Reach:
10 ft./10 ft.



Special Attacks:
Rock throwing



Special Qualities:
Alternate form, boar empathy, ferocity, low-light vision, rock catching, scent



Saves:
Fort +17, Ref +8, Will +12



Abilities:
Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7



Skills:
Climb +10, Jump +10, Listen +10, Spot +12



Feats:
Alertness B, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron Will B, Power Attack, Weapon Focus (greatclub)



Environment:
Temperate hills



Organization:
Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 dire boars)



Challenge Rating:
11



Treasure:
Standard



Alignment:
Always neutral



Advancement:
By character class




Level Adjustment:
+7



Dire wereboars in giant form look much like normal hill giants, though slightly stockier, and with coarser, stiffer hair and stiff. The dire wereboar described here is based on a hill giant and natural lycanthrope with normal ability scores for a hill giant.
Combat
Dire wereboars anger quickly. They usually begin a battle in giant form, then switch to hybrid form to take advantage of their immense strength in that shape. They like to use their Improved Bull Rush and Improved Sunder feats to shove opponents around and smash their weapons and shields.
Alternate Form (Su): A dire wereboar can assume a bipedal hybrid form or the form of a dire boar.


Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a dire wereboar's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Ferocity (Ex): A dire wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.


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

abilities:
Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7

skills:
Climb +18, Jump +22, Listen +10, Spot +12

stat_block:
Hill giant dire wereboar dire boar form; CR 11; Large giant (shapechanger); HD 12d8+51 plus 7d8+49; hp 185; Init -1; Spd 40 ft. (8 squares); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base Atk +14; Grp +33; Atk +28 melee (1d8+22, gore); Full Atk +28 melee (1d8+22, gore); Space/Reach 10 ft./5 ft.; SA Curse of lycanthropy; SQ Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent; AL N; SV Fort +20, Ref +8, Will +12; Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7

Skills and Feats: Climb +18, Jump +22, Listen +10, Spot +12; (same as giant form)

full_text:
Hill Giant Dire Wereboar

Hill Giant Dire Wereboar Dire Boar Form




Large Giant (Shapechanger)


Hit Dice:

12d8+51 plus 7d8+49 (185 hp)


Initiative:

-1


Speed:

40 ft. (8 squares)


Armor Class:

16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16


Base Attack/Grapple:

+14/+33


Attack:

Gore +28 melee (1d8+22)


Full Attack:

Gore +28 melee (1d8+22)


Space/Reach:

10 ft./5 ft.


Special Attacks:

Curse of lycanthropy


Special Qualities:

Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent


Saves:

Fort +20, Ref +8, Will +12


Abilities:

Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7


Skills:

Climb +18, Jump +22, Listen +10, Spot +12


Feats:

(same as giant form)


Environment:

Temperate hills


Organization:

(same as giant form)


Challenge Rating:

11


Treasure:

Standard


Alignment:

Always neutral


Advancement:

By character class



Level Adjustment:

+7


Dire wereboars in giant form look much like normal hill giants, though slightly stockier, and with coarser, stiffer hair and stiff. The dire wereboar described here is based on a hill giant and natural lycanthrope with normal ability scores for a hill giant.
Combat
Dire wereboars anger quickly. They usually begin a battle in giant form, then switch to hybrid form to take advantage of their immense strength in that shape. They like to use their Improved Bull Rush and Improved Sunder feats to shove opponents around and smash their weapons and shields.
Alternate Form (Su): A dire wereboar can assume a bipedal hybrid form or the form of a dire boar.


Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a dire wereboar's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Ferocity (Ex): A dire wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.


name:
Hill Giant Dire Wereboar Hybrid Boar Form

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

attack:
Greatclub +29 melee (2d8+22) or claw +28 melee (1d6+15)

full_attack:
Greatclub +29 melee (2d8+22) and gore +23 melee (1d8+7); or 2 claws +28 melee (1d6+15) and gore +23 melee (1d8+7)

stat_block:
Hill giant dire wereboar hybrid boar form; CR 11; Large giant (shapechanger); HD 12d8+51 plus 7d8+49; hp 185; Init -1; Spd 40 ft. (8 squares); AC 19 (-1 size, -1 dex, +11 natural), touch 8, flat-footed 19; Base Atk +14; Grp +33; Atk +29 melee (2d8+22, greatclub) or +28 melee (1d6+15, claw); Full Atk +29 melee (2d8+22, greatclub) and +23 melee (1d8+7, gore) or +28 melee (1d6+15, 2 claws) and +23 melee (1d8+7, gore); Space/Reach 10 ft./10 ft.; SA Curse of lycanthropy; SQ Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent; AL N; SV Fort +20, Ref +8, Will +12; Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7

Skills and Feats: Climb +18, Jump +22, Listen +10, Spot +12; (same as giant form)

full_text:
Hill Giant Dire Wereboar

 
Hill Giant Dire Wereboar Hybrid Boar Form




Large Giant (Shapechanger)

Hit Dice:


12d8+51 plus 7d8+49 (185 hp)

Initiative:


-1

Speed:


40 ft. (8 squares)

Armor Class:


19 (-1 size, -1 Dex, +11 natural), touch 8, flat-footed 19

Base Attack/Grapple:


+14/+33

Attack:


Greatclub +29 melee (2d8+22) or claw +28 melee (1d6+15)

Full Attack:


Greatclub +29 melee (2d8+22) and gore +23 melee (1d8+7); or 2 claws +28 melee (1d6+15) and gore +23 melee (1d8+7)

Space/Reach:


10 ft./10 ft.

Special Attacks:


Curse of lycanthropy

Special Qualities:


Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent

Saves:


Fort +20, Ref +8, Will +12

Abilities:


Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7

Skills:


Climb +18, Jump +22, Listen +10, Spot +12

Feats:


(same as giant form)

Environment:


Temperate hills

Organization:


(same as giant form)

Challenge Rating:


11

Treasure:


Standard

Alignment:


Always neutral

Advancement:


By character class


Level Adjustment:


+7

Dire wereboars in giant form look much like normal hill giants, though slightly stockier, and with coarser, stiffer hair and stiff. The dire wereboar described here is based on a hill giant and natural lycanthrope with normal ability scores for a hill giant.
Combat
Dire wereboars anger quickly. They usually begin a battle in giant form, then switch to hybrid form to take advantage of their immense strength in that shape. They like to use their Improved Bull Rush and Improved Sunder feats to shove opponents around and smash their weapons and shields.
Alternate Form (Su): A dire wereboar can assume a bipedal hybrid form or the form of a dire boar.


Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.


Curse of Lycanthropy (Su): Any humanoid or giant hit by a dire wereboar's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.


Ferocity (Ex): A dire wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.


attack:
Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)

full_attack:
Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)

special_qualities:
Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold

abilities:
Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10

treasure:
Standard coins; standard goods (nonflammables only); standard items (nonflammables only)

special_abilities:
Combustion (Ex), Fiery Aura (Ex), Melt Weapons (Ex)

stat_block:
Magmin; CR 3; Small elemental (fire, extraplanar); HD 2d8+2; hp 11; Init +0; Spd 30 ft. (6 squares); AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk +4 melee (1d8 fire plus combustion, burning touch) or +4 melee (1d3+3 plus combustion, slam); Full Atk +4 melee (1d8 fire plus combustion, burning touch) or +4 melee (1d3+3 plus combustion, slam); Space/Reach 5 ft./5 ft.; SA Combustion, fiery aura; SQ Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold; AL CN; SV Fort +3, Ref +3, Will +0; Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10

Skills and Feats: Climb +4, Spot +3; Great Fortitude

full_text:
Magmin

Magmin

Small Elemental (Fire, Extraplanar)


Hit Dice:
2d8+2 (11 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+1/-1

Attack:
Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)

Full Attack:
Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Combustion, fiery aura

Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold

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

Abilities:
Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10

Skills:
Climb +4, Spot +3

Feats:
Great Fortitude

Environment:
Elemental Plane of Fire

Organization:
Solitary, gang (2-4), or squad (6-10)

Challenge Rating:
3

Treasure:
Standard coins; standard goods (nonflammables only); standard items (nonflammables only)

Alignment:
Always chaotic neutral

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


Level Adjustment:
-

Magmins are small, human-shaped beings from the Elemental Plane of Fire that radiate intense heat and are wreathed in an aura of searing flames. A typical magmin is 4 feet tall and weighs 400 pounds.
Magmins speak Ignan.
Combat
Although small, magmins are dangerous opponents. Their touch is effective against those who lack protection or immunity from heat and flames, but if faced with opponents who have immunity to fire, magmins rely on their slam attack. In any case, magmins are not valiant fighters. They usually flee if injured, although often only far enough to set up a fiery ambush for their enemies.
A magmin's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin's last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.


Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.


Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.


attack:
Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19-20)

full_attack:
2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19-20)

abilities:
Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9

feats:
Flyby Attack, Multiattack, Weapon Focus (spikes)

stat_block:
Manticore; CR 5; Large magical beast; HD 6d10+24; hp 57; Init +2; Spd 30 ft. (6 squares), fly 50 ft. (clumsy); AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +6; Grp +15; Atk +10 melee (2d4+5, claw) or +8 ranged (1d8+2/19-20, 6 spikes); Full Atk +10 melee (2d4+5, 2 claws) and +8 melee (1d8+2, bite) or +8 ranged (1d8+2/19-20, 6 spikes); Space/Reach 10 ft./5 ft.; SA Spikes; SQ Darkvision 60 ft., low-light vision, scent; AL LE; SV Fort +9, Ref +7, Will +3; Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9

Skills and Feats: Listen +5, Spot +9, Survival +1; Flyby Attack, Multiattack, Track, Weapon Focus (spikes)

full_text:
Manticore

Manticore
Large Magical Beast

Hit Dice:
6d10+24 (57 hp)

Initiative:
+2

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

Armor Class:
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

Base Attack/Grapple:
+6/+15

Attack:
Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19-20)

Full Attack:
2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19-20)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Spikes

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

Saves:
Fort +9, Ref +7, Will +3

Abilities:
Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9

Skills:
Listen +5, Spot +9, Survival +1

Feats:
Flyby Attack, Multiattack, Track B, Weapon Focus (spikes)

Environment:
Warm marshes

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

Challenge Rating:
5

Treasure:
Standard

Alignment:
Usually lawful evil

Advancement:
7-16 HD (Large); 17-18 HD (Huge)


Level Adjustment:
+3 (cohort)

A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common.
Combat
A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.
Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.


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


attack:
Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4/19-20) or snakes +8 melee (1d4 plus poison)

full_attack:
Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19-20) and snakes +3 melee (1d4 plus poison)

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

skills:
Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8

feats:
Point Blank Shot, Precise Shot, Weapon Finesse

stat_block:
Medusa; CR 7; Medium monstrous humanoid; HD 6d8+6; hp 33; Init +2; Spd 30 ft. (6 squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +6; Grp +6; Atk +8 ranged (1d6/x3, shortbow) or +8 melee (1d4/19-20, dagger) or +8 melee (1d4 plus poison, snakes); Full Atk +8 /+3 ranged (1d6/x3, shortbow) or +8 /+3 melee (1d4/19-20, dagger) and +3 melee (1d4 plus poison, snakes); Space/Reach 5 ft./5 ft.; SA Petrifying gaze, poison; SQ Darkvision 60 ft.; AL LE; SV Fort +3, Ref +7, Will +6; Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15

Skills and Feats: Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8; Point Blank Shot, Precise Shot, Weapon Finesse

full_text:
Medusa

Medusa

Medium Monstrous Humanoid


Hit Dice:
6d8+6 (33 hp)

Initiative:
+2

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+6/+6

Attack:
Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4/19-20) or snakes +8 melee (1d4 plus poison)

Full Attack:
Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19-20) and snakes +3 melee (1d4 plus poison)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Petrifying gaze, poison

Special Qualities:
Darkvision 60 ft.

Saves:
Fort +3, Ref +7, Will +6

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

Skills:
Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8

Feats:
Point Blank Shot, Precise Shot, Weapon Finesse

Environment:
Temperate marshes

Organization:
Solitary or covey (2-4)

Challenge Rating:
7

Treasure:
Double standard

Alignment:
Usually lawful evil

Advancement:
By character class


Level Adjustment:
-

A medusa is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). The creature often wears garments that enhance its body while hiding its face behind a hood or veil.
A typical medusa is 5 to 6 feet tall and about the same weight as a human.
Medusas speak Common.
Combat
A medusa tries to disguise its true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its poisonous snakes strike at adjacent opponents.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charisma-based.


Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.


speed:
30 ft. (6 squares), fly 60 ft. (perfect)

special_attacks:
Breath weapon, spell-like abilities, summon mephit

special_qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2

abilities:
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

skills:
Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)

organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

special_abilities:
Breath Weapon (Su), Fast Healing (Ex), Summon Mephit (Sp)

stat_block:
Air mephit; CR 3; Small outsider (air, extraplanar); HD 3d8; hp 13; Init +7; Spd 30 ft. (6 squares), fly 60 ft. (perfect); AC 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14; Base Atk +3; Grp -1; Atk +4 melee (1d3, claw); Full Atk +4 melee (1d3, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings); Dodge, Improved Initiative

full_text:
Air Mephit

Air Mephit
Small Outsider (Air, Extraplanar)

Hit Dice:
3d8 (13 hp)

Initiative:
+7

Speed:
30 ft. (6 squares), fly 60 ft. (perfect)

Armor Class:
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14

Base Attack/Grapple:
+3/-1

Attack:
Claw +4 melee (1d3)

Full Attack:
2 claws +4 melee (1d3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Breath weapon, spell-like abilities, summon mephit

Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2

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

Abilities:
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Skills:
Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)

Feats:
Dodge, Improved Initiative

Environment:
Elemental Plane of Air

Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+3 (cohort)

Air mephits come from the Elemental Plane of Air. An air mephit is about 4 feet tall and weighs about 1 pound.
Air mephits speak Common and Auran.
Combat
Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus.


Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 14, caster level 6th) . The save DC is Charisma-based.


Fast Healing (Ex): An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.


stat_block:
Dust mephit; CR 3; Small outsider (air, extraplanar); HD 3d8; hp 13; Init +7; Spd 30 ft. (6 squares), fly 50 ft. (perfect); AC 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14; Base Atk +3; Grp -1; Atk +4 melee (1d3, claw); Full Atk +4 melee (1d3, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings); Dodge, Improved Initiative

full_text:
Dust Mephit

Dust Mephit
Small Outsider (Air, Extraplanar)

Hit Dice:
3d8 (13 hp)

Initiative:
+7

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

Armor Class:
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14

Base Attack/Grapple:
+3/-1

Attack:
Claw +4 melee (1d3)

Full Attack:
2 claws +4 melee (1d3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Breath weapon, spell-like abilities, summon mephit

Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2

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

Abilities:
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Skills:
Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)

Feats:
Dodge, Improved Initiative

Environment:
Elemental Plane of Air

Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+3 (cohort)

Dust mephits come from the Elemental Plane of Air.
A dust mephit is about 4 feet tall and weighs about 2 pounds.
Dust mephits speak Common and Auran.
Combat
Breath Weapon (Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.


Spell-Like Abilities: Once per hour, a dust mephit can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based.


Fast Healing (Ex): A dust mephit heals only if in an arid, dusty environment.


speed:
30 ft. (6 squares), fly 40 ft. (average)

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

special_qualities:
Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2

abilities:
Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15

skills:
Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)

special_abilities:
Breath Weapon (Su), Change Size (Sp), Fast Healing (Ex), Summon Mephit (Sp)

stat_block:
Earth mephit; CR 3; Small outsider (earth, extraplanar); HD 3d8+6; hp 19; Init -1; Spd 30 ft. (6 squares), fly 40 ft. (average); AC 16 (+1 size, -1 dex, +6 natural), touch 10, flat-footed 16; Base Atk +3; Grp +2; Atk +7 melee (1d3+3, claw); Full Atk +7 melee (1d3+3, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +2, Will +3; Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings); Power Attack, Toughness

full_text:
Earth Mephit

Earth Mephit

Small Outsider (Earth, Extraplanar)


Hit Dice:
3d8+6 (19 hp)

Initiative:
-1

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

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

Base Attack/Grapple:
+3/+2

Attack:
Claw +7 melee (1d3+3)

Full Attack:
2 claws +7 melee (1d3+3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Breath weapon, spell-like abilities, summon mephit

Special Qualities:
Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2

Saves:
Fort +4, Ref +2, Will +3

Abilities:
Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15

Skills:
Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)

Feats:
Power Attack, Toughness

Environment:
Elemental Plane of Earth

Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+3 (cohort)

Earth mephits come from the Elemental Plane of Earth.
An earth mephit is about 4 feet tall and weighs about 80 pounds.
Earth mephits speak Common and Terran.
Combat
Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: 1/day-soften earth and stone. Caster level 6th.


Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.


Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.


armor_class:
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15

special_qualities:
Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold

abilities:
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

skills:
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)

stat_block:
Fire mephit; CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4 natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3 and 1d4 fire, claw); Full Atk +4 melee (1d3 and 1d4 fire, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings); Dodge, Improved Initiative

full_text:
Fire Mephit

Fire Mephit
Small Outsider (Extraplanar, Fire)

Hit Dice:
3d8 (13 hp)

Initiative:
+5

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

Armor Class:
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15

Base Attack/Grapple:
+3/-1

Attack:
Claw +4 melee (1d3 and 1d4 fire)

Full Attack:
2 claws +4 melee (1d3 and 1d4 fire)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Breath weapon, spell-like abilities, summon mephit

Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold

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

Abilities:
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills:
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)

Feats:
Dodge, Improved Initiative

Environment:
Elemental Plane of Fire

Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+3 (cohort)

Fire mephits come from the Elemental Plane of Fire.
A fire mephit is about 4 feet tall and weighs about 1 pound.
Fire mephits speak Common and Ignan.
Combat
Breath Weapon (Su): 15-foot cone, damage 1d8 fire, Reflex half DC 12. The save DC is Constitution-based and includes a +1 racial adjustment.


Spell-Like Abilities: 1/hour-scorching ray (DC 14) as the spell cast by a 3rd-level sorcerer; 1/day-heat metal (DC 14). Caster level 6th. The save DC is Charisma-based.


Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch.


armor_class:
18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15

special_qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire

skills:
Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)

stat_block:
Ice mephit; CR 3; Small outsider (air, cold, extraplanar); HD 3d8; hp 13; Init +7; Spd 30 ft. (6 squares), fly 50 ft. (perfect); AC 18 (+1 size, +3 dex, +4 natural), touch 14, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3 plus 1d4 cold, claw); Full Atk +4 melee (1d3 plus 1d4 cold, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire; AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings); Dodge, Improved Initiative

full_text:
Ice Mephit

Ice Mephit

Small Outsider (Air, Cold, Extraplanar)


Hit Dice:
3d8 (13 hp)

Initiative:
+7

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

Armor Class:
18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15

Base Attack/Grapple:
+3/-1

Attack:
Claw +4 melee (1d3 plus 1d4 cold)

Full Attack:
2 claws +4 melee (1d3 plus 1d4 cold)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Breath weapon, spell-like abilities, summon mephit

Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire

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

Abilities:
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15

Skills:
Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)

Feats:
Dodge, Improved Initiative

Environment:
Elemental Plane of Air

Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+3 (cohort)

Ice mephits come from the Elemental Plane of Air.
Ice mephits have a cold, aloof demeanor. Each one is about 4 feet tall and weighs about 30 pounds.
Ice mephits speak Common and Auran.
Combat
Breath Weapon (Su): 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.


Spell-Like Abilities: 1/hour-magic missile (caster level 3rd); 1/day-chill metal (DC 14, caster level 6th). The save DC is Charisma-based.


Fast Healing (Ex): An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below.


special_qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold

stat_block:
Magma mephit; CR 3; Small outsider (fire, extraplanar); HD 3d8; hp 13; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4 natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3 plus 1d4 fire, claw); Full Atk +4 melee (1d3 plus 1d4 fire, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings); Dodge, Improved Initiative

full_text:
Magma Mephit

Magma Mephit

Small Outsider (Fire, Extraplanar)


Hit Dice:
3d8 (13 hp)

Initiative:
+5

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

Armor Class:
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15

Base Attack/Grapple:
+3/-1

Attack:
Claw +4 melee (1d3 plus 1d4 fire)

Full Attack:
2 claws +4 melee (1d3 plus 1d4 fire)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Breath weapon, spell-like abilities, summon mephit

Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold

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

Abilities:
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills:
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)

Feats:
Dodge, Improved Initiative

Environment:
Elemental Plane of Fire

Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+3 (cohort)

Magma mephits come from the Elemental Plane of Fire. Magma mephits are slow-witted and brutish. Each one is about 4 feet tall and weighs about 60 pounds.
Magma mephits speak Common and Ignan.
Combat
Breath Weapon (Su): 10-foot cone of magma, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is  onstitution-based and includes a +1 racial bonus.


Spell-Like Abilities: Once per hour, a magma mephit can use shapechange to take the form of a pool of lava 3 feet in diameter and 6 inches deep. The mephit's damage reduction improves to 20/magic when in this form. The mephit can't attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can't run. In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool's touch ignites flammable materials such as paper, straw, or dry wood.
Once per day a magma mephit can use pyrotechnics (DC 14). It can use itself as the fire source without harm. Caster level 6th. The save DC is Charisma-based.


Fast Healing (Ex): A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.


speed:
30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.

abilities:
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15

skills:
Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)

stat_block:
Ooze mephit; CR 3; Small outsider (extraplanar, water); HD 3d8+6; hp 19; Init +0; Spd 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +3; Grp +1; Atk +6 melee (1d3+2, claw); Full Atk +6 melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +3, Will +3; Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness

full_text:
Ooze Mephit

Ooze Mephit

Small Outsider (Extraplanar, Water)


Hit Dice:
3d8+6 (19 hp)

Initiative:
+0

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

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

Base Attack/Grapple:
+3/+1

Attack:
Claw +6 melee (1d3+2)

Full Attack:
2 claws +6 melee (1d3+2)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Breath weapon, spell-like abilities, summon mephit

Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2

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

Abilities:
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15

Skills:
Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)

Feats:
Power Attack, Toughness

Environment:
Elemental Plane of Water

Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+3 (cohort)

Ooze mephits come from the Elemental Plane of Water. An ooze mephit is about 4 feet tall and weighs about 30 pounds.
Ooze mephits speak Common and Aquan.
Combat
Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.


Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.


Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.


Skills: An ooze mephit 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.


skills:
Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)

stat_block:
Salt mephit; CR 3; Small outsider (earth, extraplanar); HD 3d8+6; hp 19; Init -1; Spd 30 ft. (6 squares), fly 40 ft. (average); AC 16 (+1 size, -1 dex, +6 natural), touch 10, flat-footed 16; Base Atk +3; Grp +2; Atk +7 melee (1d3+3, claw); Full Atk +7 melee (1d3+3, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +2, Will +3; Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings); Power Attack, Toughness

full_text:
Salt Mephit

Salt Mephit

Small Outsider (Earth, Extraplanar)


Hit Dice:
3d8+6 (19 hp)

Initiative:
-1

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

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

Base Attack/Grapple:
+3/+2

Attack:
Claw +7 melee (1d3+3)

Full Attack:
2 claws +7 melee (1d3+3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Breath weapon, spell-like abilities, summon mephit

Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2

Saves:
Fort +4, Ref +2, Will +3

Abilities:
Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15

Skills:
Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)

Feats:
Power Attack, Toughness

Environment:
Elemental Plane of Earth

Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+3 (cohort)

Salt mephits come from the Elemental Plane of Earth.
Salt mephits are sarcastic creatures who loathe water and moisture of any kind. Each one is about 4 feet tall and weighs about 80 pounds.
Salt mephits speak Common and Terran.
Combat
Breath Weapon (Su): 10-foot cone of salt crystals, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.


Spell-Like Abilities: Once per hour a salt mephit can use glitterdust (DC 14, caster level 3rd).
Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a -2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.


Fast Healing (Ex): A salt mephit heals only if in an arid environment.


stat_block:
Steam mephit; CR 3; Small outsider (extraplanar, fire); HD 3d8; hp 13; Init +5; Spd 30 ft. (6 squares), fly 50 ft. (average); AC 16 (+1 size, +1 dex, +4 natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk +4 melee (1d3 plus 1d4 fire, claw); Full Atk +4 melee (1d3 plus 1d4 fire, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings); Dodge, Improved Initiative

full_text:
Steam Mephit

Steam Mephit
Small Outsider (Extraplanar, Fire)

Hit Dice:
3d8 (13 hp)

Initiative:
+5

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

Armor Class:
16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15

Base Attack/Grapple:
+3/-1

Attack:
Claw +4 melee (1d3 plus 1d4 fire)

Full Attack:
2 claws +4 melee (1d3 plus 1d4 fire)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Breath weapon, spell-like abilities, summon mephit

Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold

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

Abilities:
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15

Skills:
Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)

Feats:
Dodge, Improved Initiative

Environment:
Elemental Plane of Fire

Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+3 (cohort)

Steam mephits come from the Elemental Plane of Fire.
Steam mephits are bossy creatures who consider themselves the lords of all their kind. Each one is about 4 feet tall and weighs about 2 pounds.
Steam mephits speak Common and Ignan.
Combat
Unlike other mephits, steam mephits rush into combat eagerly, driven by an oversized ego.
Breath Weapon (Su): 10-foot cone of steam, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.


Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.


Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.


stat_block:
Water mephit; CR 3; Small outsider (extraplanar, water); HD 3d8+6; hp 19; Init +0; Spd 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +3; Grp +1; Atk +6 melee (1d3+2, claw); Full Atk +6 melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +3, Will +3; Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15

Skills and Feats: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness

full_text:
Water Mephit

Water Mephit
Small Outsider (Extraplanar, Water)

Hit Dice:
3d8+6 (19 hp)

Initiative:
+0

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

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

Base Attack/Grapple:
+3/+1

Attack:
Claw +6 melee (1d3+2)

Full Attack:
2 claws +6 melee (1d3+2)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Breath weapon, spell-like abilities, summon mephit

Special Qualities:
Damage reduction 5/magic, darkvision 60 ft., fast healing 2

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

Abilities:
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15

Skills:
Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)

Feats:
Power Attack, Toughness

Environment:
Elemental Plane of Water

Organization:
Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+3 (cohort)

Water mephits come from the Elemental Plane of Water.
Water mephits are jaunty creatures with an unflagging sense of humor who quickly get on the nerves of everyone around them. Each one is about 4 feet tall and weighs about 30 pounds.
Water mephits speak Common and Aquan.
Combat
Breath Weapon (Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.


Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.


Fast Healing (Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water.


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


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

attack:
Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)

full_attack:
Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)

abilities:
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10

organization:
Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)

stat_block:
1st-level warrior merfolk; CR 1/2; Medium humanoid (aquatic); HD 1d8+2; hp 6; Init +1; Spd 5 ft. (1 square), swim 50 ft.; AC 13 (+1 dex, +2 leather), touch 11, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d8+1, trident) or +2 ranged (1d10/19-20, heavy crossbow); Full Atk +2 melee (1d8+1, trident) or +2 ranged (1d10/19-20, heavy crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Amphibious, low-light vision; AL N; SV Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10

Skills and Feats: Listen +3, Spot +3, Swim +9; Alertness

full_text:
Merfolk

Merfolk, 1st-Level Warrior


Medium Humanoid (Aquatic)

Hit Dice:
1d8+2 (6 hp)

Initiative:
+1

Speed:
5 ft. (1 square), swim 50 ft.

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

Base Attack/Grapple:
+1/+2

Attack:
Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)

Full Attack:
Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Amphibious, low-light vision

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

Abilities:
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10

Skills:
Listen +3, Spot +3, Swim +9

Feats:
Alertness

Environment:
Temperate aquatic

Organization:
Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+1

A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds.
Merfolk speak Common and Aquan.
Most merfolk encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
Combat
Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range increment of 30 feet. Merfolk often barrage their enemies before closing, when they resort to tridents.
Amphibious (Ex): Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water's edge.


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




Merfolk Characters
A merfolk's favored class is bard.


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

special_qualities:
Darkvision 60 ft., immunity to acid, mimic shape

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

skills:
Climb +9, Disguise +13, Listen +8, Spot +8

feats:
Alertness, Lightning Reflexes, Weapon Focus (slam)

special_abilities:
Adhesive (Ex), Crush (Ex), Mimic Shape (Ex)

stat_block:
Mimic; CR 4; Large aberration (shapechanger); HD 7d8+21; hp 52; Init +1; Spd 10 ft. (2 squares); AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 15; Base Atk +5; Grp +13; Atk +9 melee (1d8+4, slam); Full Atk +9 melee (1d8+4, 2 slams); Space/Reach 10 ft./10 ft.; SA Adhesive, crush; SQ Darkvision 60 ft., immunity to acid, mimic shape; AL N; SV Fort +5, Ref +5, Will +6; Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10

Skills and Feats: Climb +9, Disguise +13, Listen +8, Spot +8; Alertness, Lightning Reflexes, Weapon Focus (slam)

full_text:
Mimic

Mimic
Large Aberration (Shapechanger)

Hit Dice:
7d8+21 (52 hp)

Initiative:
+1

Speed:
10 ft. (2 squares)

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

Base Attack/Grapple:
+5/+13

Attack:
Slam +9 melee (1d8+4)

Full Attack:
2 slams +9 melee (1d8+4)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Adhesive, crush

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

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

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

Skills:
Climb +9, Disguise +13, Listen +8, Spot +8

Feats:
Alertness, Lightning Reflexes, Weapon Focus (slam)

Environment:
Underground

Organization:
Solitary

Challenge Rating:
4

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

Alignment:
Usually neutral

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


Level Adjustment:
-

A mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.
Mimics speak Common.
Combat
A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.
Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.
A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.


Crush (Ex): A mimic deals 1d8+4 points of damage with a successful grapple check.


Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic's Disguise check. Of course, by this time it is generally far too late.


Skills: A mimic has a +8 racial bonus on Disguise checks.


attack:
Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4)

full_attack:
Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2)

special_qualities:
Darkvision 60 ft., natural cunning, scent

abilities:
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8

skills:
Intimidate +2, Listen +7, Search +2, Spot +7

special_abilities:
Natural Cunning (Ex), Powerful Charge (Ex)

stat_block:
Minotaur; CR 4; Large monstrous humanoid; HD 6d8+12; hp 39; Init +0; Spd 30 ft. (6 squares); AC 14 (-1 size, +5 natural), touch 9, flat-footed 14; Base Atk +6; Grp +14; Atk +9 melee (3d6+6/x3, greataxe) or +9 melee (1d8+4, gore); Full Atk +9 /+4 melee (3d6+6/x3, greataxe) and +4 melee (1d8+2, gore); Space/Reach 10 ft./10 ft.; SA Powerful charge 4d6+6; SQ Darkvision 60 ft., natural cunning, scent; AL CE; SV Fort +6, Ref +5, Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8

Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7; Great Fortitude, Power Attack, Track

full_text:
Minotaur

Minotaur
Large Monstrous Humanoid

Hit Dice:
6d8+12 (39 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

Armor Class:
14 (-1 size, +5 natural), touch 9, flat-footed 14

Base Attack/Grapple:
+6/+14

Attack:
Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4)

Full Attack:
Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Powerful charge 4d6+6

Special Qualities:
Darkvision 60 ft., natural cunning, scent

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

Abilities:
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8

Skills:
Intimidate +2, Listen +7, Search +2, Spot +7

Feats:
Great Fortitude, Power Attack, Track

Environment:
Underground

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

Challenge Rating:
4

Treasure:
Standard

Alignment:
Usually chaotic Evil

Advancement:
By character class


Level Adjustment:
+2

A minotaur stands more than 7 feet tall and weighs about 700 pounds.
Minotaurs speak Giant.
Combat
Minotaurs prefer melee combat, where their great strength serves them well.
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.


Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.


Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.




Minotaurs as Characters
Minotaur characters possess the following racial traits.

 +8 Strength, +4 Constitution, -4 Intelligence (minimum 3), -2 Charisma.

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

 Space/Reach: 10 feet/10 feet.


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

 Darkvision out to 60 feet.

 Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.

 Racial Skills: A minotaur's monstrous humanoid levels give it skill points equal to 9 x ?(2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

 Racial Feats: A minotaur's monstrous humanoid levels give it three feats.

 Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.

 +5 natural armor bonus.

 Natural Weapons: Gore (1d8).

 Special Attacks (see above): Powerful charge.

 Special Qualities (see above): Natural cunning, scent.

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

 Favored Class: Barbarian.

 Level adjustment +2.


armor_class:
23 (+4 Dex, +9 natural), touch 14, flat-footed 14

attack:
Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis)

full_attack:
Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis)

special_attacks:
Improved grab, paralyzing touch, create spawn

abilities:
Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10

skills:
Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9

feats:
Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

organization:
Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)

special_abilities:
Improved Grab (Ex), Paralyzing Touch (Su)

stat_block:
Mohrg; CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares); AC 23 (+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk +12 melee (1d6+7, slam) or +12 melee (paralysis, tongue); Full Atk +12 melee (1d6+7, slam) and +12 melee (paralysis, tongue); Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create spawn; SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10

Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9; Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

full_text:
Mohrg

Mohrg

Medium Undead


Hit Dice:
14d12 (91 hp)

Initiative:
+9

Speed:
30 ft. (6 squares)

Armor Class:
23 (+4 Dex, +9 natural), touch 14, flat-footed 14

Base Attack/Grapple:
+7/+12

Attack:
Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis)

Full Attack:
Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Improved grab, paralyzing touch, create spawn

Special Qualities:
Darkvision 60 ft., undead traits

Saves:
Fort +4, Ref +10, Will +9

Abilities:
Str 21, Dex 19, Con -, Int 11, Wis 10, Cha 10

Skills:
Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9

Feats:
Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Environment:
Any

Organization:
Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)

Challenge Rating:
8

Treasure:
None

Alignment:
Always chaotic evil

Advancement:
15-21 HD (Medium); 22-28 HD (Large)


Level Adjustment:
-

Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Most mohrgs are 5 to 6 feet tall and weigh about 120 pounds.
Combat
Like zombies, mohrgs attack by slamming enemies with their fists. They often catch opponents flat-footed, for they move much faster than zombies.
Improved Grab (Ex): To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.


Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based. Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg's control. They do not possess any of the abilities they had in life.


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

abilities:
Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15

skills:
Hide +7, Listen +8, Move Silently +7, Spot +8

organization:
Solitary, warden squad (2-4), or guardian detail (6-10)

stat_block:
Mummy; CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4 squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp +11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee (1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair, mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15

Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness, Great Fortitude, Toughness

full_text:
Mummy

Mummy



Medium Undead



Hit Dice:
8d12+3 (55 hp)


Initiative:
+0


Speed:
20 ft. (4 squares)


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


Base Attack/Grapple:
+4/+11


Attack:
Slam +11 melee (1d6+10 plus mummy rot)


Full Attack:
Slam +11 melee (1d6+10 plus mummy rot)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Despair, mummy rot


Special Qualities:
Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire


Saves:
Fort +4, Ref +2, Will +8


Abilities:
Str 24, Dex 10, Con -, Int 6, Wis 14, Cha 15


Skills:
Hide +7, Listen +8, Move Silently +7, Spot +8


Feats:
Alertness, Great Fortitude, Toughness


Environment:
Any


Organization:
Solitary, warden squad (2-4), or guardian detail (6-10)


Challenge Rating:
5


Treasure:
Standard


Alignment:
Usually lawful evil


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



Level Adjustment:
-


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


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




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


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


