# monster

armor_class:
85 (-8 size, +21 deflection, +62 natural), touch 23, flat-footed 85

special_attacks:
Breath weapon (70 ft. prismatic spray effect, DC 62), crush 4d8+37 (DC 62), frightful presence (DC 62), tail sweep 2d8+37 (DC 62)

special_qualities:
Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, rainbow pattern, spell resistance 68, spells (caster level 29th), sunbeam, sunburst

abilities:
Str 61, Dex 10, Con 53, Int 52, Wis 53, Cha 52

skills:
Appraise +44, Bluff +44, Concentration +87, Craft (alchemy) +44, Diplomacy +87, Disable Device +44, Escape Artist +66, Gather Information +44, Heal +44, Hide +7, Intimidate +87, Jump +48, Knowledge (all) +87, Listen +89, Move Silently +23, Open Lock +23, Search +87, Sense Motive +87, Spellcraft +44, Spot +89, Survival +44, Tumble +23, Use Magic Device +87

stat_block:
Very old prismatic dragon; CR 52; Colossal dragon (light); HD 63d12+1,323; hp 1,732; Init +4; Spd 60 ft., fly 300 ft. (clumsy); AC 85 (-8 size, +21 deflection, +62 natural), touch 23, flat-footed 85; Base Atk +63; Grp +104; Atk +81 melee (4d8+25/19-20, bite); Full Atk +81 melee (4d8+25/19-20, bite) and +81 melee (4d6+12/19-20, 2 claws) and +80 melee (2d8+12/19-20, 2 wings) and +81 melee (4d6+37, tail slap); Space/Reach 30 ft./20 ft. (30 ft. with bite); SA Breath weapon (70 ft. prismatic spray effect, DC 62), crush 4d8+37 (DC 62), frightful presence (DC 62), tail sweep 2d8+37 (DC 62); SQ Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, rainbow pattern, spell resistance 68, spells (caster level 29th), sunbeam, sunburst; AL N; SV Fort +54, Ref +33, Will +54; Str 61, Dex 10, Con 53, Int 52, Wis 53, Cha 52

Skills and Feats: Appraise +44, Bluff +44, Concentration +87, Craft (alchemy) +44, Diplomacy +87, Disable Device +44, Escape Artist +66, Gather Information +44, Heal +44, Hide +7, Intimidate +87, Jump +48, Knowledge (all) +87, Listen +89, Move Silently +23, Open Lock +23, Search +87, Sense Motive +87, Spellcraft +44, Spot +89, Survival +44, Tumble +23, Use Magic Device +87; Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity, Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover

full_text:
Prismatic Dragon
Prismatic Dragon, Very old
Colossal Dragon (Light)
Hit Dice:
63d12+1,323 (1,732 hp)
Initiative:
+4
Speed:
60 ft., fly 300 ft. (clumsy)
Armor Class:
85 (-8 size, +21 deflection, +62 natural), touch 23, flat-footed 85
Base Attack/Grapple:
+63/+104
Attack:
Bite +81 (4d8+25/19-20) melee
Full Attack:
Bite +81 (4d8+25/19-20) melee, 2 Claws +81 (4d6+12/19-20) melee, 2 Wings +80 (2d8+12/19-20) melee, Tail Slap +81 (4d6+37) melee
Space/Reach:
30 ft./20 ft. (30 ft. with bite)
Special Attacks:
Breath weapon (70 ft. prismatic spray effect, DC 62), crush 4d8+37 (DC 62), frightful presence (DC 62), tail sweep 2d8+37 (DC 62)
Special Qualities:
Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, rainbow pattern, spell resistance 68, spells (caster level 29th), sunbeam, sunburst
Saves:
Fort +54, Ref +33, Will +54
Abilities:
Str 61, Dex 10, Con 53, Int 52, Wis 53, Cha 52
Skills:
Appraise +44, Bluff +44, Concentration +87, Craft (alchemy) +44, Diplomacy +87, Disable Device +44, Escape Artist +66, Gather Information +44, Heal +44, Hide +7, Intimidate +87, Jump +48, Knowledge (all) +87, Listen +89, Move Silently +23, Open Lock +23, Search +87, Sense Motive +87, Spellcraft +44, Spot +89, Survival +44, Tumble +23, Use Magic Device +87
Feats:
Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity, Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover
Environment:
Any land and underground
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
52
Treasure:
Double standard
Alignment:
Usually neutral
Advancement:
64-67 HD (Colossal)
Level Adjustment:
-

Dragon (Light)


Environment: Any land and underground


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


Challenge Rating: Wyrmling 14; very young 16; young 22; juvenile 30; young adult 34; adult 39; mature adult 43; old 48; very old 52; ancient 57; wyrm 61; great wyrm 66


Treasure: Double standard


Alignment: Usually neutral


Advancement: Wyrmling 24-27 HD (Huge); very young 29-32 HD (Huge); young 34-37 HD (Gargantuan); juvenile 39-42 HD (Gargantuan); young adult 44-47 HD (Gargantuan); adult 49-52 HD (Gargantuan); mature adult 54-57 HD (Colossal); old 59-62 HD (Colossal); very old 64-67 HD (Colossal); ancient 69-72 HD (Colossal+); wyrm 74-77 HD (Colossal+); great wyrm 79+ HD (Colossal+)


Prismatic Dragons by Age

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

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


Wyrmling
H
23d12+138 (287)
29
10
23
20
21
20
+23/+40
+30
+19
+13
+18
27
26

Very young
H
28d12+196 (378)
33
10
25
24
25
24
+28/+47
+37
+23
+16
+23
31
31

Young
G
33d12+297 (511)
37
10
29
28
29
28
+33/+58
+42
+27
+18
+27
35
35

Juvenile
G
38d12+418 (665)
41
10
33
32
33
32
+38/+65
+49
+32
+21
+32
40
40

Young adult
G
43d12+559 (838)
45
10
37
36
37
36
+43/+72
+56
+36
+23
+36
44
44

Adult
C
48d12+720 (1,032)
49
10
41
40
41
40
+48/+83
+59
+41
+26
+41
49
49

Mature adult
C
53d12+901 (1,245)
53
10
45
44
45
44
+53/+90
+66
+45
+28
+45
53
53

Old
C
58d12+1,102 (1,479)
57
10
49
48
49
48
+58/+97
+73
+50
+31
+50
58
58

Very old
C
63d12+1,323 (1,732)
61
10
53
52
53
52
+63/+104
+80
+54
+33
+54
62
62

Ancient
C+
68d12+1,564 (2,006)
65
10
57
56
57
56
+68/+111
+87
+59
+36
+59
67
67

Wyrm
C+
73d12+1,825 (2,299)
69
10
61
60
61
60
+73/+118
+94
+63
+38
+63
71
71


Great wyrm
C+
78d12+2,106 (2,613)
73
10
65
64
65
64
+78/+125
+101
+68
+41
+68
76
76


Prismatic Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR


Wyrmling
60 ft., fly 250 ft. (poor)
+0
35 (-2 size, +5 deflection, +22 natural), touch 13, flat-footed 35
Damage reduction 10/magic, deflecting force, hypnotic pattern, immune to light and blindness
5th
24

Very young
60 ft., fly 250 ft. (poor)
+0
42 (-2 size, +7 deflection, +27 natural), touch 15, flat-footed 42
8th
30

Young
60 ft., fly 300 ft. (clumsy)
+0
47 (-4 size, +9 deflection, +32 natural), touch 15, flat-footed 47
Damage reduction 15/magic
11th
36

Juvenile
60 ft., fly 300 ft. (clumsy)
+0
54 (-4 size, +11 deflection, +37 natural), touch 17, flat-footed 54
Rainbow pattern
13th
42

Young adult
60 ft., fly 300 ft. (clumsy)
+0
61 (-4 size, +13 deflection, +42 natural), touch 19, flat-footed 61
Damage reduction 15/epic
17th
48

Adult
60 ft., fly 300 ft. (clumsy)
+0
64 (-8 size, +15 deflection, +47 natural), touch 17, flat-footed 64
Sunbeam
20th
54

Mature adult
60 ft., fly 300 ft. (clumsy)
+0
71 (-8 size, +17 deflection, +52 natural), touch 19, flat-footed 71
Damage reduction 20/epic
23rd
60

Old
60 ft., fly 300 ft. (clumsy)
+0
78 (-8 size, +19 deflection, +57 natural), touch 21, flat-footed 78
Sunburst
26th
66

Very old
60 ft., fly 300 ft. (clumsy)
+0
85 (-8 size, +21 deflection, +62 natural), touch 23, flat-footed 85
Damage reduction 25/epic
29th
68

Ancient
60 ft., fly 350 ft. (clumsy)
+0
92 (-8 size, +23 deflection, +67 natural), touch 25, flat-footed 92
Prismatic wall
32nd
74

Wyrm
60 ft., fly 350 ft. (clumsy)
+0
99 (-8 size, +25 deflection, +72 natural), touch 27, flat-footed 99
35th
80


Great wyrm
60 ft., fly 350 ft. (clumsy)
+0
106 (-8 size, +27 deflection, +77 natural), touch 29, flat-footed 106
Prismatic sphere
38th
86

A prismatic dragon's natural weapons are treated as magic (wyrmling - juvenile) or epic (young adult - great wyrm) for the purpose of overcoming damage reduction.


Combat
Breath Weapon (Su): A prismatic dragon has one type of breath weapon, a prismatic spray effect. The breath weapon's cone is of the size indicated by the dragon's size, not the normal cone for the spell.


Deflecting Force (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.


Immune to Light and Blindness (Ex): Prismatic dragons cannot be harmed by any light, including Evocation [Light] spells, searing light,  and the various prismatic (sphere,  spray,  wall) spells. In addition, they are immune to any spell or effect that causes blindness.


Spell-Like Abilities: At will-hypnotic pattern,  rainbow pattern; 3/day-prismatic sphere,  prismatic wall,  sunbeam,  sunburst. The DC is Charisma-based.




Sample Prismatic Dragon, Old
Colossal Dragon
Hit Dice: 58d12+1,102 (1,479 hp)
Initiative: +4 (Improved Initiative)
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 78 (-8 size, +19 deflection, +57 natural)
Base Attack/Grapple: +58/+97
Attack:  Bite +74 (4d8+23/19-20) melee
Full Attack:  Bite +74 melee, 2 claws +69 (4d6+11) melee, 2 wings +68 (2d8+11) melee, tail slap +69 (4d6+34) melee
Space/Reach: 30 ft./20 ft
Special Attacks: Crush 4d8+34 (DC 58), tail sweep 2d8+34 (DC 58), breath weapon, frightful presence (DC 58), spells (caster level 26th), spell-like abilities
Special Qualities: Immunities, damage reduction 20/epic, spell resistance 66, blindsight, keen senses, deflecting force
Saves: Fort +50, Ref +31, Will +50
Abilities: Str 57, Dex 10, Con 49, Int 48, Wis 49, Cha 48
Skills: Balance +67, Bluff +80, Climb +84, Concentration +80, Diplomacy +92, Disable Device +80, Escape Artist +61, Gather Information +86, Heal +80, Intimidate +86, Jump +102, Knowledge (all) +80, Listen +80, Move Silently +61, Open Lock +61, Perform (any two) +80, Search +80, Sense Motive +80, Spellcraft +86, Spot +80, Survival +80, Tumble +67, Use Magic Device +80
Feats: Blinding Speed (x2), Cleave, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Spell Capacity (9th), Improved Spell Capacity (9th), Power Attack, Quicken Spell-Like Ability, Snatch, Spell Knowledge (x4), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap)
Environment: Any land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 off-spring)
Challenge Rating: 48
Treasure: Double standard
Alignment: Usually neutral
Advancement: 59-62 HD (Colossal)
A prismatic dragon's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Breath Weapon (Su): Cone of prismatic spray,  70 ft., effect as spell, Ref half (DC 58).
Spell-Like Abilities: At will-hypnotic pattern,  rainbow pattern; 3/day-sunbeam,  sunburst. Caster level 26th; save DC 29 + spell level. The DC is Charisma-based.
Immunities (Ex): Immune to sleep and paralysis effects, immune to light and blindness effects.
Sorcerer Spells Known (6/11/11/11/10/10/10/10/9/11; base DC 29 + spell level): 0-dancing lights,  daze,  detect magic,  ghost sound,  light,  prestidigitation,  ray of frost,  read magic,  resistance; 1st-enlarge person,  mage armor,  magic missile,  shield,  true strike,  unseen servant; 2nd-alter self,  blur,  darkness,  detect thoughts,  levitate; 3rd-blink,  fireball,  greater magic weapon,  haste,  tongues,  wind wall; 4th-confusion,  polymorph,  scrying,  stoneskin; 5th- baleful polymorph,  dismissal,  fabricate,  passwall,  wall of force; 6th-antimagic field,  greater dispel magic,  true seeing; 7th-forcecage,  sequester,  spell turning,  greater teleport; 8th-greater planar binding,  mass charm monster,  symbol of death,  temporal stasis; 9th-dominate monster,  gate,  imprisonment,  time stop,  wish 
Possessions: Staff of the cosmos,  ring of regeneration,  15,563 gp.


armor_class:
92 (-8 size, +23 deflection, +67 natural), touch 25, flat-footed 92

special_attacks:
Breath weapon (80 ft. prismatic spray effect, DC 67), crush 8d6+40 (DC 67), frightful presence (DC 67), tail sweep 4d6+40 (DC 67)

special_qualities:
Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, prismatic wall, rainbow pattern, spell resistance 74, spells (caster level 32nd), sunbeam, sunburst

abilities:
Str 65, Dex 10, Con 57, Int 56, Wis 57, Cha 56

skills:
Appraise +53, Bluff +53, Concentration +94, Craft (alchemy) +53, Diplomacy +94, Disable Device +53, Escape Artist +71, Gather Information +53, Heal +53, Hide +14, Intimidate +94, Jump +57, Knowledge (all) +94, Listen +96, Move Silently +30, Open Lock +30, Search +94, Sense Motive +94, Spellcraft +53, Spot +96, Survival +53, Tumble +30, Use Magic Device +94 (1 skill points remaining)

feats:
Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity (x2), Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover

stat_block:
Ancient prismatic dragon; CR 57; Colossal+ dragon (light); HD 68d12+1,564; hp 2,006; Init +4; Spd 60 ft., fly 350 ft. (clumsy); AC 92 (-8 size, +23 deflection, +67 natural), touch 25, flat-footed 92; Base Atk +68; Grp +111; Atk +88 melee (8d6+27/19-20, bite); Full Atk +88 melee (8d6+27/19-20, bite) and +88 melee (4d8+13/19-20, 2 claws) and +87 melee (4d6+13/19-20, 2 wings) and +88 melee (4d8+40, tail slap); Space/Reach 30 ft./20 ft. (30 ft. with bite); SA Breath weapon (80 ft. prismatic spray effect, DC 67), crush 8d6+40 (DC 67), frightful presence (DC 67), tail sweep 4d6+40 (DC 67); SQ Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, prismatic wall, rainbow pattern, spell resistance 74, spells (caster level 32nd), sunbeam, sunburst; AL N; SV Fort +59, Ref +36, Will +59; Str 65, Dex 10, Con 57, Int 56, Wis 57, Cha 56

Skills and Feats: Appraise +53, Bluff +53, Concentration +94, Craft (alchemy) +53, Diplomacy +94, Disable Device +53, Escape Artist +71, Gather Information +53, Heal +53, Hide +14, Intimidate +94, Jump +57, Knowledge (all) +94, Listen +96, Move Silently +30, Open Lock +30, Search +94, Sense Motive +94, Spellcraft +53, Spot +96, Survival +53, Tumble +30, Use Magic Device +94 (1 skill points remaining); Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity (x2), Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover

full_text:
Prismatic Dragon
Prismatic Dragon, Ancient
Colossal+ Dragon (Light)
Hit Dice:
68d12+1,564 (2,006 hp)
Initiative:
+4
Speed:
60 ft., fly 350 ft. (clumsy)
Armor Class:
92 (-8 size, +23 deflection, +67 natural), touch 25, flat-footed 92
Base Attack/Grapple:
+68/+111
Attack:
Bite +88 (8d6+27/19-20) melee
Full Attack:
Bite +88 (8d6+27/19-20) melee, 2 Claws +88 (4d8+13/19-20) melee, 2 Wings +87 (4d6+13/19-20) melee, Tail Slap +88 (4d8+40) melee
Space/Reach:
30 ft./20 ft. (30 ft. with bite)
Special Attacks:
Breath weapon (80 ft. prismatic spray effect, DC 67), crush 8d6+40 (DC 67), frightful presence (DC 67), tail sweep 4d6+40 (DC 67)
Special Qualities:
Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, prismatic wall, rainbow pattern, spell resistance 74, spells (caster level 32nd), sunbeam, sunburst
Saves:
Fort +59, Ref +36, Will +59
Abilities:
Str 65, Dex 10, Con 57, Int 56, Wis 57, Cha 56
Skills:
Appraise +53, Bluff +53, Concentration +94, Craft (alchemy) +53, Diplomacy +94, Disable Device +53, Escape Artist +71, Gather Information +53, Heal +53, Hide +14, Intimidate +94, Jump +57, Knowledge (all) +94, Listen +96, Move Silently +30, Open Lock +30, Search +94, Sense Motive +94, Spellcraft +53, Spot +96, Survival +53, Tumble +30, Use Magic Device +94 (1 skill points remaining)
Feats:
Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity (x2), Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover
Environment:
Any land and underground
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
57
Treasure:
Double standard
Alignment:
Usually neutral
Advancement:
69-72 HD (Colossal+)
Level Adjustment:
-

Dragon (Light)


Environment: Any land and underground


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


Challenge Rating: Wyrmling 14; very young 16; young 22; juvenile 30; young adult 34; adult 39; mature adult 43; old 48; very old 52; ancient 57; wyrm 61; great wyrm 66


Treasure: Double standard


Alignment: Usually neutral


Advancement: Wyrmling 24-27 HD (Huge); very young 29-32 HD (Huge); young 34-37 HD (Gargantuan); juvenile 39-42 HD (Gargantuan); young adult 44-47 HD (Gargantuan); adult 49-52 HD (Gargantuan); mature adult 54-57 HD (Colossal); old 59-62 HD (Colossal); very old 64-67 HD (Colossal); ancient 69-72 HD (Colossal+); wyrm 74-77 HD (Colossal+); great wyrm 79+ HD (Colossal+)


Prismatic Dragons by Age

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

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


Wyrmling
H
23d12+138 (287)
29
10
23
20
21
20
+23/+40
+30
+19
+13
+18
27
26

Very young
H
28d12+196 (378)
33
10
25
24
25
24
+28/+47
+37
+23
+16
+23
31
31

Young
G
33d12+297 (511)
37
10
29
28
29
28
+33/+58
+42
+27
+18
+27
35
35

Juvenile
G
38d12+418 (665)
41
10
33
32
33
32
+38/+65
+49
+32
+21
+32
40
40

Young adult
G
43d12+559 (838)
45
10
37
36
37
36
+43/+72
+56
+36
+23
+36
44
44

Adult
C
48d12+720 (1,032)
49
10
41
40
41
40
+48/+83
+59
+41
+26
+41
49
49

Mature adult
C
53d12+901 (1,245)
53
10
45
44
45
44
+53/+90
+66
+45
+28
+45
53
53

Old
C
58d12+1,102 (1,479)
57
10
49
48
49
48
+58/+97
+73
+50
+31
+50
58
58

Very old
C
63d12+1,323 (1,732)
61
10
53
52
53
52
+63/+104
+80
+54
+33
+54
62
62

Ancient
C+
68d12+1,564 (2,006)
65
10
57
56
57
56
+68/+111
+87
+59
+36
+59
67
67

Wyrm
C+
73d12+1,825 (2,299)
69
10
61
60
61
60
+73/+118
+94
+63
+38
+63
71
71


Great wyrm
C+
78d12+2,106 (2,613)
73
10
65
64
65
64
+78/+125
+101
+68
+41
+68
76
76


Prismatic Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR


Wyrmling
60 ft., fly 250 ft. (poor)
+0
35 (-2 size, +5 deflection, +22 natural), touch 13, flat-footed 35
Damage reduction 10/magic, deflecting force, hypnotic pattern, immune to light and blindness
5th
24

Very young
60 ft., fly 250 ft. (poor)
+0
42 (-2 size, +7 deflection, +27 natural), touch 15, flat-footed 42
8th
30

Young
60 ft., fly 300 ft. (clumsy)
+0
47 (-4 size, +9 deflection, +32 natural), touch 15, flat-footed 47
Damage reduction 15/magic
11th
36

Juvenile
60 ft., fly 300 ft. (clumsy)
+0
54 (-4 size, +11 deflection, +37 natural), touch 17, flat-footed 54
Rainbow pattern
13th
42

Young adult
60 ft., fly 300 ft. (clumsy)
+0
61 (-4 size, +13 deflection, +42 natural), touch 19, flat-footed 61
Damage reduction 15/epic
17th
48

Adult
60 ft., fly 300 ft. (clumsy)
+0
64 (-8 size, +15 deflection, +47 natural), touch 17, flat-footed 64
Sunbeam
20th
54

Mature adult
60 ft., fly 300 ft. (clumsy)
+0
71 (-8 size, +17 deflection, +52 natural), touch 19, flat-footed 71
Damage reduction 20/epic
23rd
60

Old
60 ft., fly 300 ft. (clumsy)
+0
78 (-8 size, +19 deflection, +57 natural), touch 21, flat-footed 78
Sunburst
26th
66

Very old
60 ft., fly 300 ft. (clumsy)
+0
85 (-8 size, +21 deflection, +62 natural), touch 23, flat-footed 85
Damage reduction 25/epic
29th
68

Ancient
60 ft., fly 350 ft. (clumsy)
+0
92 (-8 size, +23 deflection, +67 natural), touch 25, flat-footed 92
Prismatic wall
32nd
74

Wyrm
60 ft., fly 350 ft. (clumsy)
+0
99 (-8 size, +25 deflection, +72 natural), touch 27, flat-footed 99
35th
80


Great wyrm
60 ft., fly 350 ft. (clumsy)
+0
106 (-8 size, +27 deflection, +77 natural), touch 29, flat-footed 106
Prismatic sphere
38th
86

A prismatic dragon's natural weapons are treated as magic (wyrmling - juvenile) or epic (young adult - great wyrm) for the purpose of overcoming damage reduction.


Combat
Breath Weapon (Su): A prismatic dragon has one type of breath weapon, a prismatic spray effect. The breath weapon's cone is of the size indicated by the dragon's size, not the normal cone for the spell.


Deflecting Force (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.


Immune to Light and Blindness (Ex): Prismatic dragons cannot be harmed by any light, including Evocation [Light] spells, searing light,  and the various prismatic (sphere,  spray,  wall) spells. In addition, they are immune to any spell or effect that causes blindness.


Spell-Like Abilities: At will-hypnotic pattern,  rainbow pattern; 3/day-prismatic sphere,  prismatic wall,  sunbeam,  sunburst. The DC is Charisma-based.




Sample Prismatic Dragon, Old
Colossal Dragon
Hit Dice: 58d12+1,102 (1,479 hp)
Initiative: +4 (Improved Initiative)
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 78 (-8 size, +19 deflection, +57 natural)
Base Attack/Grapple: +58/+97
Attack:  Bite +74 (4d8+23/19-20) melee
Full Attack:  Bite +74 melee, 2 claws +69 (4d6+11) melee, 2 wings +68 (2d8+11) melee, tail slap +69 (4d6+34) melee
Space/Reach: 30 ft./20 ft
Special Attacks: Crush 4d8+34 (DC 58), tail sweep 2d8+34 (DC 58), breath weapon, frightful presence (DC 58), spells (caster level 26th), spell-like abilities
Special Qualities: Immunities, damage reduction 20/epic, spell resistance 66, blindsight, keen senses, deflecting force
Saves: Fort +50, Ref +31, Will +50
Abilities: Str 57, Dex 10, Con 49, Int 48, Wis 49, Cha 48
Skills: Balance +67, Bluff +80, Climb +84, Concentration +80, Diplomacy +92, Disable Device +80, Escape Artist +61, Gather Information +86, Heal +80, Intimidate +86, Jump +102, Knowledge (all) +80, Listen +80, Move Silently +61, Open Lock +61, Perform (any two) +80, Search +80, Sense Motive +80, Spellcraft +86, Spot +80, Survival +80, Tumble +67, Use Magic Device +80
Feats: Blinding Speed (x2), Cleave, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Spell Capacity (9th), Improved Spell Capacity (9th), Power Attack, Quicken Spell-Like Ability, Snatch, Spell Knowledge (x4), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap)
Environment: Any land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 off-spring)
Challenge Rating: 48
Treasure: Double standard
Alignment: Usually neutral
Advancement: 59-62 HD (Colossal)
A prismatic dragon's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Breath Weapon (Su): Cone of prismatic spray,  70 ft., effect as spell, Ref half (DC 58).
Spell-Like Abilities: At will-hypnotic pattern,  rainbow pattern; 3/day-sunbeam,  sunburst. Caster level 26th; save DC 29 + spell level. The DC is Charisma-based.
Immunities (Ex): Immune to sleep and paralysis effects, immune to light and blindness effects.
Sorcerer Spells Known (6/11/11/11/10/10/10/10/9/11; base DC 29 + spell level): 0-dancing lights,  daze,  detect magic,  ghost sound,  light,  prestidigitation,  ray of frost,  read magic,  resistance; 1st-enlarge person,  mage armor,  magic missile,  shield,  true strike,  unseen servant; 2nd-alter self,  blur,  darkness,  detect thoughts,  levitate; 3rd-blink,  fireball,  greater magic weapon,  haste,  tongues,  wind wall; 4th-confusion,  polymorph,  scrying,  stoneskin; 5th- baleful polymorph,  dismissal,  fabricate,  passwall,  wall of force; 6th-antimagic field,  greater dispel magic,  true seeing; 7th-forcecage,  sequester,  spell turning,  greater teleport; 8th-greater planar binding,  mass charm monster,  symbol of death,  temporal stasis; 9th-dominate monster,  gate,  imprisonment,  time stop,  wish 
Possessions: Staff of the cosmos,  ring of regeneration,  15,563 gp.


armor_class:
99 (-8 size, +25 deflection, +72 natural), touch 27, flat-footed 99

special_attacks:
Breath weapon (80 ft. prismatic spray effect, DC 71), crush 8d6+43 (DC 71), frightful presence (DC 71), tail sweep 4d6+43 (DC 71)

special_qualities:
Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, prismatic wall, rainbow pattern, spell resistance 80, spells (caster level 35th), sunbeam, sunburst

abilities:
Str 69, Dex 10, Con 61, Int 60, Wis 61, Cha 60

skills:
Appraise +63, Bluff +63, Concentration +101, Craft (alchemy) +63, Diplomacy +101, Disable Device +63, Escape Artist +76, Gather Information +63, Heal +63, Hide +22, Intimidate +101, Jump +67, Knowledge (all) +101, Listen +103, Move Silently +38, Open Lock +38, Search +101, Sense Motive +101, Spellcraft +63, Spot +103, Survival +63, Tumble +38, Use Magic Device +101

feats:
Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity (x3), Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge (x2), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover

stat_block:
Wyrm prismatic dragon; CR 61; Colossal+ dragon (light); HD 73d12+1,825; hp 2,299; Init +4; Spd 60 ft., fly 350 ft. (clumsy); AC 99 (-8 size, +25 deflection, +72 natural), touch 27, flat-footed 99; Base Atk +73; Grp +118; Atk +95 melee (8d6+29/19-20, bite); Full Atk +95 melee (8d6+29/19-20, bite) and +95 melee (4d8+14/19-20, 2 claws) and +94 melee (4d6+14/19-20, 2 wings) and +95 melee (4d8+43, tail slap); Space/Reach 30 ft./20 ft. (30 ft. with bite); SA Breath weapon (80 ft. prismatic spray effect, DC 71), crush 8d6+43 (DC 71), frightful presence (DC 71), tail sweep 4d6+43 (DC 71); SQ Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, prismatic wall, rainbow pattern, spell resistance 80, spells (caster level 35th), sunbeam, sunburst; AL N; SV Fort +63, Ref +38, Will +63; Str 69, Dex 10, Con 61, Int 60, Wis 61, Cha 60

Skills and Feats: Appraise +63, Bluff +63, Concentration +101, Craft (alchemy) +63, Diplomacy +101, Disable Device +63, Escape Artist +76, Gather Information +63, Heal +63, Hide +22, Intimidate +101, Jump +67, Knowledge (all) +101, Listen +103, Move Silently +38, Open Lock +38, Search +101, Sense Motive +101, Spellcraft +63, Spot +103, Survival +63, Tumble +38, Use Magic Device +101; Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity (x3), Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge (x2), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover

full_text:
Prismatic Dragon
Prismatic Dragon, Wyrm
Colossal+ Dragon (Light)
Hit Dice:
73d12+1,825 (2,299 hp)
Initiative:
+4
Speed:
60 ft., fly 350 ft. (clumsy)
Armor Class:
99 (-8 size, +25 deflection, +72 natural), touch 27, flat-footed 99
Base Attack/Grapple:
+73/+118
Attack:
Bite +95 (8d6+29/19-20) melee
Full Attack:
Bite +95 (8d6+29/19-20) melee, 2 Claws +95 (4d8+14/19-20) melee, 2 Wings +94 (4d6+14/19-20) melee, Tail Slap +95 (4d8+43) melee
Space/Reach:
30 ft./20 ft. (30 ft. with bite)
Special Attacks:
Breath weapon (80 ft. prismatic spray effect, DC 71), crush 8d6+43 (DC 71), frightful presence (DC 71), tail sweep 4d6+43 (DC 71)
Special Qualities:
Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, prismatic wall, rainbow pattern, spell resistance 80, spells (caster level 35th), sunbeam, sunburst
Saves:
Fort +63, Ref +38, Will +63
Abilities:
Str 69, Dex 10, Con 61, Int 60, Wis 61, Cha 60
Skills:
Appraise +63, Bluff +63, Concentration +101, Craft (alchemy) +63, Diplomacy +101, Disable Device +63, Escape Artist +76, Gather Information +63, Heal +63, Hide +22, Intimidate +101, Jump +67, Knowledge (all) +101, Listen +103, Move Silently +38, Open Lock +38, Search +101, Sense Motive +101, Spellcraft +63, Spot +103, Survival +63, Tumble +38, Use Magic Device +101
Feats:
Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity (x3), Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge (x2), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover
Environment:
Any land and underground
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
61
Treasure:
Double standard
Alignment:
Usually neutral
Advancement:
74-77 HD (Colossal+)
Level Adjustment:
-

Dragon (Light)


Environment: Any land and underground


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


Challenge Rating: Wyrmling 14; very young 16; young 22; juvenile 30; young adult 34; adult 39; mature adult 43; old 48; very old 52; ancient 57; wyrm 61; great wyrm 66


Treasure: Double standard


Alignment: Usually neutral


Advancement: Wyrmling 24-27 HD (Huge); very young 29-32 HD (Huge); young 34-37 HD (Gargantuan); juvenile 39-42 HD (Gargantuan); young adult 44-47 HD (Gargantuan); adult 49-52 HD (Gargantuan); mature adult 54-57 HD (Colossal); old 59-62 HD (Colossal); very old 64-67 HD (Colossal); ancient 69-72 HD (Colossal+); wyrm 74-77 HD (Colossal+); great wyrm 79+ HD (Colossal+)


Prismatic Dragons by Age

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

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


Wyrmling
H
23d12+138 (287)
29
10
23
20
21
20
+23/+40
+30
+19
+13
+18
27
26

Very young
H
28d12+196 (378)
33
10
25
24
25
24
+28/+47
+37
+23
+16
+23
31
31

Young
G
33d12+297 (511)
37
10
29
28
29
28
+33/+58
+42
+27
+18
+27
35
35

Juvenile
G
38d12+418 (665)
41
10
33
32
33
32
+38/+65
+49
+32
+21
+32
40
40

Young adult
G
43d12+559 (838)
45
10
37
36
37
36
+43/+72
+56
+36
+23
+36
44
44

Adult
C
48d12+720 (1,032)
49
10
41
40
41
40
+48/+83
+59
+41
+26
+41
49
49

Mature adult
C
53d12+901 (1,245)
53
10
45
44
45
44
+53/+90
+66
+45
+28
+45
53
53

Old
C
58d12+1,102 (1,479)
57
10
49
48
49
48
+58/+97
+73
+50
+31
+50
58
58

Very old
C
63d12+1,323 (1,732)
61
10
53
52
53
52
+63/+104
+80
+54
+33
+54
62
62

Ancient
C+
68d12+1,564 (2,006)
65
10
57
56
57
56
+68/+111
+87
+59
+36
+59
67
67

Wyrm
C+
73d12+1,825 (2,299)
69
10
61
60
61
60
+73/+118
+94
+63
+38
+63
71
71


Great wyrm
C+
78d12+2,106 (2,613)
73
10
65
64
65
64
+78/+125
+101
+68
+41
+68
76
76


Prismatic Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR


Wyrmling
60 ft., fly 250 ft. (poor)
+0
35 (-2 size, +5 deflection, +22 natural), touch 13, flat-footed 35
Damage reduction 10/magic, deflecting force, hypnotic pattern, immune to light and blindness
5th
24

Very young
60 ft., fly 250 ft. (poor)
+0
42 (-2 size, +7 deflection, +27 natural), touch 15, flat-footed 42
8th
30

Young
60 ft., fly 300 ft. (clumsy)
+0
47 (-4 size, +9 deflection, +32 natural), touch 15, flat-footed 47
Damage reduction 15/magic
11th
36

Juvenile
60 ft., fly 300 ft. (clumsy)
+0
54 (-4 size, +11 deflection, +37 natural), touch 17, flat-footed 54
Rainbow pattern
13th
42

Young adult
60 ft., fly 300 ft. (clumsy)
+0
61 (-4 size, +13 deflection, +42 natural), touch 19, flat-footed 61
Damage reduction 15/epic
17th
48

Adult
60 ft., fly 300 ft. (clumsy)
+0
64 (-8 size, +15 deflection, +47 natural), touch 17, flat-footed 64
Sunbeam
20th
54

Mature adult
60 ft., fly 300 ft. (clumsy)
+0
71 (-8 size, +17 deflection, +52 natural), touch 19, flat-footed 71
Damage reduction 20/epic
23rd
60

Old
60 ft., fly 300 ft. (clumsy)
+0
78 (-8 size, +19 deflection, +57 natural), touch 21, flat-footed 78
Sunburst
26th
66

Very old
60 ft., fly 300 ft. (clumsy)
+0
85 (-8 size, +21 deflection, +62 natural), touch 23, flat-footed 85
Damage reduction 25/epic
29th
68

Ancient
60 ft., fly 350 ft. (clumsy)
+0
92 (-8 size, +23 deflection, +67 natural), touch 25, flat-footed 92
Prismatic wall
32nd
74

Wyrm
60 ft., fly 350 ft. (clumsy)
+0
99 (-8 size, +25 deflection, +72 natural), touch 27, flat-footed 99
35th
80


Great wyrm
60 ft., fly 350 ft. (clumsy)
+0
106 (-8 size, +27 deflection, +77 natural), touch 29, flat-footed 106
Prismatic sphere
38th
86

A prismatic dragon's natural weapons are treated as magic (wyrmling - juvenile) or epic (young adult - great wyrm) for the purpose of overcoming damage reduction.


Combat
Breath Weapon (Su): A prismatic dragon has one type of breath weapon, a prismatic spray effect. The breath weapon's cone is of the size indicated by the dragon's size, not the normal cone for the spell.


Deflecting Force (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.


Immune to Light and Blindness (Ex): Prismatic dragons cannot be harmed by any light, including Evocation [Light] spells, searing light,  and the various prismatic (sphere,  spray,  wall) spells. In addition, they are immune to any spell or effect that causes blindness.


Spell-Like Abilities: At will-hypnotic pattern,  rainbow pattern; 3/day-prismatic sphere,  prismatic wall,  sunbeam,  sunburst. The DC is Charisma-based.




Sample Prismatic Dragon, Old
Colossal Dragon
Hit Dice: 58d12+1,102 (1,479 hp)
Initiative: +4 (Improved Initiative)
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 78 (-8 size, +19 deflection, +57 natural)
Base Attack/Grapple: +58/+97
Attack:  Bite +74 (4d8+23/19-20) melee
Full Attack:  Bite +74 melee, 2 claws +69 (4d6+11) melee, 2 wings +68 (2d8+11) melee, tail slap +69 (4d6+34) melee
Space/Reach: 30 ft./20 ft
Special Attacks: Crush 4d8+34 (DC 58), tail sweep 2d8+34 (DC 58), breath weapon, frightful presence (DC 58), spells (caster level 26th), spell-like abilities
Special Qualities: Immunities, damage reduction 20/epic, spell resistance 66, blindsight, keen senses, deflecting force
Saves: Fort +50, Ref +31, Will +50
Abilities: Str 57, Dex 10, Con 49, Int 48, Wis 49, Cha 48
Skills: Balance +67, Bluff +80, Climb +84, Concentration +80, Diplomacy +92, Disable Device +80, Escape Artist +61, Gather Information +86, Heal +80, Intimidate +86, Jump +102, Knowledge (all) +80, Listen +80, Move Silently +61, Open Lock +61, Perform (any two) +80, Search +80, Sense Motive +80, Spellcraft +86, Spot +80, Survival +80, Tumble +67, Use Magic Device +80
Feats: Blinding Speed (x2), Cleave, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Spell Capacity (9th), Improved Spell Capacity (9th), Power Attack, Quicken Spell-Like Ability, Snatch, Spell Knowledge (x4), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap)
Environment: Any land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 off-spring)
Challenge Rating: 48
Treasure: Double standard
Alignment: Usually neutral
Advancement: 59-62 HD (Colossal)
A prismatic dragon's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Breath Weapon (Su): Cone of prismatic spray,  70 ft., effect as spell, Ref half (DC 58).
Spell-Like Abilities: At will-hypnotic pattern,  rainbow pattern; 3/day-sunbeam,  sunburst. Caster level 26th; save DC 29 + spell level. The DC is Charisma-based.
Immunities (Ex): Immune to sleep and paralysis effects, immune to light and blindness effects.
Sorcerer Spells Known (6/11/11/11/10/10/10/10/9/11; base DC 29 + spell level): 0-dancing lights,  daze,  detect magic,  ghost sound,  light,  prestidigitation,  ray of frost,  read magic,  resistance; 1st-enlarge person,  mage armor,  magic missile,  shield,  true strike,  unseen servant; 2nd-alter self,  blur,  darkness,  detect thoughts,  levitate; 3rd-blink,  fireball,  greater magic weapon,  haste,  tongues,  wind wall; 4th-confusion,  polymorph,  scrying,  stoneskin; 5th- baleful polymorph,  dismissal,  fabricate,  passwall,  wall of force; 6th-antimagic field,  greater dispel magic,  true seeing; 7th-forcecage,  sequester,  spell turning,  greater teleport; 8th-greater planar binding,  mass charm monster,  symbol of death,  temporal stasis; 9th-dominate monster,  gate,  imprisonment,  time stop,  wish 
Possessions: Staff of the cosmos,  ring of regeneration,  15,563 gp.


armor_class:
106 (-8 size, +27 deflection, +77 natural), touch 29, flat-footed 106

special_attacks:
Breath weapon (80 ft. prismatic spray effect, DC 76), crush 8d6+46 (DC 76), frightful presence (DC 76), tail sweep 4d6+46 (DC 76)

special_qualities:
Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, prismatic sphere, prismatic wall, rainbow pattern, spell resistance 86, spells (caster level 38th), sunbeam, sunburst

abilities:
Str 73, Dex 10, Con 65, Int 64, Wis 65, Cha 64

skills:
Appraise +68, Bluff +68, Concentration +108, Craft (alchemy) +68, Diplomacy +108, Disable Device +68, Escape Artist +81, Gather Information +68, Heal +68, Hide +25, Intimidate +108, Jump +72, Knowledge (all) +108, Listen +110, Move Silently +41, Open Lock +41, Search +108, Sense Motive +108, Spellcraft +68, Spot +110, Survival +68, Tumble +41, Use Magic Device +108 (149 skill points remaining)

feats:
Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity (x4), Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge (x3), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover

stat_block:
Great wyrm prismatic dragon; CR 66; Colossal+ dragon (light); HD 78d12+2,106; hp 2,613; Init +4; Spd 60 ft., fly 350 ft. (clumsy); AC 106 (-8 size, +27 deflection, +77 natural), touch 29, flat-footed 106; Base Atk +78; Grp +125; Atk +102 melee (8d6+31/19-20, bite); Full Atk +102 melee (8d6+31/19-20, bite) and +102 melee (4d8+15/19-20, 2 claws) and +101 melee (4d6+15/19-20, 2 wings) and +102 melee (4d8+46, tail slap); Space/Reach 30 ft./20 ft. (30 ft. with bite); SA Breath weapon (80 ft. prismatic spray effect, DC 76), crush 8d6+46 (DC 76), frightful presence (DC 76), tail sweep 4d6+46 (DC 76); SQ Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, prismatic sphere, prismatic wall, rainbow pattern, spell resistance 86, spells (caster level 38th), sunbeam, sunburst; AL N; SV Fort +68, Ref +41, Will +68; Str 73, Dex 10, Con 65, Int 64, Wis 65, Cha 64

Skills and Feats: Appraise +68, Bluff +68, Concentration +108, Craft (alchemy) +68, Diplomacy +108, Disable Device +68, Escape Artist +81, Gather Information +68, Heal +68, Hide +25, Intimidate +108, Jump +72, Knowledge (all) +108, Listen +110, Move Silently +41, Open Lock +41, Search +108, Sense Motive +108, Spellcraft +68, Spot +110, Survival +68, Tumble +41, Use Magic Device +108 (149 skill points remaining); Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity (x4), Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge (x3), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover

full_text:
Prismatic Dragon
Prismatic Dragon, Great wyrm
Colossal+ Dragon (Light)
Hit Dice:
78d12+2,106 (2,613 hp)
Initiative:
+4
Speed:
60 ft., fly 350 ft. (clumsy)
Armor Class:
106 (-8 size, +27 deflection, +77 natural), touch 29, flat-footed 106
Base Attack/Grapple:
+78/+125
Attack:
Bite +102 (8d6+31/19-20) melee
Full Attack:
Bite +102 (8d6+31/19-20) melee, 2 Claws +102 (4d8+15/19-20) melee, 2 Wings +101 (4d6+15/19-20) melee, Tail Slap +102 (4d8+46) melee
Space/Reach:
30 ft./20 ft. (30 ft. with bite)
Special Attacks:
Breath weapon (80 ft. prismatic spray effect, DC 76), crush 8d6+46 (DC 76), frightful presence (DC 76), tail sweep 4d6+46 (DC 76)
Special Qualities:
Blindsense 60 ft., damage reduction 25/epic, darkvision 120 ft., immunity to sleep and paralysis, keen senses, prismatic sphere, prismatic wall, rainbow pattern, spell resistance 86, spells (caster level 38th), sunbeam, sunburst
Saves:
Fort +68, Ref +41, Will +68
Abilities:
Str 73, Dex 10, Con 65, Int 64, Wis 65, Cha 64
Skills:
Appraise +68, Bluff +68, Concentration +108, Craft (alchemy) +68, Diplomacy +108, Disable Device +68, Escape Artist +81, Gather Information +68, Heal +68, Hide +25, Intimidate +108, Jump +72, Knowledge (all) +108, Listen +110, Move Silently +41, Open Lock +41, Search +108, Sense Motive +108, Spellcraft +68, Spot +110, Survival +68, Tumble +41, Use Magic Device +108 (149 skill points remaining)
Feats:
Alertness, Blind-Fight, Cleave, Combat Reflexes, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Critical (claws), Improved Critical (wings), Improved Initiative, Improved Spell Capacity (x4), Improved Sunder, Maximize Spell, Power Attack, Snatch, Spell Knowledge (x3), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap), Wingover
Environment:
Any land and underground
Organization:
Solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating:
66
Treasure:
Double standard
Alignment:
Usually neutral
Advancement:
79+ HD (Colossal+)
Level Adjustment:
-

Dragon (Light)


Environment: Any land and underground


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


Challenge Rating: Wyrmling 14; very young 16; young 22; juvenile 30; young adult 34; adult 39; mature adult 43; old 48; very old 52; ancient 57; wyrm 61; great wyrm 66


Treasure: Double standard


Alignment: Usually neutral


Advancement: Wyrmling 24-27 HD (Huge); very young 29-32 HD (Huge); young 34-37 HD (Gargantuan); juvenile 39-42 HD (Gargantuan); young adult 44-47 HD (Gargantuan); adult 49-52 HD (Gargantuan); mature adult 54-57 HD (Colossal); old 59-62 HD (Colossal); very old 64-67 HD (Colossal); ancient 69-72 HD (Colossal+); wyrm 74-77 HD (Colossal+); great wyrm 79+ HD (Colossal+)


Prismatic Dragons by Age

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

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


Wyrmling
H
23d12+138 (287)
29
10
23
20
21
20
+23/+40
+30
+19
+13
+18
27
26

Very young
H
28d12+196 (378)
33
10
25
24
25
24
+28/+47
+37
+23
+16
+23
31
31

Young
G
33d12+297 (511)
37
10
29
28
29
28
+33/+58
+42
+27
+18
+27
35
35

Juvenile
G
38d12+418 (665)
41
10
33
32
33
32
+38/+65
+49
+32
+21
+32
40
40

Young adult
G
43d12+559 (838)
45
10
37
36
37
36
+43/+72
+56
+36
+23
+36
44
44

Adult
C
48d12+720 (1,032)
49
10
41
40
41
40
+48/+83
+59
+41
+26
+41
49
49

Mature adult
C
53d12+901 (1,245)
53
10
45
44
45
44
+53/+90
+66
+45
+28
+45
53
53

Old
C
58d12+1,102 (1,479)
57
10
49
48
49
48
+58/+97
+73
+50
+31
+50
58
58

Very old
C
63d12+1,323 (1,732)
61
10
53
52
53
52
+63/+104
+80
+54
+33
+54
62
62

Ancient
C+
68d12+1,564 (2,006)
65
10
57
56
57
56
+68/+111
+87
+59
+36
+59
67
67

Wyrm
C+
73d12+1,825 (2,299)
69
10
61
60
61
60
+73/+118
+94
+63
+38
+63
71
71


Great wyrm
C+
78d12+2,106 (2,613)
73
10
65
64
65
64
+78/+125
+101
+68
+41
+68
76
76


Prismatic Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR


Wyrmling
60 ft., fly 250 ft. (poor)
+0
35 (-2 size, +5 deflection, +22 natural), touch 13, flat-footed 35
Damage reduction 10/magic, deflecting force, hypnotic pattern, immune to light and blindness
5th
24

Very young
60 ft., fly 250 ft. (poor)
+0
42 (-2 size, +7 deflection, +27 natural), touch 15, flat-footed 42
8th
30

Young
60 ft., fly 300 ft. (clumsy)
+0
47 (-4 size, +9 deflection, +32 natural), touch 15, flat-footed 47
Damage reduction 15/magic
11th
36

Juvenile
60 ft., fly 300 ft. (clumsy)
+0
54 (-4 size, +11 deflection, +37 natural), touch 17, flat-footed 54
Rainbow pattern
13th
42

Young adult
60 ft., fly 300 ft. (clumsy)
+0
61 (-4 size, +13 deflection, +42 natural), touch 19, flat-footed 61
Damage reduction 15/epic
17th
48

Adult
60 ft., fly 300 ft. (clumsy)
+0
64 (-8 size, +15 deflection, +47 natural), touch 17, flat-footed 64
Sunbeam
20th
54

Mature adult
60 ft., fly 300 ft. (clumsy)
+0
71 (-8 size, +17 deflection, +52 natural), touch 19, flat-footed 71
Damage reduction 20/epic
23rd
60

Old
60 ft., fly 300 ft. (clumsy)
+0
78 (-8 size, +19 deflection, +57 natural), touch 21, flat-footed 78
Sunburst
26th
66

Very old
60 ft., fly 300 ft. (clumsy)
+0
85 (-8 size, +21 deflection, +62 natural), touch 23, flat-footed 85
Damage reduction 25/epic
29th
68

Ancient
60 ft., fly 350 ft. (clumsy)
+0
92 (-8 size, +23 deflection, +67 natural), touch 25, flat-footed 92
Prismatic wall
32nd
74

Wyrm
60 ft., fly 350 ft. (clumsy)
+0
99 (-8 size, +25 deflection, +72 natural), touch 27, flat-footed 99
35th
80


Great wyrm
60 ft., fly 350 ft. (clumsy)
+0
106 (-8 size, +27 deflection, +77 natural), touch 29, flat-footed 106
Prismatic sphere
38th
86

A prismatic dragon's natural weapons are treated as magic (wyrmling - juvenile) or epic (young adult - great wyrm) for the purpose of overcoming damage reduction.


Combat
Breath Weapon (Su): A prismatic dragon has one type of breath weapon, a prismatic spray effect. The breath weapon's cone is of the size indicated by the dragon's size, not the normal cone for the spell.


Deflecting Force (Su): A prismatic dragon is protected by a shield of shimmering light similar to a cloak of chaos that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.


Immune to Light and Blindness (Ex): Prismatic dragons cannot be harmed by any light, including Evocation [Light] spells, searing light,  and the various prismatic (sphere,  spray,  wall) spells. In addition, they are immune to any spell or effect that causes blindness.


Spell-Like Abilities: At will-hypnotic pattern,  rainbow pattern; 3/day-prismatic sphere,  prismatic wall,  sunbeam,  sunburst. The DC is Charisma-based.




Sample Prismatic Dragon, Old
Colossal Dragon
Hit Dice: 58d12+1,102 (1,479 hp)
Initiative: +4 (Improved Initiative)
Speed: 60 ft., fly 300 ft. (clumsy)
AC: 78 (-8 size, +19 deflection, +57 natural)
Base Attack/Grapple: +58/+97
Attack:  Bite +74 (4d8+23/19-20) melee
Full Attack:  Bite +74 melee, 2 claws +69 (4d6+11) melee, 2 wings +68 (2d8+11) melee, tail slap +69 (4d6+34) melee
Space/Reach: 30 ft./20 ft
Special Attacks: Crush 4d8+34 (DC 58), tail sweep 2d8+34 (DC 58), breath weapon, frightful presence (DC 58), spells (caster level 26th), spell-like abilities
Special Qualities: Immunities, damage reduction 20/epic, spell resistance 66, blindsight, keen senses, deflecting force
Saves: Fort +50, Ref +31, Will +50
Abilities: Str 57, Dex 10, Con 49, Int 48, Wis 49, Cha 48
Skills: Balance +67, Bluff +80, Climb +84, Concentration +80, Diplomacy +92, Disable Device +80, Escape Artist +61, Gather Information +86, Heal +80, Intimidate +86, Jump +102, Knowledge (all) +80, Listen +80, Move Silently +61, Open Lock +61, Perform (any two) +80, Search +80, Sense Motive +80, Spellcraft +86, Spot +80, Survival +80, Tumble +67, Use Magic Device +80
Feats: Blinding Speed (x2), Cleave, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Spell Capacity (9th), Improved Spell Capacity (9th), Power Attack, Quicken Spell-Like Ability, Snatch, Spell Knowledge (x4), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (tail slap)
Environment: Any land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 off-spring)
Challenge Rating: 48
Treasure: Double standard
Alignment: Usually neutral
Advancement: 59-62 HD (Colossal)
A prismatic dragon's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Breath Weapon (Su): Cone of prismatic spray,  70 ft., effect as spell, Ref half (DC 58).
Spell-Like Abilities: At will-hypnotic pattern,  rainbow pattern; 3/day-sunbeam,  sunburst. Caster level 26th; save DC 29 + spell level. The DC is Charisma-based.
Immunities (Ex): Immune to sleep and paralysis effects, immune to light and blindness effects.
Sorcerer Spells Known (6/11/11/11/10/10/10/10/9/11; base DC 29 + spell level): 0-dancing lights,  daze,  detect magic,  ghost sound,  light,  prestidigitation,  ray of frost,  read magic,  resistance; 1st-enlarge person,  mage armor,  magic missile,  shield,  true strike,  unseen servant; 2nd-alter self,  blur,  darkness,  detect thoughts,  levitate; 3rd-blink,  fireball,  greater magic weapon,  haste,  tongues,  wind wall; 4th-confusion,  polymorph,  scrying,  stoneskin; 5th- baleful polymorph,  dismissal,  fabricate,  passwall,  wall of force; 6th-antimagic field,  greater dispel magic,  true seeing; 7th-forcecage,  sequester,  spell turning,  greater teleport; 8th-greater planar binding,  mass charm monster,  symbol of death,  temporal stasis; 9th-dominate monster,  gate,  imprisonment,  time stop,  wish 
Possessions: Staff of the cosmos,  ring of regeneration,  15,563 gp.


armor_class:
66 (-8 size, +16 Dex, +48 natural), touch 18, flat-footed 50

special_qualities:
Elemental traits, damage reduction 10/-, SR 42

abilities:
Str 32, Dex 43, Con 28, Int 8, Wis 13, Cha 13

feats:
Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Mobility, Lightning Reflexes, Spring Attack, Weapon Finesse, Weapon Focus (slam)

epic_feats:
Blinding Speed (x2), Epic Prowess (x2), Epic Toughness (x4), Epic Will, Superior Initiative

stat_block:
Primal air elemental; CR 35; Colossal elemental (air, extraplanar); HD 64d8+576; hp 944; Init +24 (+16 Dex, +8 Superior Initiative); Spd Fly 100 ft. (perfect); AC 66 (-8 size, +16 dex, +48 natural), touch 18, flat-footed 50; Base Atk +48; Grp +75; Atk +57 melee (4d8+16, slam); Full Atk +57 melee (4d8+16, 2 slams); Space/Reach 30 ft./30 ft.; SA Air mastery, whirlwind; SQ Elemental traits, damage reduction 10/-, SR 42; AL N; SV Fort +42, Ref +52, Will +28; Str 32, Dex 43, Con 28, Int 8, Wis 13, Cha 13

Skills and Feats: Listen +48, Spot +57; Alertness, Blinding Speed (x2), Combat Reflexes, Dodge, Epic Prowess (x2), Epic Toughness (x4), Epic Will, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (slam)

full_text:
Elemental, Primal
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Air Elemental, Primal



Colossal Elemental (Air, Extraplanar)



Hit Dice:
64d8+576 (944 hp)


Initiative:
+24 (+16 Dex, +8 Superior Initiative)


Speed:
Fly 100 ft. (perfect)


Armor Class:
66 (-8 size, +16 Dex, +48 natural), touch 18, flat-footed 50


Base Attack/Grapple:
+48/+75


Attack:
Slam +57 (4d8+16) melee


Full Attack:
2 Slams +57 (4d8+16) melee


Space/Reach:
30 ft./30 ft.


Special Attacks:
Air mastery, whirlwind


Special Qualities:
Elemental traits, damage reduction 10/-, SR 42


Saves:
Fort +42, Ref +52, Will +28


Abilities:
Str 32, Dex 43, Con 28, Int 8, Wis 13, Cha 13


Skills:
Listen +48, Spot +57


Feats:
Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Mobility, Lightning Reflexes, Spring Attack, Weapon Finesse, Weapon Focus (slam)


Epic Feats:
Blinding Speed (x2), Epic Prowess (x2), Epic Toughness (x4), Epic Will, Superior Initiative


Environment:
Any land


Organization:
Solitary


Challenge Rating:
35


Treasure:
None


Alignment:
Usually neutral



Advancement:
65-288 HD (Colossal)



Primal Air Elemental
Primal air elementals speak Auran.
Combat
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.


Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.  A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 53) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 53) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 53) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 53) to cast a spell. The DC is Strength-based.






Primal Earth Elemental
Earth elementals speak Terran.
Combat
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or water-borne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given for earth mastery, above, also apply to the elemental's opposed Strength checks.






Primal Fire Elemental
A primal fire elemental cannot enter water or any other nonflammable liquid. Unlike lesser fire elementals, a primal fire elemental may attempt to evaporate a lesser body of water if blocked. Fire elementals speak Ignan.
Combat
Burn (Ex): Those hit by a primal fire elemental's slam attack must succeed at a Reflex save (DC 51) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.






Primal Water Elemental
A primal water elemental can't venture more than 360 feet from the body of water from which it emerged. Water elementals speak Aquan.
Combat
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or elemental is land-bound, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A primal water elemental can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD). Even ocean-going behemoths (ships of less than 20 feet in length per HD) can be slowed to half speed.


Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Gargantuan or smaller. The creature can dispel magical fire it touches as dispel magic cast by a caster whose level equals the elemental's HD total (64).


Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has (48 rounds). In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan and smaller creatures might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 58) when it comes into contact with the vortex or take 4d10 points of damage. It must also succeed at a second Reflex save (DC 68) or be picked up bodily and held suspended in the powerful currents, automatically taking 4d10 points of damage each round. A creature that can swim is allowed a Reflex save (DC 58) each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex hap-pens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 58) to cast a spell.  The DC is Strength-based.


armor_class:
49 (-8 size, -1 Dex, +48 natural), touch 1, flat-footed 49

special_qualities:
Elemental traits, damage reduction 15/-, spell resistance 42

abilities:
Str 43, Dex 8, Con 31, Int 8, Wis 13, Cha 13

feats:
Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

epic_feats:
Devastating Critical (slam), Epic Prowess (x3), Epix Toughness (x6), Epic Will, Overwhelming Critical (slam)

stat_block:
Primal earth elemental; CR 35; Colossal elemental (earth, extraplanar); HD 64d8+640; hp 1,048; Init -1 (Dex); Spd 20 ft., burrow 40 ft.; AC 49 (-8 size, -1 dex, +48 natural), touch 1, flat-footed 49; Base Atk +48; Grp +80; Atk +57 melee (4d10+24/19-20, slam); Full Atk +57 melee (4d10+24/19-20, 2 slams); Space/Reach 30 ft./30 ft.; SA Earth mastery, push; SQ Elemental traits, damage reduction 15/-, spell resistance 42; AL N; SV Fort +46, Ref +21, Will +28; Str 43, Dex 8, Con 31, Int 8, Wis 13, Cha 13

Skills and Feats: Jump +10, Listen +57, Spot +48; Alertness, Cleave, Combat Reflexes, Devastating Critical (slam), Epic Prowess (x3), Epic Will, Epix Toughness (x6), Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)

full_text:
Elemental, Primal
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.


Earth Elemental, Primal



Colossal Elemental (Earth, Extraplanar)


Hit Dice:

64d8+640 (1,048 hp)

Initiative:

-1 (Dex)

Speed:

20 ft., burrow 40 ft.

Armor Class:

49 (-8 size, -1 Dex, +48 natural), touch 1, flat-footed 49

Base Attack/Grapple:

+48/+80

Attack:

Slam +57 (4d10+24/19-20) melee

Full Attack:

2 slams +57 (4d10+24/19-20) melee

Space/Reach:

30 ft./30 ft.

Special Attacks:

Earth mastery, push

Special Qualities:

Elemental traits, damage reduction 15/-, spell resistance 42

Saves:

Fort +46, Ref +21, Will +28

Abilities:

Str 43, Dex 8, Con 31, Int 8, Wis 13, Cha 13

Skills:

Jump +10, Listen +57, Spot +48

Feats:

Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

Epic Feats:

Devastating Critical (slam), Epic Prowess (x3), Epix Toughness (x6), Epic Will, Overwhelming Critical (slam)

Environment:

Any land

Organization:

Solitary

Challenge Rating:

35

Treasure:

None

Alignment:

Usually neutral


Advancement:

65-288 HD (Colossal)


Primal Air Elemental
Primal air elementals speak Auran.
Combat
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.


Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.  A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 53) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 53) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 53) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 53) to cast a spell. The DC is Strength-based.






Primal Earth Elemental
Earth elementals speak Terran.
Combat
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or water-borne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given for earth mastery, above, also apply to the elemental's opposed Strength checks.






Primal Fire Elemental
A primal fire elemental cannot enter water or any other nonflammable liquid. Unlike lesser fire elementals, a primal fire elemental may attempt to evaporate a lesser body of water if blocked. Fire elementals speak Ignan.
Combat
Burn (Ex): Those hit by a primal fire elemental's slam attack must succeed at a Reflex save (DC 51) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.






Primal Water Elemental
A primal water elemental can't venture more than 360 feet from the body of water from which it emerged. Water elementals speak Aquan.
Combat
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or elemental is land-bound, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A primal water elemental can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD). Even ocean-going behemoths (ships of less than 20 feet in length per HD) can be slowed to half speed.


Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Gargantuan or smaller. The creature can dispel magical fire it touches as dispel magic cast by a caster whose level equals the elemental's HD total (64).


Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has (48 rounds). In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan and smaller creatures might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 58) when it comes into contact with the vortex or take 4d10 points of damage. It must also succeed at a second Reflex save (DC 68) or be picked up bodily and held suspended in the powerful currents, automatically taking 4d10 points of damage each round. A creature that can swim is allowed a Reflex save (DC 58) each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex hap-pens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 58) to cast a spell.  The DC is Strength-based.


armor_class:
64 (-8 size, +14 Dex, +48 natural), touch 16, flat-footed 50

full_attack:
2 slams +55 (4d8+16 plus 4d8 fire) melee

special_qualities:
Elemental traits, damage reduction 10/-, spell resistance 42, fire immunity, cold vulnerability

abilities:
Str 32, Dex 39, Con 28, Int 8, Wis 13, Cha 13

feats:
Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (slam)

epic_feats:
Blinding Speed, Dire Charge, Epic Prowess, (x2), Epic Toughness (x4), Epic Will, Superior Initiative

stat_block:
Primal fire elemental; CR 35; Colossal elemental (fire, extraplanar); HD 64d8+576; hp 944; Init +22 (+14 Dex, +8 Superior Initiative); Spd 50 ft.; AC 64 (-8 size, +14 dex, +48 natural), touch 16, flat-footed 50; Base Atk +48; Grp +75; Atk +55 melee (4d8+16 plus 4d8 fire, slam); Full Atk +55 melee (4d8+16 plus 4d8 fire, 2 slams); Space/Reach 30 ft./30 ft.; SA Burn; SQ Elemental traits, damage reduction 10/-, spell resistance 42, fire immunity, cold vulnerability; AL N; SV Fort +32, Ref +50, Will +28; Str 32, Dex 39, Con 28, Int 8, Wis 13, Cha 13

Skills and Feats: Jump +19, Listen +48, Spot +57; (x2), Alertness, Blinding Speed, Combat Reflexes, Dire Charge, Dodge, Epic Prowess, Epic Toughness (x4), Epic Will, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (slam)

full_text:
Elemental, Primal
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Fire Elemental, Primal



Colossal Elemental (Fire, Extraplanar)



Hit Dice:
64d8+576 (944 hp)


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


Speed:
50 ft.


Armor Class:
64 (-8 size, +14 Dex, +48 natural), touch 16, flat-footed 50


Base Attack/Grapple:
+48/+75


Attack:
Slam +55 (4d8+16 plus 4d8 fire) melee


Full Attack:
2 slams +55 (4d8+16 plus 4d8 fire) melee


Space/Reach:
30 ft./30 ft.


Special Attacks:
Burn


Special Qualities:
Elemental traits, damage reduction 10/-, spell resistance 42, fire immunity, cold vulnerability


Saves:
Fort +32, Ref +50, Will +28


Abilities:
Str 32, Dex 39, Con 28, Int 8, Wis 13, Cha 13


Skills:
Jump +19, Listen +48, Spot +57


Feats:
Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (slam)


Epic Feats:
Blinding Speed, Dire Charge, Epic Prowess, (x2), Epic Toughness (x4), Epic Will, Superior Initiative


Environment:
Any land


Organization:
Solitary


Challenge Rating:
35


Treasure:
None


Alignment:
Usually neutral



Advancement:
65-288 HD (Colossal)



Primal Air Elemental
Primal air elementals speak Auran.
Combat
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.


Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.  A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 53) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 53) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 53) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 53) to cast a spell. The DC is Strength-based.






Primal Earth Elemental
Earth elementals speak Terran.
Combat
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or water-borne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given for earth mastery, above, also apply to the elemental's opposed Strength checks.






Primal Fire Elemental
A primal fire elemental cannot enter water or any other nonflammable liquid. Unlike lesser fire elementals, a primal fire elemental may attempt to evaporate a lesser body of water if blocked. Fire elementals speak Ignan.
Combat
Burn (Ex): Those hit by a primal fire elemental's slam attack must succeed at a Reflex save (DC 51) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.






Primal Water Elemental
A primal water elemental can't venture more than 360 feet from the body of water from which it emerged. Water elementals speak Aquan.
Combat
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or elemental is land-bound, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A primal water elemental can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD). Even ocean-going behemoths (ships of less than 20 feet in length per HD) can be slowed to half speed.


Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Gargantuan or smaller. The creature can dispel magical fire it touches as dispel magic cast by a caster whose level equals the elemental's HD total (64).


Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has (48 rounds). In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan and smaller creatures might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 58) when it comes into contact with the vortex or take 4d10 points of damage. It must also succeed at a second Reflex save (DC 68) or be picked up bodily and held suspended in the powerful currents, automatically taking 4d10 points of damage each round. A creature that can swim is allowed a Reflex save (DC 58) each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex hap-pens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 58) to cast a spell.  The DC is Strength-based.


abilities:
Str 42, Dex 38, Con 31, Int 8, Wis 13, Cha 13

feats:
Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

epic_feats:
Devastating Critical (slam), Epic Prowess (x2), Epic Toughness (x6), Epic Will, Overwhelming Critical (slam)

special_abilities:
Drench (Ex), Vortex (Su), Water Mastery (Ex)

stat_block:
Primal water elemental; CR 35; Colossal elemental (water, extraplanar); HD 64d8+640; hp 1,048; Init +14 (Dex); Spd 20 ft., swim 90 ft.; AC 64 (-8 size, +14 dex, +48 natural), touch 16, flat-footed 50; Base Atk +48; Grp +80; Atk +57 (4d10+24/19-20, slam); Full Atk +57 (4d10+24/19-20, 2 slam); Space/Reach 30 ft./30 ft.; SA Water mastery, drench, vortex; SQ Elemental traits, damage reduction 15/-, spell resistance 42; AL N; SV Fort +46, Ref +21, Will +28; Str 42, Dex 38, Con 31, Int 8, Wis 13, Cha 13

Skills and Feats: Jump +7, Listen +57, Spot +48, Swim +19; Alertness, Cleave, Combat Reflexes, Devastating Critical (slam), Dodge, Epic Prowess (x2), Epic Toughness (x6), Epic Will, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)

full_text:
Elemental, Primal
Elemental Traits: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.


Water Elemental, Primal



Colossal Elemental (Water, Extraplanar)


Hit Dice:

64d8+640 (1,048 hp)

Initiative:

+14 (Dex)

Speed:

20 ft., swim 90 ft.

Armor Class:

64 (-8 size, +14 Dex, +48 natural), touch 16, flat-footed 50

Base Attack/Grapple:

+48/+80

Attack:

Slam +57 (4d10+24/19-20)

Full Attack:

2 slam +57 (4d10+24/19-20)

Space/Reach:

30 ft./30 ft.

Special Attacks:

Water mastery, drench, vortex

Special Qualities:

Elemental traits, damage reduction 15/-, spell resistance 42

Saves:

Fort +46, Ref +21, Will +28

Abilities:

Str 42, Dex 38, Con 31, Int 8, Wis 13, Cha 13

Skills:

Jump +7, Listen +57, Spot +48, Swim +19

Feats:

Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

Epic Feats:

Devastating Critical (slam), Epic Prowess (x2), Epic Toughness (x6), Epic Will, Overwhelming Critical (slam)

Environment:

Any land

Organization:

Solitary

Challenge Rating:

35

Treasure:

None

Alignment:

Usually neutral


Advancement:

65-288 HD (Colossal)


Primal Air Elemental
Primal air elementals speak Auran.
Combat
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.


Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.  A primal air whirlwind is 10 feet wide at the base, 40 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 53) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 53) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 53) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 53) to cast a spell. The DC is Strength-based.






Primal Earth Elemental
Earth elementals speak Terran.
Combat
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or water-borne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)


Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given for earth mastery, above, also apply to the elemental's opposed Strength checks.






Primal Fire Elemental
A primal fire elemental cannot enter water or any other nonflammable liquid. Unlike lesser fire elementals, a primal fire elemental may attempt to evaporate a lesser body of water if blocked. Fire elementals speak Ignan.
Combat
Burn (Ex): Those hit by a primal fire elemental's slam attack must succeed at a Reflex save (DC 51) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save. The DC is Constitution-based.






Primal Water Elemental
A primal water elemental can't venture more than 360 feet from the body of water from which it emerged. Water elementals speak Aquan.
Combat
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent touch water. If the opponent or elemental is land-bound, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A primal water elemental can be a serious threat to a ship that crosses its path. It can easily overturn even large craft (ships of up to 5 feet in length per Hit Dice of the elemental) and stop massive vessels (ships of less than 10 feet in length per HD). Even ocean-going behemoths (ships of less than 20 feet in length per HD) can be slowed to half speed.


Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are Gargantuan or smaller. The creature can dispel magical fire it touches as dispel magic cast by a caster whose level equals the elemental's HD total (64).


Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has (48 rounds). In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemental controls its exact height, but it must be at least 10 feet. Gargantuan and smaller creatures might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save (DC 58) when it comes into contact with the vortex or take 4d10 points of damage. It must also succeed at a second Reflex save (DC 68) or be picked up bodily and held suspended in the powerful currents, automatically taking 4d10 points of damage each round. A creature that can swim is allowed a Reflex save (DC 58) each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex hap-pens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 58) to cast a spell.  The DC is Strength-based.


armor_class:
0 (-2 Dex, -8 size), touch 0, flat-footed 0

special_attacks:
Enslave, improved grab, constrict 4d10+30

special_qualities:
Blindsight 200 ft., fast healing 50, ooze traits

abilities:
Str 50, Dex 6, Con 50, Int -, Wis 24, Cha 26

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

stat_block:
Genius loci; CR 30; Colossal ooze; HD 70d10+1,400; hp 1,785; Init -2 (Dex); Spd 5 ft., burrow 5 ft.; AC 0 (-2 dex, -8 size), touch 0, flat-footed 0; Base Atk +52; Grp +88; Atk +64 melee (4d10+20, slam); Full Atk +64 melee (4d10+20, 10 slam); Space/Reach Varies (see text); SA Enslave, improved grab, constrict 4d10+30; SQ Blindsight 200 ft., fast healing 50, ooze traits; AL NE; SV Fort +43, Ref +21, Will +30; Str 50, Dex 6, Con 50, Int -, Wis 24, Cha 26

Skills and Feats: Jump +5;

full_text:
Genius Loci

Genius Loci

Colossal Ooze


Hit Dice:
70d10+1,400 (1,785 hp)

Initiative:
-2 (Dex)

Speed:
5 ft., burrow 5 ft.

Armor Class:
0 (-2 Dex, -8 size), touch 0, flat-footed 0

Base Attack/Grapple:
+52/+88

Attack:
Slam +64 (4d10+20) melee

Full Attack:
10 slam +64 (4d10+20) melee

Space/Reach:
Varies (see text)

Special Attacks:
Enslave, improved grab, constrict 4d10+30

Special Qualities:
Blindsight 200 ft., fast healing 50, ooze traits

Saves:
Fort +43, Ref +21, Will +30

Abilities:
Str 50, Dex 6, Con 50, Int -, Wis 24, Cha 26

Skills:
Jump +5

Environment:
Any

Organization:
Solitary

Challenge Rating:
30

Treasure:
Standard

Alignment:
Usually any evil


Advancement:
None

A genius loci is difficult to spot, since it looks like any other section of landscape. A genius loci itself has no intelligence, but rather 'emulates' the sentience of any creature it currently enslaves (see below), if any. Each genius loci has only a single enslaved creature at one time, though other creatures may also inhabit the surface of the genius loci. Any creature entering a genius loci who makes a successful Survival check (DC 31) realizes that something is amiss, though it is difficult to tell exactly what. Genius loci do not speak directly, though they may do so through their currently enslaved thrall.
Combat
A genius loci can directly attack any creature standing on its surface with animated parts of itself, delivering slam attacks. It also directs its enslaved thrall against those it attacks. If its slave is slain, it selects another of its foes as its next, newest slave. Once a genius loci animates a portion of itself to attack the boundaries of its form become clear, and the creature becomes open to attack (Survival checks to determine the extent of the genius loci are no longer necessary). The animated part of the genius loci has a reach of 15 feet.
Enslave (Su): A genius loci can use the epic spell enslave once per round as a free action until it successfully enslaves a foe (Will DC 53 to resist). The DC is Charisma-based. Once it has a slave, it cannot enslave another until its current slave dies, is imprisoned, or is otherwise incapaticiated. A slave becomes free if its genius loci master is slain. A genius loci forces its slave to remain with it, though it may send its slave off to temporarily visit nearby locations in order to draw in unsuspecting victims. In fact, the 'purposes' of the genius loci are to some degree influenced by the current slave. The genius loci has no Intelligence score of its own; thus, its emulation of its slave's intelligence sometimes transfers attitudes and goals. However, a slave can only go so far in influencing its mobile master, and cannot knowingly attempt to free itself from the genius loci that keeps it close.


Improved Grab (Ex): If the genius loci hits a Gargantuan or smaller creature with a slam attack, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The genius loci has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals slam attack Damage, in addition to constriction Damage.


Constrict (Ex): A genius loci crushes its opponent, dealing 4d10+30 points of bludgeoning Damage, after making a successful grapple check.


Ooze Traits: An ooze is an amorphous or mutable creature. Oozes are immune to poison, sleep,  paralysis, stunning, and polymorphing. They have no clear front or back and are therefore not subject to critical hits or flanking. Oozes are blind but have the blindsight special quality. They have no Intelligence scores and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).


armor_class:
48 (+12 Dex, -2 size, +16 natural armor, +12 insight), touch 32, flat-footed 36

attack:
24 eye rays +31 ranged touch, 12 bites +28 (2d8+5/19-20) melee

full_attack:
24 eye rays +31 ranged touch, 12 bites +28 (2d8+5/19-20) melee

special_attacks:
Gibbering, improved grab, swallow whole, eye rays, spell-like abilities

special_qualities:
All-around vision, flight, amorphous, spell resistance 37, damage reduction 10/epic

abilities:
Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22

skills:
Concentration +38, Escape Artist +42, Jump -4, Knowledge (arcana) +37, Hide +34, Listen +37, Move Silently +34, Search +37, Speak Language (any five), Spot +37

feats:
Flyby Attack, Improved Initiative, Improved Critical (bite), Iron Will, Multiattack, Weapon Focus (eye ray), Weapon Focus (bite)

epic_feats:
Epic Fortitude, Polyglot, Superior Initiative

special_abilities:
All-Around Vision (Ex), Amorphous (Ex), Eye Rays (Su), Flight (Ex), Gibbering (Su), Improved Grab (Ex), Swallow Whole (Ex)

stat_block:
Gibbering orb; CR 27; Huge aberration; HD 27d8+216; hp 337; Init +20 (+12 Dex, +8 Superior Initiative); Spd 5 ft., fly 20 ft. (good); AC 48 (+12 dex, -2 size, +16 natural armor, +12 insight), touch 32, flat-footed 36; Base Atk +20; Grp +39; Atk +31 ranged touch (24 eye rays) or +28 melee (2d8+5/19-20, 12 bites); Full Atk +31 ranged touch (24 eye rays) and +28 melee (2d8+5/19-20, 12 bites); Space/Reach 15 ft./10 ft.; SA Gibbering, improved grab, swallow whole, eye rays, spell-like abilities; SQ All-around vision, flight, amorphous, spell resistance 37, damage reduction 10/epic; AL CE; SV Fort +21, Ref +21, Will +24; Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22

Skills and Feats: Concentration +38, Escape Artist +42, Jump -4, Knowledge (arcana) +37, Hide +34, Listen +37, Move Silently +34, Search +37, Speak Language (any five), Spot +37; Epic Fortitude, Flyby Attack, Improved Critical (bite), Improved Initiative, Iron Will, Multiattack, Polyglot, Superior Initiative, Weapon Focus (bite), Weapon Focus (eye ray)

full_text:
Gibbering Orb

Gibbering Orb

Huge Aberration


Hit Dice:
27d8+216 (337 hp)

Initiative:
+20 (+12 Dex, +8 Superior Initiative)

Speed:
5 ft., fly 20 ft. (good)

Armor Class:
48 (+12 Dex, -2 size, +16 natural armor, +12 insight), touch 32, flat-footed 36

Base Attack/Grapple:
+20/+39

Attack:
24 eye rays +31 ranged touch, 12 bites +28 (2d8+5/19-20) melee

Full Attack:
24 eye rays +31 ranged touch, 12 bites +28 (2d8+5/19-20) melee

Space/Reach:
15 ft./10 ft.

Special Attacks:
Gibbering, improved grab, swallow whole, eye rays, spell-like abilities

Special Qualities:
All-around vision, flight, amorphous, spell resistance 37, damage reduction 10/epic

Saves:
Fort +21, Ref +21, Will +24

Abilities:
Str 32, Dex 35, Con 27, Int 40, Wis 24, Cha 22

Skills:
Concentration +38, Escape Artist +42, Jump -4, Knowledge (arcana) +37, Hide +34, Listen +37, Move Silently +34, Search +37, Speak Language (any five), Spot +37

Feats:
Flyby Attack, Improved Initiative, Improved Critical (bite), Iron Will, Multiattack, Weapon Focus (eye ray), Weapon Focus (bite)

Epic Feats:
Epic Fortitude, Polyglot, Superior Initiative

Environment:
Any land and underground

Organization:
Solitary

Challenge Rating:
27

Treasure:
Standard

Alignment:
Usually chaotic evil


Advancement:
27-54 HD (Huge); 55-108 HD (Gargantuan)

A gibbering orb can speak all languages.
A gibbering orb's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
The gibbering orb has the ability to bite its foes by extending a pseudopod with one of its mouths protruding from the end. The orb can extend four of these at any one foe, or a total of twelve in any given round. At the same time, the legions of eyes have the ability to cast a host of spells at a rapid rate.
Gibbering (Su): The cacophony of speech emanating from the scores of mouths that make up the orb forces all within 60 feet of the creature to succeed at a Will save each round (DC 40) or suffer the effects of an insanity spell.


Improved Grab (Ex): To use this ability, the gibbering orb must hit with a bite attack. If it gets a hold, the orb automatically deals bite Damage and can attempt to swallow whole.


Swallow Whole (Ex): A gibbering orb can attempt to swallow a Large or smaller opponent by making a successful grapple check. Once inside, the opponent takes 4d8 points of constriction Damage plus 3d10 points of acid Damage per round. A swallowed creature can cut its way out by using claws or a light slashing weapon to deal 20 points of Damage in a single blow (AC 16, damage reduction 10/epic still applies). Once the creature exits, the fluidlike body structure of the orb closes the wound; other swallowed opponents must cut their own way out. When a creature dies by being swallowed whole (or when a creature killed by the gibbering orb in some other fashion is eaten by it), the gibbering orb absorbs the creature's known spells, prepared spells, and spell-like abilities. The orb can use any two of those abilities per round as a free action. Each originates from an eye that is not producing an eye ray (see below) that round. Stolen spells and spell-like abilities are lost after 24 hours.


Eye Rays (Su): Two dozen of the eyes can each produce a magical ray each round, with each eye emulating a spell from among the list of spells below as if cast by a 27th-level caster. The save DCs, where applicable, are 16 + spell level. A gibbering orb has no directional limitations on where it can point its eye rays, because the eyes orbiting around its body drift and float wherever needed. However, a gibbering orb can never aim more than five rays at any single target, due to limitations of aiming. All rays have a range of 150 feet. Each of these effects functions as a ray, regardless of the normal parameters of the spell it resembles. That is, each is usable against a single target and requires a ranged touch attack. The eye rays are: cone of cold,  disintegrate,  dominate monster,  energy drain,  feeblemind,  finger of death,  flesh to stone,  greater dispel magic,  harm,  hold monster,  horrid wilting,  implosion,  inflict critical wounds,  lightning bolt,  magic missile,  mage's disjunction,  irresistible dance,  polymorph any object,  power word blind,  power word kill,  power word stun,  prismatic spray,  slay living,  and temporal stasis. 


Spell-Like Abilities: At will-Two stolen spells or spell-like abilities per round. Caster level 27th, save DC 16 + spell level.


All-Around Vision (Ex): The gibbering orb's many eyes give it a +4 racial bonus on Spot and Search checks.


Flight (Ex): The gibbering orb's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.


Amorphous (Ex): A gibbering orb is not subject to critical hits. It has no clear front or back, so it cannot be flanked.


armor_class:
40 (+18 Dex, +12 insight), touch 40, flat-footed 22

attack:
+10 keen dagger of human dread +54 (1d4+21/17-20) melee

special_qualities:
Blindsight 60 ft., opportunist, quiescence, spell-like abilities, spell resistance 35, damage reduction 10/epic

abilities:
Str 32, Dex 46, Con 29, Int 26, Wis 25, Cha 30

skills:
Bluff +38, Climb +39, Hide +46, Intimidate +38, Jump +39, Listen +35, Move Silently +66, Spot +35, Survival +35, Tumble +46

feats:
Dodge, Improved Initiative, Improved Critical (dagger), Mobility, Spring Attack, Weapon Finesse, Weapon Focus (dagger)

epic_feats:
Sneak Attack of Opportunity, Superior Initiative

special_abilities:
Fear Gaze (Su), Opportunist (Ex), Quiescence (Su), Sneak Attack (Ex)

stat_block:
Gloom; CR 25; Medium monstrous humanoid; HD 25d8+225; hp 337; Init +26 (+18 Dex, +8 Superior Initiative); Spd 30 ft.; AC 40 (+18 dex, +12 insight), touch 40, flat-footed 22; Base Atk +25; Grp +36; Atk +54 melee (1d4+21/17-20, +10 keen dagger of human dread); Full Atk +54 melee /+49/+44/+39 (1d4+21/17-20, +10 keen dagger of human dread); Space/Reach 5 ft./5 ft.; SA Fear gaze, sneak attack +13d6; SQ Blindsight 60 ft., opportunist, quiescence, spell-like abilities, spell resistance 35, damage reduction 10/epic; AL LE; SV Fort +17, Ref +32, Will +21; Str 32, Dex 46, Con 29, Int 26, Wis 25, Cha 30

Skills and Feats: Bluff +38, Climb +39, Hide +46, Intimidate +38, Jump +39, Listen +35, Move Silently +66, Spot +35, Survival +35, Tumble +46; Dodge, Improved Critical (dagger), Improved Initiative, Mobility, Sneak Attack of Opportunity, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus (dagger)

full_text:
Gloom

Gloom
Medium Monstrous Humanoid

Hit Dice:
25d8+225 (337 hp)

Initiative:
+26 (+18 Dex, +8 Superior Initiative)

Speed:
30 ft.

Armor Class:
40 (+18 Dex, +12 insight), touch 40, flat-footed 22

Base Attack/Grapple:
+25/+36

Attack:
+10 keen dagger of human dread +54 (1d4+21/17-20) melee

Full Attack:
+10 keen dagger of human dread +54/+49/+44/+39 (1d4+21/17-20) melee

Space/Reach:
5 ft./5 ft.

Special Attacks:
Fear gaze, sneak attack +13d6

Special Qualities:
Blindsight 60 ft., opportunist, quiescence, spell-like abilities, spell resistance 35, damage reduction 10/epic

Saves:
Fort +17, Ref +32, Will +21

Abilities:
Str 32, Dex 46, Con 29, Int 26, Wis 25, Cha 30

Skills:
Bluff +38, Climb +39, Hide +46, Intimidate +38, Jump +39, Listen +35, Move Silently +66, Spot +35, Survival +35, Tumble +46

Feats:
Dodge, Improved Initiative, Improved Critical (dagger), Mobility, Spring Attack, Weapon Finesse, Weapon Focus (dagger)

Epic Feats:
Sneak Attack of Opportunity, Superior Initiative

Environment:
Any urban

Organization:
Solitary

Challenge Rating:
25

Treasure:
Nonstandard (just its dagger)

Alignment:
Usually lawful evil


Advancement:
25+ HD (Medium-size)

In the hand of any other creature but a gloom, the dagger is a +5 keen dagger.
A gloom's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Fear Gaze (Su): Viewing the gloom's face inspires terror. Creatures that meet the gloom's gaze must succeed at a Will save (DC 32) or suffer the effects of a fear spell as cast by a 20th-level caster.   The DC is Charisma-based.


Opportunist (Ex): This ability functions like the rogue class feature of the same name.


Sneak Attack (Ex): A gloom is able to sneak attack as a 25th-level rogue, dealing 13d6 extra Damage.


Quiescence (Su): A gloom is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for a gloom to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). The gloom can lower this effect at will.


Spell-Like Abilities: At will-shadow walk; 3/day- true strike. Caster level 20th; save DC 20 + spell level.  The DC is Charisma-based.


armor_class:
42 (-2 size, +4 Dex, +26 natural, +4 haste), touch 16, flat-footed 38

special_qualities:
Construct traits, magic immunity, damage reduction 15/epic and adamantine, alacrity

abilities:
Str 39, Dex 19, Con -, Int -, Wis 11, Cha 1

stat_block:
Mithral golem; CR 21; Huge construct; HD 36d10+40; hp 238; Init +4 (Dex); Spd 40 ft.; AC 42 (-2 size, +4 dex, +26 natural, +4 haste), touch 16, flat-footed 38; Base Atk +27; Grp +49; Atk +39 melee (4d10+14, slam); Full Atk +39 melee (4d10+14, 2 slams); Space/Reach 15 ft./15 ft.; SA -; SQ Construct traits, magic immunity, damage reduction 15/epic and adamantine, alacrity; AL N; SV Fort +12, Ref +16, Will +12; Str 39, Dex 19, Con -, Int -, Wis 11, Cha 1

Skills and Feats: Jump +18;

full_text:
Golem

Mithral Golem


Huge Construct


Hit Dice:
36d10+40 (238 hp)


Initiative:
+4 (Dex)


Speed:
40 ft.


Armor Class:
42 (-2 size, +4 Dex, +26 natural, +4 haste), touch 16, flat-footed 38


Base Attack/

Grapple:
+27/+49


Attack:
Slam +39 (4d10+14) melee


Full Attack:
2 slams +39 (4d10+14) melee


Space/Reach:
15 ft./15 ft.


Special Attacks:
-


Special Qualities:
Construct traits, magic immunity, damage reduction 15/epic and adamantine, alacrity


Saves:
Fort +12, Ref +16, Will +12


Skills:
Jump +18


Abilities:
Str 39, Dex 19, Con -, Int -, Wis 11, Cha 1


Environment:
Any land


Organization:
Solitary


Challenge Rating:
21


Treasure:
None


Alignment:
Always neutral



Advancement:
37-54 HD (Huge); 55-72 HD (Gargantuan)


Mithral Golem
A mithral golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Unlike most golems, it can run just as well as a normal creature.
A mithral golem's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Alacrity (Su): Once per round, the mithral golem may take an extra standard action (either before or after its other actions in the round).


Magic Immunity (Ex): A mithral golem is immune to all magical and supernatural effects, except as follows. A slow spell negates its alacrity for 1d4 rounds, while a haste spell restores 1d6 hit points per level of the caster (maximum 10d6) or restores its alacrity, if previously negated by a slow spell. Multiple slow spells simply extend the duration of the effect.




Construction
A mithral golem's body is sculpted from 8 1/2 tons of pure iron and is then polymorphed into mithral (using polymorph any object). A mithral golem costs 250,000 gold pieces to create, which includes 5,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 30). The creator must be 25th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 5,000 XP from the creator and requires geas/quest,  haste,  and wish.




Adamantine Golem
An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.
An adamantine golem's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Trample (Ex): As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 8d10+30 points of bludgeoning Damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 57) for half Damage. The DC is Strength-based.


Magic Immunity (Ex): An adamantine golem is immune to all magical and supernatural effects.




Construction
An adamantine golem's body is sculpted from 45,000 pounds of pure iron and is then polymorphed into adamantine (using polymorph any object). The golem costs 500,000 gold pieces to create, which includes 25,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 40). The creator must be 30th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 10,000 XP from the creator and requires crushing hand,  geas/quest,  and wish.


armor_class:
37 (-2 size, -1 Dex, +30 natural), touch 7, flat-footed 37

special_qualities:
Construct traits, magic immunity, damage reduction 20/epic and adamantine

abilities:
Str 51, Dex 9, Con -, Int -, Wis 11, Cha 1

stat_block:
Adamantine golem; CR 25; Huge construct; HD 54d10+40; hp 337; Init -1 (Dex); Spd 20 ft. (can't run); AC 37 (-2 size, -1 dex, +30 natural), touch 7, flat-footed 37; Base Atk +40; Grp +68; Atk +58 melee (6d10+20, slam); Full Atk +58 melee (6d10+20, 2 slams); Space/Reach 15 ft./15 ft.; SA Trample; SQ Construct traits, magic immunity, damage reduction 20/epic and adamantine; AL N; SV Fort +18, Ref +17, Will +18; Str 51, Dex 9, Con -, Int -, Wis 11, Cha 1

Skills and Feats: Jump +14;

full_text:
Golem

Adamantine Golem



Huge Construct

Hit Dice:

54d10+40 (337 hp)

Initiative:

-1 (Dex)

Speed:

20 ft. (can't run)

Armor Class:

37 (-2 size, -1 Dex, +30 natural), touch 7, flat-footed 37

Base Attack/

Grapple:
+40/+68

Attack:

Slam +58 (6d10+20) melee

Full Attack:

2 slams +58 (6d10+20) melee

Space/Reach:

15 ft./15 ft.

Special Attacks:

Trample

Special Qualities:

Construct traits, magic immunity, damage reduction 20/epic and adamantine

Saves:

Fort +18, Ref +17, Will +18

Skills:

Jump +14

Abilities:

Str 51, Dex 9, Con -, Int -, Wis 11, Cha 1

Environment:

Any land

Organization:

Solitary

Challenge Rating:

25

Treasure:

None

Alignment:

Always neutral


Advancement:

55-82 HD (Huge); 83-108 HD (Gargantuan)

Mithral Golem
A mithral golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Unlike most golems, it can run just as well as a normal creature.
A mithral golem's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Alacrity (Su): Once per round, the mithral golem may take an extra standard action (either before or after its other actions in the round).


Magic Immunity (Ex): A mithral golem is immune to all magical and supernatural effects, except as follows. A slow spell negates its alacrity for 1d4 rounds, while a haste spell restores 1d6 hit points per level of the caster (maximum 10d6) or restores its alacrity, if previously negated by a slow spell. Multiple slow spells simply extend the duration of the effect.




Construction
A mithral golem's body is sculpted from 8 1/2 tons of pure iron and is then polymorphed into mithral (using polymorph any object). A mithral golem costs 250,000 gold pieces to create, which includes 5,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 30). The creator must be 25th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 5,000 XP from the creator and requires geas/quest,  haste,  and wish.




Adamantine Golem
An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.
An adamantine golem's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Trample (Ex): As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 8d10+30 points of bludgeoning Damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 57) for half Damage. The DC is Strength-based.


Magic Immunity (Ex): An adamantine golem is immune to all magical and supernatural effects.




Construction
An adamantine golem's body is sculpted from 45,000 pounds of pure iron and is then polymorphed into adamantine (using polymorph any object). The golem costs 500,000 gold pieces to create, which includes 25,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 40). The creator must be 30th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 10,000 XP from the creator and requires crushing hand,  geas/quest,  and wish.


armor_class:
40 (-8 size, +14 Dex, +24 natural armor), touch 16, flat-footed 26

full_attack:
Coil whip +21 (4d6+8) melee, sting +19 (2d8+4 plus poison) melee, bite +13 (4d8+4) melee

special_attacks:
Charming gaze, poison, improved grab, constrict 4d6+12

special_qualities:
Flight, spell resistance 30, damage reduction 5/epic

abilities:
Str 27, Dex 38, Con 32, Int 35, Wis 31, Cha 36

skills:
Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33

feats:
Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse

special_abilities:
Chameleon Ability (Ex), Charming Gaze (Su), Constrict (Ex), Flight (Su), Improved Grab (Ex), Poison (Ex)

stat_block:
Ha-naga; CR 22; Colossal aberration; HD 20d8+220; hp 310; Init +14 (Dex); Spd 60 ft., fly 120 ft. (perfect); AC 40 (-8 size, +14 dex, +24 natural armor), touch 16, flat-footed 26; Base Atk +15; Grp +39; Atk +21 melee (4d6+8, coil whip); Full Atk +21 melee (4d6+8, coil whip) and +19 melee (2d8+4 plus poison, sting) and +13 melee (4d8+4, bite); Space/Reach 30 ft./20 ft.; SA Charming gaze, poison, improved grab, constrict 4d6+12; SQ Flight, spell resistance 30, damage reduction 5/epic; AL CE; SV Fort +17, Ref +22, Will +22; Str 27, Dex 38, Con 32, Int 35, Wis 31, Cha 36

Skills and Feats: Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33; Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse

full_text:
Ha-Naga

Ha-Naga
Colossal Aberration

Hit Dice:
20d8+220 (310 hp)

Initiative:
+14 (Dex)

Speed:
60 ft., fly 120 ft. (perfect)

Armor Class:
40 (-8 size, +14 Dex, +24 natural armor), touch 16, flat-footed 26

Base Attack/Grapple:
+15/+39

Attack:
Coil whip +21 (4d6+8) melee

Full Attack:
Coil whip +21 (4d6+8) melee, sting +19 (2d8+4 plus poison) melee, bite +13 (4d8+4) melee

Space/Reach:
30 ft./20 ft.

Special Attacks:
Charming gaze, poison, improved grab, constrict 4d6+12

Special Qualities:
Flight, spell resistance 30, damage reduction 5/epic

Saves:
Fort +17, Ref +22, Will +22

Abilities:
Str 27, Dex 38, Con 32, Int 35, Wis 31, Cha 36

Skills:
Appraise +35, Concentration +34, Bluff +24, Diplomacy +38, Escape Artist +37, Hide +21, Jump +20, Knowledge (arcana, history, religion) +35, Listen +33, Move Silently +37, Search +35, Sense Motive +24, Spellcraft +37, Spot +33

Feats:
Dodge, Flyby Attack, Lightning Reflexes, Mobility, Multiattack, Quicken Spell, Weapon Finesse

Environment:
Temperate and warm land or underground

Organization:
Solitary or nest (2-4)

Challenge Rating:
22

Treasure:
Standard

Alignment:
Usually chaotic evil


Advancement:
21-40 HD (Colossal)

A ha-naga's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Flight (Su): As per the fly spell, 120 ft. (perfect). This ability gives the ha-naga a +6 circumstance bonus on Move Silently checks.


Charming Gaze (Su): As mass charm monster,  90 ft., Will save (DC 33). The DC is Charisma-based.


Chameleon Ability (Ex): Ha-nagas can blend in with their surroundings, giving them a +8 circumstance bonus on Hide checks.


Improved Grab (Ex): To use this ability, the ha-naga must hit with its coil whip attack. If it succeeds, it can constrict.


Constrict (Ex): A ha-naga deals 4d6+12 points Damage with a successful grapple attack against Huge or smaller opponents.


Poison (Ex): Sting, Fort save (DC 31); initial and secondary Damage 2d8 temporary Con.  The DC is Constitution-based.


Spells: Ha-nagas can cast spells as 21st-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells (save DC 33 + spell level). The DC is Charisma-based.


armor_class:
50 (-1 size, +13 Dex, +28 natural), touch 22, flat-footed 37

special_qualities:
Alter shape, damage reduction 10/epic, darkvision 120 ft., immunities, regeneration 50, spell resistance 39

abilities:
Str 53, Dex 37, Con 39, Int 20, Wis 23, Cha 34

skills:
Bluff +59, Diplomacy +53, Disguise +59, Hide +35, Intimidate +47, Jump +29, Listen +55, Move Silently +35, Sense Motive +29, Spot +55

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

epic_feats:
Blinding Speed, Devastating Critical (slam), Overwhelming Critical (slam)

special_abilities:
Alter Shape (Ex), Destabilize Form (Su), Psionics (Sp)

stat_block:
Hagunemnon; CR 29; Large aberration (shapechanger); HD 44d8+616; hp 814; Init +17 (+13 Dex, +4 Improved Initiative); Spd 50 ft.; AC 50 (-1 size, +13 dex, +28 natural), touch 22, flat-footed 37; Base Atk +33; Grp +58; Atk +54 melee (2d6+21/19-20, slam); Full Atk +54 melee (2d6+21/19-20, 5 slams); Space/Reach 10 ft./10 ft.; SA Psionics, destabilize form; SQ Alter shape, damage reduction 10/epic, darkvision 120 ft., immunities, regeneration 50, spell resistance 39; AL CN; SV Fort +40, Ref +39, Will +32; Str 53, Dex 37, Con 39, Int 20, Wis 23, Cha 34

Skills and Feats: Bluff +59, Diplomacy +53, Disguise +59, Hide +35, Intimidate +47, Jump +29, Listen +55, Move Silently +35, Sense Motive +29, Spot +55; Alertness, Blinding Speed, Cleave, Combat Reflexes, Devastating Critical (slam), Endurance, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)

full_text:
Hagunemnon (Protean)

Hagunemnon

Large Aberration (Shapechanger)


Hit Dice:
44d8+616 (814 hp)

Initiative:
+17 (+13 Dex, +4 Improved Initiative)

Speed:
50 ft.

Armor Class:
50 (-1 size, +13 Dex, +28 natural), touch 22, flat-footed 37

Base Attack/Grapple:
+33/+58

Attack:
Slam +54 (2d6+21/19-20) melee

Full Attack:
5 slams +54 (2d6+21/19-20) melee

Space/Reach:
10 ft./10 ft.

Special Attacks:
Psionics, destabilize form

Special Qualities:
Alter shape, damage reduction 10/epic, darkvision 120 ft., immunities, regeneration 50, spell resistance 39

Saves:
Fort +40, Ref +39, Will +32

Abilities:
Str 53, Dex 37, Con 39, Int 20, Wis 23, Cha 34

Skills:
Bluff +59, Diplomacy +53, Disguise +59, Hide +35, Intimidate +47, Jump +29, Listen +55, Move Silently +35, Sense Motive +29, Spot +55

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

Epic Feats:
Blinding Speed, Devastating Critical (slam), Overwhelming Critical (slam)

Environment:
Any

Organization:
Solitary

Challenge Rating:
29

Treasure:
Standard

Alignment:
Always chaotic neutral


Advancement:
45-59 HD (Large); 60-74 HD (Huge); 75-89 HD (Huge)

A hagunemnon's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Psionics (Sp): At will -detect thoughts,  dimension door,  ethereal jaunt,  knock,  nondetection,  plane shift,  suggestion. Caster level 20th, save DC 22.


Destabilize Form (Su): If a protean hits with two or more slam attacks in the same round, it partly destabilizes its foe's physical form, dealing an additional 4d6+31 points of Damage as well as 2 points of temporary Constitution Damage. If the victim is drained to 0 Constitution, its dead body is only so much clear fluid that drains away unless somehow preserved by friends of the victim.


Alter Shape (Ex): A protean can assume the shape of any combination of physical nondeific creatures at the same time as a free action. In fact, a protean's form constantly boils, and it requires a move-equivalent action each round for a protean to maintain a certain shape (even if that shape is a combination of several shapes). Whatever its present form, the protean retains all its own special qualities. Plus, it gains the advantage of up to four extraordinary abilities from the forms it mimics (but not spell-like or supernatural powers). The assumed form can be no smaller than a flea and no larger than 200 feet in its largest dimension (make sure to take into account rules for reach and size modifiers to AC and melee attacks). Incorporeal traits can also be assumed, which counts as a single extraordinary ability. If a hagunemnon assumes a partial form that confers an extraordinary ability already possessed by the creature, only the better of the two abilities is retained. No matter its form, the protean can never make more than five attacks using a full-round action. However, it may substitute a melee attack form for one of its slam attacks, using its own base attack bonus and Strength modifier to Damage, but dealing base Damage appropriate to the attack type.


armor_class:
46 (+11 Dex, +15 insight, +10 natural), touch 36, flat-footed 35

attack:
+6 keen longsword of binding +46 (1d8+27/17-20 plus 1d6 plus binding) melee

full_attack:
+6 keen longsword of binding +46/+41/+36/+31 (1d8+27/17-20 plus 1d6 plus binding) melee

special_qualities:
Cold immunity, fire vulnerability, spell resistance 36, damage reduction 10/epic and cold iron

abilities:
Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26

skills:
Diplomacy +14, Hide +60, Intimidate +57, Knowledge (geography, nature) +54, Listen +55, Move Silently +60, Ride +60, Search +54, Sense Motive +55, Spot +55, Survival +55

feats:
Blind-Fight, Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Track, Trample, Weapon Focus (longsword)

epic_feats:
Dire Charge, Epic Weapon Focus (longsword), Overwhelming Critical (longsword), Superior Initiative

stat_block:
Hoary hunter; CR 25; Medium fey (cold); HD 46d6+598; hp 759; Init +19 (+11 Dex, +8 Superior Initiative); Spd 30 ft.; AC 46 (+11 dex, +15 insight, +10 natural), touch 36, flat-footed 35; Base Atk +23; Grp +37; Atk +46 melee (1d8+27/17-20 plus 1d6 plus binding, +6 keen longsword of binding); Full Atk +46 melee /+41/+36/+31 (1d8+27/17-20 plus 1d6 plus binding, +6 keen longsword of binding); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Cold immunity, fire vulnerability, spell resistance 36, damage reduction 10/epic and cold iron; AL NE; SV Fort +28, Ref +36, Will +31; Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26

Skills and Feats: Diplomacy +14, Hide +60, Intimidate +57, Knowledge (geography, nature) +54, Listen +55, Move Silently +60, Ride +60, Search +54, Sense Motive +55, Spot +55, Survival +55; Blind-Fight, Cleave, Dire Charge, Epic Weapon Focus (longsword), Great Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Overwhelming Critical (longsword), Power Attack, Ride-by Attack, Spirited Charge, Superior Initiative, Track, Trample, Weapon Focus (longsword)

full_text:
Hoary Hunter

Hoary Hunter



Medium Fey (Cold)


Hit Dice:
46d6+598 (759 hp)


Initiative:
+19 (+11 Dex, +8 Superior Initiative)


Speed:
30 ft.


Armor Class:
46 (+11 Dex, +15 insight, +10 natural), touch 36, flat-footed 35


Base Attack/

Grapple:
+23/+37


Attack:
+6 keen longsword of binding +46 (1d8+27/17-20 plus 1d6 plus binding) melee


Full Attack:
+6 keen longsword of binding +46/+41/+36/+31 (1d8+27/17-20 plus 1d6 plus binding) melee


Space/Reach:
5 ft./5 ft.


Special Attacks:
Spell-like abilities


Special Qualities:
Cold immunity, fire vulnerability, spell resistance 36, damage reduction 10/epic and cold iron


Saves:
Fort +28, Ref +36, Will +31


Abilities:
Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26


Skills:
Diplomacy +14, Hide +60, Intimidate +57, Knowledge (geography, nature) +54, Listen +55, Move Silently +60, Ride +60, Search +54, Sense Motive +55, Spot +55, Survival +55


Feats:
Blind-Fight, Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Track, Trample, Weapon Focus (longsword)


Epic Feats:
Dire Charge, Epic Weapon Focus (longsword), Overwhelming Critical (longsword), Superior Initiative


Environment:
Any cold


Organization:
Solitary or company (2-5)


Challenge Rating:
25


Treasure:
None


Alignment:
Always neutral evil



Advancement:
47+ HD (Medium)


A hoary hunter's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
A critical hit (or the blow that would kill or render a foe unconscious) from the hoary hunter's blade does not wound the hunter's prey. Instead, the victim is bodily transported as per a soul binding spell heightened to 16th level (DC 30) into a diamond at the end of the sword's hilt.
Spell-Like Abilities: At will-discern location,  true strike,  fog cloud,  hold monster,  plane shift; 3/day-dimensional anchor,  dominate monster,  greater dispel magic; 1/day-mage's disjunction,  contingent recall and resurrection*. Caster level 23rd; save DC 18 + spell level. *Contingent recall and resurrection is a variation on an epic spell. When slain, the hoary hunter is actually transported, with its mount, back to the fey realm, where it is resurrected. The only way to truly slay the hoary hunter is to defeat it in its home realm after this epic spell has been exhausted for the day.


armor_class:
23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19

full_attack:
2 hooves +17 (3d6+6) melee, bite +15 (5d8+3) melee

special_qualities:
Cold immunity, fire vulnerability, air walk, astral projection and etherealness, magic circle against good, misty breath, spell resistance 20, damage reduction 5/magic and cold iron, immunities

abilities:
Str 22, Dex 18, Con 17, Int 6, Wis 13, Cha 14

feats:
Alertness, Endurance, Flyby Attack, Improved Initiative, Multiattack

stat_block:
Hoary steed; CR 9; Large magical beast (cold); HD 12d10+36; hp 102; Init +8 (+4 Dex, +4 Improved Initiative); Spd 40 ft., fly 90 ft. (good); AC 23 (-1 size, +4 dex, +10 natural), touch 13, flat-footed 19; Base Atk +12; Grp +22; Atk +17 melee (3d6+6, hoof); Full Atk +17 melee (3d6+6, 2 hooves) and +15 melee (5d8+3, bite); Space/Reach 10 ft./5 ft.; SA ; SQ Cold immunity, fire vulnerability, air walk, astral projection and etherealness, magic circle against good, misty breath, spell resistance 20, damage reduction 5/magic and cold iron, immunities; AL NE; SV Fort +11, Ref +12, Will +5; Str 22, Dex 18, Con 17, Int 6, Wis 13, Cha 14

Skills and Feats: Jump +10, Listen +8, Spot +13; Alertness, Endurance, Flyby Attack, Improved Initiative, Multiattack

full_text:
Hoary Hunter


Hoary Steed



Large Magical Beast (Cold)

Hit Dice:

12d10+36 (102 hp)

Initiative:

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

Speed:

40 ft., fly 90 ft. (good)

Armor Class:

23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19

Base Attack/

Grapple:
+12/+22

Attack:

Hoof +17 (3d6+6) melee

Full Attack:

2 hooves +17 (3d6+6) melee, bite +15 (5d8+3) melee

Space/Reach:

10 ft./5 ft.

Special Attacks:


Special Qualities:

Cold immunity, fire vulnerability, air walk, astral projection and etherealness, magic circle against good, misty breath, spell resistance 20, damage reduction 5/magic and cold iron, immunities

Saves:

Fort +11, Ref +12, Will +5

Abilities:

Str 22, Dex 18, Con 17, Int 6, Wis 13, Cha 14

Skills:

Jump +10, Listen +8, Spot +13

Feats:

Alertness, Endurance, Flyby Attack, Improved Initiative, Multiattack

Epic Feats:


Environment:

Any cold

Organization:

Solitary (with rider)

Challenge Rating:

9

Treasure:

None

Alignment:

Always neutral evil


Advancement:

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

A hoary hunter's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
A critical hit (or the blow that would kill or render a foe unconscious) from the hoary hunter's blade does not wound the hunter's prey. Instead, the victim is bodily transported as per a soul binding spell heightened to 16th level (DC 30) into a diamond at the end of the sword's hilt.
Spell-Like Abilities: At will-discern location,  true strike,  fog cloud,  hold monster,  plane shift; 3/day-dimensional anchor,  dominate monster,  greater dispel magic; 1/day-mage's disjunction,  contingent recall and resurrection*. Caster level 23rd; save DC 18 + spell level. *Contingent recall and resurrection is a variation on an epic spell. When slain, the hoary hunter is actually transported, with its mount, back to the fey realm, where it is resurrected. The only way to truly slay the hoary hunter is to defeat it in its home realm after this epic spell has been exhausted for the day.


armor_class:
52 (+12 Dex, +20 natural, +10 insight), touch 32, flat-footed 40

attack:
Slam +44 (3d6+18/19-20 (+1d6 on critical hit) plus hunefer rot)

full_attack:
2 slams +44 (3d6+18/19-20 (+1d6 on critical hit) plus hunefer rot)

special_attacks:
Despair, hunefer rot, spell-like abilities

special_qualities:
Blindsight 300 ft., damage reduction 10/-, fast healing 30, spell resistance 37, undead traits, fire vulnerability

abilities:
Str 47, Dex 35, Con -, Int 18, Wis 38, Cha 36

skills:
Concentration +66, Jump +46, Knowledge (religion, the planes) +57, Listen +67, Search +57, Sense Motive +67, Spellcraft +57, Spot +67

feats:
Cleave, Combat Reflexes, Dodge, Combat Expertise, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus (slam)

epic_feats:
Devastating Critical (slam), Overwhelming Critical (slam), Spell Stowaway (greater teleport)

advancement:
51-56 HD (Medium-size); 57-60 HD (Large); 61-66 HD (Huge); 67-70 HD (Gargantuan); 71+ HD (Colossal)

stat_block:
Hunefer; CR 25; Medium undead; HD 50d12+3; hp 603; Init +16 (+12 Dex, +4 Improved Initiative); Spd 100 ft.; AC 52 (+12 dex, +20 natural, +10 insight), touch 32, flat-footed 40; Base Atk +25; Grp +43; Atk +44 (3d6+18/19-20 [+1d6 on critical hit] plus hunefer rot, slam); Full Atk +44 (3d6+18/19-20 [+1d6 on critical hit] plus hunefer rot, 2 slams); Space/Reach 5 ft./5 ft.; SA Despair, hunefer rot, spell-like abilities; SQ Blindsight 300 ft., damage reduction 10/-, fast healing 30, spell resistance 37, undead traits, fire vulnerability; AL LE; SV Fort +18, Ref +30, Will +41; Str 47, Dex 35, Con -, Int 18, Wis 38, Cha 36

Skills and Feats: Concentration +66, Jump +46, Knowledge (religion, the planes) +57, Listen +67, Search +57, Sense Motive +67, Spellcraft +57, Spot +67; Cleave, Combat Expertise, Combat Reflexes, Devastating Critical (slam), Dodge, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Overwhelming Critical (slam), Power Attack, Spell Stowaway (greater teleport), Toughness, Weapon Focus (slam)

full_text:
Hunefer

Hunefer
Medium Undead

Hit Dice:
50d12+3 (603 hp)

Initiative:
+16 (+12 Dex, +4 Improved Initiative)

Speed:
100 ft.

Armor Class:
52 (+12 Dex, +20 natural, +10 insight), touch 32, flat-footed 40

Base Attack/Grapple:
+25/+43

Attack:
Slam +44 (3d6+18/19-20 (+1d6 on critical hit) plus hunefer rot)

Full Attack:
2 slams +44 (3d6+18/19-20 (+1d6 on critical hit) plus hunefer rot)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Despair, hunefer rot, spell-like abilities

Special Qualities:
Blindsight 300 ft., damage reduction 10/-, fast healing 30, spell resistance 37, undead traits, fire vulnerability

Saves:
Fort +18, Ref +30, Will +41

Abilities:
Str 47, Dex 35, Con -, Int 18, Wis 38, Cha 36

Skills:
Concentration +66, Jump +46, Knowledge (religion, the planes) +57, Listen +67, Search +57, Sense Motive +67, Spellcraft +57, Spot +67

Feats:
Cleave, Combat Reflexes, Dodge, Combat Expertise, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Disarm, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus (slam)

Epic Feats:
Devastating Critical (slam), Overwhelming Critical (slam), Spell Stowaway (greater teleport)

Environment:
Any

Organization:
Solitary, pair, or court (5-9)

Challenge Rating:
25

Treasure:
Standard

Alignment:
Always lawful evil


Advancement:
51-56 HD (Medium-size); 57-60 HD (Large); 61-66 HD (Huge); 67-70 HD (Gargantuan); 71+ HD (Colossal)

Hunefers speak all spoken languages, though it takes one 1d4 rounds to switch between languages.
Combat
Despair (Su): The mere sight of a hunefer requires viewers to succeed at a Will saving throw (DC 48) or be paralyzed with fear for 1d4 rounds. Regardless of the outcome of the save, a subject is not again vulnerable to that hunefer's despair ability for 24 hours. The DC is Charisma-based.


Hunefer Rot (Su): Supernatural disease-slam, Fort save (DC 35), incubation period instantaneous; Damage 1d6 temporary Con. Unlike normal diseases, hunefer rot requires a victim to make a successful saving throw every round or take another 1d6 points of temporary Constitution Damage. The rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe's equipment under the hunefer's command. (The mummy dust epic spell has statistics for an 18 HD mummy.)


Spell-Like Abilities: At will-chain lightning,  displacement,  haste,  knock,  greater dispel magic,  passwall,  scrying,  greater teleport,  true seeing,  unholy aura,  weird; 1/day-ruin (epic spell). Caster level 27th; save DC 23 + spell level. The DC is Charisma-based.


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


armor_class:
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

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

abilities:
Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6

stat_block:
Badger; CR 1/2; Small animal; HD 1d8+2; hp 6; Init +3; Spd 30 ft. (6 squares), burrow 10 ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12; Base Atk +0; Grp -5; Atk +4 melee (1d2-1, claw); Full Atk +4 melee (1d2-1, 2 claws) and -1 melee (1d3-1, bite); Space/Reach 5 ft./5 ft.; SA Rage; SQ Low-light vision, scent; AL N; SV Fort +4, Ref +5, Will +1; Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Skills and Feats: Escape Artist +7, Listen +3, Spot +3; Track, Weapon Finesse

full_text:
Badger

Badger

Small Animal


Hit Dice:
1d8+2 (6 hp)

Initiative:
+3

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

Armor Class:
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

Base Attack/Grapple:
+0/-5

Attack:
Claw +4 melee (1d2-1)

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
Rage

Special Qualities:
Low-light vision, scent

Saves:
Fort +4, Ref +5, Will +1

Abilities:
Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Skills:
Escape Artist +7, Listen +3, Spot +3

Feats:
Track B, Weapon Finesse

Environment:
Temperate forests

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

Challenge Rating:
1/2

Advancement:
2 HD (Small)


Level Adjustment:
-

The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.
Combat
Badgers attack with their sharp claws and teeth.
Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.


Skills: A badger has a +4 racial bonus on Escape Artist checks.


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

abilities:
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4

skills:
Hide +14, Listen +8*, Move Silently +6, Spot +8*

stat_block:
Bat; CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Init +2; Spd 5 ft (1 square), fly 40 ft. (good); AC 16 (+4 size, +2 dex), touch 16, flat-footed 14; Base Atk +0; Grp -17; Atk -; Full Atk -; Space/Reach 1 ft./0 ft.; SA -; SQ Blindsense 20 ft., low-light vision; AL N; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4

Skills and Feats: Hide +14, Listen +8*, Move Silently +6, Spot +8*; Alertness

full_text:
Bat

Bat

Diminutive Animal


Hit Dice:
1/4 d8 (1 hp)

Initiative:
+2

Speed:
5 ft (1 square), fly 40 ft. (good)

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

Base Attack/Grapple:
+0/-17

Attack:
-

Full Attack:
-

Space/Reach:
1 ft./0 ft.

Special Attacks:
-

Special Qualities:
Blindsense 20 ft., low-light vision

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

Abilities:
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4

Skills:
Hide +14, Listen +8*, Move Silently +6, Spot +8*

Feats:
Alertness

Environment:
Temperate deserts

Organization:
Colony (10-40) or crowd (10-50)

Challenge Rating:
1/10

Advancement:
-


Level Adjustment:
-

Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.
Combat
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.


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

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

abilities:
Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6

stat_block:
Black bear; CR 2; Medium animal; HD 3d8+6; hp 19; Init +1; Spd 40 ft. (8 squares); AC 13 (+1 dex, +2 natural), touch 11, flat-footed 12; Base Atk +2; Grp +6; Atk +6 melee (1d4+4, claw); Full Atk +6 melee (1d4+4, 2 claws) and +1 melee (1d6+2, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision, scent; AL N; SV Fort +5, Ref +4, Will +2; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Skills and Feats: Climb +4, Listen +4, Spot +4, Swim +8; Endurance, Run

full_text:
Bear, Black

Bear, Black
Medium Animal

Hit Dice:
3d8+6 (19 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+2/+6

Attack:
Claw +6 melee (1d4+4)

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, scent

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

Abilities:
Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Skills:
Climb +4, Listen +4, Spot +4, Swim +8

Feats:
Endurance, Run

Environment:
Temperate forests

Organization:
Solitary or pair

Challenge Rating:
2

Advancement:
4-5 HD (Medium)


Level Adjustment:
-

The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply.
Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long.
Combat
Black bears rip prey with their claws and teeth.
Skills: A black bear has a +4 racial bonus on Swim checks.


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

full_attack:
2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)

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

stat_block:
Brown bear; CR 4; Large animal; HD 6d8+24; hp 51; Init +1; Spd 40 ft. (8 squares); AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14; Base Atk +4; Grp +16; Atk +11 melee (1d8+8, claw); Full Atk +11 melee (1d8+8, 2 claws) and +6 melee (2d6+4, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +9, Ref +6, Will +3; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6

Skills and Feats: Listen +4, Spot +7, Swim +12; Endurance, Run, Track

full_text:
Bear, Brown

Bear, Brown

Large Animal


Hit Dice:
6d8+24 (51 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+4/+16

Attack:
Claw +11 melee (1d8+8)

Full Attack:
2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Improved grab

Special Qualities:
Low-light vision, scent

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

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

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

Feats:
Endurance, Run, Track

Environment:
Cold forests

Organization:
Solitary or pair

Challenge Rating:
4

Advancement:
7-10 HD (Large)


Level Adjustment:
-

These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear's statistics can be used for almost any big bear, including the grizzly.
Combat
A brown bear attacks mainly by tearing at opponents with its claws.
Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.


Skills: A brown bear has a +4 racial bonus on Swim checks.


armor_class:
21 (+11 natural), touch 10, flat-footed 21

full_attack:
Bite +16 (1d8+3) melee, 2 Claws +16 (1d6+1) melee, 2 Wings +15 (1d4+1) melee

special_attacks:
Breath weapon (30 ft. cone of repulsion gas or 60 ft. line of lightning 6d6, DC 18)

special_qualities:
Alternate form, blindsense 60 ft., darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, speak with animals, spells (caster level 1st), water breathing

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

skills:
Concentration +10, Diplomacy +11, Disguise +11, Escape Artist +8, Intimidate +11, Knowledge (any 2) +18, Listen +20, Search +18, Sense Motive +11, Spot +20, Survival +10, Swim +11, Use Magic Device +11

feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

special_abilities:
Alternate Form (Su), Blindsense (Ex), Breath Weapon (Su), Crush (Ex), Frightful Presence (Ex), Immunities (Ex), Keen Senses (Ex), Spell Resistance (Ex), Tail Sweep (Ex), Water Breathing (Ex)

stat_block:
Young bronze dragon; CR 7; Medium dragon (water); HD 12d12+24; hp 102; Init +4; Spd 40 ft., fly 150 ft. (poor), swim 60 ft.; AC 21 (+11 natural), touch 10, flat-footed 21; Base Atk +12; Grp +15; Atk +16 melee (1d8+3, bite); Full Atk +16 melee (1d8+3, bite) and +16 melee (1d6+1, 2 claws) and +15 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA Breath weapon (30 ft. cone of repulsion gas or 60 ft. line of lightning 6d6, DC 18); SQ Alternate form, blindsense 60 ft., darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, speak with animals, spells (caster level 1st), water breathing; AL LG; SV Fort +10, Ref +8, Will +11; Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16

Skills and Feats: Concentration +10, Diplomacy +11, Disguise +11, Escape Artist +8, Intimidate +11, Knowledge (any 2) +18, Listen +20, Search +18, Sense Motive +11, Spot +20, Survival +10, Swim +11, Use Magic Device +11; Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Bronze Dragon
Bronze Dragon, Young
Medium Dragon (Water)
Hit Dice:
12d12+24 (102 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
21 (+11 natural), touch 10, flat-footed 21
Base Attack/Grapple:
+12/+15
Attack:
Bite +16 (1d8+3) melee
Full Attack:
Bite +16 (1d8+3) melee, 2 Claws +16 (1d6+1) melee, 2 Wings +15 (1d4+1) melee
Space/Reach:
5 ft./5 ft.
Special Attacks:
Breath weapon (30 ft. cone of repulsion gas or 60 ft. line of lightning 6d6, DC 18)
Special Qualities:
Alternate form, blindsense 60 ft., darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, speak with animals, spells (caster level 1st), water breathing
Saves:
Fort +10, Ref +8, Will +11
Abilities:
Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16
Skills:
Concentration +10, Diplomacy +11, Disguise +11, Escape Artist +8, Intimidate +11, Knowledge (any 2) +18, Listen +20, Search +18, Sense Motive +11, Spot +20, Survival +10, Swim +11, Use Magic Device +11
Feats:
Alertness, Hover, Improved Initiative, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Temperate hills
Organization:
Solitary or clutch (2-5)
Challenge Rating:
7
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
13-14 HD (Medium)
Level Adjustment:
+6

Dragon (Water)


Environment: Temperate hills


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


Challenge Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD


Level Adjustment: Wyrmling +4; very young +4; young +6; others -


Bronze Dragons by Age

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

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


Wyrmling
S
6d12+6 (45)
13
10
13
14
15
14
+6/+3
+8
+6
+5
+7
2d6 (14)
-

Very young
M
9d12+18 (76)
15
10
15
14
15
14
+9/+11
+11
+8
+6
+8
4d6 (16)
-

Young
M
12d12+24 (102)
17
10
15
16
17
16
+12/+15
+15
+10
+8
+11
6d6 (18)
-

Juvenile
L
15d12+45 (142)
19
10
17
18
19
18
+15/+23
+18
+12
+9
+13
8d6 (20)
-

Young adult
L
18d12+72 (189)
23
10
19
18
19
18
+18/+28
+23
+15
+11
+15
10d6 (23)
23

Adult
H
21d12+105 (241)
27
10
21
20
21
20
+21/+37
+27
+17
+12
+17
12d6 (25)
25

Mature adult
H
24d12+120 (276)
29
10
21
20
21
20
+24/+41
+31
+19
+14
+19
14d6 (27)
27

Old
H
27d12+162 (337)
31
10
23
22
23
22
+27/+45
+35
+21
+15
+21
16d6 (29)
29

Very old
H
30d12+180 (375)
33
10
23
22
23
22
+30/+49
+39
+23
+17
+23
18d6 (31)
31

Ancient
G
33d12+231 (445)
35
10
25
24
25
24
+33/+57
+41
+25
+18
+25
20d6 (33)
33

Wyrm
G
36d12+288 (522)
37
10
27
26
27
26
+36/+61
+45
+28
+20
+28
22d6 (36)
36


Great wyrm
G
39d12+312 (565)
39
10
27
26
27
26
+39/+65
+49
+29
+21
+29
24d6 (37)
37


Bronze Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average), swim 60 ft.
+0
16 (+1 size, +5 natural), touch 11, flat-footed 16
Immunity to electricity, water breathing, speak with animals
-
-

Very young
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
18 (+8 natural), touch 10, flat-footed 18
-
-

Young
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
21 (+11 natural), touch 10, flat-footed 21
Alternate form
1st
-

Juvenile
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
23 (-1 size, +14 natural), touch 9, flat-footed 23
3rd
-

Young adult
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
26 (-1 size, +17 natural), touch 9, flat-footed 26
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
28 (-2 size, +20 natural), touch 8, flat-footed 28
Create food and water, fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
31 (-2 size, +23 natural), touch 8, flat-footed 31
Damage reduction 10/magic
9th
23

Old
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
34 (-2 size, +26 natural), touch 8, flat-footed 34
Detect thoughts
11th
25

Very old
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
37 (-2 size, +29 natural), touch 8, flat-footed 37
Damage reduction 15/magic
13th
26

Ancient
40 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
38 (-4 size, +32 natural), touch 6, flat-footed 38
Control water
15th
28

Wyrm
40 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
41 (-4 size, +35 natural), touch 6, flat-footed 41
Damage reduction 20/magic
17th
29

Great wyrm
40 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
44 (-4 size, +38 natural), touch 6, flat-footed 44
Control weather
19th
31


*Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.

A bronze wyrmling's scales are yellow tinged with green, showing only a hint of bronze. As the dragon approaches adulthood, its color deepens slowly to a darker, rich bronze tone. Very old dragons develop a blue-black tint to the edges of their scales. Powerful swimmers, they have webbed feet and smooth, flat scales. The pupils of its eyes fade as a dragon ages, until in the oldest the eyes resemble glowing green orbs.


Combat
Bronze dragons dislike killing animals and would rather bribe them (perhaps with food) or force them away magically. They use detect thoughts to learn intelligent creatures' intentions.
When attacking they blind their opponents with fog cloud and then charge or, if flying, snatch them up. Against seafaring opponents they conjure up a storm or use their tails to smash the vessels' hulls. If a dragon is inclined to be lenient, ships might be merely becalmed, fogbound, or broken-masted.
Breath Weapon (Su): Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.


Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Alternate Form (Su): A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Spell-Like Abilities: At will-speak with animals; 3/day-create food and water (adult or older), fog cloud (adult or older), detect thoughts (old or older), control water (ancient or older); 1/day-control weather (great wyrm).


Skills: Disguise, Swim, and Survival are considered class skills for bronze dragons.


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

full_attack:
Bite +19 (2d6+4) melee, 2 Claws +19 (1d8+2) melee, 2 Wings +18 (1d6+2) melee, Tail Slap +18 (1d8+6) melee

special_attacks:
Breath weapon (40 ft. cone of repulsion gas or 80 ft. line of lightning 8d6, DC 20)

special_qualities:
Alternate form, blindsense 60 ft., darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, speak with animals, spells (caster level 3rd), water breathing

abilities:
Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18

skills:
Concentration +14, Diplomacy +15, Disguise +15, Escape Artist +11, Intimidate +15, Knowledge (any 2) +22, Listen +24, Search +22, Sense Motive +15, Spot +24, Survival +15, Swim +15, Use Magic Device +15

feats:
Alertness, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

stat_block:
Juvenile bronze dragon; CR 9; Large dragon (water); HD 15d12+45; hp 142; Init +4; Spd 40 ft., fly 150 ft. (poor), swim 60 ft.; AC 23 (-1 size, +14 natural), touch 9, flat-footed 23; Base Atk +15; Grp +23; Atk +19 melee (2d6+4, bite); Full Atk +19 melee (2d6+4, bite) and +19 melee (1d8+2, 2 claws) and +18 melee (1d6+2, 2 wings) and +18 melee (1d8+6, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath weapon (40 ft. cone of repulsion gas or 80 ft. line of lightning 8d6, DC 20); SQ Alternate form, blindsense 60 ft., darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, speak with animals, spells (caster level 3rd), water breathing; AL LG; SV Fort +12, Ref +9, Will +13; Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18

Skills and Feats: Concentration +14, Diplomacy +15, Disguise +15, Escape Artist +11, Intimidate +15, Knowledge (any 2) +22, Listen +24, Search +22, Sense Motive +15, Spot +24, Survival +15, Swim +15, Use Magic Device +15; Alertness, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Bronze Dragon
Bronze Dragon, Juvenile
Large Dragon (Water)
Hit Dice:
15d12+45 (142 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple:
+15/+23
Attack:
Bite +19 (2d6+4) melee
Full Attack:
Bite +19 (2d6+4) melee, 2 Claws +19 (1d8+2) melee, 2 Wings +18 (1d6+2) melee, Tail Slap +18 (1d8+6) melee
Space/Reach:
10 ft./5 ft. (10 ft. with bite)
Special Attacks:
Breath weapon (40 ft. cone of repulsion gas or 80 ft. line of lightning 8d6, DC 20)
Special Qualities:
Alternate form, blindsense 60 ft., darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, speak with animals, spells (caster level 3rd), water breathing
Saves:
Fort +12, Ref +9, Will +13
Abilities:
Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18
Skills:
Concentration +14, Diplomacy +15, Disguise +15, Escape Artist +11, Intimidate +15, Knowledge (any 2) +22, Listen +24, Search +22, Sense Motive +15, Spot +24, Survival +15, Swim +15, Use Magic Device +15
Feats:
Alertness, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Temperate hills
Organization:
Solitary or clutch (2-5)
Challenge Rating:
9
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
16-17 HD (Large)
Level Adjustment:
-

Dragon (Water)


Environment: Temperate hills


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


Challenge Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD


Level Adjustment: Wyrmling +4; very young +4; young +6; others -


Bronze Dragons by Age

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

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


Wyrmling
S
6d12+6 (45)
13
10
13
14
15
14
+6/+3
+8
+6
+5
+7
2d6 (14)
-

Very young
M
9d12+18 (76)
15
10
15
14
15
14
+9/+11
+11
+8
+6
+8
4d6 (16)
-

Young
M
12d12+24 (102)
17
10
15
16
17
16
+12/+15
+15
+10
+8
+11
6d6 (18)
-

Juvenile
L
15d12+45 (142)
19
10
17
18
19
18
+15/+23
+18
+12
+9
+13
8d6 (20)
-

Young adult
L
18d12+72 (189)
23
10
19
18
19
18
+18/+28
+23
+15
+11
+15
10d6 (23)
23

Adult
H
21d12+105 (241)
27
10
21
20
21
20
+21/+37
+27
+17
+12
+17
12d6 (25)
25

Mature adult
H
24d12+120 (276)
29
10
21
20
21
20
+24/+41
+31
+19
+14
+19
14d6 (27)
27

Old
H
27d12+162 (337)
31
10
23
22
23
22
+27/+45
+35
+21
+15
+21
16d6 (29)
29

Very old
H
30d12+180 (375)
33
10
23
22
23
22
+30/+49
+39
+23
+17
+23
18d6 (31)
31

Ancient
G
33d12+231 (445)
35
10
25
24
25
24
+33/+57
+41
+25
+18
+25
20d6 (33)
33

Wyrm
G
36d12+288 (522)
37
10
27
26
27
26
+36/+61
+45
+28
+20
+28
22d6 (36)
36


Great wyrm
G
39d12+312 (565)
39
10
27
26
27
26
+39/+65
+49
+29
+21
+29
24d6 (37)
37


Bronze Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average), swim 60 ft.
+0
16 (+1 size, +5 natural), touch 11, flat-footed 16
Immunity to electricity, water breathing, speak with animals
-
-

Very young
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
18 (+8 natural), touch 10, flat-footed 18
-
-

Young
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
21 (+11 natural), touch 10, flat-footed 21
Alternate form
1st
-

Juvenile
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
23 (-1 size, +14 natural), touch 9, flat-footed 23
3rd
-

Young adult
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
26 (-1 size, +17 natural), touch 9, flat-footed 26
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
28 (-2 size, +20 natural), touch 8, flat-footed 28
Create food and water, fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
31 (-2 size, +23 natural), touch 8, flat-footed 31
Damage reduction 10/magic
9th
23

Old
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
34 (-2 size, +26 natural), touch 8, flat-footed 34
Detect thoughts
11th
25

Very old
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
37 (-2 size, +29 natural), touch 8, flat-footed 37
Damage reduction 15/magic
13th
26

Ancient
40 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
38 (-4 size, +32 natural), touch 6, flat-footed 38
Control water
15th
28

Wyrm
40 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
41 (-4 size, +35 natural), touch 6, flat-footed 41
Damage reduction 20/magic
17th
29

Great wyrm
40 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
44 (-4 size, +38 natural), touch 6, flat-footed 44
Control weather
19th
31


*Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.

A bronze wyrmling's scales are yellow tinged with green, showing only a hint of bronze. As the dragon approaches adulthood, its color deepens slowly to a darker, rich bronze tone. Very old dragons develop a blue-black tint to the edges of their scales. Powerful swimmers, they have webbed feet and smooth, flat scales. The pupils of its eyes fade as a dragon ages, until in the oldest the eyes resemble glowing green orbs.


Combat
Bronze dragons dislike killing animals and would rather bribe them (perhaps with food) or force them away magically. They use detect thoughts to learn intelligent creatures' intentions.
When attacking they blind their opponents with fog cloud and then charge or, if flying, snatch them up. Against seafaring opponents they conjure up a storm or use their tails to smash the vessels' hulls. If a dragon is inclined to be lenient, ships might be merely becalmed, fogbound, or broken-masted.
Breath Weapon (Su): Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.


Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Alternate Form (Su): A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Spell-Like Abilities: At will-speak with animals; 3/day-create food and water (adult or older), fog cloud (adult or older), detect thoughts (old or older), control water (ancient or older); 1/day-control weather (great wyrm).


Skills: Disguise, Swim, and Survival are considered class skills for bronze dragons.


armor_class:
26 (-1 size, +17 natural), touch 9, flat-footed 26

full_attack:
Bite +24 (2d6+6) melee, 2 Claws +24 (1d8+3) melee, 2 Wings +23 (1d6+3) melee, Tail Slap +23 (1d8+9) melee

special_attacks:
Breath weapon (40 ft. cone of repulsion gas or 80 ft. line of lightning 10d6, DC 23), frightful presence (DC 23)

special_qualities:
Alternate form, blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, speak with animals, spell resistance 20, spells (caster level 5th), water breathing

abilities:
Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18

skills:
Concentration +17, Diplomacy +17, Disguise +17, Escape Artist +13, Intimidate +17, Knowledge (any 2) +25, Listen +27, Search +25, Sense Motive +17, Spot +27, Survival +16, Swim +19, Use Magic Device +17

stat_block:
Young adult bronze dragon; CR 12; Large dragon (water); HD 18d12+72; hp 189; Init +4; Spd 40 ft., fly 150 ft. (poor), swim 60 ft.; AC 26 (-1 size, +17 natural), touch 9, flat-footed 26; Base Atk +18; Grp +28; Atk +24 melee (2d6+6, bite); Full Atk +24 melee (2d6+6, bite) and +24 melee (1d8+3, 2 claws) and +23 melee (1d6+3, 2 wings) and +23 melee (1d8+9, tail slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath weapon (40 ft. cone of repulsion gas or 80 ft. line of lightning 10d6, DC 23), frightful presence (DC 23); SQ Alternate form, blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, speak with animals, spell resistance 20, spells (caster level 5th), water breathing; AL LG; SV Fort +15, Ref +11, Will +15; Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18

Skills and Feats: Concentration +17, Diplomacy +17, Disguise +17, Escape Artist +13, Intimidate +17, Knowledge (any 2) +25, Listen +27, Search +25, Sense Motive +17, Spot +27, Survival +16, Swim +19, Use Magic Device +17; Alertness, Empower Spell, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)

full_text:
Bronze Dragon
Bronze Dragon, Young adult
Large Dragon (Water)
Hit Dice:
18d12+72 (189 hp)
Initiative:
+4
Speed:
40 ft., fly 150 ft. (poor), swim 60 ft.
Armor Class:
26 (-1 size, +17 natural), touch 9, flat-footed 26
Base Attack/Grapple:
+18/+28
Attack:
Bite +24 (2d6+6) melee
Full Attack:
Bite +24 (2d6+6) melee, 2 Claws +24 (1d8+3) melee, 2 Wings +23 (1d6+3) melee, Tail Slap +23 (1d8+9) melee
Space/Reach:
10 ft./5 ft. (10 ft. with bite)
Special Attacks:
Breath weapon (40 ft. cone of repulsion gas or 80 ft. line of lightning 10d6, DC 23), frightful presence (DC 23)
Special Qualities:
Alternate form, blindsense 60 ft., damage reduction 5/magic, darkvision 120 ft., immunity to electricity, immunity to sleep and paralysis, keen senses, speak with animals, spell resistance 20, spells (caster level 5th), water breathing
Saves:
Fort +15, Ref +11, Will +15
Abilities:
Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18
Skills:
Concentration +17, Diplomacy +17, Disguise +17, Escape Artist +13, Intimidate +17, Knowledge (any 2) +25, Listen +27, Search +25, Sense Motive +17, Spot +27, Survival +16, Swim +19, Use Magic Device +17
Feats:
Alertness, Empower Spell, Hover, Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Environment:
Temperate hills
Organization:
Solitary or clutch (2-5)
Challenge Rating:
12
Treasure:
Triple standard
Alignment:
Always lawful good
Advancement:
19-20 HD (Large)
Level Adjustment:
-

Dragon (Water)


Environment: Temperate hills


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


Challenge Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25


Treasure: Triple standard


Alignment: Always lawful good


Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD


Level Adjustment: Wyrmling +4; very young +4; young +6; others -


Bronze Dragons by Age

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

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


Wyrmling
S
6d12+6 (45)
13
10
13
14
15
14
+6/+3
+8
+6
+5
+7
2d6 (14)
-

Very young
M
9d12+18 (76)
15
10
15
14
15
14
+9/+11
+11
+8
+6
+8
4d6 (16)
-

Young
M
12d12+24 (102)
17
10
15
16
17
16
+12/+15
+15
+10
+8
+11
6d6 (18)
-

Juvenile
L
15d12+45 (142)
19
10
17
18
19
18
+15/+23
+18
+12
+9
+13
8d6 (20)
-

Young adult
L
18d12+72 (189)
23
10
19
18
19
18
+18/+28
+23
+15
+11
+15
10d6 (23)
23

Adult
H
21d12+105 (241)
27
10
21
20
21
20
+21/+37
+27
+17
+12
+17
12d6 (25)
25

Mature adult
H
24d12+120 (276)
29
10
21
20
21
20
+24/+41
+31
+19
+14
+19
14d6 (27)
27

Old
H
27d12+162 (337)
31
10
23
22
23
22
+27/+45
+35
+21
+15
+21
16d6 (29)
29

Very old
H
30d12+180 (375)
33
10
23
22
23
22
+30/+49
+39
+23
+17
+23
18d6 (31)
31

Ancient
G
33d12+231 (445)
35
10
25
24
25
24
+33/+57
+41
+25
+18
+25
20d6 (33)
33

Wyrm
G
36d12+288 (522)
37
10
27
26
27
26
+36/+61
+45
+28
+20
+28
22d6 (36)
36


Great wyrm
G
39d12+312 (565)
39
10
27
26
27
26
+39/+65
+49
+29
+21
+29
24d6 (37)
37


Bronze Dragon Abilities by Age

Age
Speed
Initiative
AC
Special Abilities
Caster Level
SR

Wyrmling
40 ft., fly 100 ft. (average), swim 60 ft.
+0
16 (+1 size, +5 natural), touch 11, flat-footed 16
Immunity to electricity, water breathing, speak with animals
-
-

Very young
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
18 (+8 natural), touch 10, flat-footed 18
-
-

Young
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
21 (+11 natural), touch 10, flat-footed 21
Alternate form
1st
-

Juvenile
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
23 (-1 size, +14 natural), touch 9, flat-footed 23
3rd
-

Young adult
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
26 (-1 size, +17 natural), touch 9, flat-footed 26
Damage reduction 5/magic
5th
20

Adult
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
28 (-2 size, +20 natural), touch 8, flat-footed 28
Create food and water, fog cloud
7th
22

Mature adult
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
31 (-2 size, +23 natural), touch 8, flat-footed 31
Damage reduction 10/magic
9th
23

Old
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
34 (-2 size, +26 natural), touch 8, flat-footed 34
Detect thoughts
11th
25

Very old
40 ft., fly 150 ft. (poor), swim 60 ft.
+0
37 (-2 size, +29 natural), touch 8, flat-footed 37
Damage reduction 15/magic
13th
26

Ancient
40 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
38 (-4 size, +32 natural), touch 6, flat-footed 38
Control water
15th
28

Wyrm
40 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
41 (-4 size, +35 natural), touch 6, flat-footed 41
Damage reduction 20/magic
17th
29

Great wyrm
40 ft., fly 200 ft. (clumsy), swim 60 ft.
+0
44 (-4 size, +38 natural), touch 6, flat-footed 44
Control weather
19th
31


*Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.

A bronze wyrmling's scales are yellow tinged with green, showing only a hint of bronze. As the dragon approaches adulthood, its color deepens slowly to a darker, rich bronze tone. Very old dragons develop a blue-black tint to the edges of their scales. Powerful swimmers, they have webbed feet and smooth, flat scales. The pupils of its eyes fade as a dragon ages, until in the oldest the eyes resemble glowing green orbs.


Combat
Bronze dragons dislike killing animals and would rather bribe them (perhaps with food) or force them away magically. They use detect thoughts to learn intelligent creatures' intentions.
When attacking they blind their opponents with fog cloud and then charge or, if flying, snatch them up. Against seafaring opponents they conjure up a storm or use their tails to smash the vessels' hulls. If a dragon is inclined to be lenient, ships might be merely becalmed, fogbound, or broken-masted.
Breath Weapon (Su): Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.


Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Alternate Form (Su): A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.


Spell-Like Abilities: At will-speak with animals; 3/day-create food and water (adult or older), fog cloud (adult or older), detect thoughts (old or older), control water (ancient or older); 1/day-control weather (great wyrm).


Skills: Disguise, Swim, and Survival are considered class skills for bronze dragons.


speed:
20 ft. in chainmail (4 squares); base speed 20 ft.

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

attack:
Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19-20)

full_attack:
Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19-20)

abilities:
Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4

skills:
Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently -4, Spot +2

organization:
Team (2-4), squad (9-16 plus 3 3rd-level sergeants and 1 leader of 3rd-8th level) or clan (20-80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3-6 6th-level lieutenants, and 1-4 9th-level captains)

treasure:
Standard coins, double goods, standard items

stat_block:
1st-level warrior duergar; CR 1; Medium humanoid (dwarf); HD 1d8+5; hp 9; Init +0; Spd 20 ft. in chainmail (4 squares); base speed 20 ft.; AC 17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17; Base Atk +1; Grp +2; Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/19-20, light crossbow); Full Atk +2 melee (1d8+1/x3, warhammer) or +1 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Duergar traits, spell-like abilities; SQ Darkvision 60 ft., duergar traits; AL LE; SV Fort +4*, Ref +0*, Will -1*; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4

Skills and Feats: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently -4, Spot +2; Toughness

full_text:
Dwarf

Duergar, 1st-Level Warrior



Medium Humanoid (Dwarf)

Hit Dice:

1d8+5 (9 hp)

Initiative:

+0

Speed:

20 ft. in chainmail (4 squares); base speed 20 ft.

Armor Class:

17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17

Base Attack/Grapple:

+1/+2

Attack:

Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19-20)

Full Attack:

Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19-20)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Duergar traits, spell-like abilities

Special Qualities:

Darkvision 60 ft., duergar traits

Saves:

Fort +4*, Ref +0*, Will -1*

Abilities:

Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4

Skills:

Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently -4, Spot +2

Feats:

Toughness

Environment:
Underground

Organization:

Team (2-4), squad (9-16 plus 3 3rd-level sergeants and 1 leader of 3rd-8th level) or clan (20-80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3-6 6th-level lieutenants, and 1-4 9th-level captains)

Challenge Rating:

1

Treasure:

Standard coins, double goods, standard items

Alignment:
Often lawful evil

Advancement:

By character class


Level Adjustment:

+1

Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.
Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.
Most dwarves encountered outside their home are warriors.
Combat
Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.
Dwarf Traits (Ex): Dwarves possess the following racial traits.

 +2 Constitution, -2 Charisma.

 Medium size.


-A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

 Darkvision out to to 60 feet.

 Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

 Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

 Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

 +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.

 +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.

 +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).

 +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

 +2 racial bonus on Appraise checks that are related to stone or metal items.

 +2 racial bonus on Craft checks that are related to stone or metal.

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

 Favored Class: Fighter.


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




Subraces
The information above is for hill dwarves, the most common variety.
There are three other major dwarven subraces, which differ from hill dwarves as follows.
Deep Dwarf
These dwarves live far underground and tend to be more standoffish with non-dwarves.
Deep dwarves are the same height as other dwarves, but leaner.  Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.

 Racial bonus on saves against spells and spell-like abilities increases to +3.

 Racial bonus on Fortitude saves against poisons increases to +3.

 Darkvision out to 90 feet.

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






Duergar
Sometimes called gray dwarves, these evil beings dwell in the underground.
Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.
Duergar speak Dwarven and Undercommon.
Duergar Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.

 -4 Charisma instead of -2.

 Darkvision out to 120 feet.

 Immunity to paralysis, phantasms, and poison. This trait replaces the hill dwarf's +2 racial bonus on saving throws against poison.

 +2 racial bonus on saves against spells and spell-like abilities.

 Spell-Like Abilities: 1/day-enlarge person and invisibility as a wizard of twice the duergar's class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.

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

 +4 racial bonus on Move Silently checks.

 +1 racial bonus on Listen and Spot checks.

 Automatic Languages: Common, Dwarven, Undercommon.


Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf's automatic and bonus languages.

 Favored Class: Fighter.

 Level adjustment +1

 Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.


The duergar 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: Duergar with levels in NPC classes have a CR equal to their character level. Duergar with levels in PC classes have a CR equal to their character level +1.




Mountain Dwarf
Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.


speed:
10 ft. (2 squares), fly 80 ft. (average)

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

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

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

skills:
Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3

stat_block:
Giant eagle; CR 3; Large magical beast; HD 4d10+4; hp 26; Init +3; Spd 10 ft. (2 squares), fly 80 ft. (average); AC 15 (-1 size, +3 dex, +3 natural), touch 12, flat-footed 12; Base Atk +4; Grp +12; Atk +7 melee (1d6+4, claw); Full Atk +7 melee (1d6+4, 2 claws) and +2 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Low-light vision, evasion; AL NG; SV Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10

Skills and Feats: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3; Alertness, Flyby Attack

full_text:
Eagle, Giant

Eagle, Giant

Large Magical Beast


Hit Dice:
4d10+4 (26 hp)

Initiative:
+3

Speed:
10 ft. (2 squares), fly 80 ft. (average)

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

Base Attack/Grapple:
+4/+12

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

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

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, evasion

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

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

Skills:
Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3

Feats:
Alertness, Flyby Attack

Environment:
Temperate mountains

Organization:
Solitary, pair, or eyrie (5-12)

Challenge Rating:
3

Treasure:
None

Alignment:
Usually neutral good

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


Level Adjustment:
+2 (cohort)

A typical giant eagle stands about 10 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size. It weighs about 500 pounds.
Giant eagles speak Common and Auran.
Combat
A giant eagle typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target's head and eyes.
A solitary giant eagle is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fights to the death to defend their nest or hatchlings.
Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.


Skills: Giant eagles have a +4 racial bonus on Spot checks.




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


armor_class:
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14

abilities:
Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

stat_block:
Small air elemental; CR 1; Small elemental (air, extraplanar); HD 2d8; hp 9; Init +7; Spd Fly 100 ft. (perfect) (20 squares); AC 17 (+1 size, +3 dex, +3 natural), touch 14, flat-footed 14; Base Atk +1; Grp -3; Atk +5 melee (1d4, slam); Full Atk +5 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA Air mastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort +0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11

Skills and Feats: Listen +2, Spot +3; Flyby Attack, Improved Initiative, Weapon Finesse

full_text:
Air Elemental

Air Elemental, Small



Small Elemental (Air, Extraplanar)



Hit Dice:
2d8 (9 hp)



Initiative:
+7



Speed:
Fly 100 ft. (perfect) (20 squares)



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



Base Attack/Grapple:
+1/-3



Attack:
Slam +5 melee (1d4)



Full Attack:
Slam +5 melee (1d4)



Space/Reach:
5 ft./5 ft.



Special Attacks:
Air mastery, whirlwind



Special Qualities:
Darkvision 60 ft., elemental traits



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



Abilities:
Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11



Skills:
Listen +2, Spot +3



Feats:
Flyby Attack, Improved Initiative B, Weapon Finesse B



Environment:
Elemental Plane of Air



Organization:
Solitary



Challenge Rating:
1



Treasure:
None



Alignment:
Usually neutral



Advancement:
3 HD (Small)




Level Adjustment:
-



Air elementals speak Auran, though they rarely choose to do so.
Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.


Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Air Elemental Sizes


----- Whirlwind -----


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
1 lb.
11
1d4
10-20 ft.

Medium
8 ft.
2 lb.
13
1d6
10-30 ft.

Large
16 ft.
4 lb.
16
2d6
10-40 ft.

Huge
32 ft.
8 lb.
22
2d8
10-50 ft.

Greater
36 ft.
10 lb.
25
2d8
10-60 ft.


Elder
40 ft.
12 lb.
28
2d8
10-60 ft.



armor_class:
18 (-1 size, +5 Dex, +4 natural), touch 14, flat-footed 13

special_qualities:
Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold

abilities:
Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11

stat_block:
Large fire elemental; CR 5; Large elemental (fire, extraplanar); HD 8d8+24; hp 60; Init +9; Spd 50 ft. (10 squares); AC 18 (-1 size, +5 dex, +4 natural), touch 14, flat-footed 13; Base Atk +6; Grp +12; Atk +10 melee (2d6+2 plus 2d6 fire, slam); Full Atk +10 melee (2d6+2 plus 2d6 fire, 2 slams); Space/Reach 10 ft./10 ft.; SA Burn; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +5, Ref +11, Will +2; Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +5, Spot +6; Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse

full_text:
Fire Elemental

 
Fire Elemental, Large




Large Elemental (Fire, Extraplanar)

Hit Dice:


8d8+24 (60 hp)

Initiative:


+9

Speed:


50 ft. (10 squares)

Armor Class:


18 (-1 size, +5 Dex, +4 natural), touch 14, flat-footed 13

Base Attack/Grapple:


+6/+12

Attack:


Slam +10 melee (2d6+2 plus 2d6 fire)

Full Attack:


2 slams +10 melee (2d6+2 plus 2d6 fire)

Space/Reach:


10 ft./10 ft.

Special Attacks:


Burn

Special Qualities:


Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold

Saves:


Fort +5, Ref +11, Will +2

Abilities:


Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11

Skills:


Listen +5, Spot +6

Feats:


Dodge, Improved Initiative B, Mobility, Spring Attack, Weapon Finesse B

Environment:


Elemental Plane of Fire

Organization:


Solitary

Challenge Rating:


5

Treasure:


None

Alignment:


Usually neutral

Advancement:


9-15 HD (Large)


Level Adjustment:


-

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
Fire elementals speak Ignan, though they rarely choose to do so.
Combat
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental Sizes


Elemental
Height
Weight
Burn Save DC

Small
4 ft.
1 lb.
11

Medium
8 ft.
2 lb.
14

Large
16 ft.
4 lb.
17

Huge
32 ft.
8 lb.
22

Greater
36 ft.
10 lb.
24


Elder
40 ft.
12 lb.
26



armor_class:
19 (-2 size, +7 Dex, +4 natural), touch 15, flat-footed 12

abilities:
Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11

feats:
Alertness, Combat Reflexes, Dodge, Iron Will, Mobility, Spring Attack

stat_block:
Huge fire elemental; CR 7; Huge elemental (fire, extraplanar); HD 16d8+64; hp 136; Init +11; Spd 60 ft. (12 squares); AC 19 (-2 size, +7 dex, +4 natural), touch 15, flat-footed 12; Base Atk +12; Grp +24; Atk +17 melee (2d8+4 plus 2d8 fire, slam); Full Atk +17 melee (2d8+4 plus 2d8 fire, 2 slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +9, Ref +17, Will +7; Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse

full_text:
Fire Elemental

Fire Elemental, Huge




Huge Elemental (Fire, Extraplanar)



Hit Dice:
16d8+64 (136 hp)



Initiative:
+11



Speed:
60 ft. (12 squares)



Armor Class:
19 (-2 size, +7 Dex, +4 natural), touch 15, flat-footed 12



Base Attack/Grapple:
+12/+24



Attack:
Slam +17 melee (2d8+4 plus 2d8 fire)



Full Attack:
2 slams +17 melee (2d8+4 plus 2d8 fire)



Space/Reach:
15 ft./15 ft.



Special Attacks:
Burn



Special Qualities:
Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold



Saves:
Fort +9, Ref +17, Will +7



Abilities:
Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11



Skills:
Listen +11, Spot +12



Feats:
Alertness, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon Finesse B



Environment:
Elemental Plane of Fire



Organization:
Solitary



Challenge Rating:
7



Treasure:
None



Alignment:
Usually neutral



Advancement:
17-20 HD (Huge)




Level Adjustment:
-



A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
Fire elementals speak Ignan, though they rarely choose to do so.
Combat
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental Sizes


Elemental
Height
Weight
Burn Save DC

Small
4 ft.
1 lb.
11

Medium
8 ft.
2 lb.
14

Large
16 ft.
4 lb.
17

Huge
32 ft.
8 lb.
22

Greater
36 ft.
10 lb.
24


Elder
40 ft.
12 lb.
26



armor_class:
24 (-2 size, +8 Dex, +8 natural), touch 16, flat-footed 16

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

abilities:
Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11

feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Iron Will, Mobility, Spring Attack, Weapon Focus (slam)

stat_block:
Greater fire elemental; CR 9; Huge elemental (fire, extraplanar); HD 21d8+84; hp 178; Init +12; Spd 60 ft. (12 squares); AC 24 (-2 size, +8 dex, +8 natural), touch 16, flat-footed 16; Base Atk +15; Grp +28; Atk +22 melee (2d8+5 plus 2d8 fire, slam); Full Atk +22 melee (2d8+5 plus 2d8 fire, 2 slams); Space/Reach 15 ft./15 ft.; SA Burn; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +11, Ref +20, Will +9; Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +14, Spot +14; Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam)

full_text:
Fire Elemental


Fire Elemental, Greater




Huge Elemental (Fire, Extraplanar)


Hit Dice:

21d8+84 (178 hp)


Initiative:

+12


Speed:

60 ft. (12 squares)


Armor Class:

24 (-2 size, +8 Dex, +8 natural), touch 16, flat-footed 16


Base Attack/Grapple:

+15/+28


Attack:

Slam +22 melee (2d8+5 plus 2d8 fire)


Full Attack:

2 slams +22 melee (2d8+5 plus 2d8 fire)


Space/Reach:

15 ft./15 ft.


Special Attacks:

Burn


Special Qualities:

Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold


Saves:

Fort +11, Ref +20, Will +9


Abilities:

Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11


Skills:

Listen +14, Spot +14


Feats:

Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon Finesse B, Weapon Focus (slam)


Environment:

Elemental Plane of Fire


Organization:

Solitary


Challenge Rating:

9


Treasure:

None


Alignment:

Usually neutral


Advancement:

22-23 HD (Huge)



Level Adjustment:

-


A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
Fire elementals speak Ignan, though they rarely choose to do so.
Combat
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Fire Elemental Sizes


Elemental
Height
Weight
Burn Save DC

Small
4 ft.
1 lb.
11

Medium
8 ft.
2 lb.
14

Large
16 ft.
4 lb.
17

Huge
32 ft.
8 lb.
22

Greater
36 ft.
10 lb.
24


Elder
40 ft.
12 lb.
26



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

armor_class:
16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12

special_attacks:
Air mastery, spell-like abilities, whirlwind

special_qualities:
Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.

abilities:
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15

skills:
Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)

special_abilities:
Air Mastery (Ex), Plane Shift (Sp), Whirlwind (Su)

stat_block:
Djinni; CR 5 (noble 8); Large outsider (air, extraplanar); HD 7d8+14; hp 45; Init +8; Spd 20 ft. (4 squares), fly 60 ft. (perfect); AC 16 (-1 size, +4 dex, +3 natural), touch 13, flat-footed 12; Base Atk +7; Grp +15; Atk +10 melee (1d8+4, slam); Full Atk +10 melee (1d8+4, 2 slams); Space/Reach 10 ft./10 ft.; SA Air mastery, spell-like abilities, whirlwind; SQ Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.; AL CG; SV Fort +7, Ref +9, Will +7; Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15

Skills and Feats: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings); Combat Casting, Combat Reflexes, Dodge, Improved Initiative

full_text:
Djinni

Djinni
Large Outsider (Air, Extraplanar)

Hit Dice:
7d8+14 (45 hp)

Initiative:
+8

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

Armor Class:
16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12

Base Attack/Grapple:
+7/+15

Attack:
Slam +10 melee (1d8+4)

Full Attack:
2 slams +10 melee (1d8+4)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Air mastery, spell-like abilities, whirlwind

Special Qualities:
Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.

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

Abilities:
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15

Skills:
Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)

Feats:
Combat Casting, Combat Reflexes, Dodge, Improved Initiative B

Environment:
Elemental Plane of Air

Organization:
Solitary, company (2-4), or band (6-15)

Challenge Rating:
5 (noble 8)

Treasure:
Standard

Alignment:
Always chaotic good

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


Level Adjustment:
+6

The djinn (singular djinni) are genies from the Elemental Plane of Air.
A djinni is about 10-1/2 feet tall and weighs about 1,000 pounds.
Djinn speak Auran, Celestial, Common, and Ignan.
Combat
Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow.
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a djinni.


Spell-Like Abilities: At will-invisibility (self only); 1/day- create food and water,  create wine (as create water,  but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.


Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.
A djinni's movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature's space.
Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind's volume.
The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.




Noble Djinn
Some djinn (1% of the total population) are noble. A noble djinni can grant three wishes to any being (nongenies only) who captures it. Noble djinn perform no other services and, upon granting the third wish,  are free of their servitude. Noble djinn are as strong as efreet (see below), with 10 Hit Dice.


speed:
20 ft. (4 squares), fly 40 ft. (perfect)

armor_class:
18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15

special_qualities:
Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold

abilities:
Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15

skills:
Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15

feats:
Combat Casting, Combat Reflexes, Dodge, Quicken Spell-Like Ability (scorching ray)

treasure:
Standard coins; double goods; standard items

special_abilities:
Change Size (Sp), Heat (Ex), Plane Shift (Sp)

stat_block:
Efreeti; CR 8; Large outsider (extraplanar, fire); HD 10d8+20; hp 65; Init +7; Spd 20 ft. (4 squares), fly 40 ft. (perfect); AC 18 (-1 size, +3 dex, +6 natural), touch 12, flat-footed 15; Base Atk +10; Grp +20; Atk +15 melee (1d8+6 plus 1d6 fire, slam); Full Atk +15 melee (1d8+6 plus 1d6 fire, 2 slams); Space/Reach 10 ft./10 ft.; SA Change size, heat, spell-like abilities; SQ Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold; AL LE; SV Fort +9, Ref +10, Will +9; Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15

Skills and Feats: Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15; Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Quicken Spell-Like Ability (scorching ray)

full_text:
Efreeti

Efreeti
Large Outsider (Extraplanar, Fire)

Hit Dice:
10d8+20 (65 hp)

Initiative:
+7

Speed:
20 ft. (4 squares), fly 40 ft. (perfect)

Armor Class:
18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15

Base Attack/Grapple:
+10/+20

Attack:
Slam +15 melee (1d8+6 plus 1d6 fire)

Full Attack:
2 slams +15 melee (1d8+6 plus 1d6 fire)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Change size, heat, spell-like abilities

Special Qualities:
Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold

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

Abilities:
Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15

Skills:
Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15

Feats:
Combat Casting, Combat Reflexes, Dodge, Improved Initiative B, Quicken Spell-Like Ability (scorching ray)

Environment:
Elemental Plane of Fire

Organization:
Solitary, company (2-4), or band (6-15)

Challenge Rating:
8

Treasure:
Standard coins; double goods; standard items

Alignment:
Always lawful evil

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


Level Adjustment:
-

The efreet (singular efreeti) are genies from the Elemental Plane of Fire.
An efreeti stands about 12 feet tall and weighs about 2,000 pounds.
Efreet speak Auran, Common, Ignan, and Infernal.
Combat
Efreet love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.
Change Size (Sp): Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.


Heat (Ex): An efreeti's red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.


Spell-Like Abilities: At will-detect magic,  produce flame,  pyrotechnics (DC 14), scorching ray (1 ray only); 3/day-invisibility,  wall of fire (DC 16); 1/day-grant up to three wishes (to nongenies only), gaseous form,  permanent image (DC 18), polymorph (self only). Caster level 12th. The save DCs are Charisma-based.


speed:
20 ft. (4 squares), fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect)

armor_class:
18 (+2 Dex, +1 natural, +5 chainmail), touch 12, flat-footed 16

attack:
Scimitar +9 melee (1d6+4/18-20) or longbow +8 ranged (1d8/x3)

full_attack:
Scimitar +9/+4 melee (1d6+4/18-20) or longbow +8/+3 ranged (1d8/x3)

special_qualities:
Darkvision 60 ft., elemental endurance, plane shift, fire resistance 10, telepathy 100 ft.

abilities:
Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13

skills:
Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)

special_abilities:
Change Size (Sp), Elemental Endurance (Ex), Plane Shift (Sp)

stat_block:
Janni; CR 4; Medium outsider (native); HD 6d8+6; hp 33; Init +6; Spd 20 ft. (4 squares), fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect); AC 18 (+2 dex, +1 natural, +5 chainmail), touch 12, flat-footed 16; Base Atk +6; Grp +9; Atk +9 melee (1d6+4/18-20, scimitar) or +8 ranged (1d8/x3, longbow); Full Atk +9 /+4 melee (1d6+4/18-20, scimitar) or +8 /+3 ranged (1d8/x3, longbow); Space/Reach 5 ft./5 ft.; SA Change size, spell-like abilities; SQ Darkvision 60 ft., elemental endurance, plane shift,  fire resistance 10, telepathy 100 ft.; AL N; SV Fort +6, Ref +7, Will +7; Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13

Skills and Feats: Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings); Combat Reflexes, Dodge, Improved Initiative, Mobility

full_text:
Janni

Janni
Medium Outsider (Native)

Hit Dice:
6d8+6 (33 hp)

Initiative:
+6

Speed:
20 ft. (4 squares), fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect)

Armor Class:
18 (+2 Dex, +1 natural, +5 chainmail), touch 12, flat-footed 16

Base Attack/Grapple:
+6/+9

Attack:
Scimitar +9 melee (1d6+4/18-20) or longbow +8 ranged (1d8/x3)

Full Attack:
Scimitar +9/+4 melee (1d6+4/18-20) or longbow +8/+3 ranged (1d8/x3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Change size, spell-like abilities

Special Qualities:
Darkvision 60 ft., elemental endurance, plane shift, fire resistance 10, telepathy 100 ft.

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

Abilities:
Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13

Skills:
Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)

Feats:
Combat Reflexes, Dodge, Improved Initiative B, Mobility

Environment:
Warm deserts

Organization:
Solitary, company (2-4), or band (6-15)

Challenge Rating:
4

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
+5

The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane.
Jann speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal).
Combat
Jann are physically strong and courageous, and do not take kindly to insult or injury. If they meet a foe they cannot defeat in a standup fight, they use flight and invisibility to regroup and maneuver to a more advantageous position.
Change Size (Sp): Twice per day, a janni can magically change a creature's size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.


Spell-Like Abilities: 3/day-invisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.


Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.




Jann as Characters
Janni characters possess the following racial traits.

 +6 Strength, +4 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma.

 Medium size.


-A janni's base land speed is 30 feet. It also has a fly speed of 20 feet (perfect).

 Darkvision out to 60 feet.

 Racial Hit Dice: A janni 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 janni's outsider levels give it skill points equal to 9 x (8 + Int modifier). Its class skills are Appraise, Concentration, Craft (any), Escape Artist, Listen, Move Silently, Ride, Sense Motive, and Spot.

 Racial Feats: A janni's outsider levels give it three feats. A janni receives Improved Initiative as a bonus feat.

 +1 natural armor bonus.

 Special Attacks (see above): Change size,  spell-like abilities.

 Special Qualities (see above): Elemental endurance, plane shift,  fire resistance 10, telepathy. 100 ft.

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

 Favored Class: Rogue.

 Level adjustment +5.


armor_class:
26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26

special_qualities:
Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision

abilities:
Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1

stat_block:
Stone golem; CR 11; Large construct; HD 14d10+30; hp 107; Init -1; Spd 20 ft. (4 squares); AC 26 (-1 size, -1 dex, +18 natural), touch 8, flat-footed 26; Base Atk +10; Grp +23; Atk +18 melee (2d10+9, slam); Full Atk +18 melee (2d10+9, 2 slams); Space/Reach 10 ft./10 ft.; SA Slow; SQ Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision; AL N; SV Fort +4, Ref +3, Will +4; Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1

Skills and Feats: -; -

full_text:
Stone Golem

Stone Golem


Large Construct


Hit Dice:
14d10+30 (107 hp)


Initiative:
-1


Speed:
20 ft. (4 squares)


Armor Class:
26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26


Base Attack/Grapple:
+10/+23


Attack:
Slam +18 melee (2d10+9)


Full Attack:
2 slams +18 melee (2d10+9)


Space/Reach:
10 ft./10 ft.


Special Attacks:
Slow


Special Qualities:
Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision


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


Abilities:
Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1


Skills:
-


Feats:
-


Environment:
Any


Organization:
Solitary or gang (2-4)


Challenge Rating:
11


Treasure:
None


Alignment:
Always neutral


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



Level Adjustment:
-


This golem has a humanoid body made from stone. A stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.
Combat
Stone golems are formidable opponents, being physically powerful and difficult to harm.
Slow (Su): A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.


Immunity to Magic (Ex): A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round.




Construction
A stone golem's body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field,  geas/quest,  symbol of stunning, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.


armor_class:
27 (-2 size, -2 Dex, +21 natural), touch 6, flat-footed 27

abilities:
Str 37, Dex 7, Con -, Int -, Wis 11, Cha 1

stat_block:
Greater stone golem; CR 16; Huge construct; HD 42d10+40; hp 271; Init -2; Spd 20 ft. (4 squares); AC 27 (-2 size, -2 dex, +21 natural), touch 6, flat-footed 27; Base Atk +31; Grp +52; Atk +42 melee (4d8+13, slam); Full Atk +42 melee (4d8+13, 2 slams); Space/Reach 15 ft./15 ft.; SA Slow; SQ Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision; AL N; SV Fort +14, Ref +12, Will +14; Str 37, Dex 7, Con -, Int -, Wis 11, Cha 1

Skills and Feats: -; -

full_text:
Stone Golem

Greater Stone Golem



Huge Construct

Hit Dice:

42d10+40 (271 hp)

Initiative:

-2

Speed:

20 ft. (4 squares)

Armor Class:

27 (-2 size, -2 Dex, +21 natural), touch 6, flat-footed 27

Base Attack/Grapple:

+31/+52

Attack:

Slam +42 melee (4d8+13)

Full Attack:

2 slams +42 melee (4d8+13)

Space/Reach:

15 ft./15 ft.

Special Attacks:

Slow

Special Qualities:

Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision

Saves:

Fort +14, Ref +12, Will +14

Abilities:

Str 37, Dex 7, Con -, Int -, Wis 11, Cha 1

Skills:

-

Feats:

-

Environment:

Any

Organization:

Solitary or gang (2-4)

Challenge Rating:

16

Treasure:

None

Alignment:

Always neutral

Advancement:

-


Level Adjustment:

-

This golem has a humanoid body made from stone. A stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.
Combat
Stone golems are formidable opponents, being physically powerful and difficult to harm.
Slow (Su): A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.


Immunity to Magic (Ex): A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round.




Construction
A stone golem's body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field,  geas/quest,  symbol of stunning, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.


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

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

abilities:
Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9

feats:
Alertness, Improved Initiative, Iron Will

organization:
Solitary, pair, pack (3-4), or herd (5-13)

stat_block:
Gorgon; CR 8; Large magical beast; HD 8d10+40; hp 85; Init +4; Spd 30 ft. (6 squares); AC 20 (-1 size, +11 natural), touch 9, flat-footed 20; Base Atk +8; Grp +17; Atk +12 melee (1d8+7, gore); Full Atk +12 melee (1d8+7, gore); Space/Reach 10 ft./5 ft.; SA Breath weapon, trample 1d8+7; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +11, Ref +6, Will +5; Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9

Skills and Feats: Listen +9, Spot +8; Alertness, Improved Initiative, Iron Will

full_text:
Gorgon

Gorgon
Large Magical Beast

Hit Dice:
8d10+40 (85 hp)

Initiative:
+4

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+8/+17

Attack:
Gore +12 melee (1d8+7)

Full Attack:
Gore +12 melee (1d8+7)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Breath weapon, trample 1d8+7

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

Saves:
Fort +11, Ref +6, Will +5

Abilities:
Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9

Skills:
Listen +9, Spot +8

Feats:
Alertness, Improved Initiative, Iron Will

Environment:
Temperate plains

Organization:
Solitary, pair, pack (3-4), or herd (5-13)

Challenge Rating:
8

Treasure:
None

Alignment:
Always neutral

Advancement:
9-15 HD (Large); 16-24 HD (Huge)


Level Adjustment:
-

A typical gorgon stands over 6 feet tall at the shoulder and measures 8 feet from snout to tail. It weighs about 4,000 pounds.
Gorgons are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or petrify them. There is no way to calm these furious creatures, and they are impossible to domesticate.
Combat
Whenever possible, a gorgon begins an encounter by charging at its opponents.
Breath Weapon (Su): 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 19 negates. The save DC is Constitution-based.


Trample (Ex): Reflex DC 19 half. The save DC is Strength-based.


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

full_attack:
Bite +15 melee (2d6+6); 2 claws +10 melee (1d6+3)

abilities:
Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8

feats:
Cleave, Power Attack, Improved Bull Rush, Track

stat_block:
Gray render; CR 8; Large magical beast; HD 10d10+70; hp 125; Init +0; Spd 30 ft. (6 squares); AC 19 (-1 size, +10 natural), touch 9, flat-footed 19; Base Atk +10; Grp +20; Atk +15 melee (2d6+6, bite); Full Atk +15 melee (2d6+6, bite) and +10 melee (1d6+3, 2 claws); Space/Reach 10 ft./10 ft.; SA Improved grab, rend 2d6+9; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +14, Ref +7, Will +4; Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8

Skills and Feats: Hide +2, Spot +10, Survival +3; Cleave, Improved Bull Rush, Power Attack, Track

full_text:
Gray Render

Gray Render
Large Magical Beast

Hit Dice:
10d10+70 (125 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+10/+20

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

Full Attack:
Bite +15 melee (2d6+6); 2 claws +10 melee (1d6+3)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Improved grab, rend 2d6+9

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

Saves:
Fort +14, Ref +7, Will +4

Abilities:
Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8

Skills:
Hide +2, Spot +10, Survival +3

Feats:
Cleave, Power Attack, Improved Bull Rush, Track

Environment:
Temperate marshes

Organization:
Solitary

Challenge Rating:
8

Treasure:
None

Alignment:
Usually neutral

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


Level Adjustment:
+5 (cohort)

A gray render stands about 9 feet tall in spite of its hunched posture and is about 4 feet wide. It weighs about 4,000 pounds.
Gray renders are never found in groups. Each of these asexual creatures produces one offspring and carries it for a time in a pouch, but thereafter the young render must fend for itself.
A unique quality of the gray render is its tendency to bond with, protect, and provide for another creature (or group of creatures) native to its surroundings. Whether accepted or not, the render always attempts to remain fairly close, watching over its adopted charge(s) and daily bringing an offering of meat. It never willingly harms adopted creatures and retreats if they attack it.
Combat
A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close.
Improved Grab (Ex): To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.


Rend (Ex): A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent's body and tearing the flesh. This attack automatically deals 2d6+9 points of damage.


Skills: Gray renders have a +4 racial bonus on Spot checks due to their six keen eyes.


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

full_attack:
Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2)

abilities:
Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8

skills:
Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)

feats:
Alertness, Combat Reflexes, Improved Initiative

stat_block:
Howler; CR 3; Large outsider (chaotic, evil, extraplanar); HD 6d8+12; hp 39; Init +7; Spd 60 ft. (12 squares); AC 17 (-1 size, +3 dex, +5 natural), touch 12, flat-footed 14; Base Atk +6; Grp +15; Atk +10 melee (2d8+5, bite); Full Atk +10 melee (2d8+5, bite) and +5 melee (1d6+2, 1d4 quills); Space/Reach 10 ft./5 ft.; SA Quills, howl; SQ Darkvision 60 ft.; AL CE; SV Fort +7, Ref +8, Will +7; Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8

Skills and Feats: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks); Alertness, Combat Reflexes, Improved Initiative

full_text:
Howler

Howler

Large Outsider (Chaotic, Evil, Extraplanar)


Hit Dice:
6d8+12 (39 hp)

Initiative:
+7

Speed:
60 ft. (12 squares)

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

Base Attack/Grapple:
+6/+15

Attack:
Bite +10 melee (2d8+5)

Full Attack:
Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Quills, howl

Special Qualities:
Darkvision 60 ft.

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

Abilities:
Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8

Skills:
Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)

Feats:
Alertness, Combat Reflexes, Improved Initiative

Environment:
A chaotic-aligned plane

Organization:
Solitary, gang (2-4), or pack (6-10)

Challenge Rating:
3

Treasure:
None

Alignment:
Always chaotic evil

Advancement:
7-9 HD (Large); 11-18 HD (Huge)


Level Adjustment:
+3 (cohort)

Howlers live on planes where chaos and evil hold sway. A howler is about 8 feet long and weighs about 2,000 pounds. Although they are surprisingly intelligent, howlers do not speak-they only howl. If there is a language within the howls, as some have suggested, even spells cannot decipher it. Howlers understand Abyssal.
Combat
Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again. A howler's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Quills (Ex): A howler's neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler's quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.
A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.


Howl (Ex): All beings other than outsiders that hear the creature's howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.




Training A Howler
Although intelligent, a howler requires training before it can bear a rider in combat. To be trained, a howler must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly howler requires six weeks of work and a DC 25 Handle Animal check. Riding a howler requires an exotic saddle. A howler can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a howler is up to 460 pounds; a medium load, 461-920 pounds; and a heavy load, 921-1,380 pounds. A howler can drag 6,900 pounds.


armor_class:
15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14

special_qualities:
Darkvision 60 ft., fast healing 15, low-light vision, scent

abilities:
Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

environment:
Temperate marshes
(Pyro: Warm marshes)
(Cryo: Cold marshes)

stat_block:
Five-headed hydra; CR 4 (normal);
6 (pyro- or cryo-); Huge magical beast; HD 5d10+28; hp 55; Init +1; Spd 20 ft. (4 squares), swim 20 ft.; AC 15 (-2 size, +1 dex, +6 natural), touch 9, flat-footed 14; Base Atk +5; Grp +16; Atk +6 melee (1d10+3, 5 bites); Full Atk +6 melee (1d10+3, 5 bites); Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast healing 15, low-light vision, scent; AL N; SV Fort +9, Ref +5, Will +3; Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills and Feats: Listen +6, Spot +6, Swim +11; Combat Reflexes, Iron Will, Toughness

full_text:
Hydra

Five-Headed Hydra




Huge Magical Beast



Hit Dice:
5d10+28 (55 hp)



Initiative:
+1



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



Armor Class:
15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14



Base Attack/Grapple:
+5/+16



Attack:
5 bites +6 melee (1d10+3)



Full Attack:
5 bites +6 melee (1d10+3)



Space/Reach:
15 ft./10 ft.



Special Attacks:
-



Special Qualities:
Darkvision 60 ft., fast healing 15, low-light vision, scent



Saves:
Fort +9, Ref +5, Will +3



Abilities:
Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9



Skills:
Listen +6, Spot +6, Swim +11



Feats:
Combat Reflexes B, Iron Will, Toughness



Environment:
Temperate marshes

(Pyro: Warm marshes)

(Cryo: Cold marshes)



Organization:
Solitary



Challenge Rating:
4 (normal);

6 (pyro- or cryo-)
Treasure:
1/10 coins; 50% goods; 50% items



Alignment:
Usually neutral



Advancement:
-




Level Adjustment:
-



Hydras are reptile-like monsters with multiple heads. A hydra is gray-brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. It is about 20 feet long and weighs about 4,000 pounds. Hydras do not speak.
Combat
Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra's heads from any position in which he could strike at the hydra itself, because the hydra's head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra's head when the creature bites at him. Each of a hydra's heads has hit points equal to the creature's full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head's full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.
Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra's body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.
A hydra's body can be slain just like any other creature's, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.
Targeted magical effects cannot sever a hydra's heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.
Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads.


Skills: Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.
A hydra 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.


Feats: A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.




Pyrohydra
Huge Magical Beast (Fire)
These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.
Fire attacks cannot prevent a pyrohydra's stump from growing new heads (since a pyrohydra has immunity to fire), but 5 points of cold damage does.




Cryohydra
Huge Magical Beast (Cold)
These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.
Cold attacks cannot prevent a cryohydra's stump from growing new heads (since a cryohydra has immunity to cold), but 5 points of fire damage does.


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

special_qualities:
Darkvision 60 ft., fast healing 16, low-light vision, scent

feats:
Iron Will, Toughness, Weapon Focus (bite)

stat_block:
Six-headed hydra; CR 5 (normal);
7 (pyro- or cryo-); Huge magical beast; HD 6d10+33; hp 66; Init +1; Spd 20 ft. (4 squares), swim 20 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk +6; Grp +17; Atk +8 melee (1d10+3, 6 bites); Full Atk +8 melee (1d10+3, 6 bites); Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast healing 16, low-light vision, scent; AL N; SV Fort +10, Ref +6, Will +4; Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills and Feats: Listen +6, Spot +7, Swim +11; Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)

full_text:
Hydra


Six-Headed Hydra




Huge Magical Beast


Hit Dice:

6d10+33 (66 hp)


Initiative:

+1


Speed:

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


Armor Class:

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


Base Attack/Grapple:

+6/+17


Attack:

6 bites +8 melee (1d10+3)


Full Attack:

6 bites +8 melee (1d10+3)


Space/Reach:

15 ft./10 ft.


Special Attacks:

-


Special Qualities:

Darkvision 60 ft., fast healing 16, low-light vision, scent


Saves:

Fort +10, Ref +6, Will +4


Abilities:

Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9


Skills:

Listen +6, Spot +7, Swim +11


Feats:

Combat Reflexes B, Iron Will, Toughness, Weapon Focus (bite)


Environment:

Temperate marshes

(Pyro: Warm marshes)

(Cryo: Cold marshes)


Organization:

Solitary


Challenge Rating:
5 (normal);

7 (pyro- or cryo-)
Treasure:

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


Alignment:

Usually neutral


Advancement:

-



Level Adjustment:

-


Hydras are reptile-like monsters with multiple heads. A hydra is gray-brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. It is about 20 feet long and weighs about 4,000 pounds. Hydras do not speak.
Combat
Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra's heads from any position in which he could strike at the hydra itself, because the hydra's head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra's head when the creature bites at him. Each of a hydra's heads has hit points equal to the creature's full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head's full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.
Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra's body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.
A hydra's body can be slain just like any other creature's, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.
Targeted magical effects cannot sever a hydra's heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.
Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads.


Skills: Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.
A hydra 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.


Feats: A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity.




Pyrohydra
Huge Magical Beast (Fire)
These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.
Fire attacks cannot prevent a pyrohydra's stump from growing new heads (since a pyrohydra has immunity to fire), but 5 points of cold damage does.




Cryohydra
Huge Magical Beast (Cold)
These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + hydra's Con modifier.
Cold attacks cannot prevent a cryohydra's stump from growing new heads (since a cryohydra has immunity to cold), but 5 points of fire damage does.


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

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

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

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

special_qualities:
Undead traits, fire subtype, heat aura, spell resistance 34, damage reduction 10/-, fiery hardness

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

skills:
Jump +33, Knowledge (religion) +33, Listen +41, Search +35, Spot +41

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

epic_feats:
Blinding Speed (x2), Epic Weapon Focus (claw), Overwhelming Critical (claw)

special_abilities:
Blazefire (Su), Fiery Hardness (Ex), Heat Aura (Su), Rend (Ex)

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

Skills and Feats: Jump +33, Knowledge (religion) +33, Listen +41, Search +35, Spot +41; Blinding Speed (x2), Cleave, Epic Weapon Focus (claw), Great Cleave, Great Fortitude, Improved Critical (claw), Improved Initiative, Overwhelming Critical (claw), Power Attack, Weapon Focus (claw)

full_text:
Lavawight

Lavawight
Medium Undead (Fire)

Hit Dice:
32d12 (208 hp)

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

Speed:
60 ft.

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

Base Attack/Grapple:
+16/+37

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

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

Space/Reach:
5 ft./5 ft.

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

Special Qualities:
Undead traits, fire subtype, heat aura, spell resistance 34, damage reduction 10/-, fiery hardness

Skills:
Jump +33, Knowledge (religion) +33, Listen +41, Search +35, Spot +41

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

Epic Feats:
Blinding Speed (x2), Epic Weapon Focus (claw), Overwhelming Critical (claw)

Saves:
Fort +12, Ref +18, Will +24

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

Environment:
Any

Organization:
Solitary or pair

Challenge Rating:
23

Treasure:
Standard

Alignment:
Chaotic evil


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

Lavawights speak Common and Infernal.
Combat
Rend (Ex): If the lavawight hits with both of its claws, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 6d8+31 points of Damage.


Blazefire (Su): Living creatures taking Damage from a lavawight's attack find themselves ignited with blaze-fire; they must succeed at a Fortitude save (DC 35) or permanently lose 4 hit points. The DC is Charisma-based. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 4 more hit points each round. The lavawight heals the same amount of Damage whenever a creature is drained of hit points, gaining any excess as temporary hit points. Tehse temporary hit points last a maximum of 1 hour. If an opponent is slain by blazefire, only blackened ash remains of the victim. Hit points lost to the blazefire never heal naturally and cannot be magically restored-they are gone for good.


Spell-Like Abilities: At will- dimension door,  flame arrow,  spell immunity (sleet storm), fireball,  wall of fire. Caster level 22nd; save DC 19 + spell level. The DC is Charisma-based.


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


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


Fire Subtype: Fire immunity, cold vulnerability..


Fiery Hardness (Ex): The lavawight's molten skin provides it with Damage reduction of 10/-.


armor_class:
21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19

full_attack:
2 claws +27 (2d6+13) melee, bite +22 (4d6+6) melee

abilities:
Str 36, Dex 14, Con 24, Int 2, Wis 16, Cha 12

skills:
Climb +15, Jump +21, Listen +14, Spot +14, Swim +20

feats:
Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track

environment:
Any forest, hill, mountains, plains, and underground

stat_block:
Legendary bear; CR 9; Large animal; HD 20d8+140; hp 230; Init +6 (+2 Dex, +4 Improved Initiative); Spd 50 ft.; AC 21 (-1 size, +2 dex, +10 natural), touch 11, flat-footed 19; Base Atk +15; Grp +32; Atk +27 melee (2d6+13, claw); Full Atk +27 melee (2d6+13, 2 claws) and +22 melee (4d6+6, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Scent; AL N; SV Fort +19, Ref +14, Will +11; Str 36, Dex 14, Con 24, Int 2, Wis 16, Cha 12

Skills and Feats: Climb +15, Jump +21, Listen +14, Spot +14, Swim +20; Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track

full_text:
Legendary Animal

Legendary Bear



Large Animal


Hit Dice:
20d8+140 (230 hp)


Initiative:
+6 (+2 Dex, +4 Improved Initiative)


Speed:
50 ft.


Armor Class:
21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19


Base Attack/

Grapple:
+15/+32


Attack:
Claw +27 (2d6+13) melee


Full Attack:
2 claws +27 (2d6+13) melee, bite +22 (4d6+6) melee


Space/Reach:
10 ft./5 ft.


Special Attacks:
Improved grab


Special Qualities:
Scent


Saves:
Fort +19, Ref +14, Will +11


Abilities:
Str 36, Dex 14, Con 24, Int 2, Wis 16, Cha 12


Skills:
Climb +15, Jump +21, Listen +14, Spot +14, Swim +20


Feats:
Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track


Environment:
Any forest, hill, mountains, plains, and underground


Organization:
Solitary or pair


Challenge Rating:
9


Treasure:
None


Alignment:
Always neutral



Advancement:
21-40 HD (Large)


Legendary Bear
Combat
Improved Grab (Ex): To use this ability, a legendary bear must hit with a claw attack.






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


Improved Grab (Ex): To use this ability, the legendary tiger must hit with a bite attack. If it gets a hold, it can rake.


Rake (Ex): A legendary tiger can make two attacks (+30 melee) against a held creature with its hind legs for 2d6+5 points of Damage each. If the legendary tiger pounces on an opponent, it can also rake.


Skills: Legendary tigers receive a +8 racial bonus on Hide and Move Silently checks. *In areas of tall grasses or heavy undergrowth, the Hide bonus improves to +16.


full_attack:
2 claws +29 (2d6+11) melee, bite +24 (2d8+5) melee

abilities:
Str 32, Dex 18, Con 24, Int 2, Wis 14, Cha 10

skills:
Climb +13, Hide +15, Jump +19, Listen +12, Move Silently +15, Spot +12, Swim +16

feats:
Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Toughness(x2), Track

environment:
Any forest, hill, mountains, plains, or underground

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

stat_block:
Legendary tiger; CR 10; Large animal; HD 26d8+188; hp 305; Init +8 (+4 Dex, +4 Improved Initiative); Spd 50 ft.; AC 23 (-1 size, +4 dex, +10 natural), touch 13, flat-footed 19; Base Atk +19; Grp +34; Atk +29 melee (2d6+11, claw); Full Atk +29 melee (2d6+11, 2 claws) and +24 melee (2d8+5, bite); Space/Reach 10 ft./5 ft.; SA Pounce, improved grab, rake 2d6+5; SQ Scent; AL N; SV Fort +22, Ref +19, Will +12; Str 32, Dex 18, Con 24, Int 2, Wis 14, Cha 10

Skills and Feats: Climb +13, Hide +15, Jump +19, Listen +12, Move Silently +15, Spot +12, Swim +16; Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Toughness(x2), Track

full_text:
Legendary Animal


Legendary Tiger



Large Animal

Hit Dice:

26d8+188 (305 hp)

Initiative:

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

Speed:

50 ft.

Armor Class:

23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19

Base Attack/

Grapple:
+19/+34

Attack:

Claw +29 (2d6+11) melee

Full Attack:

2 claws +29 (2d6+11) melee, bite +24 (2d8+5) melee

Space/Reach:

10 ft./5 ft.

Special Attacks:

Pounce, improved grab, rake 2d6+5

Special Qualities:

Scent

Saves:

Fort +22, Ref +19, Will +12

Abilities:

Str 32, Dex 18, Con 24, Int 2, Wis 14, Cha 10

Skills:

Climb +13, Hide +15, Jump +19, Listen +12, Move Silently +15, Spot +12, Swim +16

Feats:

Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Toughness(x2), Track

Environment:

Any forest, hill, mountains, plains, or underground

Organization:

Solitary or pair

Challenge Rating:

10

Treasure:

None

Alignment:

Always neutral


Advancement:

27-48 HD (Large)

Legendary Bear
Combat
Improved Grab (Ex): To use this ability, a legendary bear must hit with a claw attack.






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


Improved Grab (Ex): To use this ability, the legendary tiger must hit with a bite attack. If it gets a hold, it can rake.


Rake (Ex): A legendary tiger can make two attacks (+30 melee) against a held creature with its hind legs for 2d6+5 points of Damage each. If the legendary tiger pounces on an opponent, it can also rake.


Skills: Legendary tigers receive a +8 racial bonus on Hide and Move Silently checks. *In areas of tall grasses or heavy undergrowth, the Hide bonus improves to +16.


armor_class:
52 (+17 Dex, +20 insight, +5 natural armor), touch 47, flat-footed 35

attack:
+10 keen brilliant energy bastard sword +53 (1d10+15/17-20) melee

full_attack:
2 +10 keen brilliant energy bastard swords +53/+48/+43/+38 (1d10+15/17-20) melee

special_attacks:
Gaze, spell-like abilities, leShay weapons

special_qualities:
Superior two-weapon fighting, damage reduction 15/epic and cold iron, elf traits, immune to poison and disease, low-light vision, spell resistance 42, fast healing 10

abilities:
Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47

skills:
Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59

feats:
Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (leShay weapon), Whirlwind Attack

epic_feats:
Blinding Speed, Polyglot, Spell Stowaway (heal)

special_abilities:
Gaze (Su), Leshay Weapons (Su), Superior Two-Weapon Fighting (Ex)

stat_block:
Leshay; CR 28; Medium fey; HD 50d6+650; hp 825; Init +21 (+17 Dex, +4 Improved Initiative); Spd 40 ft.; AC 52 (+17 dex, +20 insight, +5 natural armor), touch 47, flat-footed 35; Base Atk +25; Grp +30; Atk +53 melee (1d10+15/17-20, +10 keen brilliant energy bastard sword); Full Atk +10 melee keen brilliant energy bastard swords +53/+48/+43/+38 (1d10+15/17-20, 2); Space/Reach 5 ft./5 ft.; SA Gaze, spell-like abilities, leShay weapons; SQ Superior two-weapon fighting, damage reduction 15/epic and cold iron, elf traits, immune to poison and disease, low-light vision, spell resistance 42, fast healing 10; AL N; SV Fort +29, Ref +44, Will +35; Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47

Skills and Feats: Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59; Blind-Fight, Blinding Speed, Cleave, Combat Expertise, Dodge, Improved Critical (leShay weapon), Improved Initiative, Iron Will, Mobility, Polyglot, Power Attack, Quick Draw, Spell Stowaway (heal), Spring Attack, Weapon Finesse, Weapon Focus (leShay weapon), Whirlwind Attack

full_text:
Leshay

Leshay

Medium Fey


Hit Dice:
50d6+650 (825 hp)

Initiative:
+21 (+17 Dex, +4 Improved Initiative)

Speed:
40 ft.

Armor Class:
52 (+17 Dex, +20 insight, +5 natural armor), touch 47, flat-footed 35

Base Attack/Grapple:
+25/+30

Attack:
+10 keen brilliant energy bastard sword +53 (1d10+15/17-20) melee

Full Attack:
2 +10 keen brilliant energy bastard swords +53/+48/+43/+38 (1d10+15/17-20) melee

Space/Reach:
5 ft./5 ft.

Special Attacks:
Gaze, spell-like abilities, leShay weapons

Special Qualities:
Superior two-weapon fighting, damage reduction 15/epic and cold iron, elf traits, immune to poison and disease, low-light vision, spell resistance 42, fast healing 10

Saves:
Fort +29, Ref +44, Will +35

Abilities:
Str 21, Dex 45, Con 37, Int 33, Wis 23, Cha 47

Skills:
Bluff +71, Concentration +66, Diplomacy +77, Disguise +71, Escape Artist +70, Gather Information +24, Hide +70, Intimidate +24, Jump +5, Knowledge (local, nature) +59, Listen +59, Move Silently +70, Search +59, Speak Language (any five), Spot +59

Feats:
Blind-Fight, Cleave, Dodge, Combat Expertise, Improved Critical (leShay weapon), Improved Initiative, Iron Will, Mobility, Power Attack, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus (leShay weapon), Whirlwind Attack

Epic Feats:
Blinding Speed, Polyglot, Spell Stowaway (heal)

Environment:
Any

Organization:
Solitary

Challenge Rating:
28

Treasure:
Standard

Alignment:
Any


Advancement:
None

A leshay's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Spell-Like Abilities: At will-alter self,  detect thoughts,  displacement,  freedom,  greater dispel magic,  heal,  greater invisibility,  knock,  speak with plants,  spell turning,  greater teleport,  water breathing. Caster level 28th; save DC 28 + spell level. The DCs are Charisma-based.


LeShay Weapons (Su): Each leShay carries two personal melee weapons that he or she manifests from his or her own life essence. The weapon can change form as he or she shifts from class to class, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but leShay can 'draw' their weapons from nowhere as a free action. LeShay weapons are considered light weapons for a leShay, regardless of their size.


Superior Two-Weapon Fighting (Ex): A leShay fights with a leShay weapon in each hand. Because these weapons are extensions of its own body, the leShay does not take an attack or Damage penalty for attacking with two weapons.


Gaze (Su): All creatures within 30 feet who meet the gaze of a leShay become affected as if by charm monster. A Will save (DC 53) negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. A leShay can also actively gaze as an attack action by choosing a target within range, who must then attempt a saving throw. LeShay are immune to their own gaze. The DC is Charisma-based.


Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on Will saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats; +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).


special_qualities:
Recognition, safekeeping, construct traits, magic immunity, damage reduction 15/epic and adamantine

abilities:
Str 80, Dex 7, Con -, Int -, Wis 12, Cha 1

special_abilities:
Imprisonment (Sp), Magic Immunity (Ex), Recognition (Ex), Safekeeping (Sp)

stat_block:
Living vault; CR 33; Colossal construct; HD 96d10+80; hp 608; Init -2 (Dex); Spd 10 ft. (can't run); AC 60 (-8 size, -2 dex, +60 natural), touch 0, flat-footed 60; Base Atk +72; Grp +123; Atk +99 melee (10d6+35, slam); Full Atk +99 melee (10d6+35, 2 slams); Space/Reach 30 ft./20 ft.; SA Imprisonment; SQ Recognition, safekeeping,  construct traits, magic immunity, damage reduction 15/epic and adamantine; AL N; SV Fort +32, Ref +30, Will +33; Str 80, Dex 7, Con -, Int -, Wis 12, Cha 1

Skills and Feats: Jump +0;

full_text:
Living Vault

Living Vault

Colossal Construct


Hit Dice:
96d10+80 (608 hp)

Initiative:
-2 (Dex)

Speed:
10 ft. (can't run)

Armor Class:
60 (-8 size, -2 Dex, +60 natural), touch 0, flat-footed 60

Base Attack/Grapple:
+72/+123

Attack:
Slam +99 (10d6+35) melee

Full Attack:
2 slams +99 (10d6+35) melee

Space/Reach:
30 ft./20 ft.

Special Attacks:
Imprisonment

Special Qualities:
Recognition, safekeeping, construct traits, magic immunity, damage reduction 15/epic and adamantine

Saves:
Fort +32, Ref +30, Will +33

Skills:
Jump +0

Abilities:
Str 80, Dex 7, Con -, Int -, Wis 12, Cha 1

Environment:
Any

Organization:
Solitary

Challenge Rating:
33

Treasure:
Standard (see text)

Alignment:
Neutral


Advancement:
None

To access a vault, its creator must call the vault from where it is sequestered through the use of a sending spell. The vault has no obvious opening; however, items can be stored and retrieved by naming them (the living vault provides an inventory to its creator on request). The item to be stored appears to sink into the living vault's form as if made of mud. Likewise, items retrieved pop out of the living vault's form. Storing and retrieving items in this fashion takes one round per transaction. Creatures other than the vault's master who wish to access the inventory must destroy the vault to do so. If a vault is destroyed, all the objects and creatures stored within immediately emerge.
A living vault's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
imprisonment (Sp): As a free action twice per day, a living vault can project a 60-foot cone. Creatures caught in the cone must make a Will save (DC 58) or be affected as by the imprisonment spell, except creatures are stored within the vault's interior. The living vault can hold two Gargantuan creatures, eight Huge creatures, thirty-two Large creatures, one hundred twenty-eight Medium-size creatures, and so on. This assumes that the rest of the vault is also relatively empty, so a large hoard of treasure reduces the number of creatures a living vault can hold at any one time. If freedom is later cast upon the very spot where the victim of imprisonment disappeared, the victim is freed, though it doesn't appear where it disappeared, but in a space adjacent to wherever the living vault is currently physically located.


Recognition (Ex): Once made, a living vault responds only to its owner; no other being can access the vault's interior. The vault is not fooled by disguised creatures, and can distinguish between its true master and false duplicates, even penetrating disguises used in conjunction with shapechange,  alter self,  disguise self,  polymorph,  seeming,  and simulacrum and similar effects. The vault does, however, respond to the product of a clone spell.


Safekeeping (Sp): At will, a living vault can use a power that combines the effects of sequester and plane shift to render the vault invisible to any form of sight or divination, and at the same time transfer it to a random portion of the Astral Plane. When in safekeeping mode, the living vault responds to a sending by its master, returning to the location from which it left and becoming tangible once again. Creatures and objects that are stored within the vault are treated as if under the effects of sequester,  whether the vault itself is or not. Often, creatures are brought into the vault via Imprisonment,  but sometimes unconscious or otherwise subdued creatures are stored as an object, in which case they receive no saving throw to resist the effect.


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


Magic Immunity (Ex): A living vault is immune to all magical and supernatural effects, except as follows. A freedom spell cast on it causes it to defer the use of its own imprisonment power for 10 rounds.


armor_class:
15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

special_qualities:
Spell resistance 25, spell-like abilities, telepathy

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

skills:
Appraise +19, Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12

feats:
Combat Expertise, Improved Disarm, Improved Feint

organization:
Company (1-4 mercanes and 3-18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-level Union Sentinel)

stat_block:
Mercane; CR 5; Large outsider; HD 7d8+21; hp 52; Init +2 (Dex); Spd 30 ft.; AC 15 (-1 size, +2 dex, +4 natural), touch 11, flat-footed 13; Base Atk +7; Grp +13; Atk +9 melee (2d4+3, masterwork falchion); Full Atk +9 melee /+4 (2d4+3, masterwork falchion); Space/Reach 10 ft./10 ft.; SA ; SQ Spell resistance 25, spell-like abilities, telepathy; AL LN; SV Fort +8, Ref +7, Will +8; Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15

Skills and Feats: Appraise +19, Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12; Combat Expertise, Improved Disarm, Improved Feint

full_text:
Mercane

Mercane
Large Outsider

Hit Dice:
7d8+21 (52 hp)

Initiative:
+2 (Dex)

Speed:
30 ft.

Armor Class:
15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

Base Attack/Grapple:
+7/+13

Attack:
Masterwork falchion +9(2d4+3) melee

Full Attack:
Masterwork falchion +9/+4 (2d4+3) melee

Space/Reach:
10 ft./10 ft.

Special Qualities:
Spell resistance 25, spell-like abilities, telepathy

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

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

Skills:
Appraise +19, Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12

Feats:
Combat Expertise, Improved Disarm, Improved Feint

Environment:
Any land and underground

Organization:
Company (1-4 mercanes and 3-18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-level Union Sentinel)

Challenge Rating:
5

Treasure:
Double standard

Alignment:
Always lawful neutral

Advancement:
By character class


Level Adjustment:
+7

Mercanes speak Abyssal, Celestial, Draconic, Infernal, and at least two other languages.
Combat
Spell-Like Abilities: 3/day-dimension door,  invisibility; 1/day-secret chest,  plane shift. Caster level 14th; save DC 12 + spell level.


Telepathy (Su): Mercanes can communicate telepathically with any creature within 100 feet that has a language.


Skills: Mercanes receive a +4 racial bonus on Appraise checks.




Mercane Characters
A mercane's favored class is wizard. Player character mercanes have a level adjustment of +7.


armor_class:
27 (-3 Dex, -8 size, +28 natural), touch -1, flat-footed 27

special_attacks:
Spore cough, improved grab, swallow whole

special_qualities:
Acid resistance 20, blindsight 210 ft., damage reduction 10/epic, fast healing 10, plant traits, sticky

abilities:
Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28

skills:
Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47

feats:
Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved initiative, Lightning Reflexes, Power Attack

epic_feats:
Epic Reflexes, Epic Toughness (x3), Superior Initiative

special_abilities:
Improved Grab (Ex), Spore Cough (Su), Sticky (Ex), Swallow Whole (Ex)

stat_block:
Mu spore; CR 21; Colossal plant; HD 35d8+315; hp 472; Init +5 (-3 Dex, +8 Superior Initiative); Spd 40 ft.; AC 27 (-3 dex, -8 size, +28 natural), touch -1, flat-footed 27; Base Atk +26; Grp +55; Atk +31 melee (2d6+13/19-20, tendril); Full Atk +31 melee (2d6+13/19-20, 4 tendrils) and +26 melee (4d6+6/19-20, 1 bite); Space/Reach 30 ft./30 ft.; SA Spore cough, improved grab, swallow whole; SQ Acid resistance 20, blindsight 210 ft., damage reduction 10/epic, fast healing 10, plant traits, sticky; AL CN; SV Fort +28, Ref +8, Will +20; Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28

Skills and Feats: Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47; Cleave, Epic Reflexes, Epic Toughness (x3), Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved initiative, Lightning Reflexes, Power Attack, Superior Initiative

full_text:
Mu Spore

Mu Spore

Colossal Plant


Hit Dice:
35d8+315 (472 hp)

Initiative:
+5 (-3 Dex, +8 Superior Initiative)

Speed:
40 ft.

Armor Class:
27 (-3 Dex, -8 size, +28 natural), touch -1, flat-footed 27

Base Attack/Grapple:
+26/+55

Attack:
Tendril +31 (2d6+13/19-20) melee

Full Attack:
4 tendrils +31 (2d6+13/19-20) melee, 1 bite +26 (4d6+6/19-20) melee

Space/Reach:
30 ft./30 ft.

Special Attacks:
Spore cough, improved grab, swallow whole

Special Qualities:
Acid resistance 20, blindsight 210 ft., damage reduction 10/epic, fast healing 10, plant traits, sticky

Saves:
Fort +28, Ref +8, Will +20

Abilities:
Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28

Skills:
Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47

Feats:
Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved initiative, Lightning Reflexes, Power Attack

Epic Feats:
Epic Reflexes, Epic Toughness (x3), Superior Initiative

Environment:
Any

Organization:
Solitary, pair, or polyp (3-7)

Challenge Rating:
21

Treasure:
Standard

Alignment:
Usually chaotic neutral


Advancement:
36+ HD (Colossal)

Mu spores speak Common and Terran.
A mu spore's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Spore Cough (Su): Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of Damage to all creatures and structures in the area, or half Damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based.


Improved Grab (Ex): If a mu spore hits with a tendril, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the Damage given for the tendril.


Swallow Whole (Ex): If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite Damage. A swallowed creature takes the twice the Damage given for the mu spore's bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of Damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore's mouth, where it may be bitten or swallowed again.


Sticky (Ex): Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had success-fully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option.


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


armor_class:
35 (-2 size, +4 Dex, +3 deflection, +20 insight), touch 35, flat-footed 31

full_attack:
Bite +26 (4d10 + 12 plus poison) melee, 10 head-tentacles +21 (2d10 plus ability drain ) melee touch attack

special_attacks:
Extract brains (ranged attack), poison, spells

special_qualities:
Dimensional travel, damage reduction 10/epic, incorporeal traits, amorphous physiology, manifest maw, spell resistance 30, darkvision 60 ft.

abilities:
Str -, Dex 19, Con 22, Int 20, Wis 20, Cha 17

skills:
Concentration +41, Hide +39, Knowledge (arcana, the planes) +40, Move Silently +39, Search +40, Spellcraft +40

feats:
Blind-Fight, Combat Reflexes, Dodge, Eschew Materials, Combat Expertise, Improved Initiative, Maximize Spell, Mobility, Power Attack, Spring Attack

alignment:
Usually chaotic neutral, neutral evil, or chaotic evil

advancement:
33-66 HD (Gargantuan); 67-112 HD (Colossal)

special_abilities:
Amorphous Physiology (Ex), Dimensional Travel (Sp), Extract Brains (Sp), Head-Tentacles (Ex), Poison (Ex), Spells (Sp)

stat_block:
Neh-thalggu; CR 26; Huge aberration (extraplanar, incorporeal); HD 32d8+192; hp 336; Init +12 (+4 Dex, +8 Superior Initiative); Spd 60 ft. or via dimension door ; AC 35 (-2 size, +4 dex, +3 deflection, +20 insight), touch 35, flat-footed 31; Base Atk +24; Grp -; Atk +26 melee (4d10 + 12 plus poison, bite); Full Atk +26 melee (4d10 + 12 plus poison, bite) and +21 melee attack (2d10 plus ability drain, 10 head-tentacles); Space/Reach 15 ft./10 ft.; SA Extract brains (ranged attack), poison, spells; SQ Dimensional travel,  damage reduction 10/epic, incorporeal traits, amorphous physiology, manifest maw, spell resistance 30, darkvision 60 ft.; AL CN; SV Fort +16, Ref +14, Will +23; Str -, Dex 19, Con 22, Int 20, Wis 20, Cha 17

Skills and Feats: Concentration +41, Hide +39, Knowledge (arcana, the planes) +40, Move Silently +39, Search +40, Spellcraft +40; Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Eschew Materials, Improved Initiative, Maximize Spell, Mobility, Power Attack, Spring Attack, Superior Initiative

full_text:
Neh-Thalggu (Brain Collector)

Neh-Thalggu
Huge Aberration (Extraplanar, Incorporeal)

Hit Dice:
32d8+192 (336 hp)

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

Speed:
60 ft. or via dimension door

Armor Class:
35 (-2 size, +4 Dex, +3 deflection, +20 insight), touch 35, flat-footed 31

Base Attack/Grapple:
+24/-

Attack:
Bite +26 (4d10 + 12 plus poison) melee

Full Attack:
Bite +26 (4d10 + 12 plus poison ) melee, 10 head-tentacles +21 (2d10 plus ability drain ) melee touch attack

Space/Reach:
15 ft./10 ft.

Special Attacks:
Extract brains (ranged attack), poison, spells

Special Qualities:
Dimensional travel, damage reduction 10/epic, incorporeal traits, amorphous physiology, manifest maw, spell resistance 30, darkvision 60 ft.

Saves:
Fort +16, Ref +14, Will +23

Abilities:
Str -, Dex 19, Con 22, Int 20, Wis 20, Cha 17

Skills:
Concentration +41, Hide +39, Knowledge (arcana, the planes) +40, Move Silently +39, Search +40, Spellcraft +40

Feats:
Blind-Fight, Combat Reflexes, Dodge, Eschew Materials, Combat Expertise, Improved Initiative, Maximize Spell, Mobility, Power Attack, Spring Attack

Epic Feats:
Superior Initiative

Environment:
Any

Organization:
Solitary

Challenge Rating:
26

Treasure:
Triple standard

Alignment:
Usually chaotic neutral, neutral evil, or chaotic evil


Advancement:
33-66 HD (Gargantuan); 67-112 HD (Colossal)

A creature whose brain has been harvested by a brain collector cannot be raised, reincarnated, or resurrected while the brain is in the creature, because the collector preserves and draws upon the soul and basic personality of the creature for as long as it retains the brain. Neh-thalggus' own language is a silent sign language 'spoken' with their writhing head-tentacles. They can also communicate telepathically with any creature that has a language within 100 feet.
A neh-thalggu's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Poison (Ex): A neh-thalggu's bite injects a debilitating poison (DC 32) that Damages the victim's Constitution. He or she loses half his or her current Constitution immediately on a failed save and must save again 1 minute later or lose half of his or her remaining Constitution. If the character survives, he or she heals the ability Damage at the normal rate (1 point per day). The save DC is Constitution-based.


Head-Tentacles (Ex): The long, whiplike tentacles that frame either side of a brain collector's face can deliver a dangerous touch attack that, if successful, causes the target to dehydrate and wither (2d10 points of desiccation Damage). In addition, each successful tentacle attack drains 1 point of Strength, 1 point of Dexterity, and 1 point of Constitution. This is permanent ability drain and may only be reversed by spells such as restoration and greater restoration. It can bring all ten tentacles to bear on a single target facing it or divide its attacks against up to ten targets that it threatens.


Extract Brains (Sp): Once every 1d4 rounds, as a full-round action, a brain collector can extract the brain from a target creature in line of sight. This attack is psionic in nature and can be blocked by a dimensional anchor currently in force on the target. The target gets a Will save (DC 31) to resist the extraction. The save DC is Intelligence-based. If the save fails, his or her brain is drawn out intact through the skull by extradimensional means and sucked up by the brain collector, lodging in an unused storage sac above and behind its eyes. If the save succeeds, he or she takes 9d6 points of Damage and is stunned for 1d4+1 rounds. A brain collector prefers to absorb brains of high-level arcane spellcasters but is fully capable of extracting those of other foes as a highly effective attack. When encountered, assume a neh-thalggu has a full retinue of thirteen stolen brains. Each brain less than the full thirteen bestows one negative level on the neh-thalggu (though these never convert to actual level loss), which is a powerful incentive for the creature to always keep its brain-sacs filled. A neh-thalggu is free to draw on all the Knowledge skills of each brain it currently stores, using the base ranks in a skill possessed by each brain, and adjusted by the neh-thalggu's own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in).


Dimensional Travel (Sp): A brain collector's preferred method of locomotion is via dimension door,  which it can do as a quickened action, once per round. It can also use greater teleport or plane shift at will as a move-equivalent action.


Spells (Sp): A fully grown brain collector can cast arcane spells as a 13th-level sorcerer (one level of spell-casting ability per brain).


Incorporeal: A neh-thalggu is not wholly in our reality but always remains partially extradimensional. Thus it can be harmed only by other incorporeal creatures, +1 or better weapons, magic, or psionics, with a 50% chance to ignore any Damage from a corporeal source. It can pass through solid objects at will, and its own attacks pass through armor (except for its bite attack, which is treated as if a corporeal attack). It always moves silently unless it chooses otherwise.


Amorphous Physiology (Ex): A brain collector does not have fixed organs. As such, it is immune to critical hits, death from massive Damage, sneak attacks, and coup de grace.


Manifest Maw: Though it is an incorporeal creature, a neh-thalggu can manifest its mouth in corporeal form as a standard action. While so manifested, the mouth can deliver bite attacks against corporeal creatures or pick up objects. The mouth bites as if it had Str 35.


Feats: A neh-thalggu gains Power Attack as a bonus feat, even though it has no Strength score.


armor_class:
55 (-2 size, +7 Dex, +40 natural), touch 15, flat-footed 48

attack:
Bite +72 (8d10+11/19-20 (+1d6 on critical hit)) melee

full_attack:
Bite +72 melee (8d10+11/19-20 (+1d6 on critical hit)), tail +67 (10d6+5) melee

special_qualities:
Immunities, prismatic blur, spell resistance 38, damage reduction 10/-

abilities:
Str 32, Dex 25, Con 29, Int 4, Wis 19, Cha 10

feats:
Alertness, Cleave, Combat Reflexes, Dodge, Endurance, Great Cleave, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (tail)

epic_feats:
Devastating Critical (bite), Epic Endurance, Epic Toughness (x4), Epic Weapon Focus (bite), Epic Weapon Focus (tail), Overwhelming Critical (bite), Superior Initiative

special_abilities:
Immunities (Su), Prismatic Blur (Ex), Prismatic Emanations (Su)

stat_block:
Prismasaurus; CR 28; Huge magical beast; HD 60d10+620; hp 950; Init +15 (+7 Dex, +8 Superior Initiative); Spd 30 ft.; AC 55 (-2 size, +7 dex, +40 natural), touch 15, flat-footed 48; Base Atk +60; Grp +79; Atk +72 melee (8d10+11/19-20 [+1d6 on critical hit], bite); Full Atk +72 melee (8d10+11/19-20 [+1d6 on critical hit], bite) and +67 melee (10d6+5, tail); Space/Reach 15 ft./10 ft.; SA Prismatic emanations; SQ Immunities, prismatic blur, spell resistance 38, damage reduction 10/-; AL N; SV Fort +41, Ref +39, Will +24; Str 32, Dex 25, Con 29, Int 4, Wis 19, Cha 10

Skills and Feats: Listen +37, Spot +38; Alertness, Cleave, Combat Reflexes, Devastating Critical (bite), Dodge, Endurance, Epic Endurance, Epic Toughness (x4), Epic Weapon Focus (bite), Epic Weapon Focus (tail), Great Cleave, Improved Critical (bite), Improved Initiative, Overwhelming Critical (bite), Power Attack, Superior Initiative, Weapon Focus (bite), Weapon Focus (tail)

full_text:
Prismasaurus

Prismasaurus

Huge Magical Beast


Hit Dice:
60d10+620 (950 hp)

Initiative:
+15 (+7 Dex, +8 Superior Initiative)

Speed:
30 ft.

Armor Class:
55 (-2 size, +7 Dex, +40 natural), touch 15, flat-footed 48

Base Attack/Grapple:
+60/+79

Attack:
Bite +72 (8d10+11/19-20 (+1d6 on critical hit)) melee

Full Attack:
Bite +72 melee (8d10+11/19-20 (+1d6 on critical hit)), tail +67 (10d6+5) melee

Space/Reach:
15 ft./10 ft.

Special Attacks:
Prismatic emanations

Special Qualities:
Immunities, prismatic blur, spell resistance 38, damage reduction 10/-

Saves:
Fort +41, Ref +39, Will +24

Abilities:
Str 32, Dex 25, Con 29, Int 4, Wis 19, Cha 10

Skills:
Listen +37, Spot +38

Feats:
Alertness, Cleave, Combat Reflexes, Dodge, Endurance, Great Cleave, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite), Weapon Focus (tail)

Epic Feats:
Devastating Critical (bite), Epic Endurance, Epic Toughness (x4), Epic Weapon Focus (bite), Epic Weapon Focus (tail), Overwhelming Critical (bite), Superior Initiative

Environment:
Any sunny land

Organization:
Solitary or pair

Challenge Rating:
28

Treasure:
None

Alignment:
Always neutral


Advancement:
61-90 HD (Huge); 91-150 HD (Gargantuan)

Combat
Prismatic Emanations (Su): The reflected and refracted light from the prismasaurus's crystalline ridge functions very similarly to the prismatic spray spell. Any creature of less than 8 HD that is within 30 feet of the creature is automatically blinded for 2d4 rounds. In addition, any creature within 20 feet of the prismasaurus is randomly struck by one or more rays of light, as determined by the table that accompanies the prismatic spray spell. This effect is as the prismatic spray spell in a 30-foot-radius spread, but is otherwise as cast by a 20th-level caster. The save DC for the prismatic spray effects is 49.


Immunities (Su): It is immune to poison, gases, petrification, and mind-affecting attacks.


Prismatic Blur (Ex): The reflected and refracted light that constantly surrounds the creature blurs the creature's outline and makes it difficult to properly target. All melee and ranged attacks against the creature have a 50% miss chance.


armor_class:
51 (-1 size, +7 Dex, +35 natural), touch 16, flat-footed 44

special_attacks:
Constant insight, improved grab, rend 4d8+25, rotting constriction

special_qualities:
Damage reduction 5/epic, spell resistance 30acid resistance 20, electricity resistance 20, regeneration 5, scent, spell-like abilities, darkvision 90 ft.

abilities:
Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6

skills:
Climb +26, Hide +16, Jump +38, Listen +15, Move Silently +16, Spot +15

special_abilities:
Alternate Form (Su), Constant Insight (Su), Improved Grab (Ex), Regeneration (Ex), Rend (Ex), Rotting Constriction (Ex)

stat_block:
Pseudonatural troll; CR 21; Large outsider (extraplanar); HD 6d8+66; hp 114; Init +7 (Dex); Spd 60 ft.; AC 51 (-1 size, +7 dex, +35 natural), touch 16, flat-footed 44; Base Atk +4; Grp +40; Atk +35 melee (2d8+17, tentacle rake); Full Atk +35 melee (2d8+17, 5 tentacle rakes); Space/Reach 10 ft./10 ft.; SA Constant insight, improved grab, rend 4d8+25, rotting constriction; SQ Damage reduction 5/epic, spell resistance 30acid resistance 20, electricity resistance 20, regeneration 5, scent, spell-like abilities, darkvision 90 ft.; AL CE; SV Fort +16, Ref +9, Will +8; Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6

Skills and Feats: Climb +26, Hide +16, Jump +38, Listen +15, Move Silently +16, Spot +15; Alertness, Iron Will, Track

full_text:
Pseudonatural Troll

Pseudonatural Troll
Large Outsider (Extraplanar)

Hit Dice:
6d8+66 (114 hp)

Initiative:
+7 (Dex)

Speed:
60 ft.

Armor Class:
51 (-1 size, +7 Dex, +35 natural), touch 16, flat-footed 44

Base Attack/Grapple:
+4/+40

Attack:
Tentacle rake +35 (2d8+17) melee

Full Attack:
5 tentacle rakes +35 (2d8+17) melee

Space/Reach:
10 ft./10 ft.

Special Attacks:
Constant insight, improved grab, rend 4d8+25, rotting constriction

Special Qualities:
Damage reduction 5/epic, spell resistance 30acid resistance 20, electricity resistance 20, regeneration 5, scent, spell-like abilities, darkvision 90 ft.

Saves:
Fort +16, Ref +9, Will +8

Abilities:
Str 45, Dex 24, Con 33, Int 6, Wis 19, Cha 6

Skills:
Climb +26, Hide +16, Jump +38, Listen +15, Move Silently +16, Spot +15

Feats:
Alertness, Iron Will, Track

Environment:
Any

Organization:
Solitary or gang (2-4)

Challenge Rating:
21

Treasure:
Standard

Alignment:
Always chaotic evil


Advancement:
By character class

Pseudotrolls speak Giant.
A pseudotroll's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Constant Insight (Su): A pseudotroll makes all its attacks (including grapples) with a +15 insight bonus (calculated into the above statistics). The creature is not affected by the miss chance that applies to attacks against a concealed target.


Improved Grab (Ex): If a pseudonatural troll hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.


Rend (Ex): If a pseudotroll hits with two or more tentacle rake attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 4d8+25 points of Damage, and can be used concurrently with its improved grab ability.


Rotting Constriction (Ex): Once a pseudotroll has hold of an opponent, each successful grapple check it makes during subsequent rounds automatically drains 2d4 points of Constitution. At the same time, the pseudotroll regains 10 lost hit points.


Regeneration (Ex): Fire and acid deal normal Damage to a pseudotroll. If a pseudotroll loses a tentacle or body part, the lost portion regrows in 1 minute. The creature can reattach the severed member instantly by holding it to the stump.


Spell-Like Abilities: At will-blur,  dimension door,  shield,  unhallow. Caster level 20th; save DC 8 + spell level. The DC is Charisma-based.


Alternate Form (Su): At will, a pseudotroll can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against a pseudotroll in this alternate form.




Creating A Pseudonatural Creature
'Pseudonatural' is a template that can be added to any corporeal creature (referred to hereafter as the base creature).
Size and Type: The creature's type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
HD: A pseudonatural creature always has maximum hit points.


Speed: A pseudonatural creature's speed doubles, for all movement types.
AC: Pseudonatural creatures gain a +35 natural armor bonus. If the creature already has an armor bonus, use whichever is better.


Attack/Full Attack: A pseudonatural creature substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature's best attack bonus.  It also gains additional tentacle rake attacks (also at its best attack bonus) as noted on the table below.


Damage: Tentacle rakes from a pseudonatural creature deal Damage equal to 2d8 + Str modifier.


Special Attacks: A pseudonatural creature retains all the special attacks of the base creature and also gains the following.


Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.


Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal Damage and attempts to start a grapple as a free action without provoking an attack of opportunity.


Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.


Spell-Like Abilities: At will-blur,  dimension door,  shield,  unhallow. Caster level 20th.  The DCs are Charisma-based.


Special Qualities: A pseudonatural creature retains all the special qualities of the base creature and also gains the following.

  Electricity and acid resistance of a varying amount related to its Hit Dice (see the table below). If the creature already possesses such resistance, use whichever is better.

  Damage reduction of a varying amount related to its Hit Dice (see the table below). If the creature already possesses Damage reduction, use whichever is better.

  Spell resistance equal to the creature's HD x5. If the creature already possesses spell resistance, use whichever is higher.

  One extra tentacle rake attack (the creature can use another of its many tentacles to attack at no penalty while in pseudonatural form) for each 4 HD the creature has.

  A pseudonatural creature's natural weapons are treated as epic for the purpose of overcoming damage reduction.



Hit Dice
Electricity and Acid Resistance
Damage Reduction
Extra Tentacle Rake Attacks


1-3
15
5/epic
1

4-7
20
5/epic
2

8-11
25
10/epic
3

12-15
30
10/epic
4

16-19
35
15/epic
5

21-24
40
15/epic
6


each 4 more HD
+5
15/epic
+1

If the creature already has one or more of these special qualities, use the better value.


Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.


Saves: Same as the base creature.


Abilities: Increase from the base creature as follows: Str +22, Con +10, Dex +10, Wisdom +10, Intelligence at least 3.


Skills: Same as the base creature.


Feats: Same as the base creature.


Environment: Any land and underground.


Organization: Same as the base creature.


Challenge Rating: Up to 6 HD, as base creature +16; 7 HD to 15 HD, as base creature +13; 16+ HD, as base creature +10


Treasure: Same as the base creature.


Alignment: Same as base creature.


Advancement: Same as the base creature.


speed:
20 ft., climb 20 ft., fly 90 ft. (perfect)

armor_class:
30 (+2 size, +16 Dex, +2 natural), touch 28, flat-footed 14

special_qualities:
Blindsense, fast healing 15, swarm traits, vermin traits

abilities:
Str 3, Dex 42, Con 30, Int-, Wis 23, Cha 32

organization:
Solitary, cloud (2-4 swarms), or plague (5-8 swarms)

special_abilities:
Blinding (Ex), Blindsense (Ex), Distraction (Ex)

stat_block:
Ruin swarm; CR 23; Tiny vermin (swarm); HD 50d8+500; hp 725; Init +16; Spd 20 ft., climb 20 ft., fly 90 ft. (perfect); AC 30 (+2 size, +16 dex, +2 natural), touch 28, flat-footed 14; Base Atk +37; Grp -; Atk Swarm (5d6); Full Atk Swarm (5d6); Space/Reach 10 ft./0 ft.; SA Blinding, distraction (DC 45); SQ Blindsense, fast healing 15, swarm traits, vermin traits; AL N; SV Fort +37, Ref +34, Will +22; Str 3, Dex 42, Con 30, Int-, Wis 23, Cha 32

Skills and Feats: -; -

full_text:
Ruin Swarm

Ruin Swarm
Tiny Vermin (Swarm)

Hit Dice:
50d8+500 (725 hp)

Initiative:
+16

Speed:
20 ft., climb 20 ft., fly 90 ft. (perfect)

Armor Class:
30 (+2 size, +16 Dex, +2 natural), touch 28, flat-footed 14

Base Attack/Grapple:
+37/-

Attack:
Swarm (5d6)


Full Attack:
Swarm (5d6)


Space/Reach:
10 ft./0 ft.

Special Attacks:
Blinding, distraction (DC 45)

Special Qualities:
Blindsense, fast healing 15, swarm traits, vermin traits

Saves:
Fort +37, Ref +34, Will +22

Abilities:
Str 3, Dex 42, Con 30, Int-, Wis 23, Cha 32

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary, cloud (2-4 swarms), or plague (5-8 swarms)

Challenge Rating:
23

Treasure:
None

Alignment:
Always neutral


Advancement:
None

Combat
Blinding (Ex): Any living creature that begins its turn with a ruin swarm in its space must make a Fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based.


Blindsense (Ex): The ruin swarm notices and locates creatures within 200 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment).


Distraction (Ex): Any living creature vulnerable to the swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 45 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.


Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.
A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage.


Vermin Traits: A ruin swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).


armor_class:
48 (-1 size, +9 Dex, +10 deflection, +20 insight), touch 48, flat-footed 39

attack:
Incorporeal touch +25 (2d6 plus blightfire) melee

full_attack:
Incorporeal touch +25 (2d6 plus blightfire) melee

special_attacks:
Blightfire, create spawn, spell-like abilities

special_qualities:
Undead traits, incorporeal traits, turn resistance +6, cold subtype, cold aura, spell resistance 36, damage reduction 10/epic

abilities:
Str -, Dex 29, Con -, Int 17, Wis 25, Cha 31

skills:
Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45

feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Combat Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack

epic_feats:
Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative

special_abilities:
Blightfire (Su), Cold Aura (Su), Create Spawn (Su)

stat_block:
Shadow of the void; CR 26; Large undead (cold, incorporeal); HD 35d12; hp 227; Init +17 (+9 Dex, +8 Superior Initiative); Spd Fly 60 ft. (perfect); AC 48 (-1 size, +9 dex, +10 deflection, +20 insight), touch 48, flat-footed 39; Base Atk +17; Grp -; Atk +25 melee (2d6 plus blightfire, incorporeal touch); Full Atk +25 melee (2d6 plus blightfire, incorporeal touch); Space/Reach 10 ft./10 ft.; SA Blightfire, create spawn, spell-like abilities; SQ Undead traits, incorporeal traits, turn resistance +6, cold subtype, cold aura, spell resistance 36, damage reduction 10/epic; AL LE; SV Fort +13, Ref +20, Will +26; Str -, Dex 29, Con -, Int 17, Wis 25, Cha 31

Skills and Feats: Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45; Alertness, Blind-Fight, Blinding Speed, Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Combat Reflexes, Improved Initiative, Mobility, Spellcasting Harrier, Spring Attack, Superior Initiative, Whirlwind Attack

full_text:
Shadow of the Void

Shadow of the Void
Large Undead (Cold, Incorporeal)

Hit Dice:
35d12 (227 hp)

Initiative:
+17 (+9 Dex, +8 Superior Initiative)

Speed:
Fly 60 ft. (perfect)

Armor Class:
48 (-1 size, +9 Dex, +10 deflection, +20 insight), touch 48, flat-footed 39

Base Attack/Grapple:
+17/-

Attack:
Incorporeal touch +25 (2d6 plus blightfire) melee

Full Attack:
Incorporeal touch +25 (2d6 plus blightfire) melee

Space/Reach:
10 ft./10 ft.

Special Attacks:
Blightfire, create spawn, spell-like abilities

Special Qualities:
Undead traits, incorporeal traits, turn resistance +6, cold subtype, cold aura, spell resistance 36, damage reduction 10/epic

Saves:
Fort +13, Ref +20, Will +26

Abilities:
Str -, Dex 29, Con -, Int 17, Wis 25, Cha 31

Skills:
Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45

Feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Combat Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack

Epic Feats:
Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative

Environment:
Any

Organization:
Solitary or gang (2-5)

Challenge Rating:
26

Treasure:
None

Alignment:
Always lawful evil


Advancement:
36-42 HD (Large); 43-70 HD (Huge)

A shadow of the void's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Blightfire (Su): Living creatures taking Damage from a shadow of the void's incorporeal touch attack find themselves ignited with blightfire; cold, black flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 6 points of Constitution. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points. The creature heals 30 points of Damage whenever it drains 6 points of Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blight-fire, only icy fragments of the victim remain, until they reform as a winterwight.  The save DC is Charisma-dased.


Create Spawn (Su): Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds. Winterwights are under the command of the shadow of the void that created them and remain enslaved until its death. They do not possess any of the abilities they had in life, though they do possess general knowledge of the slain creature. This knowledge is used for evil purposes, if possible.


Spell-Like Abilities: 3/day-deeper darkness,  freezing sphere. Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based.


Incorporeal Traits: Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.


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


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


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


attack:
Incorporeal touch +25 (2d6 plus blazefire) melee

full_attack:
Incorporeal touch +25 (2d6 plus blazefire) melee

special_attacks:
Blazefire, create spawn, spell-like abilities

special_qualities:
Undead traits, incorporeal traits, turn resistance +6, fire subtype, heat aura, spell resistance 36, damage reduction 10/epic

special_abilities:
Blazefire (Su), Create Spawn (Su), Heat Aura (Su)

stat_block:
Shape of fire; CR 26; Large undead (fire, incorporeal); HD 35d12; hp 227; Init +17 (+9 Dex, +8 Superior Initiative); Spd Fly 60 ft. (perfect); AC 48 (-1 size, +9 dex, +10 deflection, +20 insight), touch 48, flat-footed 39; Base Atk +17; Grp -; Atk +25 melee (2d6 plus blazefire, incorporeal touch); Full Atk +25 melee (2d6 plus blazefire, incorporeal touch); Space/Reach 10 ft./10 ft.; SA Blazefire, create spawn, spell-like abilities; SQ Undead traits, incorporeal traits, turn resistance +6, fire subtype, heat aura, spell resistance 36, damage reduction 10/epic; AL LE; SV Fort +13, Ref +20, Will +26; Str -, Dex 29, Con -, Int 17, Wis 25, Cha 31

Skills and Feats: Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45; Alertness, Blind-Fight, Blinding Speed, Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Combat Reflexes, Improved Initiative, Mobility, Spellcasting Harrier, Spring Attack, Superior Initiative, Whirlwind Attack

full_text:
Shape of Fire

Shape of Fire

Large Undead (Fire, Incorporeal)


Hit Dice:
35d12 (227 hp)

Initiative:
+17 (+9 Dex, +8 Superior Initiative)

Speed:
Fly 60 ft. (perfect)

Armor Class:
48 (-1 size, +9 Dex, +10 deflection, +20 insight), touch 48, flat-footed 39

Base Attack/Grapple:
+17/-

Attack:
Incorporeal touch +25 (2d6 plus blazefire) melee

Full Attack:
Incorporeal touch +25 (2d6 plus blazefire) melee

Space/Reach:
10 ft./10 ft.

Special Attacks:
Blazefire, create spawn, spell-like abilities

Special Qualities:
Undead traits, incorporeal traits, turn resistance +6, fire subtype, heat aura, spell resistance 36, damage reduction 10/epic

Saves:
Fort +13, Ref +20, Will +26

Abilities:
Str -, Dex 29, Con -, Int 17, Wis 25, Cha 31

Skills:
Diplomacy +48, Hide +47, Intimidate +48, Listen +45, Search +41, Sense Motive +45, Spot +45

Feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Combat Expertise, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Whirlwind Attack

Epic Feats:
Blinding Speed, Improved Combat Reflexes, Spellcasting Harrier, Superior Initiative

Environment:
Any

Organization:
Solitary or gang (2-5)

Challenge Rating:
26

Treasure:
None

Alignment:
Always lawful evil


Advancement:
36-42 HD (Large); 43-70 HD (Huge)

A shape of fire's natural weapons are treated as epic for the purpose of overcoming damage reduction.
Combat
Blazefire (Su): Living creatures taking Damage from a shape of fire's incorporeal touch attack find them-selves ignited with blazefire; white-hot, lambent flames cascade over their bodies, and they must succeed at a Fort save (DC 37) or permanently lose 10 hit points. The opponent must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 10 more hit points each round. The shape of fire heals the same amount of Damage whenever a creature is drained, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by blazefire, only blackened ash remains of the victim. Hit points lost to the blazefire never heal naturally and cannot be magically restored-they are gone for good. The save DC is Charisma-based.


Create Spawn (Su): Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds. Lavawights are under the command of the shape of fire that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.


Spell-Like Abilities: 3/day-fire storm,  incendiary cloud. Caster level 24th; save DC 20 + spell level. The save DC is Charisma-based.


Incorporeal Traits: Can be harmed only by other incorporeal creatures, magic weapons, or magic, with a 50% chance to ignore any Damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.


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


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


Heat Aura (Su): A 10-foot-radius spread heat aura surrounds a shape of fire. All creatures of the fire subtype in the area (including the shape of fire) are treated as if having turn resistance +6 (if undead) and fast healing 10. Creatures subject to fire Damage take 2d10 points of fire Damage each round they remain within the heat aura.


