# monster

armor_class:
21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17

abilities:
Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11

feats:
Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will

stat_block:
Huge water elemental; CR 7; Huge elemental (water, extraplanar); HD 16d8+80; hp 152; Init +4; Spd 30 ft. (6 squares), swim 120 ft.; AC 21 (-2 size, +4 dex, +9 natural), touch 12, flat-footed 17; Base Atk +12; Grp +27; Atk +17 melee (2d10+7, slam); Full Atk +17 melee (2d10+7, 2 slams); Space/Reach 15 ft./15 ft.; SA Water mastery, drench, vortex; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits; AL N; SV Fort +15, Ref +9, Will +7; Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11

Skills and Feats: Listen +11, Spot +12; Alertness, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack

full_text:
Water Elemental

Water Elemental, Huge




Huge Elemental (Water, Extraplanar)



Hit Dice:
16d8+80 (152 hp)



Initiative:
+4



Speed:
30 ft. (6 squares), swim 120 ft.



Armor Class:
21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17



Base Attack/Grapple:
+12/+27



Attack:
Slam +17 melee (2d10+7)



Full Attack:
2 slams +17 melee (2d10+7)



Space/Reach:
15 ft./15 ft.



Special Attacks:
Water mastery, drench, vortex



Special Qualities:
Damage reduction 5/-, darkvision 60 ft., elemental traits



Saves:
Fort +15, Ref +9, Will +7



Abilities:
Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11



Skills:
Listen +11, Spot +12



Feats:
Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will



Environment:
Elemental Plane of Water



Organization:
Solitary



Challenge Rating:
7



Treasure:
None



Alignment:
Usually neutral



Advancement:
17-20 HD (Huge)




Level Adjustment:
-



A water elemental can't venture more than 180 feet from the body of water from which it was conjured.
Water elementals speak Aquan but rarely choose to do so.
Combat
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long 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 nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).


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. 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 30 feet wide at the top, and 10 feet or more 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 vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, 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 vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex 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 currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.
Creatures trapped in the vortex 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 make a Concentration check (DC 10 + 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 vortex at one time as will fit inside the vortex's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens 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 concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental 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.

Water Elemental Sizes


------- Vortex -------


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
34 lb.
13
1d4
10-20 ft.

Medium
8 ft.
280 lb.
15
1d6
10-30 ft.

Large
16 ft.
2,250 lb.
19
2d6
10-40 ft.

Huge
32 ft.
18,000 lb.
25
2d8
10-50 ft.

Greater
36 ft.
21,000 lb.
28
2d8
10-60 ft.


Elder
40 ft.
24,000 lb.
31
2d8
10-60 ft.



armor_class:
22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17

abilities:
Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11

feats:
Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

stat_block:
Greater water elemental; CR 9; Huge elemental (water, extraplanar); HD 21d8+105; hp 199; Init +5; Spd 30 ft. (6 squares), swim 120 ft.; AC 22 (-2 size, +5 dex, +9 natural), touch 13, flat-footed 17; Base Atk +15; Grp +31; Atk +21 melee (2d10+8, slam); Full Atk +21 melee (2d10+8, 2 slams); Space/Reach 15 ft./15 ft.; SA Water mastery, drench, vortex; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits; AL N; SV Fort +17, Ref +14, Will +9; Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11

Skills and Feats: Listen +14, Spot +14; Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

full_text:
Water Elemental


Water Elemental, Greater




Huge Elemental (Water, Extraplanar)


Hit Dice:

21d8+105 (199 hp)


Initiative:

+5


Speed:

30 ft. (6 squares), swim 120 ft.


Armor Class:

22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17


Base Attack/Grapple:

+15/+31


Attack:

Slam +21 melee (2d10+8)


Full Attack:

2 slams +21 melee (2d10+8)


Space/Reach:

15 ft./15 ft.


Special Attacks:

Water mastery, drench, vortex


Special Qualities:

Damage reduction 10/-, darkvision 60 ft., elemental traits


Saves:

Fort +17, Ref +14, Will +9


Abilities:

Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11


Skills:

Listen +14, Spot +14


Feats:

Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack


Environment:

Elemental Plane of Water


Organization:

Solitary


Challenge Rating:

9


Treasure:

None


Alignment:

Usually neutral


Advancement:

22-23 HD (Huge)



Level Adjustment:

-


A water elemental can't venture more than 180 feet from the body of water from which it was conjured.
Water elementals speak Aquan but rarely choose to do so.
Combat
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long 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 nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).


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. 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 30 feet wide at the top, and 10 feet or more 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 vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, 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 vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex 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 currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.
Creatures trapped in the vortex 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 make a Concentration check (DC 10 + 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 vortex at one time as will fit inside the vortex's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens 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 concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental 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.

Water Elemental Sizes


------- Vortex -------


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
34 lb.
13
1d4
10-20 ft.

Medium
8 ft.
280 lb.
15
1d6
10-30 ft.

Large
16 ft.
2,250 lb.
19
2d6
10-40 ft.

Huge
32 ft.
18,000 lb.
25
2d8
10-50 ft.

Greater
36 ft.
21,000 lb.
28
2d8
10-60 ft.


Elder
40 ft.
24,000 lb.
31
2d8
10-60 ft.



armor_class:
23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17

abilities:
Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11

feats:
Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

stat_block:
Elder water elemental; CR 11; Huge elemental (water, extraplanar); HD 24d8+120; hp 228; Init +6; Spd 30 ft. (6 squares), swim 120 ft.; AC 23 (-2 size, +6 dex, +9 natural), touch 14, flat-footed 17; Base Atk +18; Grp +35; Atk +25 melee (2d10+9/19-20, slam); Full Atk +25 melee (2d10+9/19-20, 2 slams); Space/Reach 15 ft./15 ft.; SA Water mastery, drench, vortex; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits; AL N; SV Fort +19, Ref +16, Will +10; Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11

Skills and Feats: Listen +29, Spot +29; Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

full_text:
Water Elemental



Water Elemental, Elder




Huge Elemental (Water, Extraplanar)

Hit Dice:


24d8+120 (228 hp)

Initiative:


+6

Speed:


30 ft. (6 squares), swim 120 ft.

Armor Class:


23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17

Base Attack/Grapple:


+18/+35

Attack:


Slam +25 melee (2d10+9/19-20)

Full Attack:


2 slams +25 melee (2d10+9/19-20)

Space/Reach:


15 ft./15 ft.

Special Attacks:


Water mastery, drench, vortex

Special Qualities:


Damage reduction 10/-, darkvision 60 ft., elemental traits

Saves:


Fort +19, Ref +16, Will +10

Abilities:


Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11

Skills:


Listen +29, Spot +29

Feats:


Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack

Environment:


Elemental Plane of Water

Organization:


Solitary

Challenge Rating:


11

Treasure:


None

Alignment:


Usually neutral

Advancement:


25-48 HD (Huge)


Level Adjustment:


-

A water elemental can't venture more than 180 feet from the body of water from which it was conjured.
Water elementals speak Aquan but rarely choose to do so.
Combat
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long 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 nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).


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. 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 30 feet wide at the top, and 10 feet or more 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 vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, 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 vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex 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 currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based.
Creatures trapped in the vortex 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 make a Concentration check (DC 10 + 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 vortex at one time as will fit inside the vortex's volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens 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 concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental 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.

Water Elemental Sizes


------- Vortex -------


Elemental
Height
Weight
Save DC
Damage
Height

Small
4 ft.
34 lb.
13
1d4
10-20 ft.

Medium
8 ft.
280 lb.
15
1d6
10-30 ft.

Large
16 ft.
2,250 lb.
19
2d6
10-40 ft.

Huge
32 ft.
18,000 lb.
25
2d8
10-50 ft.

Greater
36 ft.
21,000 lb.
28
2d8
10-60 ft.


Elder
40 ft.
24,000 lb.
31
2d8
10-60 ft.



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

attack:
Longsword +2 melee (1d8+1/19-20) or longbow +3 ranged (1d8/x3)

full_attack:
Longsword +2 melee(1d8+1/19-20) or longbow +3 ranged (1d8/x3)

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

environment:
Temperate forest
(Half-elf: Temperate forests)
(Aquatic: Temperate aquatic)
(Gray: Temperate mountains)
(Wild: Warm forests)
(Wood: Temperate forests)

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

alignment:
Usually chaotic good
(Wood: Usually neutral)

stat_block:
1st-level warrior elf; CR 1/2; Medium humanoid (elf ); HD 1d8; hp 4; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20, longsword) or +3 ranged (1d8/x3, longbow); Full Atk +2 melee (1d8+1/19-20, longsword) or +3 ranged (1d8/x3, longbow); Space/Reach 5 ft./5 ft.; SA None; SQ Elven traits; AL CG; SV Fort +2, Ref +1, Will -1*; Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8

Skills and Feats: Hide +1, Listen +2, Search +3, Spot +2; Weapon Focus (longbow)

full_text:
Elf

Elf, 1st-Level Warrior


Medium Humanoid (Elf )


Hit Dice:
1d8 (4 hp)


Initiative:
+1


Speed:
30 ft. (6 squares)


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


Base Attack/Grapple:
+1/+2


Attack:
Longsword +2 melee (1d8+1/19-20) or longbow +3 ranged (1d8/x3)


Full Attack:
Longsword +2 melee(1d8+1/19-20) or longbow +3 ranged (1d8/x3)


Space/Reach:
5 ft./5 ft.


Special Attacks:
None


Special Qualities:
Elven traits


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


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


Skills:
Hide +1, Listen +2, Search +3, Spot +2


Feats:
Weapon Focus (longbow)


Environment:
Temperate forest

(Half-elf: Temperate forests)

(Aquatic: Temperate aquatic)

(Gray: Temperate mountains)

(Wild: Warm forests)

(Wood: Temperate forests)

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


Challenge Rating:
1/2


Treasure:
Standard


Alignment:
Usually chaotic good

(Wood: Usually neutral)

Advancement:
By character class



Level Adjustment:
+0


Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.
Elves speak Elven, and most also know Common and Sylvan.
Most elves encountered outside their homes are warriors; the information presented here is for one of 1st level.
Combat
Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead.
They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won't affect other elves.
Elf Traits (Ex): Elves possess the following racial traits.

 +2 Dexterity, -2 Constitution.

 Medium size.

 An elf's base land speed is 30 feet.

 Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)

 Low-light vision.

 Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.

 +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

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

 Favored Class: Wizard.


The elf 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 above information describes the high elf, the most common variety. There are five other major subraces of elf, in addition to half-elves, who share enough elven characteristics to be included here.
Half-Elf
Half-elves are not truly an elf subrace, but they are often mistaken for elves. Half-elves usually inherit a good blend of their parents' physical characteristics.
Half-Elf Traits (Ex): Half-elves possess the following racial traits.

 Medium size.


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

 Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.

 Low-light vision.

 +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf's ability to notice secret doors simply by passing near them.

 +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust.

 Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.

 Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).

 Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty for multiclassing, her highest-level class does not count.






Aquatic Elf
Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.
Aquatic elves fight underwater with tridents, spears, and nets.
Aquatic Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.

 +2 Dexterity, -2 Intelligence. These adjustments replace the high elf's ability score adjustments.

 An aquatic elf has the aquatic subtype.

 An aquatic elf has a swim speed of 40 feet.

 Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).

 Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This trait replaces the high elf's low-light vision.

 Favored Class: Fighter. This trait replaces the high elf's favored class.






Drow Elf
Also known as dark elves, drow are a depraved and evil subterranean offshoot.
White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.
Drow usually coat their arrows with a potent venom.
Poison (Ex): An opponent hit by a drow's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.


Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted.

 +2 Intelligence, +2 Charisma.

 Darkvision out to 120 feet. This trait replaces the high elf's low-light vision.

 Spell resistance equal to 11 + class levels.

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

 Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights,  darkness,  faerie fire. Caster level equals the drow's class levels.

 Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf's weapon proficiency.

 Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf's automatic and bonus languages.

 Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

 Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf's favored class.

 Level adjustment +2.


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




Gray Elf
Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
Gray Elf Traits (Ex): These traits are in addition to the high elf traits.

 +2 Intelligence, -2 Strength.






Wild Elf
Wild elves are barbaric and tribal. Wild elves' hair color ranges from black to light brown, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves.
Wild Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.

 +2 Dexterity, -2 Intelligence. These adjustments replace the high elf's ability score adjustments.

 Favored Class: Sorcerer. This trait replaces the high elf's favored class.






Wood Elf
Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings.
Wood Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.

 +2 Strength, -2 Intelligence.

 Favored Class: Ranger. This trait replaces the high elf's favored class.


armor_class:
16 (+1 Dex, +4 chain shirt, +1 light shield), touch 11, flat-footed 15

attack:
Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20)

full_attack:
Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20)

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

organization:
Squad (2-4), patrol (5-8 plus 2 2nd-level sergeants and 1 leader of 3rd-6th level), or band (20-50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains)

stat_block:
1st-level warrior drow; CR 1 (see text); Medium humanoid (elf ); HD 1d8; hp 4; Init +1; Spd 30 ft. (6 squares); AC 16 (+1 dex, +4 chain shirt, +1 light shield), touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow); Full Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand crossbow); Space/Reach 5 ft./5 ft.; SA Poison, spell-like abilities; SQ Drow traits, spell resistance 12; AL NE; SV Fort +2, Ref +1, Will -1*; Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10

Skills and Feats: Hide +0, Listen +2, Search +4, Spot +3; Weapon Focus (rapier)

full_text:
Elf

Drow, 1st-Level Warrior



Medium Humanoid (Elf )

Hit Dice:

1d8 (4 hp)

Initiative:

+1

Speed:

30 ft. (6 squares)

Armor Class:

16 (+1 Dex, +4 chain shirt, +1 light shield), touch 11, flat-footed 15

Base Attack/Grapple:

+1/+2

Attack:

Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20)

Full Attack:

Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Poison, spell-like abilities

Special Qualities:

Drow traits, spell resistance 12

Saves:

Fort +2, Ref +1, Will -1*

Abilities:

Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10

Skills:

Hide +0, Listen +2, Search +4, Spot +3

Feats:

Weapon Focus (rapier)

Environment:
Underground

Organization:

Squad (2-4), patrol (5-8 plus 2 2nd-level sergeants and 1 leader of 3rd-6th level), or band (20-50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains)

Challenge Rating:

1 (see text)

Treasure:

Standard

Alignment:
Usually neutral evil

Advancement:

By character class


Level Adjustment:

+2

Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.
Elves speak Elven, and most also know Common and Sylvan.
Most elves encountered outside their homes are warriors; the information presented here is for one of 1st level.
Combat
Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead.
They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won't affect other elves.
Elf Traits (Ex): Elves possess the following racial traits.

 +2 Dexterity, -2 Constitution.

 Medium size.

 An elf's base land speed is 30 feet.

 Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)

 Low-light vision.

 Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.

 +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

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

 Favored Class: Wizard.


The elf 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 above information describes the high elf, the most common variety. There are five other major subraces of elf, in addition to half-elves, who share enough elven characteristics to be included here.
Half-Elf
Half-elves are not truly an elf subrace, but they are often mistaken for elves. Half-elves usually inherit a good blend of their parents' physical characteristics.
Half-Elf Traits (Ex): Half-elves possess the following racial traits.

 Medium size.


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

 Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.

 Low-light vision.

 +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf's ability to notice secret doors simply by passing near them.

 +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust.

 Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.

 Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).

 Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty for multiclassing, her highest-level class does not count.






Aquatic Elf
Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.
Aquatic elves fight underwater with tridents, spears, and nets.
Aquatic Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.

 +2 Dexterity, -2 Intelligence. These adjustments replace the high elf's ability score adjustments.

 An aquatic elf has the aquatic subtype.

 An aquatic elf has a swim speed of 40 feet.

 Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).

 Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This trait replaces the high elf's low-light vision.

 Favored Class: Fighter. This trait replaces the high elf's favored class.






Drow Elf
Also known as dark elves, drow are a depraved and evil subterranean offshoot.
White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.
Drow usually coat their arrows with a potent venom.
Poison (Ex): An opponent hit by a drow's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.


Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted.

 +2 Intelligence, +2 Charisma.

 Darkvision out to 120 feet. This trait replaces the high elf's low-light vision.

 Spell resistance equal to 11 + class levels.

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

 Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights,  darkness,  faerie fire. Caster level equals the drow's class levels.

 Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf's weapon proficiency.

 Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf's automatic and bonus languages.

 Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

 Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf's favored class.

 Level adjustment +2.


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




Gray Elf
Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
Gray Elf Traits (Ex): These traits are in addition to the high elf traits.

 +2 Intelligence, -2 Strength.






Wild Elf
Wild elves are barbaric and tribal. Wild elves' hair color ranges from black to light brown, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves.
Wild Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.

 +2 Dexterity, -2 Intelligence. These adjustments replace the high elf's ability score adjustments.

 Favored Class: Sorcerer. This trait replaces the high elf's favored class.






Wood Elf
Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings.
Wood Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.

 +2 Strength, -2 Intelligence.

 Favored Class: Ranger. This trait replaces the high elf's favored class.


special_qualities:
Darkvision 60 ft., detect magic, ethereal jaunt

abilities:
Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10

stat_block:
Ethereal filcher; CR 3; Medium aberration; HD 5d8; hp 22; Init +8; Spd 40 ft. (8 squares); AC 17 (+4 dex, +3 natural), touch 14, flat-footed 13; Base Atk +3; Grp +3; Atk +3 melee (1d4, bite); Full Atk +3 melee (1d4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., detect magic, ethereal jaunt; AL N; SV Fort +1, Ref +5, Will +5; Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10

Skills and Feats: Listen +9, Sleight of Hand +12, Spot +9; Dodge, Improved Initiative

full_text:
Ethereal Filcher

Ethereal Filcher
Medium Aberration

Hit Dice:
5d8 (22 hp)

Initiative:
+8

Speed:
40 ft. (8 squares)

Armor Class:
17 (+4 Dex, +3 natural), touch 14, flat-footed 13

Base Attack/Grapple:
+3/+3

Attack:
Bite +3 melee (1d4)

Full Attack:
Bite +3 melee (1d4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft., detect magic, ethereal jaunt

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

Abilities:
Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10

Skills:
Listen +9, Sleight of Hand +12, Spot +9

Feats:
Dodge, Improved Initiative

Environment:
Underground

Organization:
Solitary

Challenge Rating:
3

Treasure:
No coins; standard goods; double items

Alignment:
Usually neutral

Advancement:
6-7 HD (Medium); 8-15 HD (Large)


Level Adjustment:
-

Ethereal filchers are bizarre-looking creatures with a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets.
Ethereal filchers do not speak.
Combat
An ethereal filcher prowls about, using its ethereal jaunt ability to move about unseen (and often through solid objects). Upon locating a likely mark, it shifts to the Material Plane, attempting to catch its victim unaware. The creature attempts to seize an item, then retreats quickly back to the Ethereal Plane. It is not above delivering a bite to distract its target. Once it secures a trinket, it scurries back to its lair to admire its prize. When badly wounded, a filcher escapes rather than continuing the fight.
Any number of simple ruses can blunt a filcher's attack.
Detect Magic (Su): Ethereal filchers can detect magic as the spell (caster level 5th) at will.


Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).


Skills: Ethereal filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks.


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

abilities:
Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10

stat_block:
Ethereal marauder; CR 3; Medium magical beast (extraplanar); HD 2d10; hp 11; Init +5; Spd 40 ft. (8 squares); AC 14 (+1 dex, +3 natural), touch 11, flat-footed 13; Base Atk +2; Grp +4; Atk +4 melee (1d6+3, bite); Full Atk +4 melee (1d6+3, bite); Space/Reach 5 ft./5 ft.; SA ; SQ Darkvision 60 ft., ethereal jaunt; AL N; SV Fort +3, Ref +4, Will +1; Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10

Skills and Feats: Listen +5, Move Silently +5, Spot +4; Improved Initiative

full_text:
Ethereal Marauder

Ethereal Marauder
Medium Magical Beast (Extraplanar)

Hit Dice:
2d10 (11 hp)

Initiative:
+5

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+2/+4

Attack:
Bite +4 melee (1d6+3)

Full Attack:
Bite +4 melee (1d6+3)

Space/Reach:
5 ft./5 ft.

Special Attacks:-

Special Qualities:
Darkvision 60 ft., ethereal jaunt

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

Abilities:
Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10

Skills:
Listen +5, Move Silently +5, Spot +4

Feats:
Improved Initiative

Environment:
Ethereal Plane

Organization:
Solitary

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

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


Level Adjustment:
-

Ethereal marauders live and hunt on the Ethereal Plane. Ethereal marauders' coloration ranges from bright blue to deep violet. An ethereal marauder stands about 4 feet tall, but its overall length is about 7 feet. It weighs about 200 pounds.
Ethereal marauders speak no known languages. Survivors of their attacks on the Material Plane claim that they emit an eerie, high whine that varies in pitch depending on the creature's speed and health.
Combat
Once a marauder locates prey, it shifts to the Material Plane to attack, attempting to catch its victim flat-footed. The creature bites its victim, then retreats quickly back to the Ethereal Plane. When badly hurt or wounded, a marauder escapes to its home plane rather than continuing the fight.
Ethereal Jaunt (Su): An ethereal marauder can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).


Skills: Ethereal marauders have a +2 racial bonus on Listen, Move Silently, and Spot checks.


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

attack:
Bite +5 melee (1d8+2 plus poison) and 2 claws +3 melee (1d3+1)

abilities:
Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8

skills:
Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8

organization:
Solitary, pair, or troupe (1-2 plus 2-4 Medium monstrous spiders)

stat_block:
Ettercap; CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +3; Grp +5; Atk +5 melee (1d8+2 plus poison, bite) or +3 melee (1d3+1, 2 claws); Full Atk ; Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Low-light vision; AL NE; SV Fort +4, Ref +4, Will +6; Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8

Skills and Feats: Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8; Great Fortitude, Multiattack

full_text:
Ettercap

Ettercap
Medium Aberration

Hit Dice:
5d8+5 (27 hp)

Initiative:
+3

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

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

Base Attack/Grapple:
+3/+5

Attack:
Bite +5 melee (1d8+2 plus poison)

Attack:
Bite +5 melee (1d8+2 plus poison) and 2 claws +3 melee (1d3+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Poison, web

Special Qualities:
Low-light vision

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

Abilities:
Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8

Skills:
Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8

Feats:
Great Fortitude, Multiattack

Environment:
Warm forests

Organization:
Solitary, pair, or troupe (1-2 plus 2-4 Medium monstrous spiders)

Challenge Rating:
3

Treasure:
Standard

Alignment:
Usually neutral evil

Advancement:
6-7 HD (Medium); 8-15 HD (Large)


Level Adjustment:
+4

An ettercap is about 6 feet tall and weighs about 200 pounds.
Ettercaps speak Common.
Combat
Ettercaps are not brave creatures, but their cunning traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its keen-edged claws and venomous bite. It usually will not come within melee reach of any foe that is still able to move.
Poison (Ex): Injury, Fortitude DC 15, initial damage 1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution based and includes a +2 racial bonus.


Web (Ex): An ettercap can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire.
An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.


Skills: Ettercaps have a +4 racial bonus on Craft (trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.


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

armor_class:
18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18

attack:
Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6)

full_attack:
2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6)

special_qualities:
Low-light vision, superior two-weapon fighting

abilities:
Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11

feats:
Alertness, Improved Initiative, Iron Will, Power Attack

organization:
Solitary, gang (2-4), troupe (1-2 plus 1-2 brown bears), band (3-5 plus 1-2 brown bears), or colony (3-5 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)

stat_block:
Ettin; CR 6; Large giant; HD 10d8+20; hp 65; Init +3; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 18 (-1 size, -1 dex, +7 natural, +3 hide), touch 8, flat-footed 18; Base Atk +7; Grp +17; Atk +12 melee (2d6+6, morningstar) or +5 ranged (1d8+6, javelin); Full Atk +12 /+7 melee (2d6+6, 2 morningstars) or +5 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -; SQ Low-light vision, superior two-weapon fighting; AL CE; SV Fort +9, Ref +2, Will +5; Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11

Skills and Feats: Listen +10, Search +1, Spot +10; Alertness, Improved Initiative, Iron Will, Power Attack

full_text:
Ettin

Ettin
Large Giant

Hit Dice:
10d8+20 (65 hp)

Initiative:
+3

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

Armor Class:
18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18

Base Attack/Grapple:
+7/+17

Attack:
Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6)

Full Attack:
2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6)

Space/Reach:
10 ft./10 ft.

Special Attacks:
-

Special Qualities:
Low-light vision, superior two-weapon fighting

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

Abilities:
Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11

Skills:
Listen +10, Search +1, Spot +10

Feats:
Alertness, Improved Initiative, Iron Will, Power Attack

Environment:
Cold hills

Organization:
Solitary, gang (2-4), troupe (1-2 plus 1-2 brown bears), band (3-5 plus 1-2 brown bears), or colony (3-5 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)

Challenge Rating:
6

Treasure:
Standard

Alignment:
Usually chaotic evil

Advancement:
By character class


Level Adjustment:
+5

Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night.
An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years.
Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.
Combat
Though ettins aren't very intelligent, they are cunning fighters.
They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.
Superior Two-Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.
Skills: An ettin's two heads give it a +2 racial bonus on Listen, Spot, and Search checks.


special_qualities:
Cure serious wounds, hive mind, immunity to poison, petrification, and cold, make whole, electricity resistance 10, fire resistance 10, sonic resistance 10

abilities:
Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9

skills:
Climb +10, Craft (any one) +5, Hide +6, Listen +4, Search +2, Spot +4

stat_block:
Formian worker; CR 1/2; Small outsider (lawful, extraplanar); HD 1d8+1; hp 5; Init +2; Spd 40 ft. (8 squares); AC 17 (+1 size, +2 dex, +4 natural), touch 13, flat-footed 15; Base Atk +1; Grp -2; Atk +3 melee (1d4+1, bite); Full Atk +3 melee (1d4+1, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Cure serious wounds,  hive mind, immunity to poison, petrification, and cold, make whole,  electricity resistance 10, fire resistance 10, sonic resistance 10; AL LN; SV Fort +3, Ref +4, Will +2; Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9

Skills and Feats: Climb +10, Craft (any one) +5, Hide +6, Listen +4, Search +2, Spot +4; Skill Focus (Craft [selected skill])

full_text:
Formian

Formian Worker



Small Outsider (Lawful, Extraplanar)



Hit Dice:
1d8+1 (5 hp)



Initiative:
+2



Speed:
40 ft. (8 squares)



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



Base Attack/Grapple:
+1/-2



Attack:
Bite +3 melee (1d4+1)



Full Attack:
Bite +3 melee (1d4+1)



Space/Reach:
5 ft./5 ft.



Special Attacks:
-



Special Qualities:
Cure serious wounds, hive mind, immunity to poison, petrification, and cold, make whole, electricity resistance 10, fire resistance 10, sonic resistance 10



Saves:
Fort +3, Ref +4, Will +2



Abilities:
Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9



Skills:
Climb +10, Craft (any one) +5, Hide +6, Listen +4, Search +2, Spot +4


Feats:
Skill Focus (Craft [selected skill])



Environment:
A lawful-aligned plane



Organization:
Team (2-4) or crew (7-18)



Challenge Rating:
1/2



Treasure:
None



Alignment:
Always lawful neutral



Advancement:
2-3 HD (Medium)




Level Adjustment:
-



A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.
Combat
Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.




Worker
While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine-although their intelligence still limits the concepts that they can grasp.
A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.
Combat
Formian workers fight only to defend their hive-cities, using their mandibled bite.
A formian worker's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
cure serious wounds (Sp): Eight workers together can heal a creature's wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers.


make whole (Sp): Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a fullround action for all three workers.






Warrior
Warriors communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise.
A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds.
Combat
Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics.
A formian warrior's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based.






Taskmaster
These formians communicate only telepathically and derive sustenance from the mental energies of those they dominate.
A taskmaster is about the same size as a warrior.
Combat
Taskmasters rely on their dominated slaves to fight for them if at all possible. If necessary, though, they can defend themselves with claws and a poison sting.
A formian taskmaster's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Dominate Monster (Su): A taskmaster can use a dominate monster ability as the spell from a 10th-level caster (Will DC 17 negates), although the subject may be of any kind and may be up to Large size. Creatures that successfully save cannot be affected by the same taskmaster's dominate monster ability for 24 hours. A single taskmaster can dominate up to four subjects at a time. The save DC is Charisma-based.


Dominated Creature (Ex): A taskmaster is never encountered alone. One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).


Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d6 Str. The save DC is Constitution-based.






Myrmarch
Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought.
A myrmarch is about is about 7 feet long and about 5-1/2 feet high at the front. It weighs about 1,500 pounds. Its claws are capable of fine manipulation, like human hands. Each myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position).
Myrmarchs speak Formian and Common.
Combat
Myrmarchs' claws are like hands and thus serve no combat purpose.
Myrmarchs occasionally employ javelins for ranged attacks, coated with poison from their own stingers.
They fight intelligently, aiding those under them (if any such are present) and commanding them through the hive mind. If chaotic creatures are present, however, a myrmarch is singleminded in its quest to destroy them.
A formian myrmarch's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Dex. The save DC is Constitution-based.


Spell-Like Abilities: At will-charm monster (DC 17), clairaudience/clairvoyance,  detect chaos,  detect thoughts (DC 15), magic circle against chaos, greater teleport; 1/day-dictum (DC 20), order's wrath (DC 17). Caster level 12th. The save DCs are Charisma-based.






Queen
The formian queen cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range.
She is about 10 feet long, perhaps 4 feet high, and weighs about 3,500 pounds.
The queen speaks Formian and Common, although she can communicate with any creature telepathically.
Combat
The queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This sort of occurrence is very rare, however, and most of the time the queen remains within her well-defended chambers.
Despite her utter lack of physical activity, the queen can cast spells and use spell-like abilities to great effect in her own defense as well as the defense of the hive-city.
Spells: The queen casts arcane spells as a 17th-level sorcerer.
Typical Sorcerer Spells Known (6/8/7/7/7/7/6/6/4, base save DC 15 + spell level): 0-acid splash,  arcane mark,  daze,  detect magic,  light,  mage hand,  read magic,  resistance,  touch of fatigue; 1st-comprehend languages,  identify,  mage armor,  magic missile,  shield; 2nd- hypnotic pattern,  invisibility,  protection from arrows,  resist energy,  scorching ray; 3rd-dispel magic,  heroism,  nondetection,  slow; 4th- confusion,  detect scrying,  black tentacles,  scrying; 5th-cone of cold,  dismissal,  teleport,  wall of force; 6th-analyze dweomer,  geas/quest,  repulsion; 7th-summon monster VII,  vision,  waves of exhaustion; 8th-prismatic wall,  temporal stasis.


Spell-Like Abilities: At will-calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance,  detect chaos,  detect thoughts,  dictum (DC 22), divination,  hold monster (DC 20), magic circle against chaos,  order's wrath (DC 19), shield of law (DC 23), true seeing. Caster level 17th. The save DCs are Charisma-based.


Telepathy (Su): The queen can communicate telepathically with any intelligent creature within 50 miles whose presence she is aware of.


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

full_attack:
Sting +7 melee (2d4+3 plus poison) and 2 claws +5 melee (1d6+1) and bite +5 melee (1d4+1)

special_qualities:
Hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 18

abilities:
Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11

skills:
Climb +10, Hide +10, Jump +14, Listen +8, Move Silently +10, Search +7, Spot +8, Survival +1 (+3 following tracks), Tumble +12

stat_block:
Formian warrior; CR 3; Medium outsider (lawful, extraplanar); HD 4d8+8; hp 26; Init +3; Spd 40 ft. (8 squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +4; Grp +7; Atk +7 melee (2d4+3 plus poison, sting); Full Atk +7 melee (2d4+3 plus poison, sting) and +5 melee (1d6+1, 2 claws) and +5 melee (1d4+1, bite); Space/Reach 5 ft./5 ft.; SA Poison; SQ Hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 18; AL LN; SV Fort +6, Ref +7, Will +5; Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11

Skills and Feats: Climb +10, Hide +10, Jump +14, Listen +8, Move Silently +10, Search +7, Spot +8, Survival +1 (+3 following tracks), Tumble +12; Dodge, Multiattack

full_text:
Formian

Formian Warrior




Medium Outsider (Lawful, Extraplanar)


Hit Dice:

4d8+8 (26 hp)


Initiative:

+3


Speed:

40 ft. (8 squares)


Armor Class:

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


Base Attack/Grapple:

+4/+7


Attack:

Sting +7 melee (2d4+3 plus poison)


Full Attack:

Sting +7 melee (2d4+3 plus poison) and 2 claws +5 melee (1d6+1) and bite +5 melee (1d4+1)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Poison


Special Qualities:

Hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 18


Saves:

Fort +6, Ref +7, Will +5


Abilities:

Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11


Skills:

Climb +10, Hide +10, Jump +14, Listen +8, Move Silently +10, Search +7, Spot +8, Survival +1 (+3 following tracks), Tumble +12

Feats:

Dodge, Multiattack


Environment:

A lawful-aligned plane


Organization:

Solitary, team (2-4), or troop (6-11)


Challenge Rating:

3


Treasure:

None


Alignment:

Always lawful neutral


Advancement:

5-8 HD (Medium); 9-12 HD (Large)



Level Adjustment:

-


A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.
Combat
Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.




Worker
While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine-although their intelligence still limits the concepts that they can grasp.
A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.
Combat
Formian workers fight only to defend their hive-cities, using their mandibled bite.
A formian worker's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
cure serious wounds (Sp): Eight workers together can heal a creature's wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers.


make whole (Sp): Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a fullround action for all three workers.






Warrior
Warriors communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise.
A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds.
Combat
Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics.
A formian warrior's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based.






Taskmaster
These formians communicate only telepathically and derive sustenance from the mental energies of those they dominate.
A taskmaster is about the same size as a warrior.
Combat
Taskmasters rely on their dominated slaves to fight for them if at all possible. If necessary, though, they can defend themselves with claws and a poison sting.
A formian taskmaster's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Dominate Monster (Su): A taskmaster can use a dominate monster ability as the spell from a 10th-level caster (Will DC 17 negates), although the subject may be of any kind and may be up to Large size. Creatures that successfully save cannot be affected by the same taskmaster's dominate monster ability for 24 hours. A single taskmaster can dominate up to four subjects at a time. The save DC is Charisma-based.


Dominated Creature (Ex): A taskmaster is never encountered alone. One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).


Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d6 Str. The save DC is Constitution-based.






Myrmarch
Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought.
A myrmarch is about is about 7 feet long and about 5-1/2 feet high at the front. It weighs about 1,500 pounds. Its claws are capable of fine manipulation, like human hands. Each myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position).
Myrmarchs speak Formian and Common.
Combat
Myrmarchs' claws are like hands and thus serve no combat purpose.
Myrmarchs occasionally employ javelins for ranged attacks, coated with poison from their own stingers.
They fight intelligently, aiding those under them (if any such are present) and commanding them through the hive mind. If chaotic creatures are present, however, a myrmarch is singleminded in its quest to destroy them.
A formian myrmarch's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Dex. The save DC is Constitution-based.


Spell-Like Abilities: At will-charm monster (DC 17), clairaudience/clairvoyance,  detect chaos,  detect thoughts (DC 15), magic circle against chaos, greater teleport; 1/day-dictum (DC 20), order's wrath (DC 17). Caster level 12th. The save DCs are Charisma-based.






Queen
The formian queen cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range.
She is about 10 feet long, perhaps 4 feet high, and weighs about 3,500 pounds.
The queen speaks Formian and Common, although she can communicate with any creature telepathically.
Combat
The queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This sort of occurrence is very rare, however, and most of the time the queen remains within her well-defended chambers.
Despite her utter lack of physical activity, the queen can cast spells and use spell-like abilities to great effect in her own defense as well as the defense of the hive-city.
Spells: The queen casts arcane spells as a 17th-level sorcerer.
Typical Sorcerer Spells Known (6/8/7/7/7/7/6/6/4, base save DC 15 + spell level): 0-acid splash,  arcane mark,  daze,  detect magic,  light,  mage hand,  read magic,  resistance,  touch of fatigue; 1st-comprehend languages,  identify,  mage armor,  magic missile,  shield; 2nd- hypnotic pattern,  invisibility,  protection from arrows,  resist energy,  scorching ray; 3rd-dispel magic,  heroism,  nondetection,  slow; 4th- confusion,  detect scrying,  black tentacles,  scrying; 5th-cone of cold,  dismissal,  teleport,  wall of force; 6th-analyze dweomer,  geas/quest,  repulsion; 7th-summon monster VII,  vision,  waves of exhaustion; 8th-prismatic wall,  temporal stasis.


Spell-Like Abilities: At will-calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance,  detect chaos,  detect thoughts,  dictum (DC 22), divination,  hold monster (DC 20), magic circle against chaos,  order's wrath (DC 19), shield of law (DC 23), true seeing. Caster level 17th. The save DCs are Charisma-based.


Telepathy (Su): The queen can communicate telepathically with any intelligent creature within 50 miles whose presence she is aware of.


armor_class:
19 (+3 Dex, +6 natural), touch 13, flat-footed 16

full_attack:
Sting +10 melee (2d4+4 plus poison) and 2 claws +8 melee (1d6+2)

special_attacks:
Dominate monster, dominated creature, poison

special_qualities:
Hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 21, telepathy 100 ft.

abilities:
Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 19

skills:
Climb +13, Diplomacy +6, Hide +12, Intimidate +13, Listen +12, Move Silently +12, Search +9, Sense Motive +12, Spot +12, Survival +3 (+5 following tracks)

organization:
Solitary (1 plus 1 dominated creature) or conscription team (2-4 plus 1 dominated creature per team member)

stat_block:
Formian taskmaster; CR 7; Medium outsider (lawful, extraplanar); HD 6d8+12; hp 39; Init +7; Spd 40 ft. (8 squares); AC 19 (+3 dex, +6 natural), touch 13, flat-footed 16; Base Atk +6; Grp +10; Atk +10 melee (2d4+4 plus poison, sting); Full Atk +10 melee (2d4+4 plus poison, sting) and +8 melee (1d6+2, 2 claws); Space/Reach 5 ft./5 ft.; SA Dominate monster, dominated creature, poison; SQ Hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 21, telepathy 100 ft.; AL LN; SV Fort +7, Ref +8, Will +8; Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 19

Skills and Feats: Climb +13, Diplomacy +6, Hide +12, Intimidate +13, Listen +12,  Move Silently +12, Search +9, Sense Motive +12, Spot +12, Survival +3 (+5 following tracks); Dodge, Improved Initiative, Multiattack

full_text:
Formian

 
Formian Taskmaster




Medium Outsider (Lawful, Extraplanar)

Hit Dice:


6d8+12 (39 hp)

Initiative:


+7

Speed:


40 ft. (8 squares)

Armor Class:


19 (+3 Dex, +6 natural), touch 13, flat-footed 16

Base Attack/Grapple:


+6/+10

Attack:


Sting +10 melee (2d4+4 plus poison)

Full Attack:


Sting +10 melee (2d4+4 plus poison) and 2 claws +8 melee (1d6+2)

Space/Reach:


5 ft./5 ft.

Special Attacks:


Dominate monster, dominated creature, poison

Special Qualities:


Hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 21, telepathy 100 ft.

Saves:


Fort +7, Ref +8, Will +8

Abilities:


Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 19

Skills:

Climb +13, Diplomacy +6, Hide +12, Intimidate +13, Listen +12, Move Silently +12, Search +9, Sense Motive +12, Spot +12, Survival +3 (+5 following tracks)

Feats:


Dodge, Improved Initiative, Multiattack

Environment:


A lawful-aligned plane

Organization:


Solitary (1 plus 1 dominated creature) or conscription team (2-4 plus 1 dominated creature per team member)

Challenge Rating:


7

Treasure:


Standard

Alignment:


Always lawful neutral

Advancement:


7-9 HD (Medium); 10-12 HD (Large)


Level Adjustment:


-

A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.
Combat
Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.




Worker
While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine-although their intelligence still limits the concepts that they can grasp.
A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.
Combat
Formian workers fight only to defend their hive-cities, using their mandibled bite.
A formian worker's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
cure serious wounds (Sp): Eight workers together can heal a creature's wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers.


make whole (Sp): Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a fullround action for all three workers.






Warrior
Warriors communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise.
A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds.
Combat
Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics.
A formian warrior's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based.






Taskmaster
These formians communicate only telepathically and derive sustenance from the mental energies of those they dominate.
A taskmaster is about the same size as a warrior.
Combat
Taskmasters rely on their dominated slaves to fight for them if at all possible. If necessary, though, they can defend themselves with claws and a poison sting.
A formian taskmaster's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Dominate Monster (Su): A taskmaster can use a dominate monster ability as the spell from a 10th-level caster (Will DC 17 negates), although the subject may be of any kind and may be up to Large size. Creatures that successfully save cannot be affected by the same taskmaster's dominate monster ability for 24 hours. A single taskmaster can dominate up to four subjects at a time. The save DC is Charisma-based.


Dominated Creature (Ex): A taskmaster is never encountered alone. One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).


Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d6 Str. The save DC is Constitution-based.






Myrmarch
Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought.
A myrmarch is about is about 7 feet long and about 5-1/2 feet high at the front. It weighs about 1,500 pounds. Its claws are capable of fine manipulation, like human hands. Each myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position).
Myrmarchs speak Formian and Common.
Combat
Myrmarchs' claws are like hands and thus serve no combat purpose.
Myrmarchs occasionally employ javelins for ranged attacks, coated with poison from their own stingers.
They fight intelligently, aiding those under them (if any such are present) and commanding them through the hive mind. If chaotic creatures are present, however, a myrmarch is singleminded in its quest to destroy them.
A formian myrmarch's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Dex. The save DC is Constitution-based.


Spell-Like Abilities: At will-charm monster (DC 17), clairaudience/clairvoyance,  detect chaos,  detect thoughts (DC 15), magic circle against chaos, greater teleport; 1/day-dictum (DC 20), order's wrath (DC 17). Caster level 12th. The save DCs are Charisma-based.






Queen
The formian queen cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range.
She is about 10 feet long, perhaps 4 feet high, and weighs about 3,500 pounds.
The queen speaks Formian and Common, although she can communicate with any creature telepathically.
Combat
The queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This sort of occurrence is very rare, however, and most of the time the queen remains within her well-defended chambers.
Despite her utter lack of physical activity, the queen can cast spells and use spell-like abilities to great effect in her own defense as well as the defense of the hive-city.
Spells: The queen casts arcane spells as a 17th-level sorcerer.
Typical Sorcerer Spells Known (6/8/7/7/7/7/6/6/4, base save DC 15 + spell level): 0-acid splash,  arcane mark,  daze,  detect magic,  light,  mage hand,  read magic,  resistance,  touch of fatigue; 1st-comprehend languages,  identify,  mage armor,  magic missile,  shield; 2nd- hypnotic pattern,  invisibility,  protection from arrows,  resist energy,  scorching ray; 3rd-dispel magic,  heroism,  nondetection,  slow; 4th- confusion,  detect scrying,  black tentacles,  scrying; 5th-cone of cold,  dismissal,  teleport,  wall of force; 6th-analyze dweomer,  geas/quest,  repulsion; 7th-summon monster VII,  vision,  waves of exhaustion; 8th-prismatic wall,  temporal stasis.


Spell-Like Abilities: At will-calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance,  detect chaos,  detect thoughts,  dictum (DC 22), divination,  hold monster (DC 20), magic circle against chaos,  order's wrath (DC 19), shield of law (DC 23), true seeing. Caster level 17th. The save DCs are Charisma-based.


Telepathy (Su): The queen can communicate telepathically with any intelligent creature within 50 miles whose presence she is aware of.


armor_class:
28 (-1 size, +4 Dex, +15 natural), touch 13, flat-footed 24

attack:
Sting +15 melee (2d4+4 plus poison) or javelin +15 ranged (1d6+4)

full_attack:
Sting +15 melee (2d4+4 plus poison) and bite +13 melee (2d6+2); or javelin +15/+10 ranged (1d6+4)

special_qualities:
Fast healing 2, hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 25

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

skills:
Climb +19, Concentration +18, Diplomacy +20, Hide +15, Knowledge (any one) +18, Listen +18, Move Silently +19, Search +18, Sense Motive +18, Spot +18, Survival +3 (+5 following tracks)

feats:
Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack

organization:
Solitary, team (2-4), or platoon (1 plus 7-18 workers and 6-11 warriors)

stat_block:
Formian myrmarch; CR 10; Large outsider (lawful, extraplanar); HD 12d8+48; hp 102; Init +8; Spd 50 ft. (10 squares); AC 28 (-1 size, +4 dex, +15 natural), touch 13, flat-footed 24; Base Atk +12; Grp +20; Atk +15 melee (2d4+4 plus poison, sting) or +15 ranged (1d6+4, javelin); Full Atk +15 melee (2d4+4 plus poison, sting) and +13 melee (2d6+2, bite) or +15 /+10 ranged (1d6+4, javelin); Space/Reach 10 ft./5 ft.; SA Poison, spell-like abilities; SQ Fast healing 2, hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 25; AL LN; SV Fort +12, Ref +12, Will +11; Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17

Skills and Feats: Climb +19, Concentration +18, Diplomacy +20, Hide +15, Knowledge (any one) +18, Listen +18, Move Silently +19, Search +18, Sense Motive +18, Spot +18, Survival +3 (+5 following tracks); Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack

full_text:
Formian

Formian Myrmarch



Large Outsider (Lawful, Extraplanar)


Hit Dice:
12d8+48 (102 hp)


Initiative:
+8


Speed:
50 ft. (10 squares)


Armor Class:
28 (-1 size, +4 Dex, +15 natural), touch 13, flat-footed 24


Base Attack/Grapple:
+12/+20


Attack:
Sting +15 melee (2d4+4 plus poison) or javelin +15 ranged (1d6+4)


Full Attack:
Sting +15 melee (2d4+4 plus poison) and bite +13 melee (2d6+2); or javelin +15/+10 ranged (1d6+4)


Space/Reach:
10 ft./5 ft.


Special Attacks:
Poison, spell-like abilities


Special Qualities:
Fast healing 2, hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 25


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


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


Skills:
Climb +19, Concentration +18, Diplomacy +20, Hide +15, Knowledge (any one) +18, Listen +18, Move Silently +19, Search +18, Sense Motive +18, Spot +18, Survival +3 (+5 following tracks)


Feats:
Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack


Environment:
A lawful-aligned plane


Organization:
Solitary, team (2-4), or platoon (1 plus 7-18 workers and 6-11 warriors)


Challenge Rating:
10


Treasure:
Standard


Alignment:
Always lawful neutral


Advancement:
13-18 HD (Large); 19-24 HD (Huge)



Level Adjustment:
-


A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.
Combat
Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.




Worker
While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine-although their intelligence still limits the concepts that they can grasp.
A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.
Combat
Formian workers fight only to defend their hive-cities, using their mandibled bite.
A formian worker's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
cure serious wounds (Sp): Eight workers together can heal a creature's wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers.


make whole (Sp): Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a fullround action for all three workers.






Warrior
Warriors communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise.
A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds.
Combat
Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics.
A formian warrior's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based.






Taskmaster
These formians communicate only telepathically and derive sustenance from the mental energies of those they dominate.
A taskmaster is about the same size as a warrior.
Combat
Taskmasters rely on their dominated slaves to fight for them if at all possible. If necessary, though, they can defend themselves with claws and a poison sting.
A formian taskmaster's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Dominate Monster (Su): A taskmaster can use a dominate monster ability as the spell from a 10th-level caster (Will DC 17 negates), although the subject may be of any kind and may be up to Large size. Creatures that successfully save cannot be affected by the same taskmaster's dominate monster ability for 24 hours. A single taskmaster can dominate up to four subjects at a time. The save DC is Charisma-based.


Dominated Creature (Ex): A taskmaster is never encountered alone. One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).


Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d6 Str. The save DC is Constitution-based.






Myrmarch
Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought.
A myrmarch is about is about 7 feet long and about 5-1/2 feet high at the front. It weighs about 1,500 pounds. Its claws are capable of fine manipulation, like human hands. Each myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position).
Myrmarchs speak Formian and Common.
Combat
Myrmarchs' claws are like hands and thus serve no combat purpose.
Myrmarchs occasionally employ javelins for ranged attacks, coated with poison from their own stingers.
They fight intelligently, aiding those under them (if any such are present) and commanding them through the hive mind. If chaotic creatures are present, however, a myrmarch is singleminded in its quest to destroy them.
A formian myrmarch's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Dex. The save DC is Constitution-based.


Spell-Like Abilities: At will-charm monster (DC 17), clairaudience/clairvoyance,  detect chaos,  detect thoughts (DC 15), magic circle against chaos, greater teleport; 1/day-dictum (DC 20), order's wrath (DC 17). Caster level 12th. The save DCs are Charisma-based.






Queen
The formian queen cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range.
She is about 10 feet long, perhaps 4 feet high, and weighs about 3,500 pounds.
The queen speaks Formian and Common, although she can communicate with any creature telepathically.
Combat
The queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This sort of occurrence is very rare, however, and most of the time the queen remains within her well-defended chambers.
Despite her utter lack of physical activity, the queen can cast spells and use spell-like abilities to great effect in her own defense as well as the defense of the hive-city.
Spells: The queen casts arcane spells as a 17th-level sorcerer.
Typical Sorcerer Spells Known (6/8/7/7/7/7/6/6/4, base save DC 15 + spell level): 0-acid splash,  arcane mark,  daze,  detect magic,  light,  mage hand,  read magic,  resistance,  touch of fatigue; 1st-comprehend languages,  identify,  mage armor,  magic missile,  shield; 2nd- hypnotic pattern,  invisibility,  protection from arrows,  resist energy,  scorching ray; 3rd-dispel magic,  heroism,  nondetection,  slow; 4th- confusion,  detect scrying,  black tentacles,  scrying; 5th-cone of cold,  dismissal,  teleport,  wall of force; 6th-analyze dweomer,  geas/quest,  repulsion; 7th-summon monster VII,  vision,  waves of exhaustion; 8th-prismatic wall,  temporal stasis.


Spell-Like Abilities: At will-calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance,  detect chaos,  detect thoughts,  dictum (DC 22), divination,  hold monster (DC 20), magic circle against chaos,  order's wrath (DC 19), shield of law (DC 23), true seeing. Caster level 17th. The save DCs are Charisma-based.


Telepathy (Su): The queen can communicate telepathically with any intelligent creature within 50 miles whose presence she is aware of.


special_qualities:
Fast healing 2, hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 30, telepathy

abilities:
Str -, Dex -, Con 20, Int 20, Wis 20, Cha 21

skills:
Appraise +28, Bluff +28, Concentration +28, Diplomacy +32, Disguise +5 (+7 acting), Intimidate +30, Knowledge (any three) +28, Listen +30, Sense Motive +28, Spellcraft +28 (+30 scrolls), Spot +30, Use Magic Device +28 (+30 scrolls)

feats:
Alertness, Great Fortitude, Improved Counterspell, Iron Will, item creation feat (any one), Maximize Spell, Spell Focus (enchantment)

organization:
Hive (1 plus 100-400 workers, 11-40 warriors, 4-7 taskmasters with 1 dominated creature each, and 5-8 myrmarchs)

stat_block:
Formian queen; CR 17; Large outsider (lawful, extraplanar); HD 20d8+100; hp 190; Init -5; Spd 0 ft.; AC 23 (-1 size, +14 natural), touch 9, flat-footed 23; Base Atk +20; Grp +24; Atk -; Full Atk -; Space/Reach 10 ft./5 ft.; SA Spell-like abilities, spells; SQ Fast healing 2, hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 30, telepathy; AL LN; SV Fort +19, Ref -, Will +19; Str -, Dex -, Con 20, Int 20, Wis 20, Cha 21

Skills and Feats: Appraise +28, Bluff +28, Concentration +28, Diplomacy +32, Disguise +5 (+7 acting), Intimidate +30, Knowledge (any three) +28, Listen +30, Sense Motive +28, Spellcraft +28 (+30 scrolls), Spot +30, Use Magic Device +28 (+30 scrolls); Alertness, Eschew Materials, Great Fortitude, Improved Counterspell, Iron Will, Maximize Spell, Spell Focus (enchantment), item creation feat (any one)

full_text:
Formian


Formian Queen



Large Outsider (Lawful, Extraplanar)

Hit Dice:

20d8+100 (190 hp)

Initiative:

-5

Speed:

0 ft.

Armor Class:

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

Base Attack/Grapple:

+20/+24

Attack:

-

Full Attack:

-

Space/Reach:

10 ft./5 ft.

Special Attacks:

Spell-like abilities, spells

Special Qualities:

Fast healing 2, hive mind, immunity to poison, petrification, and cold, electricity resistance 10, fire resistance 10, sonic resistance 10, spell resistance 30, telepathy

Saves:

Fort +19, Ref -, Will +19

Abilities:

Str -, Dex -, Con 20, Int 20, Wis 20, Cha 21

Skills:

Appraise +28, Bluff +28, Concentration +28, Diplomacy +32, Disguise +5 (+7 acting), Intimidate +30, Knowledge (any three) +28, Listen +30, Sense Motive +28, Spellcraft +28 (+30 scrolls), Spot +30, Use Magic Device +28 (+30 scrolls)

Feats:

Alertness, Eschew Materials B, Great Fortitude, Improved Counterspell, Iron Will, item creation feat (any one), Maximize Spell, Spell Focus (enchantment)

Environment:

A lawful-aligned plane

Organization:

Hive (1 plus 100-400 workers, 11-40 warriors, 4-7 taskmasters with 1 dominated creature each, and 5-8 myrmarchs)

Challenge Rating:

17

Treasure:

Double standard

Alignment:

Always lawful neutral

Advancement:

21-30 HD (Huge); 31-40 HD (Gargantuan)


Level Adjustment:

-

A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.
Combat
Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.




Worker
While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine-although their intelligence still limits the concepts that they can grasp.
A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.
Combat
Formian workers fight only to defend their hive-cities, using their mandibled bite.
A formian worker's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
cure serious wounds (Sp): Eight workers together can heal a creature's wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers.


make whole (Sp): Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a fullround action for all three workers.






Warrior
Warriors communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise.
A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds.
Combat
Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics.
A formian warrior's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based.






Taskmaster
These formians communicate only telepathically and derive sustenance from the mental energies of those they dominate.
A taskmaster is about the same size as a warrior.
Combat
Taskmasters rely on their dominated slaves to fight for them if at all possible. If necessary, though, they can defend themselves with claws and a poison sting.
A formian taskmaster's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Dominate Monster (Su): A taskmaster can use a dominate monster ability as the spell from a 10th-level caster (Will DC 17 negates), although the subject may be of any kind and may be up to Large size. Creatures that successfully save cannot be affected by the same taskmaster's dominate monster ability for 24 hours. A single taskmaster can dominate up to four subjects at a time. The save DC is Charisma-based.


Dominated Creature (Ex): A taskmaster is never encountered alone. One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).


Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d6 Str. The save DC is Constitution-based.






Myrmarch
Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought.
A myrmarch is about is about 7 feet long and about 5-1/2 feet high at the front. It weighs about 1,500 pounds. Its claws are capable of fine manipulation, like human hands. Each myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position).
Myrmarchs speak Formian and Common.
Combat
Myrmarchs' claws are like hands and thus serve no combat purpose.
Myrmarchs occasionally employ javelins for ranged attacks, coated with poison from their own stingers.
They fight intelligently, aiding those under them (if any such are present) and commanding them through the hive mind. If chaotic creatures are present, however, a myrmarch is singleminded in its quest to destroy them.
A formian myrmarch's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Dex. The save DC is Constitution-based.


Spell-Like Abilities: At will-charm monster (DC 17), clairaudience/clairvoyance,  detect chaos,  detect thoughts (DC 15), magic circle against chaos, greater teleport; 1/day-dictum (DC 20), order's wrath (DC 17). Caster level 12th. The save DCs are Charisma-based.






Queen
The formian queen cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range.
She is about 10 feet long, perhaps 4 feet high, and weighs about 3,500 pounds.
The queen speaks Formian and Common, although she can communicate with any creature telepathically.
Combat
The queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This sort of occurrence is very rare, however, and most of the time the queen remains within her well-defended chambers.
Despite her utter lack of physical activity, the queen can cast spells and use spell-like abilities to great effect in her own defense as well as the defense of the hive-city.
Spells: The queen casts arcane spells as a 17th-level sorcerer.
Typical Sorcerer Spells Known (6/8/7/7/7/7/6/6/4, base save DC 15 + spell level): 0-acid splash,  arcane mark,  daze,  detect magic,  light,  mage hand,  read magic,  resistance,  touch of fatigue; 1st-comprehend languages,  identify,  mage armor,  magic missile,  shield; 2nd- hypnotic pattern,  invisibility,  protection from arrows,  resist energy,  scorching ray; 3rd-dispel magic,  heroism,  nondetection,  slow; 4th- confusion,  detect scrying,  black tentacles,  scrying; 5th-cone of cold,  dismissal,  teleport,  wall of force; 6th-analyze dweomer,  geas/quest,  repulsion; 7th-summon monster VII,  vision,  waves of exhaustion; 8th-prismatic wall,  temporal stasis.


Spell-Like Abilities: At will-calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance,  detect chaos,  detect thoughts,  dictum (DC 22), divination,  hold monster (DC 20), magic circle against chaos,  order's wrath (DC 19), shield of law (DC 23), true seeing. Caster level 17th. The save DCs are Charisma-based.


Telepathy (Su): The queen can communicate telepathically with any intelligent creature within 50 miles whose presence she is aware of.


armor_class:
18 (-2 size, +10 natural), touch 8, flat-footed 18

special_qualities:
Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire

abilities:
Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 11

feats:
Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)

special_abilities:
Breath Weapon (Su), Cold (Ex), Death Throes (Ex), Trill (Su)

stat_block:
Frost worm; CR 12; Huge magical beast (cold); HD 14d10+70; hp 147; Init +4; Spd 30 ft. (6 squares), burrow 10 ft.; AC 18 (-2 size, +10 natural), touch 8, flat-footed 18; Base Atk +14; Grp +30; Atk +21 melee (2d8+12 plus 1d8 cold, bite); Full Atk +21 melee (2d8+12 plus 1d8 cold, bite); Space/Reach 15 ft./10 ft.; SA Trill, cold, breath weapon; SQ Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire; AL N; SV Fort +14, Ref +9, Will +6; Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 11

Skills and Feats: Hide +3*, Listen +5, Spot +5; Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)

full_text:
Frost Worm

Frost Worm
Huge Magical Beast (Cold)

Hit Dice:
14d10+70 (147 hp)

Initiative:
+4

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

Armor Class:
18 (-2 size, +10 natural), touch 8, flat-footed 18

Base Attack/Grapple:
+14/+30

Attack:
Bite +21 melee (2d8+12 plus 1d8 cold)

Full Attack:
Bite +21 melee (2d8+12 plus 1d8 cold)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Trill, cold, breath weapon

Special Qualities:
Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire

Saves:
Fort +14, Ref +9, Will +6

Abilities:
Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 11

Skills:
Hide +3*, Listen +5, Spot +5

Feats:
Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)

Environment:
Cold plains

Organization:
Solitary

Challenge Rating:
12

Treasure:
None

Alignment:
Usually neutral

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


Level Adjustment:
-

A frost worn cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter.
A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.
Combat
Frost worms lurk under the snow, waiting for prey to come near.
They begin an attack with a trill and then set upon helpless prey with their bite.
Trill (Su): A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm's trill for 24 hours. The effect's caster level is 14th. The save DC is Charisma-based.


Cold (Ex): A frost worm's body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.


Breath Weapon (Su): 30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm's trill get no saving throw. The save DC is Constitution-based.


Death Throes (Ex): When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22). The save DC is Constitution-based.


Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.


armor_class:
8 (-5 Dex, +3 natural), touch 5, flat-footed 8

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

stat_block:
Shrieker; CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5 dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk -; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; AL N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1

Skills and Feats: -; -

full_text:
Fungus

Shrieker


Medium Plant


Hit Dice:
2d8+2 (11 hp)


Initiative:
-5


Speed:
0 ft.


Armor Class:
8 (-5 Dex, +3 natural), touch 5, flat-footed 8


Base Attack/Grapple:
+1/-4


Attack:
-


Full Attack:
-


Space/Reach:
5 ft./0 ft.


Special Attacks:
Shriek


Special Qualities:
Low-light vision, plant traits


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


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


Skills:
-


Feats:
-


Environment:
Underground


Organization:
Solitary or patch (3-5)


Challenge Rating:
1


Treasure:
None


Alignment:
Always neutral


Advancement:
3 HD (Medium)



Level Adjustment:
-


Combat
Shriekers and violet fungi often work together to attract and kill prey. When the shriekers' hellish racket attracts a curious creature, the violet fungus tries to kill it. Both creatures enjoy the fruits of a successful hunt.


Shrieker
A shrieker is a stationary fungus that emits a loud noise to attract prey or when disturbed. Shriekers live in dark, subterranean places, often in the company of violet fungi, whose poison they are immune to.
Shriekers come in of shades of purple.
Combat
A shrieker has no means of attack. Instead, it lures prey to its vicinity by emitting a loud noise.
Shriek (Ex): Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus's noise means there is food nearby.






Violet Fungus
Violet fungi resemble shriekers and are often found growing among them.
A violet fungi's coloration ranges from purple overall to dull gray or violet covered with purple spots.
Combat
A violet fungus flails about with its tentacles at living creatures that come within its reach.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.


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

full_attack:
4 tentacles +3 melee (1d6+2 plus poison)

abilities:
Str 14, Dex 8, Con 16, Int -, Wis 11, Cha 9

organization:
Solitary, patch (2-4), or mixed patch (2-4 violet fungi and 3-5 shriekers)

stat_block:
Violet fungus; CR 3; Medium plant; HD 2d8+6; hp 15; Init -1; Spd 10 ft. (2 squares); AC 13 (-1 dex, +4 natural), touch 9, flat-footed 13; Base Atk +1; Grp +3; Atk +3 melee (1d6+2 plus poison, tentacle); Full Atk +3 melee (1d6+2 plus poison, 4 tentacles); Space/Reach 5 ft./10 ft.; SA Poison; SQ Low-light vision, plant traits; AL N; SV Fort +6, Ref -1, Will +0; Str 14, Dex 8, Con 16, Int -, Wis 11, Cha 9

Skills and Feats: -; -

full_text:
Fungus

Violet Fungus



Medium Plant

Hit Dice:

2d8+6 (15 hp)

Initiative:

-1

Speed:

10 ft. (2 squares)

Armor Class:

13 (-1 Dex, +4 natural), touch 9, flat-footed 13

Base Attack/Grapple:

+1/+3

Attack:

Tentacle +3 melee (1d6+2 plus poison)

Full Attack:

4 tentacles +3 melee (1d6+2 plus poison)

Space/Reach:

5 ft./10 ft.

Special Attacks:

Poison

Special Qualities:

Low-light vision, plant traits

Saves:

Fort +6, Ref -1, Will +0

Abilities:

Str 14, Dex 8, Con 16, Int -, Wis 11, Cha 9

Skills:

-

Feats:

-

Environment:

Underground

Organization:

Solitary, patch (2-4), or mixed patch (2-4 violet fungi and 3-5 shriekers)

Challenge Rating:

3

Treasure:

None

Alignment:

Always neutral

Advancement:

3-6 HD (Medium)


Level Adjustment:

-

Combat
Shriekers and violet fungi often work together to attract and kill prey. When the shriekers' hellish racket attracts a curious creature, the violet fungus tries to kill it. Both creatures enjoy the fruits of a successful hunt.


Shrieker
A shrieker is a stationary fungus that emits a loud noise to attract prey or when disturbed. Shriekers live in dark, subterranean places, often in the company of violet fungi, whose poison they are immune to.
Shriekers come in of shades of purple.
Combat
A shrieker has no means of attack. Instead, it lures prey to its vicinity by emitting a loud noise.
Shriek (Ex): Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus's noise means there is food nearby.






Violet Fungus
Violet fungi resemble shriekers and are often found growing among them.
A violet fungi's coloration ranges from purple overall to dull gray or violet covered with purple spots.
Combat
A violet fungus flails about with its tentacles at living creatures that come within its reach.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.


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

special_qualities:
Damage reduction 10/magic, darkvision 60 ft., freeze

abilities:
Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7

stat_block:
Gargoyle; CR 4; Medium monstrous humanoid (earth); HD 4d8+19; hp 37; Init +2; Spd 40 ft. (8 squares), fly 60 ft. (average); AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +4; Grp +6; Atk +6 melee (1d4+2, claw); Full Atk +6 melee (1d4+2, 2 claws) and +4 melee (1d6+1, bite) and +4 melee (1d6+1, gore); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., freeze; AL CE; SV Fort +5, Ref +6, Will +4; Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7

Skills and Feats: Hide +7*, Listen +4, Spot +4; Multiattack, Toughness

full_text:
Gargoyle

Gargoyle

Medium Monstrous Humanoid (Earth)


Hit Dice:
4d8+19 (37 hp)

Initiative:
+2

Speed:
40 ft. (8 squares), fly 60 ft. (average)

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

Base Attack/Grapple:
+4/+6

Attack:
Claw +6 melee (1d4+2)

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Damage reduction 10/magic, darkvision 60 ft., freeze

Saves:
Fort +5, Ref +6, Will +4

Abilities:
Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7

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

Feats:
Multiattack, Toughness

Environment:
Any

Organization:
Solitary, pair, or wing (5-16)

Challenge Rating:
4

Treasure:
Standard

Alignment:
Usually chaotic evil

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


Level Adjustment:
+5

Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.
Gargoyles speak Common and Terran.
Combat
Gargoyles either remain still, then suddenly attack, or dive onto their prey.
A gargoyle's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.


Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.




Kapoacinth
These cousins of the gargoyle have the aquatic subtype. They have a base land speed of 40 feet and a swim speed of 60 feet (no fly speed) and are found only in aquatic environments.


Gargoyles as Characters
Gargoyle characters possess the following racial traits.

 +4 Strength, +4 Dexterity, +8 Constitution, -4 Intelligence, -4 Charisma.

 Medium size.


-A gargoyle's base land speed is 40 feet. It also has a fly speed of 60 feet (average).

 Darkvision out to 60 feet.

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

 Racial Skills: A gargoyle's monstrous humanoid levels give it skill points equal to 7 x ?(2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.

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

 +4 natural armor bonus.

 Special Qualities (see above): Damage reduction 10/magic, freeze.

 Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.

 Favored Class: Fighter.

 Level adjustment +5.


speed:
50 ft. (10 squares), fly 150 ft. (perfect)

armor_class:
25 (+1 Dex, +14 natural), touch 11, flat-footed 24, or 14 (+1 Dex, +3 deflection), touch 14, flat-footed 13

attack:
+4 holy greatsword +21 melee (2d6+14/19-20) or light ray +11 ranged touch (2d12)

full_attack:
+4 holy greatsword +21/+16 melee (2d6+14/19-20) or 2 light rays +11 ranged touch (2d12)

special_qualities:
Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft., immunity to electricity and petrification, low-light vision, protective aura, cold resistance 10, fire resistance 10 spell resistance 28, tongues

abilities:
Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16

skills:
Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings)

feats:
Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip

special_abilities:
Alternate Form (Su), Gaze (Su), Light Ray (Ex), Protective Aura (Su), Tongues (Su)

stat_block:
Ghaele; CR 13; Medium outsider (chaotic, extraplanar, good); HD 10d8+20; hp 65; Init +5; Spd 50 ft. (10 squares), fly 150 ft. (perfect); AC 25 (+1 dex, +14 natural), touch 11, flat-footed 24, or 14 (+1 dex, +3 deflection), touch 14, flat-footed 13; Base Atk +10; Grp +17; Atk +21 melee (2d6+14/19-20, +4 holy greatsword) or +11 ranged touch (2d12, light ray); Full Atk +21 /+16 melee (2d6+14/19-20, +4 holy greatsword) or +11 ranged touch (2d12, 2 light rays); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, spells, gaze; SQ Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft., immunity to electricity and petrification, low-light vision, protective aura, cold resistance 10, fire resistance 10 spell resistance 28, tongues; AL CG; SV Fort +9, Ref +8, Will +10; Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16

Skills and Feats: Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings); Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip

full_text:
Ghaele

Ghaele
Medium Outsider (Chaotic, Extraplanar, Good)

Hit Dice:
10d8+20 (65 hp)

Initiative:
+5

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

Armor Class:
25 (+1 Dex, +14 natural), touch 11, flat-footed 24, or 14 (+1 Dex, +3 deflection), touch 14, flat-footed 13
Base Attack/Grapple:
+10/+17

Attack:
+4 holy greatsword +21 melee (2d6+14/19-20) or light ray +11 ranged touch (2d12)

Full Attack:
+4 holy greatsword +21/+16 melee (2d6+14/19-20) or 2 light rays +11 ranged touch (2d12)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, spells, gaze

Special Qualities:
Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft., immunity to electricity and petrification, low-light vision, protective aura, cold resistance 10, fire resistance 10 spell resistance 28, tongues

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

Abilities:
Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16

Skills:
Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings)

Feats:
Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip

Environment:
A chaotic good-aligned plane

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

Challenge Rating:
13

Treasure:
No coins; double goods; standard items

Alignment:
Always chaotic good

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


Level Adjustment:
-

A ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter. A ghaele is about 6 feet tall and weighs about 170 pounds.
Ghaeles speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
Combat
Ghaeles who enter combat prefer direct confrontation and damaging attacks to more subtle or insidious methods. They usually fight in their humanoid form, wielding incandescent +4 holy greatswords. If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays.
A ghaele's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-aid,  charm monster (DC 17), color spray (DC 14), comprehend languages,  continual flame,  cure light wounds (DC 14), dancing lights,  detect evil,  detect thoughts (DC 15), disguise self,  dispel magic,  hold monster (DC 18), greater invisibility (self only), major image (DC 16), see invisibility,  greater teleport (self plus 50 pounds of objects only); 1/day-chain lightning (DC 19), prismatic spray (DC 20), wall of force. Caster level 12th. The save DCs are Charisma-based.


Spells: Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 13 + spell level): 0-cure minor wounds,  detect magic,  guidance,  light,  resistance,  virtue; 1st-bless,  calm animals*,  command,  divine favor,  obscuring mist,  sanctuary,  shield of faith; 2nd-aid,  align weapon,  bear's endurance,  hold animal*,  lesser restoration,  remove paralysis,  zone of truth; 3rd-daylight,  gaseous form*,  prayer,  remove curse,  searing light,  water breathing; 4th-death ward,  dismissal,  divine power,  restoration,  summon nature's ally IV (animal)*; 5th-control winds*,  flame strike,  raise dead,  true seeing; 6th-banishment,  blade barrier,  chain lightning*,  heal; 7th-animal shapes*,  holy word,  summon monster VII.
*Domain spell. Domains: Air and Animal.


Gaze (Su): In humanoid form-slay evil creatures of 5 or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or suffer the fear effect. The save DCs are Charisma-based.


Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.


Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.
A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.


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


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


full_attack:
Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)

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

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

skills:
Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

stat_block:
Ghoul; CR 1; Medium undead; HD 2d12; hp 13; Init +2; Spd 30 ft. (6 squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6+1 plus paralysis, bite); Full Atk +2 melee (1d6+1 plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12

Skills and Feats: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7; Multiattack

full_text:
Ghoul

Ghoul



Medium Undead


Hit Dice:
2d12 (13 hp)


Initiative:
+2


Speed:
30 ft. (6 squares)


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


Base Attack/Grapple:
+1/+2


Attack:
Bite +2 melee (1d6+1 plus paralysis)


Full Attack:
Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Ghoul fever, paralysis


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


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


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


Skills:
Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7


Feats:
Multiattack


Environment:
Any

(Lacedon: Any aquatic)

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


Challenge Rating:
1


Treasure:
None


Alignment:
Always chaotic evil


Advancement:
3 HD (Medium)



Level Adjustment:
-


Ghouls speak the languages they spoke in life (usually Common).
Combat
Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.
Ghoul Fever (Su): Disease-bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.


Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.




Lacedon
These cousins of the ghoul have the aquatic subtype. They lurk near hidden reefs or other places where ships are likely to meet their end. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments.


Ghast
Although these creatures look just like their lesser kin, they are far more deadly and cunning.
Combat
Ghoul Fever (Su): Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.


Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.


Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.


armor_class:
17 (+3 Dex, +4 natural), touch 12, flat-footed 14

full_attack:
Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis)

abilities:
Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16

skills:
Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8

organization:
Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls)

special_abilities:
Ghoul Fever (Su), Paralysis (Ex), Stench (Ex)

stat_block:
Ghast; CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6 squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3 plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws); Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60 ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16

Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8; Multiattack, Toughness

full_text:
Ghoul


Ghast



Medium Undead

Hit Dice:

4d12+3 (29 hp)

Initiative:

+3

Speed:

30 ft. (6 squares)

Armor Class:

17 (+3 Dex, +4 natural), touch 12, flat-footed 14

Base Attack/Grapple:

+2/+5

Attack:

Bite +5 melee (1d8+3 plus paralysis)

Full Attack:

Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Ghoul fever, paralyis, stench

Special Qualities:

Darkvision 60 ft., undead traits, +2 turn resistance

Saves:

Fort +1, Ref +4, Will +6

Abilities:

Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16

Skills:

Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8

Feats:

Multiattack, Toughness

Environment:
Any

Organization:

Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls)

Challenge Rating:

3

Treasure:

Standard

Alignment:

Always chaotic evil

Advancement:

5-8 HD (Medium)


Level Adjustment:

-

Ghouls speak the languages they spoke in life (usually Common).
Combat
Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.
Ghoul Fever (Su): Disease-bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.


Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.




Lacedon
These cousins of the ghoul have the aquatic subtype. They lurk near hidden reefs or other places where ships are likely to meet their end. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments.


Ghast
Although these creatures look just like their lesser kin, they are far more deadly and cunning.
Combat
Ghoul Fever (Su): Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.


Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.


Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.


armor_class:
25 (-2 size, +1 Dex, +12 natural, +4 chain shirt), touch 9, flat-footed 24

attack:
Gargantuan morningstar +22 melee (4d6+18) or slam +22 melee (1d6+12) or rock +12 ranged (2d8+12)

full_attack:
Gargantuan morningstar +22/+17/+12 melee (4d6+18) or 2 slams +22 melee (1d6+12) or rock +12 ranged (2d8+12)

special_qualities:
Low-light vision, oversized weapon, rock catching, scent

abilities:
Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13

skills:
Climb +19, Craft (any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (stringed instruments) +2, Sense Motive +9, Spot +15

feats:
Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack

organization:
Solitary, gang (2-4), family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions), or band (6-9 plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions)

special_abilities:
Oversized Weapon (Ex), Rock Catching (Ex), Rock Throwing (Ex)

stat_block:
Cloud giant; CR 11; Huge giant (air); HD 17d8+102; hp 178; Init +1; Spd 50 ft. (10 squares); AC 25 (-2 size, +1 dex, +12 natural, +4 chain shirt), touch 9, flat-footed 24; Base Atk +12; Grp +32; Atk +22 melee (4d6+18, gargantuan morningstar) or +22 melee (1d6+12, slam) or +12 ranged (2d8+12, rock); Full Atk +22 /+17/+12 melee (4d6+18, gargantuan morningstar) or +22 melee (1d6+12, 2 slams) or +12 ranged (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA Rock throwing, spell-like abilities; SQ Low-light vision, oversized weapon, rock catching, scent; AL NG; SV Fort +16, Ref +6, Will +10; Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13

Skills and Feats: Climb +19, Craft (any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (stringed instruments) +2, Sense Motive +9, Spot +15; Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack

full_text:
Cloud Giant

Cloud Giant

Huge Giant (Air)


Hit Dice:
17d8+102 (178 hp)

Initiative:
+1

Speed:
50 ft. (10 squares)

Armor Class:
25 (-2 size, +1 Dex, +12 natural, +4 chain shirt), touch 9, flat-footed 24

Base Attack/Grapple:
+12/+32

Attack:
Gargantuan morningstar +22 melee (4d6+18) or slam +22 melee (1d6+12) or rock +12 ranged (2d8+12)

Full Attack:
Gargantuan morningstar +22/+17/+12 melee (4d6+18) or 2 slams +22 melee (1d6+12) or rock +12 ranged (2d8+12)

Space/Reach:
15 ft./15 ft.

Special Attacks:
Rock throwing, spell-like abilities

Special Qualities:
Low-light vision, oversized weapon, rock catching, scent

Saves:
Fort +16, Ref +6, Will +10

Abilities:
Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13

Skills:
Climb +19, Craft (any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (stringed instruments) +2, Sense Motive +9, Spot +15

Feats:
Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack

Environment:
Temperate mountains

Organization:
Solitary, gang (2-4), family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions), or band (6-9 plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions)

Challenge Rating:
11

Treasure:
Standard coins; double goods; standard items

Alignment:
Usually neutral good or neutral evil

Advancement:
By character class


Level Adjustment:
-

Cloud giants' skin ranges in color from milky white to light sky blue. Their hair is silvery white or brass, and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old.
Cloud giants dress in the finest clothing available and wear jewelry. To many, appearance indicates station: The better the clothes and the finer the jewelry, the more important the wearer. They also appreciate music, and most can play one or more instruments (the harp is a favorite).
Combat
Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. A favorite tactic is to circle the enemies, barraging them with rocks while the giants with magical abilities confound them with spells.
Rock Throwing (Ex): The range increment is 140 feet for a cloud giant's thrown rocks.


Oversized Weapon (Ex): A cloud giant wields a great, two-handed morningstar (big enough for Gargantuan creatures) without penalty.


Spell-Like Abilities: 3/day-levitate (self plus 2,000 pounds), obscuring mist; 1/day-fog cloud. Caster level 15th.




Cloud Giant Characters
Most cloud giant groups include a sorcerer or a cleric.
Good-aligned clerics have access to two of the following domains: Good, Healing, Strength, or Sun. Evil-aligned clerics have access to two of the following domains: Death, Evil, or Trickery.


speed:
30 ft. in half-plate armor (6 squares); base speed 40 ft.

armor_class:
23 (-1 size, -1 Dex, +8 natural, +7 half-plate armor), touch 8, flat-footed 23

attack:
Greatsword +20 melee (3d6+15) or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)

full_attack:
Greatsword +20/+15/+10 melee (3d6+15) or 2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)

special_qualities:
Immunity to fire, low-light vision, rock catching, vulnerability to cold

abilities:
Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11

skills:
Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14

feats:
Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack

organization:
Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 1 adept or sorcerer of 3rd-5th level plus 2-4 hell hounds and 2-3 trolls or ettins), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 hell hounds, 12-22 trolls, 5-12 ettins, and 1-2 young red dragons)

stat_block:
Fire giant; CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15, greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10 ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14, Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11

Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack

full_text:
Fire Giant

Fire Giant
Large Giant (Fire)

Hit Dice:
15d8+75 (142 hp)

Initiative:
-1

Speed:
30 ft. in half-plate armor (6 squares); base speed 40 ft.

Armor Class:
23 (-1 size, -1 Dex, +8 natural, +7 half-plate armor), touch 8, flat-footed 23

Base Attack/Grapple:
+11/+25

Attack:
Greatsword +20 melee (3d6+15) or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)

Full Attack:
Greatsword +20/+15/+10 melee (3d6+15) or 2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Rock throwing

Special Qualities:
Immunity to fire, low-light vision, rock catching, vulnerability to cold

Saves:
Fort +14, Ref +4, Will +9

Abilities:
Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11

Skills:
Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14

Feats:
Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack

Environment:
Warm mountains

Organization:
Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 1 adept or sorcerer of 3rd-5th level plus 2-4 hell hounds and 2-3 trolls or ettins), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 hell hounds, 12-22 trolls, 5-12 ettins, and 1-2 young red dragons)

Challenge Rating:
10

Treasure:
Standard

Alignment:
Often lawful evil

Advancement:
By character class


Level Adjustment:
+4

Some fire giants have bright orange hair.. An adult male is 12 feet tall, has a chest that measures 9 feet around, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old.
Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel.
Combat
Fire giants heat their rocks in a nearby fire, geyser, or lava pools, so that they deal extra fire damage. They favor magic flaming swords in melee (when they can get them). They are also fond of grabbing smaller opponents and tossing them somewhere very hot.
Rock Throwing (Ex): The range increment is 120 feet for a fire giant's thrown rocks.




Fire Giant Characters
Most groups of fire giants include clerics. A fire giant cleric has access to two of the following domains: Evil, Law, Trickery, or War (most choose Trickery or War, some choose both).


armor_class:
21 (-1 size, -1 Dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21

attack:
Greataxe +18 melee (3d6+13/x3) or slam +18 melee (1d4+9) or rock +9 ranged (2d6+9)

full_attack:
Huge greataxe +18/+13 melee (3d6+13/x3) or 2 slams +18 melee (1d4+9) or rock +9 ranged (2d6+9)

special_qualities:
Immunity to cold, low-light vision, rock catching, vulnerability to fire

abilities:
Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11

skills:
Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12

feats:
Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack

organization:
Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 35% noncombatants plus 1 adept or sorcerer of 3rd-5th level plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons)

special_abilities:
Aura of Despair (Su), Aura of Evil (Ex), Command Undead (Su), Dark Blessing (Su), Detect Good (Sp), Rock Catching (Ex), Rock Throwing (Ex), Smite Good (Su)

stat_block:
Frost giant; CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40 ft. (8 squares); AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21; Base Atk +10; Grp +23; Atk +18 melee (3d6+13/x3, greataxe) or +18 melee (1d4+9, slam) or +9 ranged (2d6+9, rock); Full Atk +18 /+13 melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2 slams) or +9 ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CE; SV Fort +14, Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11

Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack

full_text:
Frost Giant

Frost Giant



Large Giant (Cold)


Hit Dice:
14d8+70 (133 hp)


Initiative:
-1


Speed:
40 ft. (8 squares)


Armor Class:
21 (-1 size, -1 Dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21


Base Attack/Grapple:
+10/+23


Attack:
Greataxe +18 melee (3d6+13/x3) or slam +18 melee (1d4+9) or rock +9 ranged (2d6+9)


Full Attack:
Huge greataxe +18/+13 melee (3d6+13/x3) or 2 slams +18 melee (1d4+9) or rock +9 ranged (2d6+9)


Space/Reach:
10 ft./10 ft.


Special Attacks:
Rock throwing


Special Qualities:
Immunity to cold, low-light vision, rock catching, vulnerability to fire


Saves:
Fort +14, Ref +3, Will +6


Abilities:
Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11


Skills:
Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12


Feats:
Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack


Environment:
Cold mountains


Organization:
Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 35% noncombatants plus 1 adept or sorcerer of 3rd-5th level plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons)


Challenge Rating:
9


Treasure:
Standard


Alignment:
Often chaotic evil


Advancement:
By character class



Level Adjustment:
+4


A frost giant's hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.
An adult male is about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old.
Combat
Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous battleaxes.
A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them.
Rock Throwing (Ex): The range increment is 120 feet for a frost giant's thrown rocks.




Frost Giant Jarl
A frost giant leader is often a barbarian, cleric, fighter, or sorcerer, but some of the most evil and ruthless frost giants become blackguards.
The frost giant jarl described here has all the qualities and abilities of a typical frost giant, as well as other abilities (see the statistics block) from being a blackguard. Details on some of these abilities follow.
Aura of Despair (Su): This jarl radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.


Aura of Evil (Ex): This jarl radiates a strong aura of evil (see the detect evil spell) as an 8th-level cleric of an evil deity.


Command Undead (Su): This jarl can command and rebuke undead as a 6th-level cleric.


Dark Blessing (Su): This jarl applies his Charisma modifier as a bonus on all saving throws.


Detect Good (Sp): At will, this jarl can use detect good as a spell-like ability, duplicating the effect of the detect good spell.


Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.


Smite Good (Su): Twice per day, this jarl may attempt to smite good with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 8 points of extra damage (1 per blackguard level) if the attack hits. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Typical Blackguard Spells Prepared (3/1; save DC 11 + spell level): 1st-cause fear doom,  magic weapon; 2nd-bull's strength.
Possessions: +2 frost greataxe,  +2 full plate armor,  cloak of Charisma +2 ring of minor energy resistance (fire),  2 doses of bloodroot poison. (Benefits of these items are included in the statistics block.)




Frost Giant Characters
Many groups of frost giants include clerics. A frost giant cleric has access to two of the following domains: Chaos, Destruction, Evil, or War (most choose Destruction or War, some choose both).


speed:
30 ft. in +2 full plate armor (6 squares); base speed 40 ft.

armor_class:
29 (-1 size, +1 Dex, +9 natural, +10 +2 full plate armor), touch 10, flat-footed 28

attack:
+2 frost greataxe +30 melee (3d6+18/x3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11)

full_attack:
+2 frost greataxe +30/+25/+20/+15 melee (3d6+18/x3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11)

special_attacks:
Rock throwing, smite good, sneak attack +2d6

special_qualities:
Aura of despair, aura of evil, command undead, dark blessing, detect good, immunity to cold, low-light vision, poison use, fire resistance 10, rock catching, vulnerability to fire

abilities:
Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18

skills:
Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5

feats:
Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw

stat_block:
8th-level blackguard frost giant jarl; CR 17; Large giant (cold); HD 14d8+84 plus 8d10+48; hp 231; Init +5; Spd 30 ft. in +2 full plate armor (6 squares); base speed 40 ft.; AC 29 (-1 size, +1 dex, +9 natural, +10 +2 full plate armor), touch 10, flat-footed 28; Base Atk +18; Grp +33; Atk +30 melee (3d6+18/x3 plus 1d6 cold, +2 frost greataxe) or +28 melee (1d4+11, slam) or +18 ranged (2d6+11, rock); Full Atk +30 /+25/+20/+15 melee (3d6+18/x3 plus 1d6 cold, +2 frost greataxe) or +28 melee (1d4+11, 2 slams) or +18 ranged (2d6+11, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing, smite good, sneak attack +2d6; SQ Aura of despair, aura of evil, command undead, dark blessing, detect good,  immunity to cold, low-light vision, poison use, fire resistance 10, rock catching, vulnerability to fire; AL CE; SV Fort +25, Ref +13, Will +13; Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18

Skills and Feats: Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5; Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw

full_text:
Frost Giant


Frost Giant Jarl, 8th-Level Blackguard



Large Giant (Cold)

Hit Dice:

14d8+84 plus 8d10+48 (231 hp)

Initiative:

+5

Speed:

30 ft. in +2 full plate armor (6 squares); base speed 40 ft.

Armor Class:

29 (-1 size, +1 Dex, +9 natural, +10 +2 full plate armor), touch 10, flat-footed 28

Base Attack/Grapple:

+18/+33

Attack:

+2 frost greataxe +30 melee (3d6+18/x3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11)

Full Attack:

+2 frost greataxe +30/+25/+20/+15 melee (3d6+18/x3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Rock throwing, smite good, sneak attack +2d6

Special Qualities:

Aura of despair, aura of evil, command undead, dark blessing, detect good, immunity to cold, low-light vision, poison use, fire resistance 10, rock catching, vulnerability to fire

Saves:

Fort +25, Ref +13, Will +13

Abilities:

Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18

Skills:

Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5

Feats:

Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw

Environment:

Cold mountains

Organization:

Solitary or with tribe

Challenge Rating:

17

Treasure:

Standard

Alignment:

Always chaotic evil

Advancement:

By character class


Level Adjustment:

-

A frost giant's hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.
An adult male is about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old.
Combat
Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous battleaxes.
A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them.
Rock Throwing (Ex): The range increment is 120 feet for a frost giant's thrown rocks.




Frost Giant Jarl
A frost giant leader is often a barbarian, cleric, fighter, or sorcerer, but some of the most evil and ruthless frost giants become blackguards.
The frost giant jarl described here has all the qualities and abilities of a typical frost giant, as well as other abilities (see the statistics block) from being a blackguard. Details on some of these abilities follow.
Aura of Despair (Su): This jarl radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.


Aura of Evil (Ex): This jarl radiates a strong aura of evil (see the detect evil spell) as an 8th-level cleric of an evil deity.


Command Undead (Su): This jarl can command and rebuke undead as a 6th-level cleric.


Dark Blessing (Su): This jarl applies his Charisma modifier as a bonus on all saving throws.


Detect Good (Sp): At will, this jarl can use detect good as a spell-like ability, duplicating the effect of the detect good spell.


Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.


Smite Good (Su): Twice per day, this jarl may attempt to smite good with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 8 points of extra damage (1 per blackguard level) if the attack hits. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Typical Blackguard Spells Prepared (3/1; save DC 11 + spell level): 1st-cause fear doom,  magic weapon; 2nd-bull's strength.
Possessions: +2 frost greataxe,  +2 full plate armor,  cloak of Charisma +2 ring of minor energy resistance (fire),  2 doses of bloodroot poison. (Benefits of these items are included in the statistics block.)




Frost Giant Characters
Many groups of frost giants include clerics. A frost giant cleric has access to two of the following domains: Chaos, Destruction, Evil, or War (most choose Destruction or War, some choose both).


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

attack:
Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)

full_attack:
Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)

abilities:
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7

feats:
Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)

organization:
Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)

stat_block:
Hill giant; CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8, flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee (1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or +15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7

Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub)

full_text:
Hill Giant

Hill Giant
Large Giant

Hit Dice:
12d8+48 (102 hp)

Initiative:
-1

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

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

Base Attack/Grapple:
+9/+20

Attack:
Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)

Full Attack:
Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Rock throwing

Special Qualities:
Low-light vision, rock catching

Saves:
Fort +12, Ref +3, Will +4

Abilities:
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7

Skills:
Climb +7, Jump +7, Listen +3, Spot +6

Feats:
Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)

Environment:
Temperate hills

Organization:
Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)

Challenge Rating:
7

Treasure:
Standard

Alignment:
Often chaotic evil

Advancement:
By character class


Level Adjustment:
+4

Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out.
Adults are about 10-1/2 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old.
Combat
Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves.
Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.
Rock Throwing (Ex): The range increment is 120 feet for a hill giant's thrown rocks.




Hill Giants as Characters
Reckless brutes of incredible strength but little wit, hill giant characters are never truly accepted into society. Yet they do well on its edges and frontiers, forging a strong and profitable existence.
Despite their rugged appearance and great size, their basically humanoid shape makes it easy for them to relate with more civilized folk.
Hill giant characters possess the following racial traits.

 +14 Strength, -2 Dexterity, +8 Constitution, -4 Intelligence, -4 Charisma.

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

 Space/Reach: 10 feet/10 feet.


-A hill giant's base land speed is 40 feet.

 Low-light vision.

 Racial Hit Dice: A hill giant begins with twelve levels of giant, which provide 12d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +4, and Will +4.

 Racial Skills: A hill giant's giant levels give it skill points


equal to 15 x (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.

 Racial Feats: A hill giant's giant levels give it five feats.

 +9 natural armor bonus.

 Special Attacks (see above): Rock throwing.

 Special Qualities (see above): Rock catching.

 Weapon and Armor Proficiency: A hill giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.

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

 Favored Class: Barbarian.

 Level adjustment +4.


armor_class:
25 (-1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23

attack:
Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12)

full_attack:
Greatclub +17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12)

special_qualities:
Darkvision 60 ft., low-light vision, rock catching

abilities:
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11

feats:
Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot

organization:
Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire bears)

stat_block:
Stone giant; CR 8 (elder 9); Large giant (earth); HD 14d8+56; hp 119; Init +2; Spd 30 ft. in hide armor (6 squares); base speed 40 ft.; AC 25 (-1 size, +2 dex, +11 natural, +3 hide), touch 11, flat-footed 23; Base Atk +10; Grp +22; Atk +17 melee (2d8+12, greatclub) or +17 melee (1d4+8, slam) or +11 ranged (2d8+12, rock); Full Atk +17 /+12 melee (2d8+12, greatclub) or +17 melee (1d4+8, 2 slams) or +11 ranged (2d8+12, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Darkvision 60 ft., low-light vision, rock catching; AL N; SV Fort +13, Ref +6, Will +7; Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11

Skills and Feats: Climb +11, Hide +6*, Jump +11, Spot +12; Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot

full_text:
Stone Giant

Stone Giant
Large Giant (Earth)

Hit Dice:
14d8+56 (119 hp)

Initiative:
+2

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

Armor Class:
25 (-1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23

Base Attack/Grapple:
+10/+22

Attack:
Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12)

Full Attack:
Greatclub +17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Rock throwing

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

Saves:
Fort +13, Ref +6, Will +7

Abilities:
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11

Skills:
Climb +11, Hide +6*, Jump +11, Spot +12

Feats:
Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot

Environment:
Temperate mountains

Organization:
Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire bears)

Challenge Rating:
8 (elder 9)

Treasure:
Standard

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+4 (elder +6)

Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 800 years old.
Combat
Stone giants fight from a distance whenever possible, but if they can't avoid melee, they use gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.
Rock Throwing (Ex): The range increment is 180 feet for a stone giant's thrown rocks. It uses both hands when throwing a rock.


Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.


Skills: *A stone giant gains a +8 racial bonus on Hide checks in rocky terrain.




Stone Giant Elders
Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape,  stone tell,  and either transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-based. One in ten elders is a sorcerer, usually of 3rd to 6th level.


Stone Giants as Characters
Strong, silent loners, stone giant characters are a rare sight in human lands.
Stone giant characters possess the following racial traits.

 +16 Strength, +4 Dexterity, +8 Constitution, +2 Wisdom.

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

 Space/Reach: 10 feet/10 feet.


-A stone giant's base land speed is 40 feet.

 Darkvision out to 60 feet and low-light vision.

 Racial Hit Dice: A stone giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4.

 Racial Skills: A stone giant's giant levels give it skill points equal to 17 x?(2 + Int modifier). Its class skills are Climb, Hide, Listen, and Spot. A stone giant has a +8 racial bonus on Hide checks in rocky terrain.

 Racial Feats: A stone giant's giant levels give it five feats.

 +11 natural armor bonus.

 Special Attacks (see above): Rock throwing.

 Special Qualities (see above): Rock catching.

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

 Favored Class: Barbarian.

 Level adjustment +4.


speed:
35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.

armor_class:
27 (-2 size, +2 Dex, +12 natural, +5 breastplate), touch 10, flat-footed 25

attack:
Greatsword +26 melee (4d6+21/19-20) or slam +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14 ranged (3d6+14/x3)

full_attack:
Greatsword +26/+21/+16 melee (4d6+21/19-20) or 2 slams +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14/+9/+4 ranged (3d6+14/x3)

special_qualities:
Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing

abilities:
Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15

skills:
Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, Swim +18*

feats:
Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack

organization:
Solitary or family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th-10th level plus 1-2 rocs, 2-5 griffons, or 2-8 sea cats)

special_abilities:
Freedom of Movement (Su), Rock Catching (Ex), Rock Throwing (Ex), Water Breathing (Ex)

stat_block:
Storm giant; CR 13; Huge giant; HD 19d8+114; hp 199; Init +2; Spd 35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.; AC 27 (-2 size, +2 dex, +12 natural, +5 breastplate), touch 10, flat-footed 25; Base Atk +14; Grp +36; Atk +26 melee (4d6+21/19-20, greatsword) or +26 melee (1d6+14, slam) or +14 Str bonus) +14 ranged (3d6+14/x3, composite longbow (); Full Atk +26 /+21/+16 melee (4d6+21/19-20, greatsword) or +26 melee (1d6+14, 2 slams) or +14 Str bonus) +14/+9/+4 ranged (3d6+14/x3, composite longbow (); Space/Reach 15 ft./15 ft.; SA Spell-like abilities; SQ Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing; AL CG; SV Fort +17, Ref +8, Will +13; Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15

Skills and Feats: Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, Swim +18*; Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack

full_text:
Storm Giant

Storm Giant

Huge Giant


Hit Dice:
19d8+114 (199 hp)

Initiative:
+2

Speed:
35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.

Armor Class:
27 (-2 size, +2 Dex, +12 natural, +5 breastplate), touch 10, flat-footed 25

Base Attack/Grapple:
+14/+36

Attack:
Greatsword +26 melee (4d6+21/19-20) or slam +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14 ranged (3d6+14/x3)

Full Attack:
Greatsword +26/+21/+16 melee (4d6+21/19-20) or 2 slams +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14/+9/+4 ranged (3d6+14/x3)

Space/Reach:
15 ft./15 ft.

Special Attacks:
Spell-like abilities

Special Qualities:
Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing

Saves:
Fort +17, Ref +8, Will +13

Abilities:
Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15

Skills:
Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, Swim +18*

Feats:
Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack

Environment:
Warm mountains

Organization:
Solitary or family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th-10th level plus 1-2 rocs, 2-5 griffons, or 2-8 sea cats)

Challenge Rating:
13

Treasure:
Standard coins; double goods; standard items

Alignment:
Often chaotic good

Advancement:
By character class


Level Adjustment:
-

Very rarely, storm giants have violet skin. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes. Adults are about 21 feet tall and weigh about 12,000 pounds. Storm giants can live to be 600 years old. Storm giants' garb is usually a short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food.
Combat
Storm giants use weapons and spell-like abilities instead of throwing rocks. Their composite longbows have a range increment of 180 feet.
Spell-Like Abilities: 1/day-call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day-control weather, levitate. Caster level 20th. The save DCs are Charisma-based.


Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.


Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.


Skills: A storm giant 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. *Storm giants ignore all weight penalties for gear carried when swimming.




Storm Giant Characters
About 20% of adult storm giants are sorcerers or clerics. A storm giant cleric has access to two of the following domains: Chaos, Good, Protection, or War.


attack:
Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness)

full_attack:
6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness)

special_attacks:
Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation

special_qualities:
Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.

abilities:
Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13

special_abilities:
Amorphous (Ex), Blood Drain (Ex), Engulf (Ex), Gibbering (Su), Ground Manipulation (Su), Improved Grab (Ex), Spittle (Ex)

stat_block:
Gibbering mouther; CR 5; Medium aberration; HD 4d8+24; hp 42; Init +1; Spd 10 ft. (2 squares), swim 20 ft.; AC 19 (+1 dex, +8 natural), touch 11, flat-footed 18; Base Atk +3; Grp +3; Atk +4 melee (1, bite) or +4 ranged touch (1d4 acid plus blindness, spittle); Full Atk +4 melee (1, 6 bites) and +4 ranged touch (1d4 acid plus blindness, spittle); Space/Reach 5 ft./5 ft.; SA Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation; SQ Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.; AL N; SV Fort +7, Ref +4, Will +5; Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13

Skills and Feats: Listen +4, Spot +9, Swim +8; Lightning Reflexes, Weapon Finesse

full_text:
Gibbering Mouther

Gibbering Mouther

Medium Aberration


Hit Dice:
4d8+24 (42 hp)

Initiative:
+1

Speed:
10 ft. (2 squares), swim 20 ft.

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

Base Attack/Grapple:
+3/+3

Attack:
Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness)

Full Attack:
6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation

Special Qualities:
Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.

Saves:
Fort +7, Ref +4, Will +5

Abilities:
Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13

Skills:
Listen +4, Spot +9, Swim +8

Feats:
Lightning Reflexes, Weapon Finesse

Environment:
Underground

Organization:
Solitary

Challenge Rating:
5

Treasure:
None

Alignment:
Usually neutral

Advancement:
5-12 HD (Large)


Level Adjustment:
-

A gibbering mouther is a horrible creature seemingly drawn from a lunatic's nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures.
A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds.
Gibbering mouthers can speak Common, but seldom say anything other than gibberish.
Combat
A gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.
Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther's gibbering for 24 hours. The save DC is Charisma-based.


Spittle (Ex): As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.


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


Blood Drain (Ex): On a successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a DC 12 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points).
A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed.


Engulf (Ex): A gibbering mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths.
The opponent must succeed on a DC 14 Reflex save or fall and be engulfed. In the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others. The save DC is Strength-based and includes a +2 racial bonus.


Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).


Amorphous (Ex): A gibbering mouther is not subject to critical hits. It cannot be flanked.


Skills: Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks.
A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


armor_class:
16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15

full_attack:
4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3)

abilities:
Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7

stat_block:
Girallon; CR 6; Large magical beast; HD 7d10+20; hp 58; Init +3; Spd 40 ft. (8 squares), climb 40 ft.; AC 16 (-1 size, +3 dex, +4 natural), touch 12, flat-footed 15; Base Atk +7; Grp +17; Atk +12 melee (1d4+6, claw); Full Atk +12 melee (1d4+6, 4 claws) and +7 melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 2d4+9; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +7, Ref +8, Will +5; Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7

Skills and Feats: Climb +14, Move Silently +8, Spot +6; Iron Will, Toughness (2)

full_text:
Girallon

Girallon
Large Magical Beast

Hit Dice:
7d10+20 (58 hp)

Initiative:
+3

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

Armor Class:
16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15

Base Attack/Grapple:
+7/+17

Attack:
Claw +12 melee (1d4+6)

Full Attack:
4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Rend 2d4+9

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

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

Abilities:
Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7

Skills:
Climb +14, Move Silently +8, Spot +6

Feats:
Iron Will, Toughness (2)

Environment:
Warm forests

Organization:
Solitary or company (5-8)

Challenge Rating:
6

Treasure:
None

Alignment:
Always neutral

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


Level Adjustment:
-

Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.
Combat
A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim's companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can.
Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.


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


armor_class:
15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15

attack:
Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)

full_attack:
Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)

abilities:
Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8

organization:
Solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level and 5-8 hyenas), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 7-12 hyenas; underground lairs also have 1-3 trolls)

stat_block:
Gnoll; CR 1; Medium humanoid (gnoll); HD 2d8+2; hp 11; Init +0; Spd 30 ft. (6 squares); AC 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15; Base Atk +1; Grp +3; Atk +3 melee (1d8+2/x3, battleaxe) or +1 ranged (1d6/x3, shortbow); Full Atk +3 melee (1d8+2/x3, battleaxe) or +1 ranged (1d6/x3, shortbow); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8

Skills and Feats: Listen +2, Spot +3; Power Attack

full_text:
Gnoll

Gnoll

Medium Humanoid (Gnoll)


Hit Dice:
2d8+2 (11 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

Armor Class:
15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15

Base Attack/Grapple:
+1/+3

Attack:
Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)

Full Attack:
Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft.

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

Abilities:
Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8

Skills:
Listen +2, Spot +3

Feats:
Power Attack

Environment:
Warm plains

Organization:
Solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level and 5-8 hyenas), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 7-12 hyenas; underground lairs also have 1-3 trolls)

Challenge Rating:
1

Treasure:
Standard

Alignment:
Usually chaotic evil

Advancement:
By character class


Level Adjustment:
+1

Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds. Gnolls speak Gnoll.
Combat
Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnoll's modifier on Hide checks (untrained) is -2, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain).


Gnolls as Characters
Gnoll characters possess the following racial traits.

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

 Size Medium.


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

 Darkvision out to 60 feet.

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

 Racial Skills: A gnoll's humanoid levels give it skill points equal to 5 x?(2 + Int modifier). Its class skills are Listen and Spot.

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

 +1 natural armor bonus.

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

 Favored Class: Ranger.

 Level adjustment +1.


armor_class:
16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16

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

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

abilities:
Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8

environment:
Temperate hills (Forest gnomes: Temperate forests)

organization:
Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 dire badgers)

stat_block:
1st-level warrior gnome; CR 1/2; Small humanoid (gnome); HD 1d8+2; hp 6; Init +0; Spd 20 ft. (4 squares); AC 16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16; Base Atk +1; Grp -3; Atk +2 melee (1d6/19-20, longsword) or +3 ranged (1d6/19-20, light crossbow); Full Atk +2 melee (1d6/19-20, longsword) or +3 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Gnome traits; AL NG; SV Fort +4, Ref +0, Will -1; Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8

Skills and Feats: Hide +3, Listen +1, Spot +1; Weapon Focus (light crossbow)

full_text:
Gnome

Gnome, 1st-Level Warrior


Small Humanoid (Gnome)


Hit Dice:
1d8+2 (6 hp)


Initiative:
+0


Speed:
20 ft. (4 squares)


Armor Class:
16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16


Base Attack/Grapple:
+1/-3


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


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


Space/Reach:
5 ft./5 ft.


Special Attacks:
-


Special Qualities:
Gnome traits


Saves:
Fort +4, Ref +0, Will -1


Abilities:
Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8


Skills:
Hide +3, Listen +1, Spot +1


Feats:
Weapon Focus (light crossbow)


Environment:
Temperate hills (Forest gnomes: Temperate forests)


Organization:
Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 dire badgers)


Challenge Rating:
1/2


Treasure:
Standard


Alignment:
Usually neutral good


Advancement:
By character class



Level Adjustment:
+0


Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.
Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin.
Most gnomes encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
Combat
Gnomes prefer misdirection and deception over direct confrontation.
They would rather befuddle or embarrass foes (other than goblinoids or kobolds) than kill them.
Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.
Gnome Traits (Ex): Gnomes possess the following racial traits.

 +2 Constitution, -2 Strength.

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


-A gnome's base land speed is 20 feet.

 Low-light vision.

 Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.

 +2 racial bonus on saving throws against illusions.

 Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

 +1 racial bonus on attack rolls against kobolds 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 Listen checks.

 +2 racial bonus on Craft (alchemy) checks.

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

 Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights,  ghost sound,  prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level.

 Favored Class: Bard.


The gnome 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 rock gnomes, the most common variety.
There are two other major gnome subraces, which differ from rock gnomes as follows.
Svirfneblin
Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.
A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.
Svirfneblin speak Gnome, Common, and Undercommon.
Svirfneblin Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.

 -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These adjustments replace the rock gnome's ability score adjustments.

 Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

 Darkvision out to 120 feet and low-light vision.

 Spell resistance equal to 11 + class levels.

 +2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome's racial bonus on saving throws against illusions.

 Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

 +1 racial bonus on attack rolls against kobolds and goblinoids.

 +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome's dodge bonus against giants.

 Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome's automatic and bonus languages.

 Spell-Like Abilities: 1/day-blindness/deafness (typical save DC 13), blur,  disguise self. Caster level equals the svirfneblin's class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome's spell-like abilities.

 Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).

 +2 racial bonus on Craft (alchemy) and Listen checks.

 +2 racial bonus on Hide checks, which improves to +4 underground.

 Favored Class: Rogue.

 Level adjustment +3.


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




Forest Gnome
They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.
Forest Gnome Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.
-pass without trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome's class levels.

 +1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.

 Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock gnome's speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome's automatic and bonus languages.

 +4 racial bonus on Hide checks, which improves to +8 in a wooded area.


speed:
15 ft. in banded mail armor (3 squares); base speed 20 ft.

armor_class:
23 (+1 size, +1 Dex, +4 dodge, +6 banded mail, +1 buckler), touch 16, flat-footed 18

attack:
Heavy pick +2 melee (1d4/x4) or light crossbow +3 ranged (1d6/19-20)

full_attack:
Heavy pick +2 melee (1d4/x4) or light crossbow +3 ranged (1d6/19-20)

special_qualities:
Gnome traits, svirfneblin traits, spell resistance 12

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

organization:
Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 Medium earth elementals)

special_abilities:
Gnome Traits (Ex), Svirfneblin Traits (Ex)

stat_block:
1st-level warrior svirfneblin; CR 1; Small humanoid (gnome); HD 1d8+4; hp 8; Init +1; Spd 15 ft. in banded mail armor (3 squares); base speed 20 ft.; AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail, +1 buckler), touch 16, flat-footed 18; Base Atk +1; Grp -3; Atk +2 melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light crossbow); Full Atk +2 melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Gnome traits, svirfneblin traits, spell resistance 12; AL N; SV Fort +5, Ref +3, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4

Skills and Feats: Hide +2, Listen +2, Spot +2; Toughness

full_text:
Gnome

Svirfneblin, 1st-Level Warrior



Small Humanoid (Gnome)

Hit Dice:

1d8+4 (8 hp)

Initiative:

+1

Speed:

15 ft. in banded mail armor (3 squares); base speed 20 ft.

Armor Class:

23 (+1 size, +1 Dex, +4 dodge, +6 banded mail, +1 buckler), touch 16, flat-footed 18

Base Attack/Grapple:

+1/-3

Attack:

Heavy pick +2 melee (1d4/x4) or light crossbow +3 ranged (1d6/19-20)

Full Attack:

Heavy pick +2 melee (1d4/x4) or light crossbow +3 ranged (1d6/19-20)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Spell-like abilities

Special Qualities:

Gnome traits, svirfneblin traits, spell resistance 12

Saves:

Fort +5, Ref +3, Will +2

Abilities:

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

Skills:

Hide +2, Listen +2, Spot +2

Feats:

Toughness

Environment:

Underground

Organization:

Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 Medium earth elementals)

Challenge Rating:

1

Treasure:

Standard

Alignment:

Usually neutral

Advancement:

By character class


Level Adjustment:

+3

Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.
Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin.
Most gnomes encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
Combat
Gnomes prefer misdirection and deception over direct confrontation.
They would rather befuddle or embarrass foes (other than goblinoids or kobolds) than kill them.
Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.
Gnome Traits (Ex): Gnomes possess the following racial traits.

 +2 Constitution, -2 Strength.

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


-A gnome's base land speed is 20 feet.

 Low-light vision.

 Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.

 +2 racial bonus on saving throws against illusions.

 Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

 +1 racial bonus on attack rolls against kobolds 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 Listen checks.

 +2 racial bonus on Craft (alchemy) checks.

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

 Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights,  ghost sound,  prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level.

 Favored Class: Bard.


The gnome 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 rock gnomes, the most common variety.
There are two other major gnome subraces, which differ from rock gnomes as follows.
Svirfneblin
Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.
A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.
Svirfneblin speak Gnome, Common, and Undercommon.
Svirfneblin Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.

 -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These adjustments replace the rock gnome's ability score adjustments.

 Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

 Darkvision out to 120 feet and low-light vision.

 Spell resistance equal to 11 + class levels.

 +2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome's racial bonus on saving throws against illusions.

 Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

 +1 racial bonus on attack rolls against kobolds and goblinoids.

 +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome's dodge bonus against giants.

 Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome's automatic and bonus languages.

 Spell-Like Abilities: 1/day-blindness/deafness (typical save DC 13), blur,  disguise self. Caster level equals the svirfneblin's class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome's spell-like abilities.

 Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).

 +2 racial bonus on Craft (alchemy) and Listen checks.

 +2 racial bonus on Hide checks, which improves to +4 underground.

 Favored Class: Rogue.

 Level adjustment +3.


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




Forest Gnome
They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.
Forest Gnome Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.
-pass without trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome's class levels.

 +1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.

 Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock gnome's speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome's automatic and bonus languages.

 +4 racial bonus on Hide checks, which improves to +8 in a wooded area.


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

attack:
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)

full_attack:
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)

abilities:
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

skills:
Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2

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

stat_block:
1st-level warrior goblin; CR 1/3; Small humanoid (goblinoid); HD 1d8+1; hp 5; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin); Full Atk +2 melee (1d6, morningstar) or +3 ranged (1d4, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2; Alertness

full_text:
Goblin

Goblin, 1st-Level Warrior


Small Humanoid (Goblinoid)

Hit Dice:
1d8+1 (5 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+1/-3

Attack:
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)

Full Attack:
Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft.

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

Abilities:
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills:
Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2

Feats:
Alertness

Environment:
Temperate plains

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

Challenge Rating:
1/3

Treasure:
Standard

Alignment:
Usually neutral evil

Advancement:
By character class


Level Adjustment:
+0

A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin's skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common.
Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.
Combat
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.
Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.
Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.


Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level -2.




Goblins as Characters
Goblin characters possess the following racial traits.

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

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


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

 Darkvision out to 60 feet.

 +4 racial bonus on Move Silently and Ride checks.

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

 Favored Class: Rogue.


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


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

attack:
Slam +14 melee (2d10+7 plus cursed wound)

full_attack:
2 slams +14 melee (2d10+7 plus cursed wound)

special_qualities:
Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision

abilities:
Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1

special_abilities:
Berserk (Ex), Cursed Wound (Ex), Haste (Su), Immunity to Magic (Ex)

stat_block:
Clay golem; CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares); AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14 melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1

Skills and Feats: -; -

full_text:
Clay Golem

Clay Golem
Large Construct

Hit Dice:
11d10+30 (90 hp)

Initiative:
-1

Speed:
20 ft. (4 squares)

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

Base Attack/Grapple:
+8/+19

Attack:
Slam +14 melee (2d10+7 plus cursed wound)

Full Attack:
2 slams +14 melee (2d10+7 plus cursed wound)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Berserk, cursed wound

Special Qualities:
Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision

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

Abilities:
Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary or gang (2-4)

Challenge Rating:
10

Treasure:
None

Alignment:
Always neutral

Advancement:
12-18 HD (Large); 19-33 HD (Huge)


Level Adjustment:
-

This golem has a humanoid body made from clay. A clay golem wears no clothing except for a metal or stiff leather garment around its hips.
A clay golem golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 600 pounds.
Combat
Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.


Cursed Wound (Ex): The damage a clay golem deals doesn't heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.


Immunity to Magic (Ex): A clay 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 move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.
A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.
An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.
Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.


Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.




Construction
A clay golem's body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (pottery) check.
CL 11th; Craft Construct, animate objects,  commune,  resurrection, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.


special_qualities:
Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision

abilities:
Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1

stat_block:
Flesh golem; CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft. (6 squares); AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +15; Atk +10 melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk; SQ Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1

Skills and Feats: -; -

full_text:
Flesh Golem

Flesh Golem
Large Construct

Hit Dice:
9d10+30 (79 hp)

Initiative:
-1

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+6/+15

Attack:
Slam +10 melee (2d8+5)

Full Attack:
2 slams +10 melee (2d8+5)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Berserk

Special Qualities:
Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision

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

Abilities:
Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary or gang (2-4)

Challenge Rating:
7

Treasure:
None

Alignment:
Always neutral

Advancement:
10-18 HD (Large); 19-27 HD (Huge)


Level Adjustment:
-

A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.
A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Combat
Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.


Immunity to Magic (Ex): A flesh 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 magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.




Construction
The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies-one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor.
Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check.
CL 8th; Craft Construct, animate dead,  bull's strength,  geas/quest,  limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.


armor_class:
30 (-1 size, -1 Dex, +22 natural), touch 8, flat-footed 30

special_qualities:
Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision

abilities:
Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1

special_abilities:
Breath Weapon (Su), Immunity to Magic (Ex)

stat_block:
Iron golem; CR 13; Large construct; HD 18d10+30; hp 129; Init -1; Spd 20 ft. (4 squares); AC 30 (-1 size, -1 dex, +22 natural), touch 8, flat-footed 30; Base Atk +12; Grp +28; Atk +23 melee (2d10+11, slam); Full Atk +23 melee (2d10+11, 2 slams); Space/Reach 10 ft./10 ft.; SA Breath weapon; SQ Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision; AL N; SV Fort +6, Ref +5, Will +6; Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1

Skills and Feats: -; -

full_text:
Iron Golem

Iron Golem

Large Construct


Hit Dice:
18d10+30 (129 hp)

Initiative:
-1

Speed:
20 ft. (4 squares)

Armor Class:
30 (-1 size, -1 Dex, +22 natural), touch 8, flat-footed 30

Base Attack/Grapple:
+12/+28

Attack:
Slam +23 melee (2d10+11)

Full Attack:
2 slams +23 melee (2d10+11)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Breath weapon

Special Qualities:
Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision

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

Abilities:
Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary or gang (2-4)

Challenge Rating:
13

Treasure:
None

Alignment:
Always neutral

Advancement:
19-24 HD (Large); 25-54 HD (Huge)


Level Adjustment:
-

This golem has a humanoid body made from iron. An iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a short sword in one hand. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.


Immunity to Magic (Ex): An iron 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 magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.




Construction
An iron golem's body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, cloudkill,  geas/quest,  limited wish,  polymorph any object, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.


full_attack:
4 tentacles +3 melee (1d4+2); bite -2 melee (1d3+1)

special_qualities:
Damage reduction 10/magic, darkvision 60 ft., scent

abilities:
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5

stat_block:
Grick; CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20 ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee (1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5

Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track

full_text:
Grick

Grick
Medium Aberration

Hit Dice:
2d8 (9 hp)

Initiative:
+2

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

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

Base Attack/Grapple:
+1/+3

Attack:
Tentacle +3 melee (1d4+2)

Full Attack:
4 tentacles +3 melee (1d4+2); bite -2 melee (1d3+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Damage reduction 10/magic, darkvision 60 ft., scent

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

Abilities:
Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5

Skills:
Climb +10, Hide +3*, Listen +6, Spot +6

Feats:
Alertness, Track B

Environment:
Underground

Organization:
Solitary or cluster (2-4)

Challenge Rating:
3

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

Alignment:
Usually neutral

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


Level Adjustment:
-

An adult grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark, with a pale underbelly.
Combat
Gricks attack when hungry or threatened. They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick's rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, a grick normally drags its victim back to its lair to be eaten at its leisure.
A grick's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Multiple gricks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away.
Skills: A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
*Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas.


speed:
30 ft. (6 squares), fly 80 ft. (average)

full_attack:
Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)

abilities:
Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8

feats:
Iron Will, Multiattack, Weapon Focus (bite)

stat_block:
Griffon; CR 4; Large magical beast; HD 7d10+21; hp 59; Init +2; Spd 30 ft. (6 squares), fly 80 ft. (average); AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +7; Grp +15; Atk +11 melee (2d6+4, bite); Full Atk +11 melee (2d6+4, bite) and +8 melee (1d4+2, 2 claws); Space/Reach 10 ft./5 ft.; SA Pounce, rake 1d6+2; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +5; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8

Skills and Feats: Jump +8, Listen +6, Spot +10; Iron Will, Multiattack, Weapon Focus (bite)

full_text:
Griffon

Griffon

Large Magical Beast


Hit Dice:
7d10+21 (59 hp)

Initiative:
+2

Speed:
30 ft. (6 squares), fly 80 ft. (average)

Armor Class:
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

Base Attack/Grapple:
+7/+15

Attack:
Bite +11 melee (2d6+4)

Full Attack:
Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Pounce, rake 1d6+2

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

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

Abilities:
Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8

Skills:
Jump +8, Listen +6, Spot +10

Feats:
Iron Will, Multiattack, Weapon Focus (bite)

Environment:
Temperate hills

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

Challenge Rating:
4

Treasure:
None

Alignment:
Always neutral

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


Level Adjustment:
+3 (cohort)

Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature's back and span 25 feet or more. A griffon weighs about 500 pounds.
A griffon cannot speak, but understands Common.
Combat
Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.


Rake (Ex): Attack bonus +8 melee, damage 1d6+2.


Skills: Griffons have a +4 racial bonus on Jump and Spot checks.




Training A Griffon
Although intelligent, a griffon requires training before it can bear a rider in combat. To be trained, a griffon must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon.
Carrying Capacity: A light load for a griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.


abilities:
Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6

organization:
Gang (2-4), pack (10-20), tribe (10-60 plus 1 leader of 3rd-5th level per 10 adults).

treasure:
Standard coins; standard goods (gems only); standard items

stat_block:
Grimlock; CR 1; Medium monstrous humanoid; HD 2d8+2; hp 11; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +4; Atk +4 melee (1d8+3/3, battleaxe); Full Atk +4 melee (1d8+3/3, battleaxe); Space/Reach 5 ft./5 ft.; SA -; SQ Blindsight 40 ft., immunities, scent; AL NE; SV Fort +1, Ref +4, Will +2; Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6

Skills and Feats: Climb +4, Hide +3*, Listen +5, Spot +3; Alertness, Track

full_text:
Grimlock

Grimlock

Medium Monstrous Humanoid


Hit Dice:
2d8+2 (11 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+2/+4

Attack:
Battleaxe +4 melee (1d8+3/3)

Full Attack:
Battleaxe +4 melee (1d8+3/3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Blindsight 40 ft., immunities, scent

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

Abilities:
Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6

Skills:
Climb +4, Hide +3*, Listen +5, Spot +3

Feats:
Alertness, Track B

Environment:
Underground

Organization:
Gang (2-4), pack (10-20), tribe (10-60 plus 1 leader of 3rd-5th level per 10 adults).

Challenge Rating:
1

Treasure:
Standard coins; standard goods (gems only); standard items

Alignment:
Often neutral evil

Advancement:
By character class


Level Adjustment:
+2

Combat
Grimlocks are blind, but their exceptional senses of smell and hearing allow them to notice foes nearby. As a result, they usually shun ranged weapons and rush to the attack, brandishing their stone battleaxes.
Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock's sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.


Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.


Skills: *A grimlock's dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground.




Grimlocks as Characters
Grimlock characters possess the following racial traits.

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

 Medium size.


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

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

 Racial Skills: A grimlock's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, and Spot. Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground settings.

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

 Weapon Proficiency: A grimlock is automatically proficient with the battleaxe.

 +4 natural armor bonus.

 Special Qualities (see above): Blindsight 40 ft., immunities, scent.

 Automatic Languages: Common, Grimlock. Bonus Languages: Draconic, Dwarven, Gnome, Terran, Undercommon.

 Favored Class: Barbarian.

 Level adjustment +2.


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

full_attack:
2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3)

special_attacks:
Improved grab, rake 1d6+7, rend 2d6+10, spell-like abilities

special_qualities:
Damage reduction 2/bludgeoning, darkvision 60 ft., spell resistance 19

abilities:
Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10

skills:
Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2, Listen +10, Spot +10

organization:
Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

special_abilities:
Improved Grab (Ex), Rake (Ex), Rend (Ex)

stat_block:
Annis; CR 6; Large monstrous humanoid; HD 7d8+14; hp 45; Init +1; Spd 40 ft. (8 squares); AC 20 (-1 size, +1 dex, +10 natural), touch 10, flat-footed 19; Base Atk +7; Grp +18; Atk +13 melee (1d6+7, claw); Full Atk +13 melee (1d6+7, 2 claws) and +8 melee (1d6+3, bite); Space/Reach 10 ft./10 ft.; SA Improved grab, rake 1d6+7, rend 2d6+10, spell-like abilities; SQ Damage reduction 2/bludgeoning, darkvision 60 ft., spell resistance 19; AL CE; SV Fort +6, Ref +6, Will +6; Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10

Skills and Feats: Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2, Listen +10, Spot +10; Alertness, Blind-Fight, Great Fortitude

full_text:
Annis

Annis
Large Monstrous Humanoid

Hit Dice:
7d8+14 (45 hp)

Initiative:
+1

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+7/+18

Attack:
Claw +13 melee (1d6+7)

Full Attack:
2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Improved grab, rake 1d6+7, rend 2d6+10, spell-like abilities

Special Qualities:
Damage reduction 2/bludgeoning, darkvision 60 ft., spell resistance 19

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

Abilities:
Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10

Skills:
Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2, Listen +10, Spot +10

Feats:
Alertness, Blind-Fight, Great Fortitude

Environment:
Cold marshes

Organization:
Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

Challenge Rating:
6

Treasure:
Standard

Alignment:
Usually chaotic evil

Advancement:
By character class


Level Adjustment:
-

An annis commonly uses its disguise self ability to take the form of an exceptionally tall human, a fair giant, or an ogre.
An annis stands some 8 feet tall and weighs about 325 pounds.
Combat
Though physically powerful, these hags do not favor simple assaults but try to divide and confuse their foes before combat. They love to pose as commoners or gentlefolk to lull their victims into a sense of false security before they attack.
Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.


Rake (Ex): Attack bonus +13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at no penalty.


Rend (Ex): An annis that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.


Spell-Like Abilities: 3/day-disguise self, fog cloud. Caster level 8th.


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

abilities:
Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14

skills:
Concentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11 Swim +12

feats:
Alertness, Blind-Fight, Combat Casting, Great Fortitude

stat_block:
Green hag; CR 5; Medium monstrous humanoid; HD 9d8+9; hp 49; Init +1; Spd 30 ft. (6 squares), swim 30 ft.; AC 22 (+1 dex, +11 natural), touch 11, flat-footed 21; Base Atk +9; Grp +13; Atk +13 melee (1d4+4, claw); Full Atk +13 melee (1d4+4, 2 claws); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, weakness, mimicry; SQ Darkvision 90 ft., spell resistance 18; AL CE; SV Fort +6, Ref +7, Will +7; Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14

Skills and Feats: Concentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11 Swim +12; Alertness, Blind-Fight, Combat Casting, Great Fortitude

full_text:
Green Hag

Green Hag
Medium Monstrous Humanoid

Hit Dice:
9d8+9 (49 hp)

Initiative:
+1

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

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

Base Attack/Grapple:
+9/+13

Attack:
Claw +13 melee (1d4+4)

Full Attack:
2 claws +13 melee (1d4+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, weakness, mimicry

Special Qualities:
Darkvision 90 ft., spell resistance 18

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

Abilities:
Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14

Skills:
Concentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11 Swim +12

Feats:
Alertness, Blind-Fight, Combat Casting, Great Fortitude

Environment:
Temperate marshes

Organization:
Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

Challenge Rating:
5

Treasure:
Standard

Alignment:
Usually chaotic evil

Advancement:
By character class


Level Adjustment:
-

Green hags are found in desolate swamps and dark forests.
A green hag is about the same height and weight as a female human.
Combat
Green hags prefer to attack from hiding, usually after distracting foes. They often use darkvision to their advantage by attacking during moonless nights.
Spell-Like Abilities: At will-dancing lights,  disguise self,  ghost sound (DC 12), invisibility,  pass without trace,  tongues,  water breathing. Caster level 9th. The save DC is Charisma-based.


Weakness (Su): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.


Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.


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


abilities:
Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14

skills:
Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12

special_abilities:
Amphibious (Ex), Evil Eye (Su), Horrific Appearance (Su)

stat_block:
Sea hag; CR 4; Medium monstrous humanoid (aquatic); HD 3d8+6; hp 19; Init +1; Spd 30 ft. (6 squares), swim 40 ft.; AC 14 (+1 dex, +3 natural), touch 11, flat-footed 13; Base Atk +3; Grp +7; Atk +7 melee (1d4+4, claw); Full Atk +7 melee (1d4+4, 2 claws); Space/Reach 5 ft./5 ft.; SA Horrific appearance, evil eye; SQ Amphibious, spell resistance 14; AL CE; SV Fort +2, Ref +4, Will +4; Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14

Skills and Feats: Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12; Alertness, Toughness

full_text:
Sea Hag

Sea Hag
Medium Monstrous Humanoid (Aquatic)

Hit Dice:
3d8+6 (19 hp)

Initiative:
+1

Speed:
30 ft. (6 squares), swim 40 ft.

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

Base Attack/Grapple:
+3/+7

Attack:
Claw +7 melee (1d4+4)

Full Attack:
2 claws +7 melee (1d4+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Horrific appearance, evil eye

Special Qualities:
Amphibious, spell resistance 14

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

Abilities:
Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14

Skills:
Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12

Feats:
Alertness, Toughness

Environment:
Temperate aquatic

Organization:
Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

Challenge Rating:
4

Treasure:
Standard

Alignment:
Usually chaotic evil

Advancement:
By character class


Level Adjustment:
-

The sea hag is found in the water of seas or overgrown lakes.
A sea hag is about the same height and weight as a female human.
Combat
Sea hags are not subtle and prefer a direct approach to combat.
They usually remain in hiding until they can affect as many foes as possible with their horrific appearance.
Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim's Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. The save DC is Charisma-based.


Evil Eye (Su): Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag's evil eye. The save DCs are Charisma-based.


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


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


armor_class:
16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15

attack:
Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)

full_attack:
Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)

abilities:
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8

skills:
Climb +2, Hide +4, Jump -4, Listen +3, Move Silently +1

environment:
Warm plains
(Deep halfling: Warm hills)
(Tallfellow: Temperate forests)

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

stat_block:
1st-level warrior halfling; CR 1/2; Small humanoid (halfling); HD 1d8+1; hp 5; Init +1; Spd 20 ft. (4 squares); AC 16 (+1 size, +1 dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15; Base Atk +1; Grp -3; Atk +3 melee (1d6/19-20, longsword) or +3 ranged (1d6/19-20, light crossbow); Full Atk +3 melee (1d6/19-20, longsword) or +3 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Halfling traits; SQ Halfling traits; AL N; SV Fort +4, Ref +2, Will +0; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8

Skills and Feats: Climb +2, Hide +4, Jump -4, Listen +3, Move Silently +1; Weapon Focus (longsword)

full_text:
Halfling

Halfling, 1st-Level Warrior

Small Humanoid (Halfling)

Hit Dice:
1d8+1 (5 hp)

Initiative:
+1

Speed:
20 ft. (4 squares)

Armor Class:
16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15

Base Attack/Grapple:
+1/-3

Attack:
Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)

Full Attack:
Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Halfling traits

Special Qualities:
Halfling traits

Saves:
Fort +4, Ref +2, Will +0

Abilities:
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8

Skills:
Climb +2, Hide +4, Jump -4, Listen +3, Move Silently +1

Feats:
Weapon Focus (longsword)

Environment:
Warm plains

(Deep halfling: Warm hills)

(Tallfellow: Temperate forests)

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

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+0

Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century. Halflings speak Halfling and Common.
Most halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
Combat
Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. Their tactics are very much like those of elves but place more emphasis on cover and concealment and less on mobility.
Halfling Traits (Ex): Halflings possess the following racial traits.

 +2 Dexterity, -2 Strength.

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


-A halfling's base land speed is 20 feet.

 +2 racial bonus on Climb, Jump, and Move Silently checks.

 +1 racial bonus on all saving throws.

 +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +1 bonus on saving throws in general.

 +1 racial bonus on attack rolls with thrown weapons and slings.

 +2 racial bonus on Listen checks.

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

 Favored Class: Rogue.


The halfling 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 the lightfoot halfling, the most common halfling variety. There are two other major halfling subraces, which differ from lightfoot halflings as follows.
Tallfellow Halfling
Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds. They generally speak Elven in addition to Common and Halfling.
Tallfellow Traits (Ex): These traits are in addition to the lightfoot halfling traits, except where noted.

 +2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it. This trait replaces the lightfoot's +2 bonus on Listen checks.

 Tallfellows are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.






Deep Halfling
These halflings are shorter and stockier than the more common lightfeet.
Deep halflings are about 2-1/2 tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarven fluently.
Deep Halfling Traits (Ex): These traits are in addition to the lightfoot halfling traits, except where noted.

 Darkvision out to 60 feet.

 Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

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

 Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.


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

full_attack:
Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3)

abilities:
Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17

skills:
Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3

stat_block:
Harpy; CR 4; Medium monstrous humanoid; HD 7d8; hp 31; Init +2; Spd 20 ft. (4 squares), fly 80 ft. (average); AC 13 (+2 dex, +1 natural), touch 12, flat-footed 11; Base Atk +7; Grp +7; Atk +7 melee (1d6, club); Full Atk +7 /+2 melee (1d6, club) and +2 melee (1d3, 2 claws); Space/Reach 5 ft./5 ft.; SA Captivating song; SQ Darkvision 60 ft.; AL CE; SV Fort +2, Ref +7, Will +6; Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17

Skills and Feats: Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3; Dodge, Flyby Attack, Persuasive

full_text:
Harpy

Harpy


Medium Monstrous Humanoid



Hit Dice:
7d8 (31 hp)


Initiative:
+2


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


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


Base Attack/Grapple:
+7/+7


Attack:
Club +7 melee (1d6)


Full Attack:
Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Captivating song


Special Qualities:
Darkvision 60 ft.


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


Abilities:
Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17


Skills:
Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3


Feats:
Dodge, Flyby Attack, Persuasive


Environment:
Temperate marshes


Organization:
Solitary, pair, or flight (7-12)


Challenge Rating:
4


Treasure:
Standard


Alignment:
Usually chaotic evil


Advancement:
By character class



Level Adjustment:
+3


Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new 'toys' will it release them from suffering by killing and consuming them.
Combat
When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.
Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard's countersong ability allows the captivated creature to attempt a new Will save.


Skills: Harpies have a +4 racial bonus on Bluff and Listen checks.




Harpy Archer
A cruel hunter and roaming brigand, the harpy archer has trained as a fighter specializing in ranged combat. Harpy archers often become mercenaries, selling their services to the highest bidder. When not employed, they make ends meet as highway robbers, forcing merchant caravans to pay protection money.
Combat
Captivating Song (Su): Will DC 17 negates.
Possessions: +3 studded leather,  +1 frost composite longbow (+1 Str bonus), 10 cold iron arrows, 10 silvered arrows, 5 +2 arrows,  lesser bracers of archery,  potion of cure moderate wounds,  potion of cat's grace,  cloak of resistance +2,  ring of protection +1. (Different harpy archers may have different possessions.)


armor_class:
AC 23 (+5 Dex, +1 natural, +6 +3 studded leather, +1 ring of protection +1), touch 16, flat-footed 18

attack:
+1 frost composite longbow (+1 Str bonus) +22 ranged (1d8+4/19-20/x3 plus 1d6 cold) or claw +15 melee (1d3+1)

full_attack:
+1 frost composite longbow (+1 Str bonus) +22/+17/+12 ranged (1d8+4/19-20/x3 plus 1d6 cold) or 2 claws +15 melee (1d3+1)

abilities:
Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19

skills:
Bluff +11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5

feats:
Alertness, Improved Critical (composite longbow), Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)

stat_block:
7th-level fighter harpy archer; CR 11; Medium monstrous humanoid; HD 7d8 + 7d10 + 28; hp 103; Init +9; Spd 20 ft. (4 squares), fly 80 ft. (average); AC ac 23 (+5 dex, +1 natural, +6 +3 studded leather,  +1 ring of protection +1), touch 16, flat-footed 18; Base Atk +14; Grp +15; Atk +1 Str bonus) +22 ranged (1d8+4/19-20/x3 plus 1d6 cold, +1 frost composite longbow () or +15 melee (1d3+1, claw); Full Atk +1 Str bonus) +22/+17/+12 ranged (1d8+4/19-20/x3 plus 1d6 cold, +1 frost composite longbow () or +15 melee (1d3+1, 2 claws); Space/Reach 5 ft./5 ft.; SA Captivating song; SQ Darkvision 60 ft.; AL CE; SV Fort +11, Ref +14, Will +11; Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19

Skills and Feats: Bluff +11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5; Alertness, Improved Critical (composite longbow), Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)

full_text:
Harpy

Harpy Archer, 7th-Level Fighter



Medium Monstrous Humanoid


Hit Dice:

7d8 + 7d10 + 28 (103 hp)

Initiative:

+9

Speed:

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

Armor Class:

AC 23 (+5 Dex, +1 natural, +6 +3 studded leather, +1 ring of protection +1), touch 16, flat-footed 18

Base Attack/Grapple:

+14/+15

Attack:

+1 frost composite longbow (+1 Str bonus) +22 ranged (1d8+4/19-20/x3 plus 1d6 cold) or claw +15 melee (1d3+1)

Full Attack:

+1 frost composite longbow (+1 Str bonus) +22/+17/+12 ranged (1d8+4/19-20/x3 plus 1d6 cold) or 2 claws +15 melee (1d3+1)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Captivating song

Special Qualities:

Darkvision 60 ft.

Saves:

Fort +11, Ref +14, Will +11

Abilities:

Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19

Skills:

Bluff +11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5

Feats:

Alertness, Improved Critical (composite longbow), Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)

Environment:

Temperate marshes

Organization:

Solitary

Challenge Rating:

11

Treasure:

Standard (including equipment)

Alignment:

Usually chaotic evil

Advancement:

By character class


Level Adjustment:

+3

Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new 'toys' will it release them from suffering by killing and consuming them.
Combat
When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.
Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy's song for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard's countersong ability allows the captivated creature to attempt a new Will save.


Skills: Harpies have a +4 racial bonus on Bluff and Listen checks.




Harpy Archer
A cruel hunter and roaming brigand, the harpy archer has trained as a fighter specializing in ranged combat. Harpy archers often become mercenaries, selling their services to the highest bidder. When not employed, they make ends meet as highway robbers, forcing merchant caravans to pay protection money.
Combat
Captivating Song (Su): Will DC 17 negates.
Possessions: +3 studded leather,  +1 frost composite longbow (+1 Str bonus), 10 cold iron arrows, 10 silvered arrows, 5 +2 arrows,  lesser bracers of archery,  potion of cure moderate wounds,  potion of cat's grace,  cloak of resistance +2,  ring of protection +1. (Different harpy archers may have different possessions.)


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

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

skills:
Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*

stat_block:
Hellhound; CR 3; Medium outsider (evil, extraplanar, fire, lawful); HD 4d8+4; hp 22; Init +5; Spd 40 ft. (8 squares); AC 16 (+1 dex, +5 natural), touch 11, flat-footed 15; Base Atk +4; Grp +5; Atk +5 melee (1d8+1 plus 1d6 fire, bite); Full Atk +5 melee (1d8+1 plus 1d6 fire, bite); Space/Reach 5 ft./5 ft.; SA Breath weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL LE; SV Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6

Skills and Feats: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*; Improved Initiative, Run, Track

full_text:
Hell Hound

Hellhound



Medium Outsider (Evil, Extraplanar, Fire, Lawful)


Hit Dice:
4d8+4 (22 hp)


Initiative:
+5


Speed:
40 ft. (8 squares)


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


Base Attack/Grapple:
+4/+5


Attack:
Bite +5 melee (1d8+1 plus 1d6 fire)


Full Attack:
Bite +5 melee (1d8+1 plus 1d6 fire)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Breath weapon, fiery bite


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


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


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


Skills:
Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*


Feats:
Improved Initiative, Run, Track B


Environment:
A lawful evil-aligned plane


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


Challenge Rating:
3


Treasure:
None


Alignment:
Always lawful evil


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



Level Adjustment:
+3 (cohort)


A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.
Hell hounds do not speak but understand Infernal.
Combat
Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.
A hell hound's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.


Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.


Skills: Hell hounds have a +5 racial bonus on Hide and Move Silently checks.
*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.




Nessian Warhound
Nessian warhounds are coalblack mastiffs the size of draft horses, often fitted with shirts of infernal chainmail.
Nessian warhounds resemble hell hounds, except as otherwise noted.
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 3d6 fire, Reflex DC 21 half. The save DC is Constitution- based.


Fiery Bite (Su): A Nessian warhound deals an extra 1d8 points of fire d a m a g e every time it bites an opponent, as if its bite were a flaming weapon.


armor_class:
24 (-1 size, +2 Dex, +7 natural, +6 +2 chain shirt barding), touch 11, flat-footed 22

attack:
Bite +20 melee (2d6+12/19-20 plus 1d8 fire)

full_attack:
Bite +20 melee (2d6+12/19-20 plus 1d8 fire)

abilities:
Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6

skills:
Hide +17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8*, Tumble +3

feats:
Alertness, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)

organization:
Solitary, pair, or pack (1-2 Nessian warhounds and 5-12 hell hounds)

stat_block:
Nessian warhound; CR 9; Large outsider (evil, extraplanar, fire, lawful); HD 12d8+60; hp 114; Init +6; Spd 40 ft. (8 squares); AC 24 (-1 size, +2 dex, +7 natural, +6 +2 chain shirt barding), touch 11, flat-footed 22; Base Atk +12; Grp +24; Atk +20 melee (2d6+12/19-20 plus 1d8 fire, bite); Full Atk +20 melee (2d6+12/19-20 plus 1d8 fire, bite); Space/Reach 10 ft./10 ft.; SA Breath weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL LE; SV Fort +13, Ref +10, Will +9; Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6

Skills and Feats: Hide +17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8*, Tumble +3; Alertness, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)

full_text:
Hell Hound


Nessian Warhound



Large Outsider (Evil, Extraplanar, Fire, Lawful)

Hit Dice:

12d8+60 (114 hp)

Initiative:

+6

Speed:

40 ft. (8 squares)

Armor Class:

24 (-1 size, +2 Dex, +7 natural, +6 +2 chain shirt barding), touch 11, flat-footed 22

Base Attack/Grapple:

+12/+24

Attack:

Bite +20 melee (2d6+12/19-20 plus 1d8 fire)

Full Attack:

Bite +20 melee (2d6+12/19-20 plus 1d8 fire)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Breath weapon, fiery bite

Special Qualities:

Darkvision 60 ft., immunity to fire, scent, vulnerability to cold

Saves:

Fort +13, Ref +10, Will +9

Abilities:

Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6

Skills:

Hide +17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8*, Tumble +3

Feats:

Alertness, Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite)

Environment:

A lawful evil plane

Organization:

Solitary, pair, or pack (1-2 Nessian warhounds and 5-12 hell hounds)

Challenge Rating:

9

Treasure:

+2 chain shirt barding

Alignment:

Always lawful evil

Advancement:

13-17 HD (Large); 18-24 HD (Huge)


Level Adjustment:

+4 (cohort)

A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.
Hell hounds do not speak but understand Infernal.
Combat
Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.
A hell hound's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.


Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.


Skills: Hell hounds have a +5 racial bonus on Hide and Move Silently checks.
*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.




Nessian Warhound
Nessian warhounds are coalblack mastiffs the size of draft horses, often fitted with shirts of infernal chainmail.
Nessian warhounds resemble hell hounds, except as otherwise noted.
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 3d6 fire, Reflex DC 21 half. The save DC is Constitution- based.


Fiery Bite (Su): A Nessian warhound deals an extra 1d8 points of fire d a m a g e every time it bites an opponent, as if its bite were a flaming weapon.


speed:
50 ft. (10 squares), fly 100 ft. (average)

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

abilities:
Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8

stat_block:
Hippogriff; CR 2; Large magical beast; HD 3d10+9; hp 25; Init +2; Spd 50 ft. (10 squares), fly 100 ft. (average); AC 15 (-1 size, +2 dex, +4 natural), touch 11, flat-footed 13; Base Atk +3; Grp +11; Atk +6 melee (1d4+4, claw); Full Atk +6 melee (1d4+4, 2 claws) and +1 melee (1d8+2, bite); Space/Reach 10 ft./5 ft.; SA -; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +6, Ref +5, Will +2; Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8

Skills and Feats: Listen +4, Spot +8; Dodge, Wingover

full_text:
Hippogriff

Hippogriff

Large Magical Beast


Hit Dice:
3d10+9 (25 hp)

Initiative:
+2

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

Armor Class:
15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

Base Attack/Grapple:
+3/+11

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

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

Space/Reach:
10 ft./5 ft.

Special Attacks:
-

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

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

Abilities:
Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8

Skills:
Listen +4, Spot +8

Feats:
Dodge, Wingover

Environment:
Temperate hills

Organization:
Solitary, pair, or flight (7-12)

Challenge Rating:
2

Treasure:
None

Alignment:
Always neutral

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


Level Adjustment:
-

Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds.
Combat
Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.
Skills: Hippogriffs have a +4 racial bonus on Spot checks.




Training A Hippogriff
A hippogriff requires training before it can bear a rider in combat.
Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff.
Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.


attack:
Longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1)

full_attack:
Longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1)

abilities:
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8

skills:
Hide +3, Listen +2, Move Silently +3, Spot +2

organization:
Gang (4-9), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24), or tribe (30-300 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 2-4 dire wolves, and 1-4 ogres or 1-2 trolls)

stat_block:
1st-level warrior hobgoblin; CR 1/2; Medium humanoid (goblinoid); HD 1d8+2; hp 6; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin); Full Atk +2 melee (1d8+1/19-20, longsword) or +2 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft.; AL LE; SV Fort +4, Ref +1, Will -1; Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8

Skills and Feats: Hide +3, Listen +2, Move Silently +3, Spot +2; Alertness

full_text:
Hobgoblin

Hobgoblin, 1st-Level Warrior


Medium Humanoid (Goblinoid)

Hit Dice:
1d8+2 (6 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+1/+2

Attack:
Longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1)

Full Attack:
Longsword +2 melee (1d8+1/19-20) or javelin +2 ranged (1d6+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft.

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

Abilities:
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8

Skills:
Hide +3, Listen +2, Move Silently +3, Spot +2

Feats:
Alertness

Environment:
Warm hills

Organization:
Gang (4-9), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24), or tribe (30-300 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 2-4 dire wolves, and 1-4 ogres or 1-2 trolls)

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Usually lawful evil

Advancement:
By character class


Level Adjustment:
+1

Hobgoblins are larger cousins of goblins. Hobgoblins' hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins' eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. Hobgoblins speak Goblin and Common. Most hobgoblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.
Combat
These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first, in preference to other opponents.
Skills: Hobgoblins have a +4 racial bonus on Move Silently checks.
The hobgoblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Hobgoblin Characters
Hobgoblin characters possess the following racial traits.

 +2 Dexterity, +2 Constitution.


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

 Darkvision out to 60 feet.

 +4 racial bonus on Move Silently checks.

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

 Favored Class: Fighter.

 Level adjustment +1.


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

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

abilities:
Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

stat_block:
Homunculus; CR 1; Tiny construct; HD 2d10; hp 11; Init +2; Spd 20 ft. (4 squares), fly 50 ft. (good); AC 14 (+2 dex, +2 size), touch 14, flat-footed 12; Base Atk +1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite); Full Atk +2 melee (1d4-1 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Construct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

Skills and Feats: Hide +14, Listen +4, Spot +4; Lightning Reflexes

full_text:
Homunculus

Homunculus
Tiny Construct

Hit Dice:
2d10 (11 hp)

Initiative:
+2

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

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

Base Attack/Grapple:
+1/-8

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

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

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

Special Attacks:
Poison

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

Saves:
Fort +0, Ref +4, Will +1

Abilities:
Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

Skills:
Hide +14, Listen +4, Spot +4

Feats:
Lightning Reflexes

Environment:
Any

Organization:
Solitary

Challenge Rating:
1

Treasure:
None

Alignment:
Any (same as creator)

Advancement:
3-6 HD (Tiny)


Level Adjustment:
-

A homunculus is a miniature servant created by a wizard. These creatures are weak combatants but make effective spies, messengers, and scouts. A homunculus's creator determines its precise features. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. A homunculus cannot speak, but the process of creating one links it telepathically with its creator.
It knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet. A homunculus never travels beyond this range willingly, though it can be removed forcibly. If this occurs, the creature does everything in its power to regain contact with its master. An attack that destroys a homunculus deals 2d10 points of damage to its master.
If the creature's master is slain, the homunculus also dies, and its body swiftly melts away into a pool of ichor.
Combat
Homunculi land on their victims and bite with their venomous fangs.
Poison (Ex): Injury, Fortitude DC 13, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.




Construction
A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator's own blood. The materials cost 50 gp. The creature's master may assemble the body or hire someone else to do the job. Creating the body requires a DC 12 Craft (sculpting) check or a DC 12 Craft (pottery) check.
After the body is sculpted, it is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and ritual can be performed together.
A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.
Craft Construct, arcane eye,  mirror image,  mending,  caster must be at least 4th level; Price - (never sold); Cost 1,050 gp + 78 XP.


armor_class:
17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16

special_qualities:
Darkvision 60 ft., fast healing 17, low-light vision, scent

abilities:
Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9

stat_block:
Seven-headed hydra; CR 6 (normal);
8 (pyro- or cryo-); Huge magical beast; HD 7d10+38; hp 77; Init +1; Spd 20 ft. (4 squares), swim 20 ft.; AC 17 (-2 size, +1 dex, +8 natural), touch 9, flat-footed 16; Base Atk +7; Grp +19; Atk +10 melee (1d10+4, 7 bites); Full Atk +10 melee (1d10+4, 7 bites); Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast healing 17, low-light vision, scent; AL N; SV Fort +10, Ref +6, Will +4; Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills and Feats: Listen +7, Spot +7, Swim +12; Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)

full_text:
Hydra



Seven-Headed Hydra




Huge Magical Beast

Hit Dice:


7d10+38 (77 hp)

Initiative:


+1

Speed:


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

Armor Class:


17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16

Base Attack/Grapple:


+7/+19

Attack:


7 bites +10 melee (1d10+4)

Full Attack:


7 bites +10 melee (1d10+4)

Space/Reach:


15 ft./10 ft.

Special Attacks:


-

Special Qualities:


Darkvision 60 ft., fast healing 17, low-light vision, scent

Saves:


Fort +10, Ref +6, Will +4

Abilities:


Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills:


Listen +7, Spot +7, Swim +12

Feats:


Combat Reflexes B, Iron Will, Toughness, Weapon Focus (bite)

Environment:


Temperate marshes

(Pyro: Warm marshes)

(Cryo: Cold marshes)

Organization:


Solitary

Challenge Rating:
6 (normal);

8 (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:
18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17

special_qualities:
Darkvision 60 ft., fast healing 18, low-light vision, scent

stat_block:
Eight-headed hydra; CR 7 (normal);
9 (pyro- or cryo-); Huge magical beast; HD 8d10+43; hp 87; Init +1; Spd 20 ft. (4 squares), swim 20 ft.; AC 18 (-2 size, +1 dex, +9 natural), touch 9, flat-footed 17; Base Atk +8; Grp +20; Atk +11 melee (1d10+4, 8 bites); Full Atk +11 melee (1d10+4, 8 bites); Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast healing 18, low-light vision, scent; AL N; SV Fort +11, Ref +7, Will +4; Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills and Feats: Listen +7, Spot +8, Swim +12; Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)

full_text:
Hydra

Eight-Headed Hydra




Huge Magical Beast



Hit Dice:
8d10+43 (87 hp)



Initiative:
+1



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



Armor Class:
18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17



Base Attack/Grapple:
+8/+20



Attack:
8 bites +11 melee (1d10+4)



Full Attack:
8 bites +11 melee (1d10+4)



Space/Reach:
15 ft./10 ft.



Special Attacks:
-



Special Qualities:
Darkvision 60 ft., fast healing 18, low-light vision, scent



Saves:
Fort +11, Ref +7, Will +4



Abilities:
Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9



Skills:
Listen +7, Spot +8, Swim +12



Feats:
Combat Reflexes B, Iron Will, Toughness, Weapon Focus (bite)



Environment:
Temperate marshes

(Pyro: Warm marshes)

(Cryo: Cold marshes)



Organization:
Solitary



Challenge Rating:
7 (normal);

9 (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:
19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18

special_qualities:
Darkvision 60 ft., fast healing 19, low-light vision, scent

abilities:
Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

feats:
Blind-Fight, Iron Will, Toughness, Weapon Focus (bite)

stat_block:
Nine-headed hydra; CR 8 (normal);
10 (pyro- or cryo-); Huge magical beast; HD 9d10+48; hp 97; Init +1; Spd 20 ft. (4 squares), swim 20 ft.; AC 19 (-2 size, +1 dex, +10 natural), touch 9, flat-footed 18; Base Atk +9; Grp +22; Atk +13 melee (1d10+5, 9 bites); Full Atk +13 melee (1d10+5, 9 bites); Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast healing 19, low-light vision, scent; AL N; SV Fort +11, Ref +7, Will +5; Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills and Feats: Listen +8, Spot +8, Swim +13; Blind-Fight, Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)

full_text:
Hydra


Nine-Headed Hydra




Huge Magical Beast


Hit Dice:

9d10+48 (97 hp)


Initiative:

+1


Speed:

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


Armor Class:

19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18


Base Attack/Grapple:

+9/+22


Attack:

9 bites +13 melee (1d10+5)


Full Attack:

9 bites +13 melee (1d10+5)


Space/Reach:

15 ft./10 ft.


Special Attacks:

-


Special Qualities:

Darkvision 60 ft., fast healing 19, low-light vision, scent


Saves:

Fort +11, Ref +7, Will +5


Abilities:

Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9


Skills:

Listen +8, Spot +8, Swim +13


Feats:

Blind-Fight, Combat Reflexes B, Iron Will, Toughness, Weapon Focus (bite)


Environment:

Temperate marshes

(Pyro: Warm marshes)

(Cryo: Cold marshes)


Organization:

Solitary


Challenge Rating:
8 (normal);

10 (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.


special_qualities:
Darkvision 60 ft., fast healing 20, low-light vision, scent

stat_block:
Ten-headed hydra; CR 9 (normal);
11 (pyro- or cryo-); Huge magical beast; HD 10d10+53; hp 108; Init +1; Spd 20 ft. (4 squares), swim 20 ft.; AC 20 (-2 size, +1 dex, +11 natural), touch 9, flat-footed 19; Base Atk +10; Grp +23; Atk +14 melee (1d10+5, 10 bites); Full Atk +14 melee (1d10+5, 10 bites); Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast healing 20, low-light vision, scent; AL N; SV Fort +12, Ref +8, Will +3; Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills and Feats: Listen +8, Spot +9, Swim +13; Blind-Fight, Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)

full_text:
Hydra



Ten-Headed Hydra




Huge Magical Beast

Hit Dice:


10d10+53 (108 hp)

Initiative:


+1

Speed:


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

Armor Class:


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

Base Attack/Grapple:


+10/+23

Attack:


10 bites +14 melee (1d10+5)

Full Attack:


10 bites +14 melee (1d10+5)

Space/Reach:


15 ft./10 ft.

Special Attacks:


-

Special Qualities:


Darkvision 60 ft., fast healing 20, low-light vision, scent

Saves:


Fort +12, Ref +8, Will +3

Abilities:


Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills:


Listen +8, Spot +9, Swim +13

Feats:


Blind-Fight, Combat Reflexes B, Iron Will, Toughness, Weapon Focus (bite)

Environment:


Temperate marshes

(Pyro: Warm marshes)

(Cryo: Cold marshes)

Organization:


Solitary

Challenge Rating:
9 (normal);

11 (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:
21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20

special_qualities:
Darkvision 60 ft., fast healing 21, low-light vision, scent

abilities:
Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9

stat_block:
Eleven-headed hydra; CR 10 (normal);
12 (pyro- or cryo-); Huge magical beast; HD 11d10+58; hp 118; Init +1; Spd 20 ft. (4 squares), swim 20 ft.; AC 21 (-2 size, +1 dex, +12 natural), touch 9, flat-footed 20; Base Atk +11; Grp +25; Atk +16 melee (1d10+6, 11 bites); Full Atk +16 melee (1d10+6, 11 bites); Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast healing 21, low-light vision, scent; AL N; SV Fort +12, Ref +8, Will +5; Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills and Feats: Listen +9, Spot +9, Swim +14; Blind-Fight, Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite)

full_text:
Hydra

Eleven-Headed Hydra



Huge Magical Beast


Hit Dice:
11d10+58 (118 hp)


Initiative:
+1


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


Armor Class:
21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20


Base Attack/Grapple:
+11/+25


Attack:
11 bites +16 melee (1d10+6)


Full Attack:
11 bites +16 melee (1d10+6)


Space/Reach:
15 ft./10 ft.


Special Attacks:
-


Special Qualities:
Darkvision 60 ft., fast healing 21, low-light vision, scent


Saves:
Fort +12, Ref +8, Will +5


Abilities:
Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9


Skills:
Listen +9, Spot +9, Swim +14


Feats:
Blind-Fight, Combat Reflexes B, Iron Will, Toughness, Weapon Focus (bite)


Environment:
Temperate marshes

(Pyro: Warm marshes)

(Cryo: Cold marshes)


Organization:
Solitary


Challenge Rating:
10 (normal);

12 (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.


special_qualities:
Darkvision 60 ft., fast healing 22, low-light vision, scent

feats:
Blind-Fight, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite)

stat_block:
Twelve-headed hydra; CR 11 (normal);
13 (pyro- or cryo-); Huge magical beast; HD 12d10+63; hp 129; Init +1; Spd 20 ft. (4 squares), swim 20 ft.; AC 22 (-2 size, +1 dex, +13 natural), touch 9, flat-footed 21; Base Atk +12; Grp +26; Atk +17 melee (2d8+6, 12 bites); Full Atk +17 melee (2d8+6, 12 bites); Space/Reach 15 ft./10 ft.; SA -; SQ Darkvision 60 ft., fast healing 22, low-light vision, scent; AL N; SV Fort +13, Ref +9, Will +6; Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills and Feats: Listen +9, Spot +10, Swim +14; Blind-Fight, Combat Reflexes, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite)

full_text:
Hydra


Twelve-Headed Hydra



Huge Magical Beast

Hit Dice:

12d10+63 (129 hp)

Initiative:

+1

Speed:

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

Armor Class:

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

Base Attack/Grapple:

+12/+26

Attack:

12 bites +17 melee (2d8+6)

Full Attack:

12 bites +17 melee (2d8+6)

Space/Reach:

15 ft./10 ft.

Special Attacks:

-

Special Qualities:

Darkvision 60 ft., fast healing 22, low-light vision, scent

Saves:

Fort +13, Ref +9, Will +6

Abilities:

Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9

Skills:

Listen +9, Spot +10, Swim +14

Feats:

Blind-Fight, Combat Reflexes B, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite)

Environment:

Temperate marshes

(Pyro: Warm marshes)

(Cryo: Cold marshes)

Organization:

Solitary

Challenge Rating:
11 (normal);

13 (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.


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

armor_class:
34 (-1 size, +1 Dex, +16 natural, +8 full plate armor), touch 10, flat-footed 33

attack:
Slam +22 melee (2d6+12 plus 3d6 sonic or 3d6 electricity)

full_attack:
2 slams +22 melee (2d6+12 plus 3d6 sonic or 3d6 electricity)

special_attacks:
Fists of thunder and lightning, spell-like abilities

special_qualities:
Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 25

abilities:
Str 35, Dex 13, Con -, Int 12, Wis 17, Cha 18

skills:
Concentration +13, Diplomacy +6, Knowledge (religion) +10, Listen +16, Search +10, Sense Motive +12, Spot +16, Survival +3 (+5 following tracks)

feats:
Ability Focus (fists), Awesome Blow, Combat Casting, Great Fortitude, Improved Bull Rush, Power Attack

special_abilities:
Fast Healing (Ex), Fists of Thunder and Lightning (Su)

stat_block:
Marut; CR 15; Large construct (extraplanar, lawful); HD 15d10+30; hp 112; Init +1; Spd 30 ft. in full plate armor (6 squares); base speed 40 ft.; AC 34 (-1 size, +1 dex, +16 natural, +8 full plate armor), touch 10, flat-footed 33; Base Atk +11; Grp +27; Atk +22 melee (2d6+12 plus 3d6 sonic or 3d6 electricity, slam); Full Atk +22 melee (2d6+12 plus 3d6 sonic or 3d6 electricity, 2 slams); Space/Reach 10 ft./10 ft.; SA Fists of thunder and lightning, spell-like abilities; SQ Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 25; AL LN; SV Fort +7, Ref +6, Will +8; Str 35, Dex 13, Con -, Int 12, Wis 17, Cha 18

Skills and Feats: Concentration +13, Diplomacy +6, Knowledge (religion) +10, Listen +16, Search +10, Sense Motive +12, Spot +16, Survival +3 (+5 following tracks); Ability Focus (fists), Awesome Blow, Combat Casting, Great Fortitude, Improved Bull Rush, Power Attack

full_text:
Marut

Marut

Large Construct (Extraplanar, Lawful)


Hit Dice:
15d10+30 (112 hp)

Initiative:
+1

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

Armor Class:
34 (-1 size, +1 Dex, +16 natural, +8 full plate armor), touch 10, flat-footed 33

Base Attack/Grapple:
+11/+27

Attack:
Slam +22 melee (2d6+12 plus 3d6 sonic or 3d6 electricity)

Full Attack:
2 slams +22 melee (2d6+12 plus 3d6 sonic or 3d6 electricity)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Fists of thunder and lightning, spell-like abilities

Special Qualities:
Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 25

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

Abilities:
Str 35, Dex 13, Con -, Int 12, Wis 17, Cha 18

Skills:
Concentration +13, Diplomacy +6, Knowledge (religion) +10, Listen +16, Search +10, Sense Motive +12, Spot +16, Survival +3 (+5 following tracks)

Feats:
Ability Focus (fists), Awesome Blow, Combat Casting, Great Fortitude, Improved Bull Rush, Power Attack

Environment:
A lawful-aligned plane

Organization:
Solitary

Challenge Rating:
15

Treasure:
None

Alignment:
Always lawful neutral

Advancement:
16-28 HD (Large); 29-45 HD (Huge)


Level Adjustment:
-

Maruts confront those who would try to deny the grave itself.
Any who use unnatural means to extend their life span could be targeted by a marut. Those who take extraordinary measures to cheat death in some other way might be labeled transgressors as well. Those who use magic to reverse death aren't worthy of a marut's attention unless they do so repeatedly or on a massive scale.
When a marut has identified its target, it walks surely and implacably toward the foe, never resting.
Combat
Once it has found its target, a marut brings it the death it has been trying to avoid. Those who defile death through necromancy may instead receive a geas and/or mark of justice to enforce proper respect. It typically uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with its massive fists, using circle of death if beset by numbers of defenders. It hits spellcasting opponents with repeated uses of greater dispel magic,  and it uses dimension door and locate creature to track down foes who flee.
A marut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Fists of Thunder and Lightning (Su): A marut's left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31 negates the blindness). The save DCs are Strength-based and include the marut's Ability Focus feat.


Spell-Like Abilities: At will-air walk,  dimension door,  fear (DC 18),  greater command (DC 19),  greater dispel magic,  mass inflict light wounds (DC 19), locate creature,  true seeing; 1/day-chain lightning (DC 20),  circle of death (DC 20),  mark of justice,  wall of force; 1/week- earthquake (DC 22),  geas/quest,  plane shift (DC 21). Caster level 14th. The save DCs are Charisma-based.


Skills: A marut has a +4 racial bonus on Concentration, Listen, and Spot checks.


speed:
35 ft. in plate barding (7 squares), fly 40 ft. (average) in plate barding (8 squares); base speed 50 ft., fly 60 ft. (average)

armor_class:
27 (-1 size, +10 natural, +8 plate barding), touch 9, flat-footed 27

attack:
Spiked chain +10 melee (2d6+5 plus 1d6 electricity)

full_attack:
2 spiked chains +10 melee (2d6+5 plus 1d6 electricity)

special_qualities:
Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 20

abilities:
Str 21, Dex 11, Con -, Int 10, Wis 17, Cha 15

skills:
Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following tracks)

feats:
Great Fortitude, Ride-by Attack, Spirited Charge

stat_block:
Zelekhut; CR 9; Large construct (extraplanar, lawful); HD 8d10+30; hp 74; Init +0; Spd 35 ft. in plate barding (7 squares), fly 40 ft. (average) in plate barding (8 squares); base speed 50 ft., fly 60 ft. (average); AC 27 (-1 size, +10 natural, +8 plate barding), touch 9, flat-footed 27; Base Atk +6; Grp +15; Atk +10 melee (2d6+5 plus 1d6 electricity, spiked chain); Full Atk +10 melee (2d6+5 plus 1d6 electricity, 2 spiked chains); Space/Reach 10 ft./10 ft.; SA Spell-like abilities; SQ Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 20; AL LN; SV Fort +4, Ref +2, Will +5; Str 21, Dex 11, Con -, Int 10, Wis 17, Cha 15

Skills and Feats: Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following tracks); Great Fortitude, Ride-by Attack, Spirited Charge

full_text:
Zelekhut

Zelekhut

Large Construct (Extraplanar, Lawful)


Hit Dice:
8d10+30 (74 hp)

Initiative:
+0

Speed:
35 ft. in plate barding (7 squares), fly 40 ft. (average) in plate barding (8 squares); base speed 50 ft., fly 60 ft. (average)

Armor Class:
27 (-1 size, +10 natural, +8 plate barding), touch 9, flat-footed 27

Base Attack/Grapple:
+6/+15

Attack:
Spiked chain +10 melee (2d6+5 plus 1d6 electricity)

Full Attack:
2 spiked chains +10 melee (2d6+5 plus 1d6 electricity)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Spell-like abilities

Special Qualities:
Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 20

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

Abilities:
Str 21, Dex 11, Con -, Int 10, Wis 17, Cha 15

Skills:
Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following tracks)

Feats:
Great Fortitude, Ride-by Attack, Spirited Charge

Environment:
A lawful-aligned plane

Organization:
Solitary

Challenge Rating:
9

Treasure:
None

Alignment:
Always lawful neutral

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


Level Adjustment:
+7

Zelekhuts are charged with hunting down those who would deny justice-especially those who flee to escape punishment. Expert trackers, they use a combination of natural skill and magic to find fugitives wherever they may hide.
A zelekhut may initially appear rather non-threatening-but when it is about to enter combat, it can cause two spiked chains to spring forth from its forearms as a free action. In similar fashion, it can cause a pair of golden metallic wings to emerge from its back. Retracting the chains or the wings is also a free action.
Combat
Once it has found its fugitive, a zelekhut uses its speed and its spell-like abilities to cover the most likely escape routes. Then it immobilizes any defenders while attempting to protect any innocent bystanders. Finally, it apprehends the fugitive with its spiked chains, tripping or disarming the foe as needed.
A zelekhut's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will-clairaudience/clairvoyance,  dimensional anchor,  dispel magic,  fear (DC 16),  hold person (DC 15),  locate creature,  true seeing; 3/day-hold monster (DC 17),  mark of justice; 1/week- lesser geas (DC 16). Caster level 8th. The save DCs are Charisma-based.


Skills: A zelekhut has a +4 racial bonus on Search and Sense Motive checks.


Feats: Due to its centaur-like construction, a zelekhut qualifies for feats as if it had the Mounted Combat feat.


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

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

special_qualities:
Darkvision 60 ft., elemental traits, natural invisibility, improved tracking

abilities:
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11

skills:
Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)

feats:
Combat Reflexes, Improved Initiative, Weapon Focus (slam)

special_abilities:
Improved Tracking (Ex), Natural Invisibility (Su)

stat_block:
Invisible stalker; CR 7; Large elemental (air, extraplanar); HD 8d8+16; hp 52; Init +8; Spd 30 ft. (6 squares), fly 30 ft. (perfect); AC 17 (-1 size, +4 dex, +4 natural), touch 13, flat-footed 13; Base Atk +6; Grp +14; Atk +10 melee (2d6+4, slam); Full Atk +10 melee (2d6+4, 2 slams); Space/Reach 10 ft./10 ft.; SA -; SQ Darkvision 60 ft., elemental traits, natural invisibility, improved tracking; AL N; SV Fort +4, Ref +10, Will +4; Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11

Skills and Feats: Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks); Combat Reflexes, Improved Initiative, Weapon Focus (slam)

full_text:
Invisible Stalker

Invisible Stalker
Large Elemental (Air, Extraplanar)

Hit Dice:
8d8+16 (52 hp)

Initiative:
+8

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

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

Base Attack/Grapple:
+6/+14

Attack:
Slam +10 melee (2d6+4)

Full Attack:
2 slams +10 melee (2d6+4)

Space/Reach:
10 ft./10 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft., elemental traits, natural invisibility, improved tracking

Saves:
Fort +4, Ref +10, Will +4

Abilities:
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11

Skills:
Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)

Feats:
Combat Reflexes, Improved Initiative, Weapon Focus (slam)

Environment:
Elemental Plane of Air

Organization:
Solitary

Challenge Rating:
7

Treasure:
None

Alignment:
Usually neutral

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


Level Adjustment:
-

Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks.
A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly.
Invisible stalkers have an amorphous form. A see invisibility spell shows only a dim outline of a cloud, while a true seeing spell reveals a roiling cloud of vapor.
These creatures speak only Auran but can understand Common.
Combat
An invisible stalker attacks by using the air itself as a weapon. It creates a sudden, intense blast of wind that pounds a single target on the same plane as the creature.
An invisible stalker can be killed only when it is on the Elemental Plane of Air. When performing a task elsewhere, it automatically returns to its home plane when it takes damage sufficient to destroy it.
Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.


Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature's passage.


full_attack:
4 tentacles +12 melee (1d6+8 plus slime)

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

abilities:
Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17

skills:
Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8

organization:
Solitary, brood (2-4), or slaver brood (1d3+1 plus 7-12 skum)

special_abilities:
Enslave (Su), Mucus Cloud (Ex), Psionics (Sp), Slime (Ex)

stat_block:
Aboleth; CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2 squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk +6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17

Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8; Alertness, Combat Casting, Iron Will

full_text:
Aboleth

Aboleth


Huge Aberration (Aquatic)


Hit Dice:
8d8+40 (76 hp)


Initiative:
+1


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


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


Base Attack/Grapple:
+6/+22


Attack:
Tentacle +12 melee (1d6+8 plus slime)


Full Attack:
4 tentacles +12 melee (1d6+8 plus slime)


Space/Reach:
15 ft./10 ft.


Special Attacks:
Enslave, psionics, slime


Special Qualities:
Aquatic subtype, darkvision 60 ft., mucus cloud


Saves:
Fort +7, Ref +3, Will +11


Abilities:
Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17


Skills:
Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8


Feats:
Alertness, Combat Casting, Iron Will


Environment
Underground


Organization:
Solitary, brood (2-4), or slaver brood (1d3+1 plus 7-12 skum)


Challenge Rating:
7


Treasure:
Double standard


Alignment:
Usually lawful evil


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



Level Adjustment:
-


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


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


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


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


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




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


