# monster

speed:
40 ft. in half-plate armor (8 squares); base speed 60 ft.

armor_class:
38 (-2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38

attack:
Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or +3 javelin +22 ranged (2d6+19) or slam +34 (1d8+16)

full_attack:
Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/3) or +3 javelin +22 ranged (2d6+19) or 2 slams +34 (1d8+16)

special_qualities:
Damage reduction 15/lawful, darkvision 60 ft., spell resistance 32

abilities:
Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24

skills:
Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16

feats:
Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning)

treasure:
Double standard plus +4 half-plate armor and Gargantuan +3 adamantine warhammer

stat_block:
Titan; CR 21; Huge outsider (chaotic, extraplanar); HD 20d8+280; hp 370; Init +1; Spd 40 ft. in half-plate armor (8 squares); base speed 60 ft.; AC 38 (-2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38; Base Atk +20; Grp +44; Atk +3 adamantine warhammer +37 melee (4d6+27/x3, gargantuan) or +3 javelin +22 ranged (2d6+19,) or +34 (1d8+16, slam); Full Atk +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/3, gargantuan) or +3 javelin +22 ranged (2d6+19,) or +34 (1d8+16, 2 slams); Space/Reach 15 ft./15 ft.; SA Oversized weapon, spell-like abilities; SQ Damage reduction 15/lawful, darkvision 60 ft., spell resistance 32; AL CN; SV Fort +26, Ref +13, Will +21; Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24

Skills and Feats: Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16; Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning)

full_text:
Titan

Titan

Huge Outsider (Chaotic, Extraplanar)


Hit Dice:
20d8+280 (370 hp)

Initiative:
+1

Speed:
40 ft. in half-plate armor (8 squares); base speed 60 ft.

Armor Class:
38 (-2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38

Base Attack/Grapple:
+20/+44

Attack:
Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or +3 javelin +22 ranged (2d6+19) or slam +34 (1d8+16)

Full Attack:
Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/3) or +3 javelin +22 ranged (2d6+19) or 2 slams +34 (1d8+16)

Space/Reach:
15 ft./15 ft.

Special Attacks:
Oversized weapon, spell-like abilities

Special Qualities:
Damage reduction 15/lawful, darkvision 60 ft., spell resistance 32

Saves:
Fort +26, Ref +13, Will +21

Abilities:
Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24

Skills:
Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16

Feats:
Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning)

Environment:
A chaotic good-aligned plane

Organization:
Solitary or pair

Challenge Rating:
21

Treasure:
Double standard plus +4 half-plate armor and Gargantuan +3 adamantine warhammer

Alignment:
Always chaotic (any)

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


Level Adjustment:
-

A titan is about 25 feet tall and weighs about 14,000 pounds.
Titans speak Abyssal, Common, Celestial, Draconic, and Giant.
Combat
A titan's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Oversized Weapon (Ex): A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.


Spell-Like Abilities: At will-chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic,  hold monster (DC 22), invisibility,  invisibility purge,  levitate,  persistent image (DC 22), polymorph (humanoid forms only, duration 1 hour); 3/day-etherealness,  word of chaos (DC 22), summon nature's ally IX; 1/day-gate,  maze,  meteor swarm (DC 26). Caster level 20th. The save DCs are Charisma-based.
In addition, titans of good or neutral alignment can use the following additional spell-like abilities: At will-daylight,  holy smite (DC 21), remove curse (DC 21); 1/day-greater restoration. Caster level 20th. The save DCs are Charisma-based.
Titans of evil alignment can use the following additional spell-like abilities: At will-bestow curse (DC 21), deeper darkness,  unholy blight (DC 21); 1/day-crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based.




Tactics Round-by-Round
Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spell-like abilities and magical effects. Because of a titan's Quicken Spell-Like Ability feat, it can use chain lightning as a free action, and frequently attacks in melee while lashing out with this ability at the same time.
Prior to combat: Invisibility purge or invisibility.
Round 1: Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight.
Round 2: Full attack against the disarmed opponent, and hurl chain lightning at other opponents.
Round 3: Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble.
Round 4: Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents.
Round 5: Full attack against any nearby opponent, or use fire storm.
Use another quickened chain lightning if foes seem really dangerous.
A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well.


armor_class:
22 (+1 size, +1 Dex, +10 natural), touch 12, flat-footed 21

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

special_qualities:
All-around vision, darkvision 60 ft., immunity to acid and cold, resistance to

abilities:
Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9

skills:
Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings)

special_abilities:
All-Around Vision (Ex), Improved Grab (Ex), Ink Cloud (Ex)

stat_block:
Juvenile tojanida; CR 3; Small outsider (extraplanar, water); HD 3d8+6; hp 19; Init +1; Spd 10 ft. (2 squares), swim 90 ft.; AC 22 (+1 size, +1 dex, +10 natural), touch 12, flat-footed 21; Base Atk +3; Grp +1; Atk +6 melee (2d6+2, bite); Full Atk +6 melee (2d6+2, bite) and +1 melee (1d4+1, 2 claws); Space/Reach 5 ft./5 ft.; SA Improved grab, ink cloud; SQ All-around vision, darkvision 60 ft., immunity to acid and cold, resistance to; AL N; SV Fort +5, Ref +4, Will +4; Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9

Skills and Feats: Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings); Blind-Fight, Dodge

full_text:
Tojanida

Juvenile Tojanida



Small Outsider (Extraplanar, Water)



Hit Dice:
3d8+6 (19 hp)



Initiative:
+1



Speed:
10 ft. (2 squares), swim 90 ft.



Armor Class:
22 (+1 size, +1 Dex, +10 natural), touch 12, flat-footed 21



Base Attack/Grapple:
+3/+1



Attack:
Bite +6 melee (2d6+2)



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



Space/Reach:
5 ft./5 ft.



Special Attacks:
Improved grab, ink cloud



Special Qualities:
All-around vision, darkvision 60 ft., immunity to acid and cold, resistance to



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



Abilities:
Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9



Skills:
Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings)



Feats:
Blind-Fight, Dodge



Environment:
Elemental Plane of Water



Organization:
Solitary or clutch (2-4)



Challenge Rating:
3



Treasure:
Standard



Alignment:
Always neutral



Advancement:
4-6 HD (Small)




Level Adjustment:
-



A tojanida's shell is blue-green in color. Inside the shell is a fleshy body from which extend seven stalks. Four of these stalks have paddles for locomotion, two are tipped with claws, and one bears the creature's head. Eight vents in the shell, four at each end, allow the tojanida to thrust its stalks out in whatever configuration it finds convenient.
A juvenile tojanida is up to 25 years old. It has a shell about 3 feet long, and it weighs about 60 pounds. An adult is aged 26 to 80. Its shell is about 6 feet long, and it weighs about 220 pounds. An elder can reach 150 years of age. It has a shell about 9 feet long, and it weighs about 500 pounds.
Tojanidas speak Aquan and can be loquacious, but usually only on the subject of food.
Combat
Improved Grab (Ex): To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.


Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida's Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which a tojanida can squirt into an opponent's eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 21 against an elder. The save DCs are Constitution based.


All-Around Vision (Ex): The multiple apertures in a tojanida's shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.


Skills: A tojanida 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:
23 (+1 Dex, +12 natural), touch 11, flat-footed 22

full_attack:
Bite +10 melee (2d8+3) and 2 claws +5 melee (1d6+1)

special_qualities:
All-around vision, darkvision 60 ft., immunity to acid and cold, electricity 10 and fire 10

abilities:
Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9

skills:
Diplomacy +1, Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search +14, Sense Motive +11, Spot +15, Survival +1 (+3 other planes and following tracks), Swim +11, Use Rope+1 (+3 with bindings)

stat_block:
Adult tojanida; CR 5; Medium outsider (extraplanar, water); HD 7d8+14; hp 45; Init +1; Spd 10 ft. (2 squares), swim 90 ft.; AC 23 (+1 dex, +12 natural), touch 11, flat-footed 22; Base Atk +7; Grp +10; Atk +10 melee (2d8+3, bite); Full Atk +10 melee (2d8+3, bite) and +5 melee (1d6+1, 2 claws); Space/Reach 5 ft./5 ft.; SA Improved grab, ink cloud; SQ All-around vision, darkvision 60 ft., immunity to acid and cold, electricity 10 and fire 10; AL N; SV Fort +7, Ref +6, Will +6; Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9

Skills and Feats: Diplomacy +1, Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search +14, Sense Motive +11, Spot +15, Survival +1 (+3 other planes and following tracks), Swim +11, Use Rope+1 (+3 with bindings); Blind-Fight, Dodge, Power Attack

full_text:
Tojanida

Adult Tojanida




Medium Outsider (Extraplanar, Water)


Hit Dice:

7d8+14 (45 hp)


Initiative:

+1


Speed:

10 ft. (2 squares), swim 90 ft.


Armor Class:

23 (+1 Dex, +12 natural), touch 11, flat-footed 22


Base Attack/Grapple:

+7/+10


Attack:

Bite +10 melee (2d8+3)


Full Attack:

Bite +10 melee (2d8+3) and 2 claws +5 melee (1d6+1)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Improved grab, ink cloud


Special Qualities:

All-around vision, darkvision 60 ft., immunity to acid and cold, electricity 10 and fire 10


Saves:

Fort +7, Ref +6, Will +6


Abilities:

Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9


Skills:

Diplomacy +1, Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search +14, Sense Motive +11, Spot +15, Survival +1 (+3 other planes and following tracks), Swim +11, Use Rope+1 (+3 with bindings)


Feats:

Blind-Fight, Dodge, Power Attack


Environment:

Elemental Plane of Water


Organization:

Solitary or clutch (2-4)


Challenge Rating:

5


Treasure:

Standard


Alignment:

Always neutral


Advancement:

8-14 HD (Medium)



Level Adjustment:

-


A tojanida's shell is blue-green in color. Inside the shell is a fleshy body from which extend seven stalks. Four of these stalks have paddles for locomotion, two are tipped with claws, and one bears the creature's head. Eight vents in the shell, four at each end, allow the tojanida to thrust its stalks out in whatever configuration it finds convenient.
A juvenile tojanida is up to 25 years old. It has a shell about 3 feet long, and it weighs about 60 pounds. An adult is aged 26 to 80. Its shell is about 6 feet long, and it weighs about 220 pounds. An elder can reach 150 years of age. It has a shell about 9 feet long, and it weighs about 500 pounds.
Tojanidas speak Aquan and can be loquacious, but usually only on the subject of food.
Combat
Improved Grab (Ex): To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.


Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida's Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which a tojanida can squirt into an opponent's eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 21 against an elder. The save DCs are Constitution based.


All-Around Vision (Ex): The multiple apertures in a tojanida's shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.


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


full_attack:
Bite +20 melee (4d6+6) and 2 claws +15 melee (1d8+3)

special_qualities:
All-around vision, darkvision 60 ft., electricity resistance 10, fire resistance 10 immunity to acid and cold, electricity resistance 10, fire resistance 10

abilities:
Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 9

skills:
Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the Planes) +18, Listen +21, Search +22, Sense Motive +17, Spot +25, Survival +1 (+3 other planes and following tracks), Swim +14, Use Rope+1 (+3 with bindings)

feats:
Alertness, Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack

stat_block:
Elder tojanida; CR 9; Large outsider (extraplanar, water); HD 15d8+60; hp 127; Init +1; Spd 10 ft. (2 squares), swim 90 ft.; AC 24 (-1 size, +1 dex, +14 natural), touch 10, flat-footed 23; Base Atk +15; Grp +25; Atk +20 melee (4d6+6, bite); Full Atk +20 melee (4d6+6, bite) and +15 melee (1d8+3, 2 claws); Space/Reach 10 ft./5 ft.; SA Improved grab, ink cloud; SQ All-around vision, darkvision 60 ft., electricity resistance 10, fire resistance 10 immunity to acid and cold, electricity resistance 10, fire resistance 10; AL N; SV Fort +13, Ref +10, Will +10; Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 9

Skills and Feats: Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the Planes) +18, Listen +21, Search +22, Sense Motive +17, Spot +25, Survival +1 (+3 other planes and following tracks), Swim +14, Use Rope+1 (+3 with bindings); Alertness, Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack

full_text:
Tojanida

 
Elder Tojanida




Large Outsider (Extraplanar, Water)

Hit Dice:


15d8+60 (127 hp)

Initiative:


+1

Speed:


10 ft. (2 squares), swim 90 ft.

Armor Class:


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

Base Attack/Grapple:


+15/+25

Attack:


Bite +20 melee (4d6+6)

Full Attack:


Bite +20 melee (4d6+6) and 2 claws +15 melee (1d8+3)

Space/Reach:


10 ft./5 ft.

Special Attacks:


Improved grab, ink cloud

Special Qualities:


All-around vision, darkvision 60 ft., electricity resistance 10, fire resistance 10 immunity to acid and cold, electricity resistance 10, fire resistance 10

Saves:


Fort +13, Ref +10, Will +10

Abilities:


Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 9

Skills:


Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the Planes) +18, Listen +21, Search +22, Sense Motive +17, Spot +25, Survival +1 (+3 other planes and following tracks), Swim +14, Use Rope+1 (+3 with bindings)

Feats:


Alertness, Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack

Environment:


Elemental Plane of Water

Organization:


Solitary or clutch (2-4)

Challenge Rating:


9

Treasure:


Standard

Alignment:


Always neutral

Advancement:


16-24 HD (Large); 25-45 HD (Huge)


Level Adjustment:


-

A tojanida's shell is blue-green in color. Inside the shell is a fleshy body from which extend seven stalks. Four of these stalks have paddles for locomotion, two are tipped with claws, and one bears the creature's head. Eight vents in the shell, four at each end, allow the tojanida to thrust its stalks out in whatever configuration it finds convenient.
A juvenile tojanida is up to 25 years old. It has a shell about 3 feet long, and it weighs about 60 pounds. An adult is aged 26 to 80. Its shell is about 6 feet long, and it weighs about 220 pounds. An elder can reach 150 years of age. It has a shell about 9 feet long, and it weighs about 500 pounds.
Tojanidas speak Aquan and can be loquacious, but usually only on the subject of food.
Combat
Improved Grab (Ex): To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.


Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida's Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which a tojanida can squirt into an opponent's eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 21 against an elder. The save DCs are Constitution based.


All-Around Vision (Ex): The multiple apertures in a tojanida's shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.


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


special_attacks:
Animate trees, double damage against objects, trample 2d6+13

special_qualities:
Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire

abilities:
Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12

skills:
Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)

feats:
Improved Sunder, Iron Will, Power Attack

special_abilities:
Animate Trees (Sp), Double Damage Against Objects (Ex), Trample (Ex)

stat_block:
Treant; CR 8; Huge plant; HD 7d8+35; hp 66; Init -1; Spd 30 ft. (6 squares); AC 20 (-2 size, -1 dex, +13 natural), touch 7, flat-footed 20; Base Atk +5; Grp +22; Atk +12 melee (2d6+9, slam); Full Atk +12 melee (2d6+9, 2 slams); Space/Reach 15 ft./15 ft.; SA Animate trees, double damage against objects, trample 2d6+13; SQ Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire; AL NG; SV Fort +10, Ref +1, Will +7; Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12

Skills and Feats: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground); Improved Sunder, Iron Will, Power Attack

full_text:
Treant

Treant
Huge Plant

Hit Dice:
7d8+35 (66 hp)

Initiative:
-1

Speed:
30 ft. (6 squares)

Armor Class:
20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20

Base Attack/Grapple:
+5/+22

Attack:
Slam +12 melee (2d6+9)

Full Attack:
2 slams +12 melee (2d6+9)

Space/Reach:
15 ft./15 ft.

Special Attacks:
Animate trees, double damage against objects, trample 2d6+13

Special Qualities:
Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire

Saves:
Fort +10, Ref +1, Will +7

Abilities:
Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12

Skills:
Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)

Feats:
Improved Sunder, Iron Will, Power Attack

Environment:
Temperate forests

Organization:
Solitary or grove (4-7)

Challenge Rating:
8

Treasure:
Standard

Alignment:
Usually neutral good

Advancement:
8-16 HD (Huge); 17-21 HD (Gargantuan)


Level Adjustment:
+5

A treant's leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant's legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.
A treant is about 30 feet tall, with a 'trunk' about 2 feet in diameter. It weighs about 4,500 pounds.
Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues-at least enough to say 'Get away from my trees!'
Combat
Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.
Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.


Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.


Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.


attack:
Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19-20)

full_attack:
Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19-20)

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

skills:
Craft (any one) +7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9

stat_block:
Triton; CR 2; Medium outsider (native, water); HD 3d8+3; hp 16; Init +0; Spd 5 ft. (1 square), swim 40 ft.; AC 16 (+6 natural), touch 10, flat-footed 16; Base Atk +3; Grp +4; Atk +4 melee (1d8+1, trident) or +3 ranged (1d10/19-20, heavy crossbow); Full Atk +4 melee (1d8+1, trident) or +3 ranged (1d10/19-20, heavy crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Darkvision 60 ft.; AL NG; SV Fort +4, Ref +3, Will +4; Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11

Skills and Feats: Craft (any one) +7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9; Mounted Combat, Ride-by Attack

full_text:
Triton

Triton
Medium Outsider (Native, Water)

Hit Dice:
3d8+3 (16 hp)

Initiative:
+0

Speed:
5 ft. (1 square), swim 40 ft.

Armor Class:
16 (+6 natural), touch 10, flat-footed 16

Base Attack/Grapple:
+3/+4

Attack:
Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19-20)

Full Attack:
Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19-20)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities

Special Qualities:
Darkvision 60 ft.

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

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

Skills:
Craft (any one) +7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9

Feats:
Mounted Combat, Ride-by Attack

Environment:
Temperate aquatic

Organization:
Company (2-5), squad (6-11), or band (20-80)

Challenge Rating:
2

Treasure:
Standard

Alignment:
Usually neutral good

Advancement:
4-9 HD (Medium)


Level Adjustment:
+2

A triton has silvery skin that fades into silver-blue scales on the lower half of its body. A triton's hair is deep blue or blue-green.
A triton is about the same size and weight as a human. Tritons speak Common and Aquan.
Combat
The reclusive tritons prefer to avoid combat, but they fiercely defend their homes. They attack with either melee or ranged weapons as the circumstances warrant. When encountered outside their lair, they are 90% likely to be mounted on friendly sea creatures such as porpoises.
Spell-Like Abilities: 1/day-summon nature's ally IV. Caster level 7th. Tritons often choose water elementals for their companions.


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


armor_class:
15 (-1 Dex, +6 natural), touch 9, flat-footed 15

attack:
Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6)

full_attack:
Club +1 melee (1d6) and claw -1 melee (1d4) and bite -1 melee (1d4); or 2 claws +1 melee (1d4) and bite -1 melee (1d4); or javelin +1 ranged (1d6)

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

organization:
Clutch (2-5), squad (6-11 plus 1-2 monitor lizards), or band (20-80 plus 20% noncombatants plus 3-13 monitor lizards)

stat_block:
Troglodyte; CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6 squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee (1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws) and -1 melee (1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10

Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)

full_text:
Troglodyte

Troglodyte
Medium Humanoid (Reptilian)

Hit Dice:
2d8+4 (13 hp)

Initiative:
-1

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+1/+1

Attack:
Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6)

Full Attack:
Club +1 melee (1d6) and claw -1 melee (1d4) and bite -1 melee (1d4); or 2 claws +1 melee (1d4) and bite -1 melee (1d4); or javelin +1 ranged (1d6)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Stench

Special Qualities:
Darkvision 90 ft.

Saves:
Fort +5, Ref -1, Will +0

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

Skills:
Hide +5*, Listen +3

Feats:
Multiattack B, Weapon Focus (javelin)

Environment:
Underground

Organization:
Clutch (2-5), squad (6-11 plus 1-2 monitor lizards), or band (20-80 plus 20% noncombatants plus 3-13 monitor lizards)

Challenge Rating:
1

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

Alignment:
Usually chaotic evil

Advancement:
By character class


Level Adjustment:
+2

A troglodyte stands about 5 feet tall and weighs about 150 pounds.
Troglodytes speak Draconic.
Combat
Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and clubs. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide.
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.


Troglodyte Characters
Troglodyte characters possess the following racial traits.

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

 Medium size.


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

 Darkvision out to 90 feet.

 Racial Hit Dice: A troglodyte 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 troglodyte's humanoid levels give it skill points equal to 5 x?(2 + Int modifier, minimum 1). Its class skills are Hide and Listen. Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).

 Racial Feats: A troglodyte's humanoid levels give it one feat. A troglodyte receives Multiattack as a bonus feat.

 +6 natural armor bonus.

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

 Special Attacks (see above): Stench.

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

 Favored Class: Cleric.

 Level adjustment +2.


full_attack:
2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)

special_qualities:
Darkvision 90 ft., low-light vision, regeneration 5, scent

abilities:
Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6

stat_block:
Troll; CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size, +2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6, claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent; AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track

full_text:
Troll

Troll



Large Giant


Hit Dice:
6d8+36 (63 hp)


Initiative:
+2


Speed:
30 ft. (6 squares)


Armor Class:
16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14


Base Attack/Grapple:
+4/+14


Attack:
Claw +9 melee (1d6+6)


Full Attack:
2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)


Space/Reach:
10 ft./10 ft.


Special Attacks:
Rend 2d6+9


Special Qualities:
Darkvision 90 ft., low-light vision, regeneration 5, scent


Saves:
Fort +11, Ref +4, Will +3


Abilities:
Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6


Skills:
Listen +5, Spot +6


Feats:
Alertness, Iron Will, Track


Environment:
Cold mountains

(Scrag: Cold aquatic)

Organization:
Solitary or gang (2-4)


Challenge Rating:
5


Treasure:
Standard


Alignment:
Usually chaotic evil


Advancement:
By character class



Level Adjustment:
+5


Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.
A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll's rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.
Trolls speak Giant.
Combat
Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.


Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.




Scrag
These cousins of the troll have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 20 feet and a swim speed of 40 feet and are found only in aquatic environments. They regenerate only if mostly immersed in water.


Troll Hunter
Some trolls, more cunning than most, are not satisfied with merely eating civilized beings but train to hunt them relentlessly. These troll hunters are fearsome rangers who focus on slaying and devouring humanoid prey.
Combat
A troll hunter makes full use of its scent ability to track its favored enemies and generally prefers to hunt in darkness.
The troll hunter uses its limited repertoire of spells to protect itself from damaging forms of energy and to immobilize enemies.
Typical Ranger Spells Prepared (2; save DC 12 + spell level): 1st-entangle,  resist energy.




Trolls as Characters
Troll characters possess the following racial traits.

 +12 Strength, +4 Dexterity, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -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 troll's base land speed is 30 feet.

 Darkvision out to 60 feet and low-light vision.

 Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.

 Racial Skills: A troll's giant levels give it skill points equal to 9 x?(2 + Int modifier, minimum 1). Its class skills are Listen and Spot.

 Racial Feats: A troll's giant levels give it three feats.

 +5 natural armor bonus.

 Natural Weapons: Claw (1d6) and bite (1d6).

 Special Attacks (see above): Rend, damage 2d6 + 1-1/2 times Str modifier.

 Special Qualities: Regeneration 5, scent.

 Automatic Languages: Giant. Bonus Languages: Common, Orc.

 Favored Class: Fighter.

 Level adjustment +5.


armor_class:
21 (-1 size, +1 Dex, +6 natural, +5 +1 chain shirt), touch 10, flat-footed 20

attack:
Claw +16 melee (1d6+7) or +1 battleaxe +17 melee (2d6+8/x3) or javelin +10 ranged (1d8+7)

full_attack:
2 claws +16 melee (1d6+7) and bite +11 melee (1d6+3); or +1 battleaxe +17/+12 melee (2d6+8/x3) and claw +12 melee (1d6+3) and bite +12 (1d6+3); or javelin +10 ranged (1d8+7)

special_qualities:
Darkvision 90 ft., favored enemy elves (+4), favored enemy humans (+2), low-light vision, regeneration 5, scent, wild empathy

abilities:
Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10

skills:
Knowledge (nature) +6, Knowledge (dungeoneering) +6, Listen +13, Move Silently +9, Search +6, Spot +13, Survival +11 (+13 above- or underground and following tracks)

bonus_feats:
Endurance, Improved Two-Weapon Fighting, Track, Two-Weapon Fighting

feats:
Alertness, Cleave, Improved Natural Armor, Iron Will, Power Attack

stat_block:
6th-level ranger troll hunter; CR 11; Large giant; HD 6d8+6d8+72; hp 130; Init +1; Spd 30 ft. (6 squares); AC 21 (-1 size, +1 dex, +6 natural, +5 +1 chain shirt), touch 10, flat-footed 20; Base Atk +10; Grp +21; Atk +16 melee (1d6+7, claw) or +1 battleaxe +17 melee (2d6+8/x3,) or +10 ranged (1d8+7, javelin); Full Atk +16 melee (1d6+7, 2 claws) and +11 melee (1d6+3, bite) or +1 battleaxe +17/+12 melee (2d6+8/x3,) and +12 melee (1d6+3, claw) and +12 (1d6+3, bite) or +10 ranged (1d8+7, javelin); Space/Reach 10 ft./10 ft.; SA Rend 2d6+10, spells; SQ Darkvision 90 ft., favored enemy elves (+4), favored enemy humans (+2), low-light vision, regeneration 5, scent, wild empathy; AL CE; SV Fort +16, Ref +8, Will +8; Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10

Skills and Feats: Knowledge (nature) +6, Knowledge (dungeoneering) +6, Listen +13, Move Silently +9, Search +6, Spot +13, Survival +11 (+13 above- or underground and following tracks); Alertness, Cleave, Endurance, Improved Natural Armor, Improved Two-Weapon Fighting, Iron Will, Power Attack, Track, Two-Weapon Fighting

full_text:
Troll


Troll Hunter, 6th-Level Ranger



Large Giant

Hit Dice:

6d8+6d8+72 (130 hp)

Initiative:

+1

Speed:

30 ft. (6 squares)

Armor Class:

21 (-1 size, +1 Dex, +6 natural, +5 +1 chain shirt), touch 10, flat-footed 20

Base Attack/Grapple:

+10/+21

Attack:

Claw +16 melee (1d6+7) or +1 battleaxe +17 melee (2d6+8/x3) or javelin +10 ranged (1d8+7)

Full Attack:

2 claws +16 melee (1d6+7) and bite +11 melee (1d6+3); or +1 battleaxe +17/+12 melee (2d6+8/x3) and claw +12 melee (1d6+3) and bite +12 (1d6+3); or javelin +10 ranged (1d8+7)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Rend 2d6+10, spells

Special Qualities:

Darkvision 90 ft., favored enemy elves (+4), favored enemy humans (+2), low-light vision, regeneration 5, scent, wild empathy

Saves:

Fort +16, Ref +8, Will +8

Abilities:

Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10

Skills:

Knowledge (nature) +6, Knowledge (dungeoneering) +6, Listen +13, Move Silently +9, Search +6, Spot +13, Survival +11 (+13 above- or underground and following tracks)

Feats:

Alertness, Cleave, Endurance B, Improved Natural Armor, Improved Two-Weapon Fighting B, Iron Will, Power Attack, Track B, Two-Weapon Fighting B

Environment:
Cold mountains

Organization:

Solitary

Challenge Rating:

11

Treasure:

Standard

Alignment:

Usually chaotic evil

Advancement:

-


Level Adjustment:

+5

Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.
A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll's rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.
Trolls speak Giant.
Combat
Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.


Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.




Scrag
These cousins of the troll have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 20 feet and a swim speed of 40 feet and are found only in aquatic environments. They regenerate only if mostly immersed in water.


Troll Hunter
Some trolls, more cunning than most, are not satisfied with merely eating civilized beings but train to hunt them relentlessly. These troll hunters are fearsome rangers who focus on slaying and devouring humanoid prey.
Combat
A troll hunter makes full use of its scent ability to track its favored enemies and generally prefers to hunt in darkness.
The troll hunter uses its limited repertoire of spells to protect itself from damaging forms of energy and to immobilize enemies.
Typical Ranger Spells Prepared (2; save DC 12 + spell level): 1st-entangle,  resist energy.




Trolls as Characters
Troll characters possess the following racial traits.

 +12 Strength, +4 Dexterity, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -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 troll's base land speed is 30 feet.

 Darkvision out to 60 feet and low-light vision.

 Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.

 Racial Skills: A troll's giant levels give it skill points equal to 9 x?(2 + Int modifier, minimum 1). Its class skills are Listen and Spot.

 Racial Feats: A troll's giant levels give it three feats.

 +5 natural armor bonus.

 Natural Weapons: Claw (1d6) and bite (1d6).

 Special Attacks (see above): Rend, damage 2d6 + 1-1/2 times Str modifier.

 Special Qualities: Regeneration 5, scent.

 Automatic Languages: Giant. Bonus Languages: Common, Orc.

 Favored Class: Fighter.

 Level adjustment +5.


full_attack:
Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)

special_qualities:
Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy

abilities:
Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24

skills:
Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*

special_abilities:
Magic Circle Against Evil (Su), Wild Empathy (Ex)

stat_block:
Unicorn; CR 3; Large magical beast; HD 4d10+20; hp 42; Init +3; Spd 60 ft. (12 squares); AC 18 (-1 size, +3 dex, +6 natural), touch 12, flat-footed 15; Base Atk +4; Grp +13; Atk +11 melee (1d8+8, horn); Full Atk +11 melee (1d8+8, horn) and +3 melee (1d4+2, 2 hooves); Space/Reach 10 ft./5 ft.; SA -; SQ Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy; AL CG; SV Fort +9, Ref +7, Will +6; Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24

Skills and Feats: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*; Alertness, Skill Focus (Survival)

full_text:
Unicorn

Unicorn


Large Magical Beast


Hit Dice:
4d10+20 (42 hp)


Initiative:
+3


Speed:
60 ft. (12 squares)


Armor Class:
18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15


Base Attack/Grapple:
+4/+13


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


Full Attack:
Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)


Space/Reach:
10 ft./5 ft.


Special Attacks:
-


Special Qualities:
Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy


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


Abilities:
Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24


Skills:
Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*


Feats:
Alertness, Skill Focus (Survival)


Environment:
Temperate forests


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


Challenge Rating:
3


Treasure:
None


Alignment:
Always chaotic good


Advancement:
5-8 HD (Large)



Level Adjustment:
+4 (cohort)


A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.
Unicorns speak Sylvan and Common.
Combat
Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.


Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.


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


Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.




Celestial Charger
The celestial charger described here is an 8 HD celestial unicorn with seven levels of cleric.
Combat
The save DC for this celestial charger's neutralize poison ability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score.
A celestial charger's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Evil (Su): Once per day a celestial charger can make a normal melee attack to deal 15 points of extra damage against an evil foe.
Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level): 0- detect magic,  detect poison (2), light,  virtue (2); 1st-bless (2), calm animals*,  obscuring mist,  remove fear,  sanctuary,  shield of faith; 2nd-aid* (2), animal messenger,  lesser restoration,  remove paralysis,  shield other; 3rd-prayer,  protection from energy,  remove curse,  searing light (2); 4th-air walk,  divine power,  holy smite*,  restoration.
*Domain spell. Domains: Animal and Good.


armor_class:
24 (-1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat-footed 20

full_attack:
Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3)

special_qualities:
Damage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, acid resistance 10, cold resistance 10, electricity resistance 10, scent, spell-like abilities, spell resistance 20, wild empathy

abilities:
Str 24, Dex 18, Con 20, Int 13, Wis 27, Cha 22

skills:
Concentration +11, Knowledge (nature) +9, Knowledge (religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*

feats:
Alertness, Combat Casting, Extra Turning, Improved Turning, Run, Skill Focus (Survival)

special_abilities:
Magic Circle Against Evil (Su), Smite Evil (Su), Wild Empathy (Ex)

stat_block:
7th-level cleric celestial charger; CR 13; Large magical beast; HD 8d10+7d8+75; hp 155; Init +4; Spd 60 ft. (12 squares); AC 24 (-1 size, +4 dex, +6 natural, +5 bracers of armor +5), touch 13, flat-footed 20; Base Atk +13; Grp +24; Atk +22 melee (1d8+10, horn); Full Atk +22 melee (1d8+10, horn) and +14 melee (1d4+3, 2 hooves); Space/Reach 10 ft./5 ft.; SA Turn undead 13/day, smite evil, spells; SQ Damage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, acid resistance 10, cold resistance 10, electricity resistance 10, scent, spell-like abilities, spell resistance 20, wild empathy; AL CG; SV Fort +16, Ref +12, Will +15; Str 24, Dex 18, Con 20, Int 13, Wis 27, Cha 22

Skills and Feats: Concentration +11, Knowledge (nature) +9, Knowledge (religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*; Alertness, Combat Casting, Extra Turning, Improved Turning, Run, Skill Focus (Survival)

full_text:
Unicorn

Celestial Charger, 7th-Level Cleric



Large Magical Beast

Hit Dice:

8d10+7d8+75 (155 hp)

Initiative:

+4

Speed:

60 ft. (12 squares)

Armor Class:

24 (-1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat-footed 20

Base Attack/Grapple:

+13/+24

Attack:

Horn +22 melee (1d8+10)

Full Attack:

Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Turn undead 13/day, smite evil, spells

Special Qualities:

Damage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, acid resistance 10, cold resistance 10, electricity resistance 10, scent, spell-like abilities, spell resistance 20, wild empathy

Saves:

Fort +16, Ref +12, Will +15

Abilities:

Str 24, Dex 18, Con 20, Int 13, Wis 27, Cha 22

Skills:

Concentration +11, Knowledge (nature) +9, Knowledge (religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*

Feats:

Alertness, Combat Casting, Extra Turning, Improved Turning, Run, Skill Focus (Survival)

Environment:

A chaotic good plane

Organization:

Solitary

Challenge Rating:

13

Treasure:

None

Alignment:

Always chaotic good

Advancement:

By character class


Level Adjustment:

+8 (cohort)

A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.
Unicorns speak Sylvan and Common.
Combat
Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.


Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.


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


Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.




Celestial Charger
The celestial charger described here is an 8 HD celestial unicorn with seven levels of cleric.
Combat
The save DC for this celestial charger's neutralize poison ability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score.
A celestial charger's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Evil (Su): Once per day a celestial charger can make a normal melee attack to deal 15 points of extra damage against an evil foe.
Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level): 0- detect magic,  detect poison (2), light,  virtue (2); 1st-bless (2), calm animals*,  obscuring mist,  remove fear,  sanctuary,  shield of faith; 2nd-aid* (2), animal messenger,  lesser restoration,  remove paralysis,  shield other; 3rd-prayer,  protection from energy,  remove curse,  searing light (2); 4th-air walk,  divine power,  holy smite*,  restoration.
*Domain spell. Domains: Animal and Good.


special_qualities:
+2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb, undead traits

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

skills:
Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11

bonus_feats:
Alertness, Improved Initiative, Lightning Reflexes

feats:
Skill Focus (selected Craft or Profession skill), Toughness

special_abilities:
Blood Drain (Ex), Domination (Su), Energy Drain (Su), Fast Healing (Ex), Gaseous Form (Su), Spider Climb (Ex)

stat_block:
Vampire spawn; CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6 squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk +5 melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy drain; SQ +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb, undead traits; AL NE; SV Fort +1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14

Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11; Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (selected Craft or Profession skill), Toughness

full_text:
Vampire Spawn

Vampire Spawn

Medium Undead


Hit Dice:
4d12+3 (29 hp)

Initiative:
+6

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+2/+5

Attack:
Slam +5 melee (1d6+4 plus energy drain)

Full Attack:
Slam +5 melee (1d6+4 plus energy drain)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Blood drain, domination, energy drain

Special Qualities:
+2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb, undead traits

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

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

Skills:
Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11

Feats:
Alertness B, Improved Initiative B, Lightning Reflexes B, Skill Focus (selected Craft or Profession skill), Toughness

Environment:
Any

Organization:
Solitary or pack (2-5)

Challenge Rating:
4

Treasure:
Standard

Alignment:
Always evil (any)

Advancement:
-


Level Adjustment:
-

Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.
Vampire spawn speak Common.
Combat
Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints.


Domination (Su): A vampire spawn can crush an opponent's will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire's influence as though by a dominate person spell from a 5thlevel caster. The ability has a range of 30 feet. The save DC is Charisma-based.


Energy Drain (Su): Living creatures hit by a vampire spawn's slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.


Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.


Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.


Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.


Skills: Vampire spawn have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.




Vampire Spawn Weaknesses
Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires. For details, see the Vampire entry.


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

abilities:
Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8

skills:
Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5

stat_block:
Vargouille; CR 2; Small outsider (evil, extraplanar); HD 1d8+1; hp 5; Init +1; Spd Fly 30 ft. (good) (6 squares); AC 12 (+1 size, +1 dex), touch 11, flat-footed 11; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus poison, bite); Full Atk +3 melee (1d4 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Shriek, kiss, poison; SQ Darkvision 60 ft.; AL NE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8

Skills and Feats: Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5; Weapon Finesse

full_text:
Vargouille

Vargouille

Small Outsider (Evil, Extraplanar)


Hit Dice:
1d8+1 (5 hp)

Initiative:
+1

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

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

Base Attack/Grapple:
+1/-3

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

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
Shriek, kiss, poison

Special Qualities:
Darkvision 60 ft.

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

Abilities:
Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8

Skills:
Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5

Feats:
Weapon Finesse

Environment:
An evil-aligned plane

Organization:
Cluster (2-5) or mob (6-11)

Challenge Rating:
2

Treasure:
None

Alignment:
Always neutral evil

Advancement:
2-3 HD (Small)


Level Adjustment:
-

A vargouille is slightly larger than a human head, about 18 inches high, with a wingspan of 4 feet. It weighs about 10 pounds.
Vargouilles speak Infernal.
Combat
Vargouilles attack by biting with their jagged teeth. Their special attacks make them even more dangerous. A vargouille's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Shriek (Su): Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille's kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille's shriek for 24 hours. The shriek is a mind-affecting fear effect. The save DC is Constitution-based and includes a +1 racial bonus.


Kiss (Su): A vargouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 15 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).
First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease. The save DC is Constitution-based and includes a +4 racial bonus.


Poison (Ex): Injury, Fortitude DC 12 or be unable to heal the vargouille's bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing. The save DC is Constitution-based and includes a +1 racial bonus.


abilities:
Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15

skills:
Hide +8, Listen +7, Move Silently +16, Spot +7

organization:
Solitary, pair, gang (3-5), or pack (6-11)

stat_block:
Wight; CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15

Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

full_text:
Wight

Wight

Medium Undead


Hit Dice:
4d12 (26 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+2/+3

Attack:
Slam +3 melee (1d4+1 plus energy drain)

Full Attack:
Slam +3 melee (1d4+1 plus energy drain)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Create spawn, energy drain

Special Qualities:
Darkvision 60 ft., undead traits

Saves:
Fort +1, Ref +2, Will +5

Abilities:
Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15

Skills:
Hide +8, Listen +7, Move Silently +16, Spot +7

Feats:
Alertness, Blind-Fight

Environment:
Any

Organization:
Solitary, pair, gang (3-5), or pack (6-11)

Challenge Rating:
3

Treasure:
None

Alignment:
Always lawful evil

Advancement:
5-8 HD (Medium)


Level Adjustment:
-

A wight's appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human.
Wights speak Common.
Combat
Wights attack by hammering with their fists.
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.


Energy Drain (Su): Living creatures hit by a wight's slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.


Skills: Wights have a +8 racial bonus on Move Silently checks.


armor_class:
29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20

special_qualities:
Darkvision 60 ft., immunity to magic, natural invisibility

abilities:
Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12

skills:
Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)

feats:
Alertness, Blind-Fight, Dodge, Improved Initiative

special_abilities:
Immunity to Magic (Ex), Natural Invisibility (Ex)

stat_block:
Will-o'-wisp; CR 6; Small aberration (air); HD 9d8; hp 40; Init +13; Spd Fly 50 ft. (perfect) (10 squares); AC 29 (+1 size, +9 dex, +9 deflection), touch 29, flat-footed 20; Base Atk +6; Grp -3; Atk +16 melee (2d8 electricity, shock); Full Atk +16 melee (2d8 electricity, shock); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., immunity to magic, natural invisibility; AL CE; SV Fort +3, Ref +12, Will +9; Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12

Skills and Feats: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks); Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse

full_text:
Will-O'-Wisp

Will-O'-Wisp

Small Aberration (Air)


Hit Dice:
9d8 (40 hp)

Initiative:
+13

Speed:
Fly 50 ft. (perfect) (10 squares)

Armor Class:
29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20

Base Attack/Grapple:
+6/-3

Attack:
Shock +16 melee touch (2d8 electricity)

Full Attack:
Shock +16 melee touch (2d8 electricity)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft., immunity to magic, natural invisibility

Saves:
Fort +3, Ref +12, Will +9

Abilities:
Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12

Skills:
Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)

Feats:
Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse B

Environment:
Temperate marshes

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

Challenge Rating:
6

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

Alignment:
Usually chaotic evil

Advancement:
10-18 HD (Small)


Level Adjustment:
-

Will-o'-wisps can be yellow, white, green, or blue. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A will-o'-wisp's body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.
Will-o'-wisps speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.
Combat
Will-o'-wisps usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into morasses or other hazardous places. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks.
Immunity to Magic (Ex): A will-o'-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.


Natural Invisibility (Ex): A startled or frightened will-o'-wisp can extinguish its glow, effectively becoming invisible as the spell.


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

abilities:
Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10

skills:
Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1*

special_abilities:
Breath Weapon (Su), Freezing Bite (Su), Trip (Ex)

stat_block:
Winter wolf; CR 5; Large magical beast (cold); HD 6d10+18; hp 51; Init +5; Spd 50 ft. (10 squares); AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14; Base Atk +6; Grp +14; Atk +9 melee (1d8+6 plus 1d6 cold, bite); Full Atk +9 melee (1d8+6 plus 1d6 cold, bite); Space/Reach 10 ft./5 ft.; SA Breath weapon, freezing bite, trip; SQ Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire; AL NE; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10

Skills and Feats: Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1*; Alertness, Improved Initiative, Track

full_text:
Winter Wolf

Winter Wolf
Large Magical Beast (Cold)

Hit Dice:
6d10+18 (51 hp)

Initiative:
+5

Speed:
50 ft. (10 squares)

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

Base Attack/Grapple:
+6/+14

Attack:
Bite +9 melee (1d8+6 plus 1d6 cold)

Full Attack:
Bite +9 melee (1d8+6 plus 1d6 cold)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Breath weapon, freezing bite, trip

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

Saves:
Fort +8, Ref +6, Will +3

Abilities:
Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10

Skills:
Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1*

Feats:
Alertness, Improved Initiative, Track

Environment:
Cold forests

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

Challenge Rating:
5

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

Alignment:
Usually neutral evil

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


Level Adjustment:
+3 (cohort)

A winter wolf grows about 8 feet long and stands about 4-1/2 feet at the shoulder. It weighs about 450 pounds.
Winter wolves can speak Giant and Common.
Combat
Winter wolves typically hunt in packs. Their size, cunning, and formidable breath weapon allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. If they're in a hurry, white wolves try to pin their foes.
Breath Weapon (Su): 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.


Freezing Bite (Su): A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.


Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.


Skills: Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.


abilities:
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

skills:
Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*

stat_block:
Worg; CR 2; Medium magical beast; HD 4d10+8; hp 30; Init +2; Spd 50 ft. (10 squares); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +4; Grp +7; Atk +7 melee (1d6+4, bite); Full Atk +7 melee (1d6+4, bite); Space/Reach 5 ft./5 ft.; SA Trip; SQ Darkvision 60 ft., low-light vision, scent; AL NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*; Alertness, Track

full_text:
Worg

Worg
Medium Magical Beast

Hit Dice:
4d10+8 (30 hp)

Initiative:
+2

Speed:
50 ft. (10 squares)

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

Base Attack/Grapple:
+4/+7

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

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
Trip

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

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

Abilities:
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Skills:
Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*

Feats:
Alertness, Track

Environment:
Temperate plains

Organization:
Solitary, pair, or pack (6-11)

Challenge Rating:
2

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

Alignment:
Usually neutral evil

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


Level Adjustment:
+1 (cohort)

A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds.
More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.
Combat
Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: Each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it.
Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.


Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.


armor_class:
15 (+3 Dex, +2 deflection), touch 15, flat-footed 12

attack:
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)

full_attack:
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)

special_qualities:
Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura

skills:
Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)

special_abilities:
Constitution Drain (Su), Create Spawn (Su), Daylight Powerlessness (Ex), Unnatural Aura (Su)

stat_block:
Wraith; CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

full_text:
Wraith

Wraith



Medium Undead (Incorporeal)


Hit Dice:
5d12 (32 hp)


Initiative:
+7


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


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


Base Attack/Grapple:
+2/-


Attack:
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)


Full Attack:
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Constitution drain, create spawn


Special Qualities:
Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura


Saves:
Fort +1, Ref +4, Will +6


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


Skills:
Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)


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


Environment:
Any


Organization:
Solitary, gang (2-5), or pack (6-11)


Challenge Rating:
5


Treasure:
None


Alignment:
Always lawful evil


Advancement:
6-10 HD (Medium)



Level Adjustment:
-


Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature's AC or combat abilities but only reflects the shape it had in life.
A wraith is about as tall as a human, while a dread wraith is roughly the size of an ogre. Since both are incorporeal, they are weightless.
Wraiths speak Common and Infernal.
Combat
Both the wraith and the dread wraith share the following abilities.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.


Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.




Wraith
Constitution Drain (Su): Living creatures hit by a wraith's incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.


Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.




Dread Wraith
The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows-or the walls.
Lifesense (Su): A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.


Constitution Drain (Su): Living creatures hit by a dread wraith's incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.


Create Spawn (Su): Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.


armor_class:
25 (-1 size, +9 Dex, +7 deflection), touch 25, flat-footed 16

attack:
Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)

full_attack:
Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)

special_qualities:
Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura

abilities:
Str -, Dex 28, Con -, Int 17, Wis 18, Cha 24

skills:
Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)

feats:
Blind-Fight, Combat Reflexes, Dodge, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

special_abilities:
Constitution Drain (Su), Create Spawn (Su), Daylight Powerlessness (Ex), Lifesense (Su), Unnatural Aura (Su)

stat_block:
Dread wraith; CR 11; Large undead (incorporeal); HD 16d12; hp 104; Init +13; Spd Fly 60 ft. (good) (12 squares); AC 25 (-1 size, +9 dex, +7 deflection), touch 25, flat-footed 16; Base Atk +8; Grp -; Atk +16 melee (2d6 plus 1d8 Constitution drain, incorporeal touch); Full Atk +16 melee (2d6 plus 1d8 Constitution drain, incorporeal touch); Space/Reach 10 ft./10 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28, Con -, Int 17, Wis 18, Cha 24

Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks); Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

full_text:
Wraith


Dread Wraith



Large Undead (Incorporeal)

Hit Dice:

16d12 (104 hp)

Initiative:

+13

Speed:

Fly 60 ft. (good) (12 squares)

Armor Class:

25 (-1 size, +9 Dex, +7 deflection), touch 25, flat-footed 16

Base Attack/Grapple:

+8/-

Attack:

Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)

Full Attack:

Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Constitution drain, create spawn

Special Qualities:

Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura

Saves:

Fort +5, Ref +14, Will +14

Abilities:

Str -, Dex 28, Con -, Int 17, Wis 18, Cha 24

Skills:

Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)

Feats:

Alertness B, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack

Environment:

Any

Organization:

Solitary

Challenge Rating:

11

Treasure:

None

Alignment:

Always lawful evil

Advancement:

17-32 HD (Large)


Level Adjustment:

-

Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature's AC or combat abilities but only reflects the shape it had in life.
A wraith is about as tall as a human, while a dread wraith is roughly the size of an ogre. Since both are incorporeal, they are weightless.
Wraiths speak Common and Infernal.
Combat
Both the wraith and the dread wraith share the following abilities.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.


Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.




Wraith
Constitution Drain (Su): Living creatures hit by a wraith's incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.


Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.




Dread Wraith
The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows-or the walls.
Lifesense (Su): A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.


Constitution Drain (Su): Living creatures hit by a dread wraith's incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.


Create Spawn (Su): Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.


attack:
Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10 melee (2d8+4)

full_attack:
Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)

special_qualities:
Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent

abilities:
Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9

skills:
Hide +7, Listen +13, Move Silently +11, Spot +16

feats:
Ability Focus (poison), Alertness, Flyby Attack

stat_block:
Wyvern; CR 6; Large dragon; HD 7d12+14; hp 59; Init +1; Spd 20 ft. (4 squares), fly 60 ft. (poor); AC 18 (-1 size, +1 dex, +8 natural), touch 10, flat-footed 17; Base Atk +7; Grp +15; Atk +10 melee (1d6+4 plus poison, sting) or +10 melee (2d6+4, talon) or +10 melee (2d8+4, bite); Full Atk +10 melee (1d6+4 plus poison, sting) and +8 melee (2d8+4, bite) and +8 melee (1d8+2, 2 wings) and +8 melee (2d6+4, 2 talons); Space/Reach 10 ft./5 ft.; SA Poison, improved grab; SQ Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +6; Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9

Skills and Feats: Hide +7, Listen +13, Move Silently +11, Spot +16; Ability Focus (poison), Alertness, Flyby Attack, Multiattack

full_text:
Wyvern

Wyvern

Large Dragon


Hit Dice:
7d12+14 (59 hp)

Initiative:
+1

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

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

Base Attack/Grapple:
+7/+15

Attack:
Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10 melee (2d8+4)

Full Attack:
Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Poison, improved grab

Special Qualities:
Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent

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

Abilities:
Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9

Skills:
Hide +7, Listen +13, Move Silently +11, Spot +16

Feats:
Ability Focus (poison), Alertness, Flyby Attack, Multiattack B

Environment:
Warm hills

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

Challenge Rating:
6

Treasure:
Standard

Alignment:
Usually neutral

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


Level Adjustment:
-

A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail.
A wyvern's body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton.
Wyverns speak Draconic, but usually don't bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator.
Combat
Wyverns are rather stupid but always aggressive: They attack nearly anything that isn't obviously more powerful than themselves. A wyvern dives from the air, snatching the opponent with its talons and stinging it to death. A wyvern can slash with its talons only when making a flyby attack.
Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.


Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based.


Skills: Wyverns have a +3 racial bonus on Spot checks.


armor_class:
20 (+3 Dex, +7 natural), touch 13, flat-footed 17

attack:
Short sword +7 melee (1d6+2/19-20) or claw +7 melee (1d4+2) or longbow +8 ranged (1d8/x3)

full_attack:
2 short swords +5 melee (1d6+2/19-20, 1d6+1/19-20) and 2 claws +5 melee (1d4+1); or 4 claws +5 melee (1d4+2, 1d4+1); or 2 longbows +4 ranged (1d8/x3)

special_qualities:
Darkvision 60 ft., planewalk, spell resistance 21

abilities:
Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11

skills:
Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings)

special_abilities:
Implant (Ex), Improved Grab (Ex), Paralysis (Ex), Planewalk (Su)

stat_block:
Xill; CR 6; Medium outsider (extraplanar); HD 5d8+10; hp 32; Init +7; Spd 40 ft. (8 squares); AC 20 (+3 dex, +7 natural), touch 13, flat-footed 17; Base Atk +5; Grp +7; Atk +7 melee (1d6+2/19-20, short sword) or +7 melee (1d4+2, claw) or +8 ranged (1d8/x3, longbow); Full Atk +5 melee (1d6+2/19-20, 1d6+1/19-20, 2 short swords) and +5 melee (1d4+1, 2 claws) or +5 melee (1d4+2, 1d4+1, 4 claws) or +4 ranged (1d8/x3, 2 longbows); Space/Reach 5 ft./5 ft.; SA Implant, improved grab, paralysis; SQ Darkvision 60 ft., planewalk, spell resistance 21; AL LE; SV Fort +6, Ref +7, Will +5; Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11

Skills and Feats: Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings); Improved Initiative, Multiattack, Multiweapon Fighting

full_text:
Xill

Xill
Medium Outsider (Extraplanar)

Hit Dice:
5d8+10 (32 hp)

Initiative:
+7

Speed:
40 ft. (8 squares)

Armor Class:
20 (+3 Dex, +7 natural), touch 13, flat-footed 17

Base Attack/Grapple:
+5/+7

Attack:
Short sword +7 melee (1d6+2/19-20) or claw +7 melee (1d4+2) or longbow +8 ranged (1d8/x3)

Full Attack:
2 short swords +5 melee (1d6+2/19-20, 1d6+1/19-20) and 2 claws +5 melee (1d4+1); or 4 claws +5 melee (1d4+2, 1d4+1); or 2 longbows +4 ranged (1d8/x3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Implant, improved grab, paralysis

Special Qualities:
Darkvision 60 ft., planewalk, spell resistance 21

Saves:
Fort +6, Ref +7, Will +5

Abilities:
Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11

Skills:
Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings)

Feats:
Improved Initiative, Multiattack B, Multiweapon Fighting

Environment:
Ethereal Plane

Organization:
Solitary or gang (2-5)

Challenge Rating:
6

Treasure:
Standard

Alignment:
Always lawful evil

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


Level Adjustment:
+4

A xill stands 4 to 5 feet tall and weighs about 100 pounds. Xills speak Infernal.
Combat
Xills are dangerous opponents, attacking with all four limbs. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks. Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.
Implant (Ex): As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.


Improved Grab (Ex): To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.


Paralysis (Ex): Those bitten by a xill must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.


Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.


armor_class:
23 (+1 size, +12 natural), touch 11, flat-footed 23

full_attack:
Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1)

special_qualities:
All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.

skills:
Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground)

special_abilities:
All-Around Vision (Ex), Earth Glide (Ex)

stat_block:
Minor xorn; CR 3; Small outsider (extraplanar, earth); HD 3d8+9; hp 22; Init +0; Spd 20 ft. (4 squares), burrow 20 ft.; AC 23 (+1 size, +12 natural), touch 11, flat-footed 23; Base Atk ; Atk +6 melee (2d8+2, bite); Full Atk +6 melee (2d8+2, bite) and +4 melee (1d3+1, 3 claws); Space/Reach 5 ft./5 ft.; SA -; SQ All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.; AL N; SV Fort +5, Ref +3, Will +3; Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Skills and Feats: Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground); Multiattack, Toughness

full_text:
Xorn

Minor Xorn



Small Outsider (Extraplanar, Earth)



Hit Dice:
3d8+9 (22 hp)



Initiative:
+0



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



Armor Class:
23 (+1 size, +12 natural), touch 11, flat-footed 23



Attack:
Bite +6 melee (2d8+2)



Full Attack:
Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1)



Space/Reach:
5 ft./5 ft.



Special Attacks:
-



Special Qualities:
All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.



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



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


Skills:
Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground)



Feats:
Multiattack, Toughness



Environment:
Elemental Plane of Earth



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



Challenge Rating:
3



Treasure:
None



Alignment:
Usually neutral



Advancement:
4-6 HD (Small)




Level Adjustment:
-



Minor xorns are about 3 feet tall and wide and weigh about 120 pounds. Average xorns are about 5 feet tall and wide, weighing about 600 pounds. Elder xorns are about 8 feet tall and wide and weigh about 9,000 pounds.
Xorns speak Common and Terran.
Combat
Xorns do not attack fleshly beings except to defend themselves or their property, since they cannot digest meat. Xorns are indifferent to creatures of the Material Plane-with the sole exception of anyone carrying a significant amount of precious metals or minerals, which xorns eat. They can smell food up to 20 feet away. A xorn can be quite aggressive when seeking food, especially on the Material Plane, where such sustenance is harder to find than it is on its native plane.
A xorn's favorite mode of attack is to wait just beneath a stone surface until a foe comes within reach, then emerge suddenly. Groups of xorns often send one of their number to the surface to negotiate for food while the remainder position themselves for a surprise attack.
All-Around Vision (Ex): A xorn's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xorn can't be flanked.


Earth Glide (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.


armor_class:
24 (+14 natural), touch 10, flat-footed 24

full_attack:
Bite +10 melee (4d6+3) and 3 claws +8 melee (1d4+1)

skills:
Hide +10, Intimidate +10, Knowledge(dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground)

stat_block:
Average xorn; CR 6; Medium outsider (extraplanar, earth); HD 7d8+17; hp 48; Init +0; Spd 20 ft. (4 squares), burrow 20 ft.; AC 24 (+14 natural), touch 10, flat-footed 24; Base Atk ; Atk +10 melee (4d6+3, bite); Full Atk +10 melee (4d6+3, bite) and +8 melee (1d4+1, 3 claws); Space/Reach 5 ft./5 ft.; SA -; SQ All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.; AL N; SV Fort +7, Ref +5, Will +5; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Skills and Feats: Hide +10, Intimidate +10, Knowledge(dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground); Cleave, Multiattack, Power Attack, Toughness

full_text:
Xorn

Average Xorn




Medium Outsider (Extraplanar, Earth)


Hit Dice:

7d8+17 (48 hp)


Initiative:

+0


Speed:

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


Armor Class:

24 (+14 natural), touch 10, flat-footed 24


Attack:

Bite +10 melee (4d6+3)


Full Attack:

Bite +10 melee (4d6+3) and 3 claws +8 melee (1d4+1)


Space/Reach:

5 ft./5 ft.


Special Attacks:

-


Special Qualities:

All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.


Saves:

Fort +7, Ref +5, Will +5


Abilities:

Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10

Skills:

Hide +10, Intimidate +10, Knowledge(dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground)


Feats:

Cleave B, Multiattack, Power Attack, Toughness


Environment:

Elemental Plane of Earth


Organization:

Solitary, pair, or cluster (3-5)


Challenge Rating:

6


Treasure:

None


Alignment:

Usually neutral


Advancement:

8-14 HD (Medium)



Level Adjustment:

-


Minor xorns are about 3 feet tall and wide and weigh about 120 pounds. Average xorns are about 5 feet tall and wide, weighing about 600 pounds. Elder xorns are about 8 feet tall and wide and weigh about 9,000 pounds.
Xorns speak Common and Terran.
Combat
Xorns do not attack fleshly beings except to defend themselves or their property, since they cannot digest meat. Xorns are indifferent to creatures of the Material Plane-with the sole exception of anyone carrying a significant amount of precious metals or minerals, which xorns eat. They can smell food up to 20 feet away. A xorn can be quite aggressive when seeking food, especially on the Material Plane, where such sustenance is harder to find than it is on its native plane.
A xorn's favorite mode of attack is to wait just beneath a stone surface until a foe comes within reach, then emerge suddenly. Groups of xorns often send one of their number to the surface to negotiate for food while the remainder position themselves for a surprise attack.
All-Around Vision (Ex): A xorn's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xorn can't be flanked.


Earth Glide (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.


full_attack:
Bite +21 melee (4d8+7) and 3 claws +19 melee (1d6+3)

abilities:
Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10

skills:
Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground)

feats:
Awesome Blow, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness

stat_block:
Elder xorn; CR 8; Large outsider (extraplanar, earth); HD 15d8+63; hp 130; Init +0; Spd 20 ft. (4 squares), burrow 20 ft.; AC 25 (-1 size, +16 natural), touch 9, flat-footed 25; Base Atk ; Atk +21 melee (4d8+7, bite); Full Atk +21 melee (4d8+7, bite) and +19 melee (1d6+3, 3 claws); Space/Reach 10 ft./10 ft.; SA -; SQ All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.; AL N; SV Fort +13, Ref +9, Will +9; Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10

Skills and Feats: Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground); Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness

full_text:
Xorn

 
Elder Xorn




Large Outsider (Extraplanar, Earth)

Hit Dice:


15d8+63 (130 hp)

Initiative:


+0

Speed:


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

Armor Class:


25 (-1 size, +16 natural), touch 9, flat-footed 25

Attack:


Bite +21 melee (4d8+7)

Full Attack:


Bite +21 melee (4d8+7) and 3 claws +19 melee (1d6+3)

Space/Reach:


10 ft./10 ft.

Special Attacks:


-

Special Qualities:


All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10, tremorsense 60 ft.

Saves:


Fort +13, Ref +9, Will +9

Abilities:

Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10

Skills:


Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground)

Feats:


Awesome Blow, Cleave B, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness

Environment:


Elemental Plane of Earth

Organization:


Solitary, pair, or party (6-11)

Challenge Rating:


8

Treasure:


None

Alignment:


Usually neutral

Advancement:


16-21 HD (Large); 22-45 HD (Huge)


Level Adjustment:


-

Minor xorns are about 3 feet tall and wide and weigh about 120 pounds. Average xorns are about 5 feet tall and wide, weighing about 600 pounds. Elder xorns are about 8 feet tall and wide and weigh about 9,000 pounds.
Xorns speak Common and Terran.
Combat
Xorns do not attack fleshly beings except to defend themselves or their property, since they cannot digest meat. Xorns are indifferent to creatures of the Material Plane-with the sole exception of anyone carrying a significant amount of precious metals or minerals, which xorns eat. They can smell food up to 20 feet away. A xorn can be quite aggressive when seeking food, especially on the Material Plane, where such sustenance is harder to find than it is on its native plane.
A xorn's favorite mode of attack is to wait just beneath a stone surface until a foe comes within reach, then emerge suddenly. Groups of xorns often send one of their number to the surface to negotiate for food while the remainder position themselves for a surprise attack.
All-Around Vision (Ex): A xorn's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xorn can't be flanked.


Earth Glide (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.


special_qualities:
Damage reduction 10/silver, darkvision 60 ft., flight, scent

skills:
Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*

stat_block:
Yeth hound; CR 3; Medium outsider (extraplanar, evil); HD 3d8+6; hp 19; Init +6; Spd 40 ft. (8 squares), fly 60 ft. (good); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +3; Grp +6; Atk +6 melee (1d8+4, bite); Full Atk +6 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA Bay, trip; SQ Damage reduction 10/silver, darkvision 60 ft., flight, scent; AL NE; SV Fort +5, Ref +5, Will +5; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Skills and Feats: Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*; Improved Initiative, Track

full_text:
Yeth Hound

Yeth Hound

Medium Outsider (Extraplanar, Evil)


Hit Dice:
3d8+6 (19 hp)

Initiative:
+6

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

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

Base Attack/Grapple:
+3/+6

Attack:
Bite +6 melee (1d8+4)

Full Attack:
Bite +6 melee (1d8+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Bay, trip

Special Qualities:
Damage reduction 10/silver, darkvision 60 ft., flight, scent

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

Abilities:
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Skills:
Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*

Feats:
Improved Initiative, Track

Environment:
An evil-aligned plane

Organization:
Solitary, pair, or pack (6-11)

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral evil

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


Level Adjustment:
+3 (cohort)

A yeth hound stands 5 feet tall at the shoulder and weighs about 400 pounds.
Yeth hounds cannot speak, but understand Infernal.
Combat
Yeth hounds hunt only at night. They fear the sun and never venture out in daylight, even if their lives depend on it.
A yeth hound's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound's bay for 24 hours. The save DC is Charisma-based.


Trip (Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the yeth hound.


Flight (Su): A yeth hound can cease or resume flight as a free action.


Skills: *A yeth hound has a +4 racial bonus on Survival checks when tracking by scent.


speed:
20 ft. (4 squares), fly 60 ft. (average)

armor_class:
18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16

attack:
Bite +15 melee (2d8+5) or sonic lance +12 ranged touch (6d6)

full_attack:
Bite +15 melee (2d8+5) and 2 claws +13 melee (1d6+2); or sonic lance +12 ranged touch (6d6)

special_qualities:
Blindsight 120 ft., immunities, vulnerability to sonic

abilities:
Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11

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

special_abilities:
Blindsight (Ex), Explosion (Su), Sonic Lance (Su)

stat_block:
Yrthak; CR 9; Huge magical beast; HD 12d10+36; hp 102; Init +6; Spd 20 ft. (4 squares), fly 60 ft. (average); AC 18 (-2 size, +2 dex, +8 natural), touch 10, flat-footed 16; Base Atk +12; Grp +25; Atk +15 melee (2d8+5, bite) or +12 ranged touch (6d6, sonic lance); Full Atk +15 melee (2d8+5, bite) and +13 melee (1d6+2, 2 claws) or +12 ranged touch (6d6, sonic lance); Space/Reach 15 ft./10 ft.; SA Sonic lance, explosion; SQ Blindsight 120 ft., immunities, vulnerability to sonic; AL N; SV Fort +11, Ref +10, Will +5; Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11

Skills and Feats: Listen +12, Move Silently +10; Endurance, Flyby Attack, Improved Initiative, Multiattack, Snatch

full_text:
Yrthak

Yrthak

Huge Magical Beast


Hit Dice:
12d10+36 (102 hp)

Initiative:
+6

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

Armor Class:
18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16

Base Attack/Grapple:
+12/+25

Attack:
Bite +15 melee (2d8+5) or sonic lance +12 ranged touch (6d6)

Full Attack:
Bite +15 melee (2d8+5) and 2 claws +13 melee (1d6+2); or sonic lance +12 ranged touch (6d6)

Space/Reach:
15 ft./10 ft.

Special Attacks:
Sonic lance, explosion

Special Qualities:
Blindsight 120 ft., immunities, vulnerability to sonic

Saves:
Fort +11, Ref +10, Will +5

Abilities:
Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11

Skills:
Listen +12, Move Silently +10

Feats:
Endurance, Flyby Attack, Improved Initiative, Multiattack, Snatch

Environment:
Temperate mountains

Organization:
Solitary or clutch (2-4)

Challenge Rating:
9

Treasure:
None

Alignment:
Often neutral

Advancement:
13-16 HD (Huge); 17-36 HD (Gargantuan)


Level Adjustment:
-

A yrthak is blind. It senses sound and movement by means of a special organ on its long tongue. It emits powerfully focused beams of sound from the protrusion on its head. The creature is a yellowish-green color, with the wings and fin being more yellow and the head and body more green. The teeth are yellow.
A yrthak is about 20 feet long, with a wingspan of 40 feet. It weighs about 5,000 pounds.
Despite their intelligence, yrthaks do not speak.
Combat
A yrthak prefers to attack from the air, strafing the ground with sonic attacks or snatching up and dropping prey.
Sonic Lance (Su): Once every 2 rounds, a yrthak can focus sonic energy in a ray up to 60 feet long. This is a ranged touch attack that deals 6d6 points of damage to a single target.


Explosion (Su): A yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or the like to create an explosion of shattered stone. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect's center. This counts as a use of the sonic lance attack and thus is usable only once every 2 rounds, and never on the round following a sonic lance attack.


Blindsight (Ex): A yrthak can ascertain all foes within 120 feet. Beyond that range it is considered blinded. Yrthaks are invulnerable to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight. A yrthak whose sense of hearing is impaired is effectively blinded, treating all targets as having total concealment.


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


Skills: Yrthaks have a +4 racial bonus on Listen checks.


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

attack:
Spear+1 melee (1d6-1/x3) or slam +1 melee (1d4-1) or light crossbow +2 ranged (1d6/19-20)

full_attack:
Spear +0 melee (1d6-1/x3) or slam +0 melee (1d4-1) or light crossbow +1 ranged (1d6/19-20)

special_qualities:
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

abilities:
Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

stat_block:
Kobold zombie; CR 1/2; Small undead; HD 2d12+3; hp 16; Init +0; Spd 30 ft. (6 squares; can't run); AC 13 (+1 size, +2 natural), touch 11, flat-footed 13; Base Atk +1; Grp -4; Atk +1 melee (1d6-1/x3, spear) or +1 melee (1d4-1, slam) or +2 ranged (1d6/19-20, light crossbow); Full Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0, Ref +0, Will +3; Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

full_text:
Creating A Zombie
'Zombie' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can't be made into a zombie with the animate dead spell.


Speed: If the base creature can fly, its maneuverability rating drops to clumsy.


Armor Class: Natural armor bonus increases by a number based on the zombie's size:

Tiny or smaller
+0


Small
+1

Medium
+2

Large
+3

Huge
+4

Gargantuan
+7


Colossal
+11


Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.


Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.


Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie's size. (Use the base creature's slam damage if it's better.)

Fine
1


Diminutive
1d2

Tiny
1d3

Small
1d4

Medium
1d6

Large
1d8

Huge
2d6

Gargantuan
2d8


Colossal
4d6


Special Attacks: A zombie retains none of the base creature's special attacks.


Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A zombie's Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A zombie has no skills.


Feats: A zombie loses all feats of the base creature and gains Toughness.


Environment: Any land and underground.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/8

1
1/4

2
1/2

4
1

6
2

8-10
3

12-14
4

15-16
5


18-20
6


Treasure: None.


Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or - if the base creature advances by character class.


Level Adjustment: -.

Kobold Zombie




Small Undead



Hit Dice:
2d12+3 (16 hp)



Initiative:
+0



Speed:
30 ft. (6 squares; can't run)



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



Base Attack/Grapple:
+1/-4



Attack:
Spear+1 melee (1d6-1/x3) or slam +1 melee (1d4-1) or light crossbow +2 ranged (1d6/19-20)



Full Attack:
Spear +0 melee (1d6-1/x3) or slam +0 melee (1d4-1) or light crossbow +1 ranged (1d6/19-20)



Space/Reach:
5 ft./5 ft.



Special Attacks:
-



Special Qualities:
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits



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



Abilities:
Str 8, Dex 11, Con -, Int -, Wis 10, Cha 1



Skills:
-



Feats:
Toughness



Environment:
Temperate forests



Organization:
Any



Challenge Rating:
1/2



Treasure:
None



Alignment:
Always neutral evil



Advancement:
None




Level Adjustment:
-





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

attack:
Slam+2 melee (1d6+1) or club +2 melee (1d6+1)

full_attack:
Slam+2 melee, (1d6+1) or club +2 melee (1d6+1)

abilities:
Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

stat_block:
Human commoner zombie; CR 1/2; Medium undead; HD 2d12+3; hp 16; Init -1; Spd 30 ft. (6 squares; can't run); AC 11 (-1 dex, +2 natural), touch 9, flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, slam) or +2 melee (1d6+1, club); Full Atk +2 melee (slam) and (1d6+1) or +2 melee (1d6+1, club); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

full_text:
Creating A Zombie
'Zombie' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can't be made into a zombie with the animate dead spell.


Speed: If the base creature can fly, its maneuverability rating drops to clumsy.


Armor Class: Natural armor bonus increases by a number based on the zombie's size:

Tiny or smaller
+0


Small
+1

Medium
+2

Large
+3

Huge
+4

Gargantuan
+7


Colossal
+11


Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.


Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.


Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie's size. (Use the base creature's slam damage if it's better.)

Fine
1


Diminutive
1d2

Tiny
1d3

Small
1d4

Medium
1d6

Large
1d8

Huge
2d6

Gargantuan
2d8


Colossal
4d6


Special Attacks: A zombie retains none of the base creature's special attacks.


Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A zombie's Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A zombie has no skills.


Feats: A zombie loses all feats of the base creature and gains Toughness.


Environment: Any land and underground.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/8

1
1/4

2
1/2

4
1

6
2

8-10
3

12-14
4

15-16
5


18-20
6


Treasure: None.


Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or - if the base creature advances by character class.


Level Adjustment: -.


Human Commoner Zombie




Medium Undead


Hit Dice:

2d12+3 (16 hp)


Initiative:

-1


Speed:

30 ft. (6 squares; can't run)


Armor Class:

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


Base Attack/Grapple:

+1/+2


Attack:

Slam+2 melee (1d6+1) or club +2 melee (1d6+1)


Full Attack:

Slam+2 melee, (1d6+1) or club +2 melee (1d6+1)


Space/Reach:

5 ft./5 ft


Special Attacks:

-


Special Qualities:

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits


Saves:

Fort +0, Ref -1, Will +3


Abilities:

Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1


Skills:

-


Feats:

Toughness


Environment:

Any


Organization:

Any


Challenge Rating:

1/2


Treasure:

None


Alignment:

Always neutral evil


Advancement:

None



Level Adjustment:

-




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

attack:
Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1)

full_attack:
Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1)

abilities:
Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

stat_block:
Troglodyte zombie; CR 1; Medium undead; HD 4d12+3; hp 29; Init -2; Spd 30 ft. (6 squares; can't run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed 16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); Full Atk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

full_text:
Creating A Zombie
'Zombie' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can't be made into a zombie with the animate dead spell.


Speed: If the base creature can fly, its maneuverability rating drops to clumsy.


Armor Class: Natural armor bonus increases by a number based on the zombie's size:

Tiny or smaller
+0


Small
+1

Medium
+2

Large
+3

Huge
+4

Gargantuan
+7


Colossal
+11


Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.


Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.


Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie's size. (Use the base creature's slam damage if it's better.)

Fine
1


Diminutive
1d2

Tiny
1d3

Small
1d4

Medium
1d6

Large
1d8

Huge
2d6

Gargantuan
2d8


Colossal
4d6


Special Attacks: A zombie retains none of the base creature's special attacks.


Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A zombie's Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A zombie has no skills.


Feats: A zombie loses all feats of the base creature and gains Toughness.


Environment: Any land and underground.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/8

1
1/4

2
1/2

4
1

6
2

8-10
3

12-14
4

15-16
5


18-20
6


Treasure: None.


Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or - if the base creature advances by character class.


Level Adjustment: -.



Troglodyte Zombie




Medium Undead

Hit Dice:


4d12+3 (29 hp)

Initiative:


-2

Speed:


30 ft. (6 squares; can't run)

Armor Class:


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

Base Attack/Grapple:


+2/+3

Attack:


Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1)

Full Attack:


Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1)

Space/Reach:


5 ft./5 ft

Special Attacks:


-

Special Qualities:


Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Saves:


Fort +1, Ref -1, Will +4

Abilities:


Str 12, Dex 7, Con -, Int -, Wis 10, Cha 1

Skills:


-

Feats:


Toughness

Environment:


Underground

Organization:


Any

Challenge Rating:


1

Treasure:


None

Alignment:


Always neutral evil

Advancement:


None


Level Adjustment:


-



armor_class:
16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16

attack:
Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)

full_attack:
Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)

abilities:
Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

stat_block:
Bugbear zombie; CR 2; Medium undead; HD 6d12+3; hp 42; Init +0; Spd 30 ft. (6 squares; can't run); AC 16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16; Base Atk +3; Grp +6; Atk +6 melee (1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Full Atk +6 melee (1d8+3, morningstar) or +6 melee (1d6+3, slam) or +3 ranged (1d6+2, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +2, Will +5; Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

full_text:
Creating A Zombie
'Zombie' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can't be made into a zombie with the animate dead spell.


Speed: If the base creature can fly, its maneuverability rating drops to clumsy.


Armor Class: Natural armor bonus increases by a number based on the zombie's size:

Tiny or smaller
+0


Small
+1

Medium
+2

Large
+3

Huge
+4

Gargantuan
+7


Colossal
+11


Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.


Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.


Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie's size. (Use the base creature's slam damage if it's better.)

Fine
1


Diminutive
1d2

Tiny
1d3

Small
1d4

Medium
1d6

Large
1d8

Huge
2d6

Gargantuan
2d8


Colossal
4d6


Special Attacks: A zombie retains none of the base creature's special attacks.


Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A zombie's Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A zombie has no skills.


Feats: A zombie loses all feats of the base creature and gains Toughness.


Environment: Any land and underground.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/8

1
1/4

2
1/2

4
1

6
2

8-10
3

12-14
4

15-16
5


18-20
6


Treasure: None.


Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or - if the base creature advances by character class.


Level Adjustment: -.

Bugbear Zombie




Medium Undead



Hit Dice:
6d12+3 (42 hp)



Initiative:
+0



Speed:
30 ft. (6 squares; can't run)



Armor Class:
16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16



Base Attack/Grapple:
+3/+6



Attack:
Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)



Full Attack:
Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2)



Space/Reach:
5 ft./5 ft.



Special Attacks:
-



Special Qualities:
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits



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



Abilities:
Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1



Skills:
-



Feats:
Toughness



Environment:
Temperate mountains



Organization:
Any



Challenge Rating:
2



Treasure:
None



Alignment:
Always neutral evil



Advancement:
None




Level Adjustment:
-





armor_class:
15 (-1 size, -2 Dex, +8 natural), touch 7, flat-footed 15

attack:
Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)

full_attack:
Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)

abilities:
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1

stat_block:
Ogre zombie; CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8 squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed 15; Base Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1 ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9, greatclub) or +9 melee (1d8+9, slam) or +1 ranged (1d8+6, javelin); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

full_text:
Creating A Zombie
'Zombie' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can't be made into a zombie with the animate dead spell.


Speed: If the base creature can fly, its maneuverability rating drops to clumsy.


Armor Class: Natural armor bonus increases by a number based on the zombie's size:

Tiny or smaller
+0


Small
+1

Medium
+2

Large
+3

Huge
+4

Gargantuan
+7


Colossal
+11


Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.


Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.


Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie's size. (Use the base creature's slam damage if it's better.)

Fine
1


Diminutive
1d2

Tiny
1d3

Small
1d4

Medium
1d6

Large
1d8

Huge
2d6

Gargantuan
2d8


Colossal
4d6


Special Attacks: A zombie retains none of the base creature's special attacks.


Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A zombie's Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A zombie has no skills.


Feats: A zombie loses all feats of the base creature and gains Toughness.


Environment: Any land and underground.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/8

1
1/4

2
1/2

4
1

6
2

8-10
3

12-14
4

15-16
5


18-20
6


Treasure: None.


Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or - if the base creature advances by character class.


Level Adjustment: -.


Ogre Zombie




Large Undead


Hit Dice:

8d12+3 (55 hp)


Initiative:

-2


Speed:

40 ft. (8 squares; can't run)


Armor Class:

15 (-1 size, -2 Dex, +8 natural), touch 7, flat-footed 15


Base Attack/Grapple:

+4/+14


Attack:

Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)


Full Attack:

Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6)


Space/Reach:

10 ft./10 ft.


Special Attacks:

-


Special Qualities:

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits


Saves:

Fort +2, Ref +0, Will +6


Abilities:

Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1


Skills:

-


Feats:

Toughness


Environment:

Temperate hills


Organization:

Any


Challenge Rating:

3


Treasure:

None


Alignment:

Always neutral evil


Advancement:

None



Level Adjustment:

-




attack:
Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)

full_attack:
Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)

abilities:
Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1

stat_block:
Minotaur zombie; CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6 squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base Atk +6; Grp +15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee (1d8+5, slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

full_text:
Creating A Zombie
'Zombie' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can't be made into a zombie with the animate dead spell.


Speed: If the base creature can fly, its maneuverability rating drops to clumsy.


Armor Class: Natural armor bonus increases by a number based on the zombie's size:

Tiny or smaller
+0


Small
+1

Medium
+2

Large
+3

Huge
+4

Gargantuan
+7


Colossal
+11


Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.


Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.


Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie's size. (Use the base creature's slam damage if it's better.)

Fine
1


Diminutive
1d2

Tiny
1d3

Small
1d4

Medium
1d6

Large
1d8

Huge
2d6

Gargantuan
2d8


Colossal
4d6


Special Attacks: A zombie retains none of the base creature's special attacks.


Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A zombie's Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A zombie has no skills.


Feats: A zombie loses all feats of the base creature and gains Toughness.


Environment: Any land and underground.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/8

1
1/4

2
1/2

4
1

6
2

8-10
3

12-14
4

15-16
5


18-20
6


Treasure: None.


Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or - if the base creature advances by character class.


Level Adjustment: -.



Minotaur Zombie




Large Undead

Hit Dice:


12d8+3 (81 hp)

Initiative:


-1

Speed:


30 ft. (6 squares; can't run)

Armor Class:


16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16

Base Attack/Grapple:


+6/+15

Attack:


Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)

Full Attack:


Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)

Space/Reach:


10 ft./10 ft.

Special Attacks:


-

Special Qualities:


Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Saves:


Fort +4, Ref +3, Will +8

Abilities:


Str 21, Dex 8, Con -, Int -, Wis 10, Cha 1

Skills:


-

Feats:


Toughness

Environment:


Underground

Organization:


Any

Challenge Rating:


4

Treasure:


None

Alignment:


Always neutral evil

Advancement:


None


Level Adjustment:


-



speed:
20 ft. (4 squares; can't run), fly 60 ft. (poor)

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

attack:
Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)

full_attack:
Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)

abilities:
Str 21, Dex 10, Con -, Int -, Wis 10, Cha 1

stat_block:
Wyvern zombie; CR 4; Large undead; HD 14d12+3; hp 94; Init +0; Spd 20 ft. (4 squares; can't run), fly 60 ft. (poor); AC 20 (-2 size, +12 natural), touch 8, flat-footed 20; Base Atk +7; Grp +16; Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons); Full Atk +11 melee (2d6+7, slam) or +11 melee (2d6+5, talons); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +4, Will +9; Str 21, Dex 10, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

full_text:
Creating A Zombie
'Zombie' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can't be made into a zombie with the animate dead spell.


Speed: If the base creature can fly, its maneuverability rating drops to clumsy.


Armor Class: Natural armor bonus increases by a number based on the zombie's size:

Tiny or smaller
+0


Small
+1

Medium
+2

Large
+3

Huge
+4

Gargantuan
+7


Colossal
+11


Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.


Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.


Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie's size. (Use the base creature's slam damage if it's better.)

Fine
1


Diminutive
1d2

Tiny
1d3

Small
1d4

Medium
1d6

Large
1d8

Huge
2d6

Gargantuan
2d8


Colossal
4d6


Special Attacks: A zombie retains none of the base creature's special attacks.


Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A zombie's Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A zombie has no skills.


Feats: A zombie loses all feats of the base creature and gains Toughness.


Environment: Any land and underground.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/8

1
1/4

2
1/2

4
1

6
2

8-10
3

12-14
4

15-16
5


18-20
6


Treasure: None.


Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or - if the base creature advances by character class.


Level Adjustment: -.

Wyvern Zombie



Large Undead


Hit Dice:
14d12+3 (94 hp)


Initiative:
+0


Speed:
20 ft. (4 squares; can't run), fly 60 ft. (poor)


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


Base Attack/Grapple:
+7/+16


Attack:
Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)


Full Attack:
Slam +11 melee (2d6+7) or talons +11 melee (2d6+5)


Space/Reach:
10 ft./10 ft.


Special Attacks:
-


Special Qualities:
Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits


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


Abilities:
Str 21, Dex 10, Con -, Int -, Wis 10, Cha 1


Skills:
-


Feats:
Toughness


Environment:
Warm hills


Organization:
Any


Challenge Rating:
4


Treasure:
None


Alignment:
Always neutral evil


Advancement:
16-20 HD (Huge)



Level Adjustment:
-




attack:
Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)

full_attack:
Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)

abilities:
Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1

stat_block:
Gray render zombie; CR 6; Large undead; HD 20d8+3; hp 133; Init -1; Spd 30 ft. (6 squares; can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base Atk +10; Grp +21; Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Full Atk +16 melee (2d6+7, bite) or +16 melee (1d8+10, slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +6, Ref +5, Will +12; Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1

Skills and Feats: -; Toughness

full_text:
Creating A Zombie
'Zombie' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature's type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.


Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can't be made into a zombie with the animate dead spell.


Speed: If the base creature can fly, its maneuverability rating drops to clumsy.


Armor Class: Natural armor bonus increases by a number based on the zombie's size:

Tiny or smaller
+0


Small
+1

Medium
+2

Large
+3

Huge
+4

Gargantuan
+7


Colossal
+11


Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.


Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.


Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie's size. (Use the base creature's slam damage if it's better.)

Fine
1


Diminutive
1d2

Tiny
1d3

Small
1d4

Medium
1d6

Large
1d8

Huge
2d6

Gargantuan
2d8


Colossal
4d6


Special Attacks: A zombie retains none of the base creature's special attacks.


Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.


Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.


Abilities: A zombie's Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.


Skills: A zombie has no skills.


Feats: A zombie loses all feats of the base creature and gains Toughness.


Environment: Any land and underground.


Organization: Any.


Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating


1/2
1/8

1
1/4

2
1/2

4
1

6
2

8-10
3

12-14
4

15-16
5


18-20
6


Treasure: None.


Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or - if the base creature advances by character class.


Level Adjustment: -.


Gray Render Zombie



Large Undead

Hit Dice:

20d8+3 (133 hp)

Initiative:

-1

Speed:

30 ft. (6 squares; can't run)

Armor Class:

16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16

Base Attack/Grapple:

+10/+21

Attack:

Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)

Full Attack:

Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)

Space/Reach:

10 ft./10 ft.

Special Attacks:

-

Special Qualities:

Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits

Saves:

Fort +6, Ref +5, Will +12

Abilities:

Str 25, Dex 8, Con -, Int -, Wis 10, Cha 1

Skills:

-

Feats:

Toughness

Environment:

Temperate marshes

Organization:

Any

Challenge Rating:

6

Treasure:

None

Alignment:

Always neutral evil

Advancement:

None


Level Adjustment:

-



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

organization:
Gang (2-6) or crew (6-11 plus 1 giant ant soldier)

stat_block:
Worker giant ant; CR 1; Medium vermin; HD 2d8; hp 9; Init +0; Spd 50 ft. (10 squares), climb 20 ft.; AC 17 (+7 natural), touch 10, flat-footed 17; Base Atk +1; Grp +1; Atk +1 melee (1d6, bite); Full Atk +1 melee (1d6, bite); Space/Reach 5 ft./5 ft.; SA Improved grab; SQ Scent, vermin traits; AL N; SV Fort +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 9

Skills and Feats: Climb +8; Track

full_text:
Giant Ant

Giant Ant, Worker




Medium Vermin



Hit Dice:
2d8 (9 hp)



Initiative:
+0



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



Armor Class:
17 (+7 natural), touch 10, flat-footed 17



Base Attack/Grapple:
+1/+1



Attack:
Bite +1 melee (1d6)



Full Attack:
Bite +1 melee (1d6)



Space/Reach:
5 ft./5 ft.



Special Attacks:
Improved grab



Special Qualities:
Scent, vermin traits



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



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



Skills:
Climb +8



Feats:
Track B



Environment:
Temperate plains



Organization:
Gang (2-6) or crew (6-11 plus 1 giant ant soldier)



Challenge Rating:
1



Treasure:
None



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




Level Adjustment:
-



Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.
Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.


Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.


Skills: *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.


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

stat_block:
Soldier giant ant; CR 2; Medium vermin; HD 2d8+2; hp 11; Init +0; Spd 50 ft. (10 squares), climb 20 ft.; AC 17 (+7 natural), touch 10, flat-footed 17; Base Atk +1; Grp +3; Atk +3 melee (2d4+3, bite); Full Atk +3 melee (2d4+3, bite); Space/Reach 5 ft./5 ft.; SA Improved grab, acid sting; SQ Scent, vermin traits; AL N; SV Fort +4, Ref +0, Will +1; Str 14, Dex 10, Con 13, Int -, Wis 13, Cha 11

Skills and Feats: Climb +10; Track

full_text:
Giant Ant


Giant Ant, Soldier




Medium Vermin


Hit Dice:

2d8+2 (11 hp)


Initiative:

+0


Speed:

50 ft. (10 squares), climb 20 ft.


Armor Class:

17 (+7 natural), touch 10, flat-footed 17


Base Attack/Grapple:

+1/+3


Attack:

Bite +3 melee (2d4+3)


Full Attack:

Bite +3 melee (2d4+3)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Improved grab, acid sting


Special Qualities:

Scent, vermin traits


Saves:

Fort +4, Ref +0, Will +1


Abilities:

Str 14, Dex 10, Con 13, Int -, Wis 13, Cha 11


Skills:

Climb +10


Feats:

Track B


Environment:

Temperate plains


Organization:

Solitary or gang (2-4)


Challenge Rating:

2


Treasure:

None


Advancement:

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



Level Adjustment:

-


Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.
Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.


Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.


Skills: *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.


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

abilities:
Str 16, Dex 9, Con 13, Int -, Wis 13, Cha 11

organization:
Hive (1 plus 10-100 workers and 5-20 soldiers)

stat_block:
Queen giant ant; CR 2; Large vermin; HD 4d8+4; hp 22; Init -1; Spd 40 ft. (8 squares); AC 17 (-1 size, -1 dex, +9 natural), touch 8, flat-footed 17; Base Atk +3; Grp +10; Atk +5 melee (2d6+4, bite); Full Atk +5 melee (2d6+4, bite); Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Scent, vermin traits; AL N; SV Fort +5, Ref +0, Will +2; Str 16, Dex 9, Con 13, Int -, Wis 13, Cha 11

Skills and Feats: -; Track

full_text:
Giant Ant



Giant Ant, Queen




Large Vermin

Hit Dice:


4d8+4 (22 hp)

Initiative:


-1

Speed:


40 ft. (8 squares)

Armor Class:


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

Base Attack/Grapple:


+3/+10

Attack:


Bite +5 melee (2d6+4)

Full Attack:


Bite +5 melee (2d6+4)

Space/Reach:


10 ft./5 ft.

Special Attacks:


Improved grab

Special Qualities:


Scent, vermin traits

Saves:


Fort +5, Ref +0, Will +2

Abilities:


Str 16, Dex 9, Con 13, Int -, Wis 13, Cha 11

Skills:


-

Feats:


Track B

Environment:


Temperate plains

Organization:


Hive (1 plus 10-100 workers and 5-20 soldiers)

Challenge Rating:


2

Treasure:


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

Advancement:


5-6 HD (Large); 7-8 HD (Huge)


Level Adjustment:


-

Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.
Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.


Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.


Skills: *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.


abilities:
Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9

treasure:
No coins; 1/4 goods (honey only); no items

stat_block:
Giant bee; CR 1; Medium vermin; HD 3d8; hp 13; Init +2; Spd 20 ft. (4 squares), fly 80 ft. (good); AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +2; Grp +2; Atk +2 melee (1d4 plus poison, sting); Full Atk +2 melee (1d4 plus poison, sting); Space/Reach 5 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3, Ref +3, Will +2; Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9

Skills and Feats: Spot +5, Survival +1*; -

full_text:
Giant Bee

Giant Bee
Medium Vermin

Hit Dice:
3d8 (13 hp)

Initiative:
+2

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

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

Base Attack/Grapple:
+2/+2

Attack:
Sting +2 melee (1d4 plus poison)

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
Poison

Special Qualities:
Darkvision 60 ft., vermin traits

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

Abilities:
Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9

Skills:
Spot +5, Survival +1*

Feats:
-

Environment:
Temperate plains

Organization:
Solitary, buzz (2-5), or hive (11-20)

Challenge Rating:
1

Treasure:
No coins; 1/4 goods (honey only); no items

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


Level Adjustment:
-

Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.


Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.


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

stat_block:
Giant bombardier beetle; CR 2; Medium vermin; HD 2d8+4; hp 13; Init +0; Spd 30 ft. (6 squares); AC 16 (+6 natural), touch 10, flat-footed 16; Base Atk +1; Grp +2; Atk +2 melee (1d4+1, bite); Full Atk +2 melee (1d4+1, bite); Space/Reach 5 ft./5 ft.; SA Acid spray; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9

Skills and Feats: -; -

full_text:
Giant Bombardier Beetle

Giant Bombardier Beetle

Medium Vermin


Hit Dice:
2d8+4 (13 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

Armor Class:
16 (+6 natural), touch 10, flat-footed 16

Base Attack/Grapple:
+1/+2

Attack:
Bite +2 melee (1d4+1)

Full Attack:
Bite +2 melee (1d4+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Acid spray

Special Qualities:
Darkvision 60 ft., vermin traits

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

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

Skills:
-

Feats:
-

Environment:
Warm forests

Organization:
Cluster (2-5) or click (6-11)

Challenge Rating:
2

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


Level Adjustment:
-

These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.


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

stat_block:
Giant fire beetle; CR 1/3; Small vermin; HD 1d8; hp 4; Init +0; Spd 30 ft. (6 squares); AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +0; Grp -4; Atk +1 melee (2d4, bite); Full Atk +1 melee (2d4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +0, Will +0; Str 10, Dex 11, Con 11, Int -, Wis 10, Cha 7

Skills and Feats: -; -

full_text:
Giant Fire Beetle

Giant Fire Beetle
Small Vermin

Hit Dice:
1d8 (4 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+0/-4

Attack:
Bite +1 melee (2d4)

Full Attack:
Bite +1 melee (2d4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
Darkvision 60 ft., vermin traits

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

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

Skills:
-

Feats:
-

Environment:
Warm plains

Organization:
Cluster (2-5) or colony (6-11)

Challenge Rating:
1/3

Advancement:
2-3 HD (Small)


Level Adjustment:
-

These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands' luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.


abilities:
Str 23, Dex 10, Con 17, Int -, Wis 10, Cha 9

stat_block:
Giant stag beetle; CR 4; Large vermin; HD 7d8+21; hp 52; Init +0; Spd 20 ft. (4 squares); AC 19 (-1 size, +10 natural), touch 9, flat-footed 19; Base Atk +5; Grp +15; Atk +10 melee (4d6+9, bite); Full Atk +10 melee (4d6+9, bite); Space/Reach 10 ft./5 ft.; SA Trample 2d8+3; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +8, Ref +2, Will +2; Str 23, Dex 10, Con 17, Int -, Wis 10, Cha 9

Skills and Feats: -; -

full_text:
Giant Stag Beetle

Giant Stag Beetle

Large Vermin


Hit Dice:
7d8+21 (52 hp)

Initiative:
+0

Speed:
20 ft. (4 squares)

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

Base Attack/Grapple:
+5/+15

Attack:
Bite +10 melee (4d6+9)

Full Attack:
Bite +10 melee (4d6+9)

Space/Reach:
10 ft./5 ft.

Special Attacks:
Trample 2d8+3

Special Qualities:
Darkvision 60 ft., vermin traits

Saves:
Fort +8, Ref +2, Will +2

Abilities:
Str 23, Dex 10, Con 17, Int -, Wis 10, Cha 9

Skills:
-

Feats:
-

Environment:
Temperate forests

Organization:
Cluster (2-5) or mass (6-11)

Challenge Rating:
4

Alignment:
Always neutral

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


Level Adjustment:
-

These creatures are serious pests that greedily devour cultivated crops. A single beetle can strip an entire farm in short order. An adult giant stag beetle is about 10 feet long.
Trample (Ex): Reflex half DC 19. The save DC is Strength-based.


armor_class:
14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14

full_attack:
Claws +6 melee (1d8+4) and bite +1 melee (1d6+2)

abilities:
Str 19, Dex 8, Con 15, Int -, Wis 14, Cha 11

stat_block:
Giant praying mantis; CR 3; Large vermin; HD 4d8+8; hp 26; Init -1; Spd 20 ft. (4 squares), fly 40 ft. (poor); AC 14 (-1 size, -1 dex, +6 natural), touch 8, flat-footed 14; Base Atk +3; Grp +11; Atk +6 melee (1d8+4, claws); Full Atk +6 melee (1d8+4, claws) and +1 melee (1d6+2, bite); Space/Reach 10 ft (4 squares)./5 ft.; SA Improved grab; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +6, Ref +0, Will +3; Str 19, Dex 8, Con 15, Int -, Wis 14, Cha 11

Skills and Feats: Hide -1*, Spot +6; -

full_text:
Giant Praying Mantis

Giant Praying Mantis
Large Vermin

Hit Dice:
4d8+8 (26 hp)

Initiative:
-1

Speed:
20 ft. (4 squares), fly 40 ft. (poor)

Armor Class:
14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14

Base Attack/Grapple:
+3/+11

Attack:
Claws +6 melee (1d8+4)

Full Attack:
Claws +6 melee (1d8+4) and bite +1 melee (1d6+2)

Space/Reach:
10 ft (4 squares)./5 ft.

Special Attacks:
Improved grab

Special Qualities:
Darkvision 60 ft., vermin traits

Saves:
Fort +6, Ref +0, Will +3

Abilities:
Str 19, Dex 8, Con 15, Int -, Wis 14, Cha 11

Skills:
Hide -1*, Spot +6

Feats:
-

Environment:
Temperate forests

Organization:
Solitary

Challenge Rating:
3

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


Level Adjustment:
-

This patient carnivore remains completely still as it waits for prey to come near.
Improved Grab (Ex): To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).


Skills: A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.


abilities:
Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11

stat_block:
Giant wasp; CR 3; Large vermin; HD 5d8+10; hp 32; Init +1; Spd 20 ft. (4 squares), fly 60 ft. (good); AC 14 (-1 size, +1 dex, +4 natural), touch 10, flat-footed 13; Base Atk +3; Grp +11; Atk +6 melee (1d3+6 plus poison, sting); Full Atk +6 melee (1d3+6 plus poison, sting); Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +6, Ref +2, Will +2; Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11

Skills and Feats: Spot +9, Survival +1*; -

full_text:
Giant Wasp

Giant Wasp

Large Vermin


Hit Dice:
5d8+10 (32 hp)

Initiative:
+1

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

Armor Class:
14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13

Base Attack/Grapple:
+3/+11

Attack:
Sting +6 melee (1d3+6 plus poison)

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

Space/Reach:
10 ft./5 ft.

Special Attacks:
Poison

Special Qualities:
Darkvision 60 ft., vermin traits

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

Abilities:
Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11

Skills:
Spot +9, Survival +1*

Feats:
-

Environment:
Temperate forests

Organization:
Solitary, swarm (2-5), or nest (11-20)

Challenge Rating:
3

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


Level Adjustment:
-

Giant wasps attack when hungry or threatened, stinging their prey to death. They take dead or incapacitated opponents back to their lairs as food for their unhatched young.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.


Skills: Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.


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

stat_block:
Tiny monstrous centipede; CR 1/8; Tiny vermin; HD 1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus poison, bite); Full Atk +4 melee (1d3-5 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse

full_text:
Monstrous Centipede

Monstrous Centipede, Tiny




Tiny Vermin



Hit Dice:
1/4 d8 (1 hp)



Initiative:
+2



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



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



Base Attack/Grapple:
+0/-13



Attack:
Bite +4 melee (1d3-5 plus poison)



Full Attack:
Bite +4 melee (1d3-5 plus poison)



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



Special Attacks:
Poison



Special Qualities:
Darkvision 60 ft., vermin traits



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



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



Skills:
Climb +10, Hide +18, Spot +4



Feats:
Weapon Finesse B



Environment:
Underground



Organization:
Colony (8-16)



Challenge Rating:
1/8



Advancement:
-




Level Adjustment:
-



Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1 Dex
Huge
14
1d6 Dex

Small
10
1d2 Dex
Gargantuan
17
1d8 Dex

Medium
10
1d3 Dex
Colossal
23
2d6 Dex


Large
11
1d4 Dex

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.


Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.


abilities:
Str 5, Dex 15, Con 10, Int -, Wis 10, Cha 2

stat_block:
Small monstrous centipede; CR 1/4; Small vermin; HD 1/2 d8; hp 2; Init +2; Spd 30 ft. (6 squares), climb 30 ft.; AC 14 (+1 size, +2 dex, +1 natural), touch 13, flat-footed 12; Base Atk +0; Grp -7; Atk +3 melee (1d4-3 plus poison, bite); Full Atk +3 melee (1d4-3 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +14, Spot +4; Weapon Finesse

full_text:
Monstrous Centipede


Monstrous Centipede, Small




Small Vermin


Hit Dice:

1/2 d8 (2 hp)


Initiative:

+2


Speed:

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


Armor Class:

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


Base Attack/Grapple:

+0/-7


Attack:

Bite +3 melee (1d4-3 plus poison)


Full Attack:

Bite +3 melee (1d4-3 plus poison)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Poison


Special Qualities:

Darkvision 60 ft., vermin traits


Saves:

Fort +2, Ref +2, Will +0


Abilities:

Str 5, Dex 15, Con 10, Int -, Wis 10, Cha 2


Skills:

Climb +10, Hide +14, Spot +4


Feats:

Weapon Finesse B


Environment:

Underground


Organization:

Colony (2-5) or swarm (6-11)


Challenge Rating:

1/4


Advancement:

-



Level Adjustment:

-


Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1 Dex
Huge
14
1d6 Dex

Small
10
1d2 Dex
Gargantuan
17
1d8 Dex

Medium
10
1d3 Dex
Colossal
23
2d6 Dex


Large
11
1d4 Dex

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.


Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.


abilities:
Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2

stat_block:
Medium monstrous centipede; CR 1/2; Medium vermin; HD 1d8; hp 4; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (+2 dex, +2 natural), touch 12, flat-footed 12; Base Atk +0; Grp -1; Atk +2 melee (1d6-1 plus poison, bite); Full Atk +2 melee (1d6-1 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +10, Spot +4; Weapon Finesse

full_text:
Monstrous Centipede



Monstrous Centipede, Medium




Medium Vermin

Hit Dice:


1d8 (4 hp)

Initiative:


+2

Speed:


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

Armor Class:


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

Base Attack/Grapple:


+0/-1

Attack:


Bite +2 melee (1d6-1 plus poison)

Full Attack:


Bite +2 melee (1d6-1 plus poison)

Space/Reach:


5 ft./5 ft.

Special Attacks:


Poison

Special Qualities:


Darkvision 60 ft., vermin traits

Saves:


Fort +2, Ref +2, Will +0

Abilities:


Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills:


Climb +10, Hide +10, Spot +4

Feats:


Weapon Finesse B

Environment:


Underground

Organization:


Solitary or colony (2-5)

Challenge Rating:


1/2

Advancement:


-


Level Adjustment:


-

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1 Dex
Huge
14
1d6 Dex

Small
10
1d2 Dex
Gargantuan
17
1d8 Dex

Medium
10
1d3 Dex
Colossal
23
2d6 Dex


Large
11
1d4 Dex

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.


Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.


abilities:
Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2

stat_block:
Large monstrous centipede; CR 1; Large vermin; HD 3d8; hp 13; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse

full_text:
Monstrous Centipede

Monstrous Centipede, Large



Large Vermin


Hit Dice:
3d8 (13 hp)


Initiative:
+2


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


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


Base Attack/Grapple:
+2/+7


Attack:
Bite +3 melee (1d8+1 plus poison)


Full Attack:
Bite +3 melee (1d8+1 plus poison)


Space/Reach:
10 ft./5 ft.


Special Attacks:
Poison


Special Qualities:
Darkvision 60 ft., vermin traits


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


Abilities:
Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2


Skills:
Climb +10, Hide +6, Spot +4


Feats:
Weapon Finesse B


Environment:
Underground


Organization:
Solitary or colony (2-5)


Challenge Rating:
1


Advancement:
4-5 HD (Large)



Level Adjustment:
-


Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1 Dex
Huge
14
1d6 Dex

Small
10
1d2 Dex
Gargantuan
17
1d8 Dex

Medium
10
1d3 Dex
Colossal
23
2d6 Dex


Large
11
1d4 Dex

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.


Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.


abilities:
Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2

stat_block:
Huge monstrous centipede; CR 2; Huge vermin; HD 6d8+6; hp 33; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 16 (-2 size, +2 dex, +6 natural), touch 10, flat-footed 14; Base Atk +4; Grp +15; Atk +5 melee (2d6+4 plus poison, bite); Full Atk +5 melee (2d6+4 plus poison, bite); Space/Reach 15 ft./10 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +11, Hide +2, Spot +4; -

full_text:
Monstrous Centipede


Monstrous Centipede, Huge



Huge Vermin

Hit Dice:

6d8+6 (33 hp)

Initiative:

+2

Speed:

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

Armor Class:

16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14

Base Attack/Grapple:

+4/+15

Attack:

Bite +5 melee (2d6+4 plus poison)

Full Attack:

Bite +5 melee (2d6+4 plus poison)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Poison

Special Qualities:

Darkvision 60 ft., vermin traits

Saves:

Fort +6, Ref +4, Will +2

Abilities:

Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2

Skills:

Climb +11, Hide +2, Spot +4

Feats:

-

Environment:

Underground

Organization:

Solitary or colony (2-5)

Challenge Rating:

2

Advancement:

7-11 HD (Huge)


Level Adjustment:

-

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1 Dex
Huge
14
1d6 Dex

Small
10
1d2 Dex
Gargantuan
17
1d8 Dex

Medium
10
1d3 Dex
Colossal
23
2d6 Dex


Large
11
1d4 Dex

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.


Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.


armor_class:
18 (-4 size, +2 Dex, +10 natural), touch 8, flat-footed 16

abilities:
Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2

stat_block:
Gargantuan monstrous centipede; CR 6; Gargantuan vermin; HD 12d8+12; hp 66; Init +2; Spd 40 ft. (8 squares), climb 40 ft.; AC 18 (-4 size, +2 dex, +10 natural), touch 8, flat-footed 16; Base Atk +9; Grp +27; Atk +11 melee (2d8+9 plus poison, bite); Full Atk +11 melee (2d8+9 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +9, Ref +6, Will +4; Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +14, Hide -2, Spot +4; -

full_text:
Monstrous Centipede

Monstrous Centipede, Gargantuan



Gargantuan Vermin


Hit Dice:
12d8+12 (66 hp)


Initiative:
+2


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


Armor Class:
18 (-4 size, +2 Dex, +10 natural), touch 8, flat-footed 16


Base Attack/Grapple:
+9/+27


Attack:
Bite +11 melee (2d8+9 plus poison)


Full Attack:
Bite +11 melee (2d8+9 plus poison)


Space/Reach:
20 ft./15 ft.


Special Attacks:
Poison


Special Qualities:
Darkvision 60 ft., vermin traits


Saves:
Fort +9, Ref +6, Will +4


Abilities:
Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2


Skills:
Climb +14, Hide -2, Spot +4


Feats:
-


Environment:
Underground


Organization:
Solitary


Challenge Rating:
6


Advancement:
17-23 HD (Gargantuan)



Level Adjustment:
-


Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1 Dex
Huge
14
1d6 Dex

Small
10
1d2 Dex
Gargantuan
17
1d8 Dex

Medium
10
1d3 Dex
Colossal
23
2d6 Dex


Large
11
1d4 Dex

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.


Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.


armor_class:
20 (-8 size, +2 Dex, +16 natural), touch 4, flat-footed 18

abilities:
Str 27, Dex 13, Con 12, Int -, Wis 10, Cha 2

stat_block:
Colossal monstrous centipede; CR 9; Colossal vermin; HD 24d8+24; hp 132; Init +1; Spd 40 ft. (8 squares), climb 40 ft.; AC 20 (-8 size, +2 dex, +16 natural), touch 4, flat-footed 18; Base Atk +18; Grp +42; Atk +18 melee (4d6+12 plus poison, bite); Full Atk +18 melee (4d6+12 plus poison, bite); Space/Reach 30 ft./20 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +15, Ref +9, Will +8; Str 27, Dex 13, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +16, Hide -7, Spot +4; -

full_text:
Monstrous Centipede


Monstrous Centipede, Colossal



Colossal Vermin

Hit Dice:

24d8+24 (132 hp)

Initiative:

+1

Speed:

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

Armor Class:

20 (-8 size, +2 Dex, +16 natural), touch 4, flat-footed 18

Base Attack/Grapple:

+18/+42

Attack:

Bite +18 melee (4d6+12 plus poison)

Full Attack:

Bite +18 melee (4d6+12 plus poison)

Space/Reach:

30 ft./20 ft.

Special Attacks:

Poison

Special Qualities:

Darkvision 60 ft., vermin traits

Saves:

Fort +15, Ref +9, Will +8

Abilities:

Str 27, Dex 13, Con 12, Int -, Wis 10, Cha 2

Skills:

Climb +16, Hide -7, Spot +4

Feats:

-

Environment:

Underground

Organization:

Solitary

Challenge Rating:

9

Advancement:

25-48 HD (Colossal)


Level Adjustment:

-

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1 Dex
Huge
14
1d6 Dex

Small
10
1d2 Dex
Gargantuan
17
1d8 Dex

Medium
10
1d3 Dex
Colossal
23
2d6 Dex


Large
11
1d4 Dex

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede's size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.


Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.


full_attack:
2 claws +2 melee (1d2-4) and sting -3 melee (1d2-4 plus poison)

special_qualities:
Darkvision 60 ft., tremorsense 60 ft., vermin traits

abilities:
Str 3, Dex 10, Con 14, Int -, Wis 10, Cha 2

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

stat_block:
Tiny monstrous scorpion; CR 1/4; Tiny vermin; HD 1/2 d8+2; hp 4; Init +0; Spd 20 ft. (4 squares); AC 14 (+2 size, +2 natural), touch 12, flat-footed 14; Base Atk +0; Grp -8; Atk +2 melee (1d2-4, claw); Full Atk +2 melee (1d2-4, 2 claws) and -3 melee (1d2-4 plus poison, sting); Space/Reach 2-1/2 ft./0 ft.; SA Constrict 1d2-4, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +4, Ref +0, Will +0; Str 3, Dex 10, Con 14, Int -, Wis 10, Cha 2

Skills and Feats: Climb +0, Hide +12, Spot +4; Weapon Finesse

full_text:
Monstrous Scorpion

Monstrous Scorpion, Tiny



Tiny Vermin



Hit Dice:
1/2 d8+2 (4 hp)



Initiative:
+0



Speed:
20 ft. (4 squares)



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



Base Attack/Grapple:
+0/-8



Attack:
Claw +2 melee (1d2-4)



Full Attack:
2 claws +2 melee (1d2-4) and sting -3 melee (1d2-4 plus poison)



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



Special Attacks:
Constrict 1d2-4, improved grab, poison



Special Qualities:
Darkvision 60 ft., tremorsense 60 ft., vermin traits



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



Abilities:
Str 3, Dex 10, Con 14, Int -, Wis 10, Cha 2



Skills:
Climb +0, Hide +12, Spot +4



Feats:
Weapon Finesse B



Environment:
Warm deserts



Organization:
Colony (8-16)



Challenge Rating:
1/4



Alignment:
Always neutral



Advancement:
-




Level Adjustment:
-



Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.


Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.


Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
12
1 Con
Huge
18
1d6 Con

Small
12
1d2 Con
Gargantuan
23
1d8 Con

Medium
13
1d3 Con
Colossal
33
1d10 Con


Large
14
1d4 Con


Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.


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

full_attack:
2 claws +1 melee (1d3-1) and sting -4 melee (1d3-1 plus poison)

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

stat_block:
Small monstrous scorpion; CR 1/2; Small vermin; HD 1d8+2; hp 6; Init +0; Spd 30 ft. (6 squares); AC 14 (+1 size, +3 natural), touch 11, flat-footed 14; Base Atk +0; Grp -4; Atk +1 melee (1d3-1, claw); Full Atk +1 melee (1d3-1, 2 claws) and -4 melee (1d3-1 plus poison, sting); Space/Reach 5 ft./5 ft.; SA Constrict 1d3-1, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +4, Ref +0, Will +0; Str 9, Dex 10, Con 14, Int -, Wis 10, Cha 2

Skills and Feats: Climb +3, Hide +8, Spot +4; Weapon Finesse

full_text:
Monstrous Scorpion

Monstrous Scorpion, Small




Small Vermin


Hit Dice:

1d8+2 (6 hp)


Initiative:

+0


Speed:

30 ft. (6 squares)


Armor Class:

14 (+1 size, +3 natural), touch 11, flat-footed 14


Base Attack/Grapple:

+0/-4


Attack:

Claw +1 melee (1d3-1)


Full Attack:

2 claws +1 melee (1d3-1) and sting -4 melee (1d3-1 plus poison)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Constrict 1d3-1, improved grab, poison


Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits


Saves:

Fort +4, Ref +0, Will +0


Abilities:

Str 9, Dex 10, Con 14, Int -, Wis 10, Cha 2


Skills:

Climb +3, Hide +8, Spot +4


Feats:

Weapon Finesse B


Environment:

Warm deserts


Organization:

Colony (2-5) or swarm (6-11)


Challenge Rating:

1/2


Alignment:

Always neutral


Advancement:

-



Level Adjustment:

-


Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.


Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.


Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
12
1 Con
Huge
18
1d6 Con

Small
12
1d2 Con
Gargantuan
23
1d8 Con

Medium
13
1d3 Con
Colossal
33
1d10 Con


Large
14
1d4 Con


Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.


full_attack:
2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison)

abilities:
Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 2

stat_block:
Medium monstrous scorpion; CR 1; Medium vermin; HD 2d8+4; hp 13; Init +0; Spd 40 ft. (8 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d4+1, claw); Full Atk +2 melee (1d4+1, 2 claws) and -3 melee (1d4 plus poison, sting); Space/Reach 5 ft./5 ft.; SA Constrict 1d4+1, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 2

Skills and Feats: Climb +5, Hide +4, Spot +4; -

full_text:
Monstrous Scorpion

 
Monstrous Scorpion, Medium




Medium Vermin

Hit Dice:


2d8+4 (13 hp)

Initiative:


+0

Speed:


40 ft. (8 squares)

Armor Class:


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

Base Attack/Grapple:


+1/+2

Attack:


Claw +2 melee (1d4+1)

Full Attack:


2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison)

Space/Reach:


5 ft./5 ft.

Special Attacks:


Constrict 1d4+1, improved grab, poison

Special Qualities:


Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:


Fort +5, Ref +0, Will +0

Abilities:


Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 2

Skills:


Climb +5, Hide +4, Spot +4

Feats:


-

Environment:


Warm deserts

Organization:


Solitary or colony (2-5)

Challenge Rating:


1

Alignment:


Always neutral

Advancement:


3-4 HD (Medium)


Level Adjustment:


-

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.


Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.


Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
12
1 Con
Huge
18
1d6 Con

Small
12
1d2 Con
Gargantuan
23
1d8 Con

Medium
13
1d3 Con
Colossal
33
1d10 Con


Large
14
1d4 Con


Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.


full_attack:
2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison)

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

stat_block:
Large monstrous scorpion; CR 3; Large vermin; HD 5d8+10; hp 32; Init +0; Spd 50 ft. (10 squares); AC 16 (-1 size, +7 natural), touch 9, flat-footed 16; Base Atk +3; Grp +11; Atk +6 melee (1d6+4, claw); Full Atk +6 melee (1d6+4, 2 claws) and +1 melee (1d6+2 plus poison, sting); Space/Reach 10 ft./5 ft.; SA Constrict 1d6+4, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +6, Ref +1, Will +1; Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2

Skills and Feats: Climb +8, Hide +0, Spot +4; -

full_text:
Monstrous Scorpion

Monstrous Scorpion, Large



Large Vermin


Hit Dice:
5d8+10 (32 hp)


Initiative:
+0


Speed:
50 ft. (10 squares)


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


Base Attack/Grapple:
+3/+11


Attack:
Claw +6 melee (1d6+4)


Full Attack:
2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison)


Space/Reach:
10 ft./5 ft.


Special Attacks:
Constrict 1d6+4, improved grab, poison


Special Qualities:
Darkvision 60 ft., tremorsense 60 ft., vermin traits


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


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


Skills:
Climb +8, Hide +0, Spot +4


Feats:
-


Environment:
Warm deserts


Organization:
Solitary or colony (2-5)


Challenge Rating:
3


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


Advancement:
6-9 HD (Large)



Level Adjustment:
-


Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.


Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.


Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
12
1 Con
Huge
18
1d6 Con

Small
12
1d2 Con
Gargantuan
23
1d8 Con

Medium
13
1d3 Con
Colossal
33
1d10 Con


Large
14
1d4 Con


Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.


full_attack:
2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison)

abilities:
Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2

stat_block:
Huge monstrous scorpion; CR 7; Huge vermin; HD 10d8+30; hp 75; Init +0; Spd 50 ft. (10 squares); AC 20 (-2 size, +12 natural), touch 8, flat-footed 20; Base Atk +7; Grp +21; Atk +11 melee (1d8+6, claw); Full Atk +11 melee (1d8+6, 2 claws) and +6 melee (2d4+3 plus poison, sting); Space/Reach 15 ft./10 ft.; SA Constrict 1d8+6, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +10, Ref +3, Will +3; Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2

Skills and Feats: Climb +10, Hide -4, Spot +4; -

full_text:
Monstrous Scorpion


Monstrous Scorpion, Huge



Huge Vermin

Hit Dice:

10d8+30 (75 hp)

Initiative:

+0

Speed:

50 ft. (10 squares)

Armor Class:

20 (-2 size, +12 natural), touch 8, flat-footed 20

Base Attack/Grapple:

+7/+21

Attack:

Claw +11 melee (1d8+6)

Full Attack:

2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison)

Space/Reach:

15 ft./10 ft.

Special Attacks:

Constrict 1d8+6, improved grab, poison

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:

Fort +10, Ref +3, Will +3

Abilities:

Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2

Skills:

Climb +10, Hide -4, Spot +4

Feats:

-

Environment:

Warm deserts

Organization:

Solitary or colony (2-5)

Challenge Rating:

7

Treasure:

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

Advancement:

11-19 HD (Huge)


Level Adjustment:

-

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.


Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.


Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
12
1 Con
Huge
18
1d6 Con

Small
12
1d2 Con
Gargantuan
23
1d8 Con

Medium
13
1d3 Con
Colossal
33
1d10 Con


Large
14
1d4 Con


Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.


armor_class:
24 (-4 size, +18 natural), touch 6, flat-footed 24

full_attack:
2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison)

abilities:
Str 31, Dex 10, Con 16, Int -, Wis 10, Cha 2

stat_block:
Gargantuan monstrous scorpion; CR 10; Gargantuan vermin; HD 20d8+60; hp 150; Init +0; Spd 50 ft. (10 squares); AC 24 (-4 size, +18 natural), touch 6, flat-footed 24; Base Atk +15; Grp +37; Atk +21 melee (2d6+10, claw); Full Atk +21 melee (2d6+10, 2 claws) and +16 melee (2d6+5 plus poison, sting); Space/Reach 20 ft./15 ft.; SA Constrict 2d6+10, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +15, Ref +6, Will +6; Str 31, Dex 10, Con 16, Int -, Wis 10, Cha 2

Skills and Feats: Climb +14, Hide -8, Spot +4; -

full_text:
Monstrous Scorpion

Monstrous Scorpion, Gargantuan



Gargantuan Vermin


Hit Dice:
20d8+60 (150 hp)


Initiative:
+0


Speed:
50 ft. (10 squares)


Armor Class:
24 (-4 size, +18 natural), touch 6, flat-footed 24


Base Attack/Grapple:
+15/+37


Attack:
Claw +21 melee (2d6+10)


Full Attack:
2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison)


Space/Reach:
20 ft./15 ft.


Special Attacks:
Constrict 2d6+10, improved grab, poison


Special Qualities:
Darkvision 60 ft., tremorsense 60 ft., vermin traits


Saves:
Fort +15, Ref +6, Will +6


Abilities:
Str 31, Dex 10, Con 16, Int -, Wis 10, Cha 2


Skills:
Climb +14, Hide -8, Spot +4


Feats:
-


Environment:
Warm deserts


Organization:
Solitary


Challenge Rating:
10


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


Advancement:
21-39 HD (Gargantuan)



Level Adjustment:
-


Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.


Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.


Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
12
1 Con
Huge
18
1d6 Con

Small
12
1d2 Con
Gargantuan
23
1d8 Con

Medium
13
1d3 Con
Colossal
33
1d10 Con


Large
14
1d4 Con


Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.


armor_class:
26 (-8 size, -1 Dex, +25 natural), touch 1, flat-footed 26

full_attack:
2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison)

abilities:
Str 35, Dex 8, Con 16, Int -, Wis 10, Cha 2

stat_block:
Colossal monstrous scorpion; CR 12; Colossal vermin; HD 40d8+120; hp 300; Init -1; Spd 50 ft. (10 squares); AC 26 (-8 size, -1 dex, +25 natural), touch 1, flat-footed 26; Base Atk +30; Grp +58; Atk +34 melee (2d8+12, claw); Full Atk +34 melee (2d8+12, 2 claws) and +29 melee (2d8+6 plus poison, sting); Space/Reach 40 ft./30 ft.; SA Constrict 2d8+12, improved grab, poison; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +25, Ref +12, Will +13; Str 35, Dex 8, Con 16, Int -, Wis 10, Cha 2

Skills and Feats: Climb +16, Hide -12, Spot +4; -

full_text:
Monstrous Scorpion


Monstrous Scorpion, Colossal



Colossal Vermin

Hit Dice:

40d8+120 (300 hp)

Initiative:

-1

Speed:

50 ft. (10 squares)

Armor Class:

26 (-8 size, -1 Dex, +25 natural), touch 1, flat-footed 26

Base Attack/Grapple:

+30/+58

Attack:

Claw +34 melee (2d8+12)

Full Attack:

2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison)

Space/Reach:

40 ft./30 ft.

Special Attacks:

Constrict 2d8+12, improved grab, poison

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:

Fort +25, Ref +12, Will +13

Abilities:

Str 35, Dex 8, Con 16, Int -, Wis 10, Cha 2

Skills:

Climb +16, Hide -12, Spot +4

Feats:

-

Environment:

Warm deserts

Organization:

Solitary

Challenge Rating:

12

Treasure:

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

Advancement:

41-60 HD (Colossal)


Level Adjustment:

-

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.


Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.


Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
12
1 Con
Huge
18
1d6 Con

Small
12
1d2 Con
Gargantuan
23
1d8 Con

Medium
13
1d3 Con
Colossal
33
1d10 Con


Large
14
1d4 Con


Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.


armor_class:
15 (+2 size, +3 Dex), touch 15, flat-footed 12

abilities:
Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2

skills:
Climb +11, Hide +15*, Jump -4*, Spot +4*

stat_block:
Tiny monstrous spider; CR 1/4; Tiny vermin; HD 1/2 d8; hp 2; Init +3; Spd 20 ft. (4 squares), climb 10 ft.; AC 15 (+2 size, +3 dex), touch 15, flat-footed 12; Base Atk +0; Grp -12; Atk +5 melee (1d3-4 plus poison, bite); Full Atk +5 melee (1d3-4 plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +2, Ref +3, Will +0; Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +11, Hide +15*, Jump -4*, Spot +4*; Weapon Finesse

full_text:
Monstrous Spider

Monstrous Spider, Tiny




Tiny Vermin



Hit Dice:
1/2 d8 (2 hp)



Initiative:
+3



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



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



Base Attack/Grapple:
+0/-12



Attack:
Bite +5 melee (1d3-4 plus poison)



Full Attack:
Bite +5 melee (1d3-4 plus poison)



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



Special Attacks:
Poison, web



Special Qualities:
Darkvision 60 ft., tremorsense 60 ft., vermin traits



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



Abilities:
Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2



Skills:
Climb +11, Hide +15*, Jump -4*, Spot +4*



Feats:
Weapon Finesse B



Environment:
Temperate forests



Organization:
Colony (8-16)



Challenge Rating:
1/4



Treasure:
None



Advancement:
-




Level Adjustment:
-



All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1d2 Str
Huge
16
1d8 Str

Small
10
1d3 Str
Gargantuan
20
2d6 Str

Medium
12
1d4 Str
Colossal
28
2d8 Str


Large
13
1d6 Str


Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners 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 up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets 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; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Size
Escape Artist DC
Break DC
Hit Points


Tiny
10
14
2

Small
10
14
4

Medium
12
16
6

Large
13
17
12

Huge
16
20
14

Gargantuan
20
24
16


Colossal
28
32
18


Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.


Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.


abilities:
Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2

skills:
Climb +11, Hide +11*, Jump -2*, Spot +4*

stat_block:
Small monstrous spider; CR 1/2; Small vermin; HD 1d8; hp 4; Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+1 size, +3 dex), touch 14, flat-footed 11; Base Atk +0; Grp -6; Atk +4 melee (1d4-2 plus poison, bite); Full Atk +4 melee (1d4-2 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2

Skills and Feats: Climb +11, Hide +11*, Jump -2*, Spot +4*; Weapon Finesse

full_text:
Monstrous Spider


Monstrous Spider, Small




Small Vermin


Hit Dice:

1d8 (4 hp)


Initiative:

+3


Speed:

30 ft. (6 squares), climb 20 ft.


Armor Class:

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


Base Attack/Grapple:

+0/-6


Attack:

Bite +4 melee (1d4-2 plus poison)


Full Attack:

Bite +4 melee (1d4-2 plus poison)


Space/Reach:

5 ft./5 ft.


Special Attacks:

Poison, web


Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits


Saves:

Fort +2, Ref +3, Will +0


Abilities:

Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2


Skills:

Climb +11, Hide +11*, Jump -2*, Spot +4*


Feats:

Weapon Finesse B


Environment:

Temperate forests


Organization:

Colony (2-5) or swarm (6-11)


Challenge Rating:

1/2


Treasure:

None


Advancement:

-



Level Adjustment:

-


All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1d2 Str
Huge
16
1d8 Str

Small
10
1d3 Str
Gargantuan
20
2d6 Str

Medium
12
1d4 Str
Colossal
28
2d8 Str


Large
13
1d6 Str


Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners 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 up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets 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; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Size
Escape Artist DC
Break DC
Hit Points


Tiny
10
14
2

Small
10
14
4

Medium
12
16
6

Large
13
17
12

Huge
16
20
14

Gargantuan
20
24
16


Colossal
28
32
18


Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.


Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.


abilities:
Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2

stat_block:
Medium monstrous spider; CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus poison, bite); Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse

full_text:
Monstrous Spider



Monstrous Spider, Medium




Medium Vermin

Hit Dice:


2d8+2 (11 hp)

Initiative:


+3

Speed:


30 ft. (6 squares), climb 20 ft.

Armor Class:


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

Base Attack/Grapple:


+1/+1

Attack:


Bite +4 melee (1d6 plus poison)

Full Attack:


Bite +4 melee (1d6 plus poison)

Space/Reach:


5 ft./5 ft.

Special Attacks:


Poison, web

Special Qualities:


Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:


Fort +4, Ref +3, Will +0

Abilities:


Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2

Skills:


Climb +11, Hide +7*, Jump +0*, Spot +4*

Feats:


Weapon Finesse B

Environment:


Temperate forests

Organization:


Solitary or colony (2-5)

Challenge Rating:


1

Treasure:


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

Advancement:


3 HD (Medium)


Level Adjustment:


-

All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1d2 Str
Huge
16
1d8 Str

Small
10
1d3 Str
Gargantuan
20
2d6 Str

Medium
12
1d4 Str
Colossal
28
2d8 Str


Large
13
1d6 Str


Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners 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 up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets 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; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Size
Escape Artist DC
Break DC
Hit Points


Tiny
10
14
2

Small
10
14
4

Medium
12
16
6

Large
13
17
12

Huge
16
20
14

Gargantuan
20
24
16


Colossal
28
32
18


Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.


Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.


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

abilities:
Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2

stat_block:
Large monstrous spider; CR 2; Large vermin; HD 4d8+4; hp 22; Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (-1 size, +3 dex, +2 natural), touch 12, flat-footed 11; Base Atk +3; Grp +9; Atk +4 melee (1d8+3 plus poison, bite); Full Atk +4 melee (1d8+3 plus poison, bite); Space/Reach 10 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +11, Hide +3*, Jump +2*, Spot +4*; -

full_text:
Monstrous Spider

Monstrous Spider, Large



Large Vermin


Hit Dice:
4d8+4 (22 hp)


Initiative:
+3


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


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


Base Attack/Grapple:
+3/+9


Attack:
Bite +4 melee (1d8+3 plus poison)


Full Attack:
Bite +4 melee (1d8+3 plus poison)


Space/Reach:
10 ft./5 ft.


Special Attacks:
Poison, web


Special Qualities:
Darkvision 60 ft., tremorsense 60 ft., vermin traits


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


Abilities:
Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2


Skills:
Climb +11, Hide +3*, Jump +2*, Spot +4*


Feats:
-


Environment:
Temperate forests


Organization:
Solitary or colony (2-5)


Challenge Rating:
2


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


Advancement:
5-7 HD (Large)



Level Adjustment:
-


All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1d2 Str
Huge
16
1d8 Str

Small
10
1d3 Str
Gargantuan
20
2d6 Str

Medium
12
1d4 Str
Colossal
28
2d8 Str


Large
13
1d6 Str


Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners 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 up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets 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; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Size
Escape Artist DC
Break DC
Hit Points


Tiny
10
14
2

Small
10
14
4

Medium
12
16
6

Large
13
17
12

Huge
16
20
14

Gargantuan
20
24
16


Colossal
28
32
18


Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.


Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.


armor_class:
16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13

abilities:
Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2

stat_block:
Huge monstrous spider; CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch 11, flat-footed 13; Base Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus poison, bite); Space/Reach 15 ft./10 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2

Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -

full_text:
Monstrous Spider


Monstrous Spider, Huge



Huge Vermin

Hit Dice:

8d8+16 (52 hp)

Initiative:

+3

Speed:

30 ft. (6 squares), climb 20 ft.

Armor Class:

16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13

Base Attack/Grapple:

+6/+18

Attack:

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

Full Attack:

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

Space/Reach:

15 ft./10 ft.

Special Attacks:

Poison, web

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:

Fort +8, Ref +5, Will +2

Abilities:

Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2

Skills:

Climb +12, Hide -1*, Jump +4*, Spot +4*

Feats:

-

Environment:

Temperate forests

Organization:

Solitary or colony (2-5)

Challenge Rating:

5

Treasure:

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

Advancement:

9-15 HD (Huge)


Level Adjustment:

-

All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1d2 Str
Huge
16
1d8 Str

Small
10
1d3 Str
Gargantuan
20
2d6 Str

Medium
12
1d4 Str
Colossal
28
2d8 Str


Large
13
1d6 Str


Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners 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 up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets 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; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Size
Escape Artist DC
Break DC
Hit Points


Tiny
10
14
2

Small
10
14
4

Medium
12
16
6

Large
13
17
12

Huge
16
20
14

Gargantuan
20
24
16


Colossal
28
32
18


Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.


Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.


armor_class:
19 (-4 size, +3 Dex, +10 natural), touch 9, flat-footed 16

abilities:
Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2

stat_block:
Gargantuan monstrous spider; CR 8; Gargantuan vermin; HD 16d8+32; hp 104; Init +3; Spd 30 ft. (6 squares), climb 20 ft.; AC 19 (-4 size, +3 dex, +10 natural), touch 9, flat-footed 16; Base Atk +12; Grp +31; Atk +15 melee (2d8+10 plus poison, bite); Full Atk +15 melee (2d8+10 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +12, Ref +8, Will +5; Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2

Skills and Feats: Climb +14, Hide -5*, Jump +7*, Spot +4*; -

full_text:
Monstrous Spider

Monstrous Spider, Gargantuan



Gargantuan Vermin


Hit Dice:
16d8+32 (104 hp)


Initiative:
+3


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


Armor Class:
19 (-4 size, +3 Dex, +10 natural), touch 9, flat-footed 16


Base Attack/Grapple:
+12/+31


Attack:
Bite +15 melee (2d8+10 plus poison)


Full Attack:
Bite +15 melee (2d8+10 plus poison)


Space/Reach:
20 ft./15 ft.


Special Attacks:
Poison, web


Special Qualities:
Darkvision 60 ft., tremorsense 60 ft., vermin traits


Saves:
Fort +12, Ref +8, Will +5


Abilities:
Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2


Skills:
Climb +14, Hide -5*, Jump +7*, Spot +4*


Feats:
-


Environment:
Temperate forests


Organization:
Solitary


Challenge Rating:
8


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


Advancement:
17-31 HD (Gargantuan)



Level Adjustment:
-


All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1d2 Str
Huge
16
1d8 Str

Small
10
1d3 Str
Gargantuan
20
2d6 Str

Medium
12
1d4 Str
Colossal
28
2d8 Str


Large
13
1d6 Str


Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners 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 up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets 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; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Size
Escape Artist DC
Break DC
Hit Points


Tiny
10
14
2

Small
10
14
4

Medium
12
16
6

Large
13
17
12

Huge
16
20
14

Gargantuan
20
24
16


Colossal
28
32
18


Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.


Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.


armor_class:
22 (-8 size, +2 Dex, +18 natural), touch 4, flat-footed 20

abilities:
Str 31, Dex 15, Con 14, Int -, Wis 10, Cha 2

skills:
Climb +16, Hide -10*, Jump +10*, Spot +7*

stat_block:
Colossal monstrous spider; CR 11; Colossal vermin; HD 32d8+64; hp 208; Init +2; Spd 30 ft. (6 squares), climb 20 ft.; AC 22 (-8 size, +2 dex, +18 natural), touch 4, flat-footed 20; Base Atk +24; Grp +50; Atk +26 melee (4d6+15 plus poison, bite); Full Atk +26 melee (4d6+15 plus poison, bite); Space/Reach 40 ft./30 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +20, Ref +12, Will +10; Str 31, Dex 15, Con 14, Int -, Wis 10, Cha 2

Skills and Feats: Climb +16, Hide -10*, Jump +10*, Spot +7*; -

full_text:
Monstrous Spider


Monstrous Spider, Colossal



Colossal Vermin

Hit Dice:

32d8+64 (208 hp)

Initiative:

+2

Speed:

30 ft. (6 squares), climb 20 ft.

Armor Class:

22 (-8 size, +2 Dex, +18 natural), touch 4, flat-footed 20

Base Attack/Grapple:

+24/+50

Attack:

Bite +26 melee (4d6+15 plus poison)

Full Attack:

Bite +26 melee (4d6+15 plus poison)

Space/Reach:

40 ft./30 ft.

Special Attacks:

Poison, web

Special Qualities:

Darkvision 60 ft., tremorsense 60 ft., vermin traits

Saves:

Fort +20, Ref +12, Will +10

Abilities:

Str 31, Dex 15, Con 14, Int -, Wis 10, Cha 2

Skills:

Climb +16, Hide -10*, Jump +10*, Spot +7*

Feats:

-

Environment:

Temperate forests

Organization:

Solitary

Challenge Rating:

11

Treasure:

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

Advancement:

33-60 HD (Colossal)


Level Adjustment:

-

All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Size
Fort DC
Damage
Size
Fort DC
Damage


Tiny
10
1d2 Str
Huge
16
1d8 Str

Small
10
1d3 Str
Gargantuan
20
2d6 Str

Medium
12
1d4 Str
Colossal
28
2d8 Str


Large
13
1d6 Str


Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners 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 up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets 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; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Size
Escape Artist DC
Break DC
Hit Points


Tiny
10
14
2

Small
10
14
4

Medium
12
16
6

Large
13
17
12

Huge
16
20
14

Gargantuan
20
24
16


Colossal
28
32
18


Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.


Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.


feats:
Alertness, Combat Manifestation, Iron Will

organization:
Solitary, brood (2-4),or slaver brood (1d3+1 plus 7-12 skum)

stat_block:
Psionic aboleth; CR 7; Huge aberration (aquatic, psionic); 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 Psi-like abilities, 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 Manifestation, Iron Will

full_text:
Aboleth, Psionic

Aboleth, Psionic


Huge Aberration (Aquatic, Psionic)

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:
Psi-like abilities, 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 Manifestation, 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.
A psionic aboleth does not possess spell-like abilities or the enslave ability of the standard aboleth. Instead, it has psi-like abilities, including psionic dominate.
Psi-Like Abilities: At will-disable (30-ft. cone, 12 HD, DC 20*), false sensory input (five targets, DC 16*), mental disruption (20-ft. radius, DC 18*), mindlink (unwilling, nine targets, DC 14*); 3/day-ego whip (ML 7th, 2d4, DC 17*), id insinuation (ML 7th, three targets, DC 17*), psionic dominate (any target, 24 hours, DC 20*), thought shield (power resistance 21, 3 rounds*); 1/day-psionic modify memory (DC 17), remote viewing (DC 17), wall of ectoplasm (DC 17). Manifester level 13th. The save DCs are Charisma-based.
*Includes augmentation for the aboleth's manifester level.


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.


armor_class:
18 (+2 Dex, +5 natural, +1 size), touch 13, flat-footed 16

special_qualities:
One ability from Menu A, construct traits, darkvision 60 ft., low-light vision

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

stat_block:
1st-level astral construct; CR 1/2; Small construct; HD 1d10+10; hp 15; Init +2; Spd 30 ft. (6 squares); AC 18 (+2 dex, +5 natural, +1 size), touch 13, flat-footed 16; Base Atk +2; Grp -1; Atk +3 melee (1d4+3, slam); Full Atk +3 melee (1d4+3, slam); Space/Reach 5 ft./5 ft.; SA -; SQ One ability from Menu A, construct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref +2, Will +0; Str 15, Dex 15, Con -, Int -, Wis 11, Cha 10

Skills and Feats: -; -

full_text:
1ST-LEVEL ASTRAL CONSTRUCT

1st-Level Astral Construct

Small Construct


Hit Dice:
1d10+10 (15 hp)

Initiative:
+2

Speed:
30 ft. (6 squares)

Armor Class:
18 (+2 Dex, +5 natural, +1 size), touch 13, flat-footed 16

Base Attack/Grapple:
+2/-1

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

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
One ability from Menu A, construct traits, darkvision 60 ft., low-light vision

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

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

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary

Challenge Rating:
1/2

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-



special_qualities:
traits, darkvision 60 ft., low-light vision

abilities:
Str 17, Dex 15, Con -, Int -, Wis 11, Cha 10

stat_block:
2nd-level astral construct; CR 1; Medium construct; HD 2d10+20; hp 31; Init +2; Spd 40 ft. (8 squares); AC 18 (+2 dex, +6 natural), touch 12, flat-footed 16; Base Atk +3; Grp +4; Atk +4 melee (1d6+4, slam); Full Atk +4 melee (1d6+4, slam); Space/Reach 5 ft./5 ft.; SA -; SQ traits, darkvision 60 ft., low-light vision; AL N; SV Fort +0, Ref +2, Will +0; Str 17, Dex 15, Con -, Int -, Wis 11, Cha 10

Skills and Feats: -; -

full_text:
2ND-LEVEL ASTRAL CONSTRUCT

2nd-Level Astral Construct
Medium Construct

Hit Dice:
2d10+20 (31 hp)

Initiative:
+2

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+3/+4

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

Full Attack:
Slam +4 melee (1d6+4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

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

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

Abilities:
Str 17, Dex 15, Con -, Int -, Wis 11, Cha 10

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary

Challenge Rating:
1

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-



abilities:
Str 21, Dex 15, Con -, Int -, Wis 11, Cha 10

stat_block:
3rd-level astral construct; CR 2; Medium construct; HD 3d10+20; hp 36; Init +2; Spd 40 ft. (8 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base Atk +4; Grp +7; Atk +7 melee (1d6+7, slam); Full Atk +7 melee (1d6+7, slam); Space/Reach 5 ft./5 ft.; SA -; SQ One ability from Menu A, construct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +1, Ref +3, Will +1; Str 21, Dex 15, Con -, Int -, Wis 11, Cha 10

Skills and Feats: -; -

full_text:
3RD-LEVEL ASTRAL CONSTRUCT

3rd-Level Astral Construct
Medium Construct

Hit Dice:
3d10+20 (36 hp)

Initiative:
+2

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+4/+7

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

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
One ability from Menu A, construct traits, darkvision 60 ft., low-light vision

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

Abilities:
Str 21, Dex 15, Con -, Int -, Wis 11, Cha 10

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary

Challenge Rating:
2

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-



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

special_qualities:
One ability from Menu B, construct traits, darkvision 60 ft., low-light vision

abilities:
Str 25, Dex 15, Con -, Int -, Wis 11, Cha 10

stat_block:
4th-level astral construct; CR 3; Medium construct; HD 5d10+20; hp 47; Init +2; Spd 40 ft. (8 squares); AC 22 (+2 dex, +10 natural), touch 12, flat-footed 20; Base Atk +5; Grp +10; Atk +10 melee (1d6+10, slam); Full Atk +10 melee (1d6+10, slam); Space/Reach 5 ft./5 ft.; SA -; SQ One ability from Menu B, construct traits, darkvision 60 ft., low-light vision; AL N; SV Fort +1, Ref +3, Will +1; Str 25, Dex 15, Con -, Int -, Wis 11, Cha 10

Skills and Feats: -; -

full_text:
4TH-LEVEL ASTRAL CONSTRUCT

4th-Level Astral Construct
Medium Construct

Hit Dice:
5d10+20 (47 hp)

Initiative:
+2

Speed:
40 ft. (8 squares)

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

Base Attack/Grapple:
+5/+10

Attack:
Slam +10 melee (1d6+10)

Full Attack:
Slam +10 melee (1d6+10)

Space/Reach:
5 ft./5 ft.

Special Attacks:
-

Special Qualities:
One ability from Menu B, construct traits, darkvision 60 ft., low-light vision

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

Abilities:
Str 25, Dex 15, Con -, Int -, Wis 11, Cha 10

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary

Challenge Rating:
3

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-



armor_class:
33 (+25 natural, -2 size), touch 8, flat-footed 33

special_qualities:
Two abilities from Menu C, construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision

abilities:
Str 43, Dex 11, Con -, Int -, Wis 11, Cha 10

stat_block:
9th-level astral construct; CR 10; Huge construct; HD 19d10+40; hp 144; Init +0; Spd 50 ft. (10 squares); AC 33 (+25 natural, -2 size), touch 8, flat-footed 33; Base Atk +16; Grp +38; Atk +28 melee (2d6+16, slam); Full Atk +28 melee (2d6+16, 2 slams); Space/Reach 15 ft./15 ft.; SA -; SQ Two abilities from Menu C, construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision; AL N; SV Fort +6, Ref +6, Will +6; Str 43, Dex 11, Con -, Int -, Wis 11, Cha 10

Skills and Feats: -; -

full_text:
9TH-LEVEL ASTRAL CONSTRUCT

9th-Level Astral Construct
Huge Construct

Hit Dice:
19d10+40 (144 hp)

Initiative:
+0

Speed:
50 ft. (10 squares)

Armor Class:
33 (+25 natural, -2 size), touch 8, flat-footed 33

Base Attack/Grapple:
+16/+38

Attack:
Slam +28 melee (2d6+16)

Full Attack:
2 slams +28 melee (2d6+16)

Space/Reach:
15 ft./15 ft.

Special Attacks:
-

Special Qualities:
Two abilities from Menu C, construct traits, damage reduction 15/magic, darkvision 60 ft., low-light vision

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

Abilities:
Str 43, Dex 11, Con -, Int -, Wis 11, Cha 10

Skills:
-

Feats:
-

Environment:
Any

Organization:
Solitary

Challenge Rating:
10

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-



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

attack:
Quarterstaff -2 melee (1d4-2) or light crossbow +1 ranged (1d6/19-20)

full_attack:
Quarterstaff -2 melee (1d4-2) or light crossbow +1 ranged (1d6/19-20)

abilities:
Str 6, Dex 13, Con 14, Int 17, Wis 12, Cha 8

skills:
Concentration +6, Hide +7, Move Silently +5, Psicraft +7, Ride +5, Spot +3

organization:
Solitary, gang (1 plus 4-9 goblin warriors), band (2d10 plus 10-100 goblin warriors plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (2d4 plus 10-24 goblin warriors with worg mounts), or tribe (4d10 plus 40-400 goblin warriors 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 psion (telepath) blue; CR 1; Small humanoid (goblinoid, psionic); HD 1d4+1 plus 4; hp 10; Init +1; Spd 30 ft. (6 squares); AC 16 (+1 size, +1 dex, +4 inertial armor), touch 12, flat-footed 15; Base Atk +0; Grp -6; Atk -2 melee (1d4-2, quarterstaff) or +1 ranged (1d6/19-20, light crossbow); Full Atk -2 melee (1d4-2, quarterstaff) or +1 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Psionic powers; SQ Darkvision 60 ft.; AL NE; SV Fort +2, Ref +0, Will +3; Str 6, Dex 13, Con 14, Int 17, Wis 12, Cha 8

Skills and Feats: Concentration +6, Hide +7, Move Silently +5, Psicraft +7, Ride +5, Spot +3; Psionic Body, Psionic Dodge

full_text:
Blue

Blue, 1st-Level Psion (Telepath)

Small Humanoid (Goblinoid, Psionic)

Hit Dice:
1d4+1 plus 4 (10 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

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

Base Attack/Grapple:
+0/-6

Attack:
Quarterstaff -2 melee (1d4-2) or light crossbow +1 ranged (1d6/19-20)

Full Attack:
Quarterstaff -2 melee (1d4-2) or light crossbow +1 ranged (1d6/19-20)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Psionic powers

Special Qualities:
Darkvision 60 ft.

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

Abilities:
Str 6, Dex 13, Con 14, Int 17, Wis 12, Cha 8

Skills:
Concentration +6, Hide +7, Move Silently +5, Psicraft +7, Ride +5, Spot +3

Feats:
Psionic Body, Psionic Dodge B

Environment:
Temperate plains

Organization:
Solitary, gang (1 plus 4-9 goblin warriors), band (2d10 plus 10-100 goblin warriors plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (2d4 plus 10-24 goblin warriors with worg mounts), or tribe (4d10 plus 40-400 goblin warriors 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

Treasure:
Standard

Alignment:
Usually neutral evil

Advancement:
By character class (usually psion)


Level Adjustment:
+1

Blues are a subrace of goblins with an innate knack for psionics. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black.
Blues speak Goblin and Common.
Most blues encountered outside their homes are psions; the information in the statistics block is for a psion of 1st level.
Combat
Blues support goblin warriors in combat and are often called upon to lead a gang of goblins (from the rear) into battle.
Psionic Powers: The blue described here is a 1st-level psion.
Typical Psion Powers Known (power points 3*; save DC 13 + power level): 1st-inertial armor,  mind thrust (DC 14), psionic charm (DC 14). Manifester level 1st. The save DCs are Intelligence-based.
Manifester level 1st. The save DCs are Intelligence-based.
*The blue shown here has already manifested inertial armor; its reserve is normally 4 power points.


Skills: Blues have a +4 racial bonus on Move Silently checks and Ride checks.
The blue psion presented here had the following ability scores before racial adjustments: Str 8, Dex 11, Con 12, Int 13, Wis 10, Cha 9.




Blues as Characters
Blues tend to be psions, although blues raised in communities where their kind are rare may choose the path of the wilder.
Blue characters possess the following racial traits.

 -2 Strength, +2 Intelligence, -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 of those of Medium characters.

 Blue base land speed is 30 feet.

 Darkvision out to 60 feet.

 Naturally Psionic: Blues gain 1 bonus power point at 1st level.

 Racial Skills: A blue character has a +4 racial bonus on Move Silently checks and Ride checks.

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

 Favored Class: Psion.

 Level Adjustment: +1.


special_qualities:
Low-light vision, power conversion, scent

abilities:
Str 2, Dex 14, Con 7, Int 2, Wis 14, Cha 11

skills:
Hide +15, Move Silently +7, Listen +6, Spot +2

special_abilities:
Cascade Flu (Ex), Hide Mind (Su), Power Conversion (Su)

stat_block:
Brain mole; CR 1/2; Tiny magical beast (psionic); HD 1d10-2; hp 3; Init +2; Spd 15 ft. (3 squares), burrow 15 ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12; Base Atk +1; Grp -11; Atk +5 melee (1d3-4, bite); Full Atk +5 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA Cascade flu, psi-like abilities; SQ Low-light vision, power conversion, scent; AL N; SV Fort +0, Ref +4, Will +2; Str 2, Dex 14, Con 7, Int 2, Wis 14, Cha 11

Skills and Feats: Hide +15, Move Silently +7, Listen +6, Spot +2; Alertness, Weapon Finesse

full_text:
Brain Mole

Brain Mole

Tiny Magical Beast (Psionic)


Hit Dice:
1d10-2 (3 hp)

Initiative:
+2

Speed:
15 ft. (3 squares), burrow 15 ft.

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

Base Attack/Grapple:
+1/-11

Attack:
Bite +5 melee (1d3-4)

Full Attack:
Bite +5 melee (1d3-4)

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

Special Attacks:
Cascade flu, psi-like abilities

Special Qualities:
Low-light vision, power conversion, scent

Saves:
Fort +0, Ref +4, Will +2

Abilities:
Str 2, Dex 14, Con 7, Int 2, Wis 14, Cha 11

Skills:
Hide +15, Move Silently +7, Listen +6, Spot +2

Feats:
Alertness, Weapon Finesse B

Environment:
Temperate forest

Organization:
Nest (3-8)

Challenge Rating:
1/2

Treasure:
None

Alignment:
Always neutral

Advancement:
-


Level Adjustment:
-

Brain moles are burrowing animals that use psionic powers to overcome large psionic prey. Small, furry, and nearly blind, brain moles are almost indistinguishable from their common animal cousins.
Brain moles eat small insects when they can't get psionic energy.
Combat
Brain moles hunger for psionic energy. They hide in loose dirt and detritus on forest floors, watching for the approach of psionic creatures with their detect psionics power. When a suitable target comes in range, the brain moles then attack with their power leech ability. The moles remain hidden as long as possible. If threatened, they use aversion and mind thrust to discourage attackers, using their bite only as a last resort.
Cascade Flu (Ex): Disease-bite; Fortitude DC 9, incubation period one day, damage psionic cascade (every time an afflicted character manifests a power, she must make a DC 16 Concentration check; on a failed check, a psionic cascade is triggered [see Psionic Maladies]). The save DC is Constitution-based.


Psi-Like Abilities: At will-detect psionics,  power leech (ML 5th, DC 14); 3/day-aversion (DC 12),  mind thrust (DC 11). Manifester level 1st. The save DCs are Charisma-based.


Hide Mind (Su): A brain mole cannot be identified as psionic by divination spells or clairsentience powers.


Power Conversion (Su): When a brain mole drains a power point by means of its power leech power, it immediately heals 1 hit point. If it is already at full normal hit points, it instead gains psionic sustenance sufficient to supply its need for nourishment for 24 hours.


Skills: Brain moles have a +4 racial bonus on Hide and Move Silently checks and a -2 racial penalty on Spot checks.


armor_class:
14 (-1 size, +3 Dex, +2 deflection), touch 14, flat-footed 11

special_qualities:
Incorporeal traits, undead traits, unnatural aura, vulnerability to sunlight

skills:
Hide +9, Intimidate +12, Knowledge (psionics) +12, Listen +14, Psicraft +12, Search +12, Sense Motive +12, Spot +14

feats:
Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Finesse

special_abilities:
Steal Essence (Su), Unnatural Aura (Su), Vulnerability to Sunlight (Ex)

stat_block:
Caller in darkness; CR 9; Large undead (incorporeal, psionic); HD 11d12; hp 71; Init +7; Spd 30 ft. (6 squares), fly 60 ft. (good); AC 14 (-1 size, +3 dex, +2 deflection), touch 14, flat-footed 11; Base Atk +5; Grp -; Atk +7 melee (2d6, incorporeal touch); Full Atk +7 melee (2d6, 4 incorporeal touches); Space/Reach 10 ft./10 ft.; SA Psi-like abilities, steal essence; SQ Incorporeal traits, undead traits, unnatural aura, vulnerability to sunlight; AL CE; SV Fort +3, Ref +6, Will +9; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

Skills and Feats: Hide +9, Intimidate +12, Knowledge (psionics) +12, Listen +14, Psicraft +12, Search +12, Sense Motive +12, Spot +14; Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Finesse

full_text:
Caller in Darkness

Caller in Darkness

Large Undead (Incorporeal, Psionic)


Hit Dice:
11d12 (71 hp)

Initiative:
+7

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

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

Base Attack/Grapple:
+5/-

Attack:
Incorporeal touch +7 melee (2d6)

Full Attack:
4 incorporeal touches +7 melee (2d6)

Space/Reach:
10 ft./10 ft.

Special Attacks:
Psi-like abilities, steal essence

Special Qualities:
Incorporeal traits, undead traits, unnatural aura, vulnerability to sunlight

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

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

Skills:
Hide +9, Intimidate +12, Knowledge (psionics) +12, Listen +14, Psicraft +12, Search +12, Sense Motive +12, Spot +14

Feats:
Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Finesse

Environment:
Underground

Organization:
Solitary

Challenge Rating:
9

Treasure:
None

Alignment:
Always chaotic evil

Advancement:
12-22 HD (Large); 23-33 HD (Huge)


Level Adjustment:
-

A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. It seeks to draw others into its fearwracked, hellish existence.
Callers in darkness rarely speak, but when they do, they speak Common.
Combat
Psi-Like Abilities: At will-clairvoyant sense,  concussion blast (two targets, 3d6*),  detect psionics,  ego whip (2d4, DC 16*), mind thrust (7d10, DC 16*); 3/day-death urge (DC 16), psychic crush (DC 13**), psionic suggestion (three targets, DC 14*); 1/day-co-opt concentration (DC 18). Manifester level 7th. The save DCs are Charisma-based.
*Includes augmentation for the caller's manifester level.
**Includes the inherent +4 save adjustment described in the power.


Steal Essence (Su): Any living, intelligent creature slain by a caller in darkness's touch attack is mentally absorbed into the monster's consciousness. (The physical body of the victim remains intact). Stealing a victim's essence is a free action; it grants the caller 12 temporary hit points, and a permanent new screaming face appears within its cloud.
A caller in darkness can also steal the essence of living, intelligent creatures within 30 feet that are paralyzed or sleeping, or that are helpless due to having a mental ability score reduced to 0 (often by the caller's ego whip attack). Doing so is a standard action that provokes attacks of opportunity. The victim dies, and the caller gains 12 temporary hit points.


Incorporeal Traits: A caller in darkness is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. The creature always moves silently and cannot be heard with Listen checks if it doesn't wish to be.


Undead Traits: A caller in darkness is immune to mind-affecting effects, poison, sleep,  paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet.


Unnatural Aura (Su): Animals can sense the unnatural presence of a caller in darkness. Any animal within 30 feet must make a DC 17 Will save or become panicked until it is no longer within 30 feet of the caller in darkness. A panicked creature that is cornered begins cowering. The save DC is Charisma-based.


Vulnerability to Sunlight (Ex): Callers in darkness are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A caller caught in sunlight cannot attack and can take only a single move action or standard action each turn, but  not both (nor can it take full-round actions).


armor_class:
25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24

full_attack:
Bite +14 melee (1d8+6) and 2 claws +9 melee (1d6+3)

special_attacks:
Psi-like abilities, spell-like abilities, summon demon

special_qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, outsider traits, psionic traits, acid resistance 10, cold resistance 10, fire resistance 10, power resistance 20, telepathy 100 ft.

abilities:
Str 22, Dex 13, Con 25, Int 15, Wis 18, Cha 21

skills:
Concentration +17, Hide +7, Jump +16, Knowledge (arcana) +12, Knowledge (psionics) +12, Knowledge (the planes) +12, Listen +22, Move Silently +11, Psicraft +12, Search +12, Sense Motive +14, Spot +22

feats:
Power Attack, Psionic Meditation, Psionic Fist, Unavoidable Strike

stat_block:
Cerebrilith; CR 10; Large outsider (chaotic, evil, extraplanar, psionic); HD 9d8+63; hp 103; Init +1; Spd 30 ft. (6 squares); AC 25 (-1 size, +1 dex, +15 natural), touch 10, flat-footed 24; Base Atk +9; Grp +19; Atk +14 melee (1d8+6, bite); Full Atk +14 melee (1d8+6, bite) and +9 melee (1d6+3, 2 claws); Space/Reach 10 ft./10 ft.; SA Psi-like abilities, spell-like abilities, summon demon; SQ Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, outsider traits, psionic traits, acid resistance 10, cold resistance 10, fire resistance 10, power resistance 20, telepathy 100 ft.; AL CE; SV Fort +13, Ref +7, Will +10; Str 22, Dex 13, Con 25, Int 15, Wis 18, Cha 21

Skills and Feats: Concentration +17, Hide +7, Jump +16, Knowledge (arcana) +12, Knowledge (psionics) +12, Knowledge (the planes) +12, Listen +22, Move Silently +11, Psicraft +12, Search +12, Sense Motive +14, Spot +22; Power Attack, Psionic Fist, Psionic Meditation, Unavoidable Strike, Wild Talent

full_text:
Cerebrilith

Cerebrilith
Large Outsider (Chaotic, Evil, Extraplanar, Psionic)

Hit Dice:
9d8+63 (103 hp)

Initiative:
+1

Speed:
30 ft. (6 squares)

Armor Class:
25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24

Base Attack/Grapple:
+9/+19

Attack:
Bite +14 melee (1d8+6)

Full Attack:
Bite +14 melee (1d8+6) and 2 claws +9 melee (1d6+3)

Space/Reach:
10 ft./10 ft.

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

Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, outsider traits, psionic traits, acid resistance 10, cold resistance 10, fire resistance 10, power resistance 20, telepathy 100 ft.

Saves:
Fort +13, Ref +7, Will +10

Abilities:
Str 22, Dex 13, Con 25, Int 15, Wis 18, Cha 21

Skills:
Concentration +17, Hide +7, Jump +16, Knowledge (arcana) +12, Knowledge (psionics) +12, Knowledge (the planes) +12, Listen +22, Move Silently +11, Psicraft +12, Search +12, Sense Motive +14, Spot +22

Feats:
Power Attack, Psionic Meditation, Psionic Fist, Unavoidable Strike, Wild Talent B

Environment:
Chaotic evil planes

Organization:
Solitary or gang (2-4)

Challenge Rating:
10

Treasure:
Standard

Alignment:
Always chaotic evil

Advancement:
10-18 HD (Large); 19-27 HD (Huge)


Level Adjustment:
+9

Combat
Cerebriliths favor telepathic attacks, usually beginning a battle by launching a furious barrage of ego whip and id insinuation attacks. In melee, cerebriliths often use their Concentration skill to gain psionic focus, so that they can use Psionic Fist or Unavoidable Strike (the latter in conjunction with Power Attack).
A cerebrilith's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Psi-Like Abilities: At will-brain lock (any nonmindless, DC 17*), detect psionics,  ego whip (2d4, DC 19*),  id insinuation (four targets, DC 20*),  mind trap (5 rounds*); 3/day-psionic dominate (24 hours, DC 20*), ectoplasmic form, mind probe (DC 20); 1/day-mind thrust (9d10, DC 20*). Manifester level 9th. The save DCs are Charisma-based.
*Includes augmentation for the cerebrilith's manifester level.


Spell-Like Abilities: At will-deeper darkness,  desecrate,  detect good,  dispel good (DC 20),  greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 18),  unholy blight (DC 19). Caster level 9th. The save DCs are Charisma-based.


Summon Demon (Sp): Once per day a cerebrilith can attempt to summon 4d6 dretches or another cerebrilith with a 35% chance of success. This ability is equivalent to a 4th-level spell.


Outsider Traits: A cerebrilith cannot be raised,  reincarnated or resurrected (though a limited wish,  wish, miracle, or true resurrection spell can restore life). It has darkvision out to 60 feet.


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


special_attacks:
Constrict 2d8+6, improved grab, poison, psi-like abilities, spells

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

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

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

full_text:
Couatl, Psionic

Couatl, Psionic

Large Outsider (Native, Psionic)


Hit Dice:
9d8+18 (58 hp)

Initiative:
+7

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

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

Base Attack/Grapple:
+9/+17

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

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

Space/Reach:
10 ft./5 ft.

Special Attacks:
Constrict 2d8+6, improved grab, poison, psi-like abilities, spells

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

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

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

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

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

Environment:
Warm forests

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

Challenge Rating:
10

Treasure:
Standard

Alignment:
Always lawful good

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


Level Adjustment:
+7

A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds.
Couatls speak Celestial, Common, and Draconic, and also have the power of telepathy (see below).
Combat
A couatl uses its detect thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a couatl usually casts spells from a distance before closing. If more than one couatl is involved, they discuss their strategy before a battle.
The psionic couatl does not possess the psionic spell-like abilities of the standard couatl. Instead, it has psi-like abilities.
Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check.


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


Psi-Like Abilities: At will-aura sight, cloud mind (DC 15), detect psionics, read thoughts (DC 15); 3/day-mental barrier (2 rounds*), metamorphosis, psionic plane shift, thought shield (power resistance 19*). Manifester level 9th. The save DCs are Charisma-based.
*Includes augmentation for the psionic couatl's manifester level.


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


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


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


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


armor_class:
21 (+1 size, +2 Dex, +8 natural), touch 13, flat-footed 19

special_qualities:
Damage reduction 5/bludgeoning, elemental traits, immunity to fire and cold, electricity resistance 15

abilities:
Str 15, Dex 14, Con 12, Int 6, Wis 10, Cha 14

skills:
Appraise +9, Climb +5, Jump +5, Listen +2, Spot +10

feats:
Alertness, Great Fortitude, Lightning Reflexes

stat_block:
Crysmal; CR 3; Small elemental (earth, psionic); HD 6d8+6; hp 33; Init +2; Spd 30 ft. (6 squares), burrow 20 ft.; AC 21 (+1 size, +2 dex, +8 natural), touch 13, flat-footed 19; Base Atk +4; Grp +2; Atk +7 melee (1d3+3, sting); Full Atk +7 melee (1d3+3, sting); Space/Reach 5 ft./5 ft.; SA Psi-like abilities; SQ Damage reduction 5/bludgeoning, elemental traits, immunity to fire and cold, electricity resistance 15; AL LN; SV Fort +8, Ref +6, Will +2; Str 15, Dex 14, Con 12, Int 6, Wis 10, Cha 14

Skills and Feats: Appraise +9, Climb +5, Jump +5, Listen +2, Spot +10; Alertness, Great Fortitude, Lightning Reflexes

full_text:
Crysmal

Crysmal
Small Elemental (Earth, Psionic)

Hit Dice:
6d8+6 (33 hp)

Initiative:
+2

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

Armor Class:
21 (+1 size, +2 Dex, +8 natural), touch 13, flat-footed 19

Base Attack/Grapple:
+4/+2

Attack:
Sting +7 melee (1d3+3)

Full Attack:
Sting +7 melee (1d3+3)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Psi-like abilities

Special Qualities:
Damage reduction 5/bludgeoning, elemental traits, immunity to fire and cold, electricity resistance 15

Saves:
Fort +8, Ref +6, Will +2

Abilities:
Str 15, Dex 14, Con 12, Int 6, Wis 10, Cha 14

Skills:
Appraise +9, Climb +5, Jump +5, Listen +2, Spot +10

Feats:
Alertness, Great Fortitude, Lightning Reflexes

Environment:
Underground

Organization:
Solitary or facet (2-5)

Challenge Rating:
3

Treasure:
Double goods (gems only)

Alignment:
Any lawful

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


Level Adjustment:
-

A conglomerate of stone and crystal, a crysmal above all else seeks to perpetuate its kind.
Crysmals transform mundane minerals into juvenile crysmals. Gems are the perfect substance for this reproductive cycle: To make a single juvenile, a crysmal generally needs eight to ten gems, each of 25 gp value or more.
Crysmals understand Terran but do not speak.
Combat
Psi-Like Abilities: At will-control object,  control sound,  detect psionics,  empty mind,  mind thrust (2d10, DC 13*); 3/day-psionic dimension door. Manifester level 2nd. The save DCs are Charisma-based.
*Includes augmentation for the crysmal's manifester level.


Skills: Crysmals have a +8 racial bonus on Appraise checks and Spot checks.


armor_class:
18 (+1 size, +3 natural armor, +3 studded leather, +1 light shield), touch 11, flat-footed 18

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

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

special_qualities:
Darkvision 60 ft., fire resistance 5, scent

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

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

stat_block:
1st-level warrior dromite; CR 1/2; Small monstrous humanoid (psionic); HD 1d8+1; hp 5; Init +0; Spd 20 ft. (4 squares); AC 18 (+1 size, +3 natural armor, +3 studded leather, +1 light shield), touch 11, flat-footed 18; Base Atk +1; Grp -3; Atk +3 melee (1d6/19-20, longsword) or +2 ranged (1d6/19-20, light crossbow); Full Atk +3 melee (1d6/19-20, longsword) or +2 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Psi-like abilities; SQ Darkvision 60 ft., fire resistance 5, scent; AL N; SV Fort +3, Ref +0, Will -2; Str 11, Dex 11, Con 12, Int 10, Wis 7, Cha 10

Skills and Feats: Climb +2, Spot +4; Blind-Fight, Weapon Focus (longsword)

full_text:
Dromite

Dromite, 1st-Level Warrior


Small Monstrous Humanoid (Psionic)

Hit Dice:
1d8+1 (5 hp)

Initiative:
+0

Speed:
20 ft. (4 squares)

Armor Class:
18 (+1 size, +3 natural armor, +3 studded leather, +1 light shield), touch 11, flat-footed 18

Base Attack/Grapple:
+1/-3

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

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

Space/Reach:
5 ft./5 ft.

Special Attacks:
Psi-like abilities

Special Qualities:
Darkvision 60 ft., fire resistance 5, scent

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

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

Skills:
Climb +2, Spot +4

Feats:
Weapon Focus (longsword), Blind-Fight B

Environment:
Underground

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

Challenge Rating:
1/2

Treasure:
Standard

Alignment:
Usually neutral

Advancement:
By character class


Level Adjustment:
+1

Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness.
Dromites speak Common.
Most dromites encountered outside their homes are warriors; the information in the statistics block is for a warrior of 1st level.
Combat
Psi-Like Abilities: 1/day: energy ray (fire, 1d6+1). Manifester level 1st. The save DC is Charisma-based. (Other dromites may manifest electricity, cold, or sonic energy rays instead; the energy ray always matches the type of energy the dromite is resistant to.)
The dromite warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.




Dromites as Characters
Dromite characters possess the following racial traits.

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

 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 of those of Medium characters.

 Dromite base land speed is 20 feet.

 +3 natural armor bonus.

 Naturally Psionic: Dromites gain 1 bonus power point at 1st level.

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

 Special Qualities (see above): Resistance to fire 5 (other dromites may have resistance to cold, electricity, or sonics instead of fire), scent.

 Racial Skills: Dromites have a +2 racial bonus on Spot checks due to their compound eyes.

 Racial Feats: Dromites gain Blind-fight as a bonus feat.

 Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.

 Favored Class: Wilder.

 Level Adjustment: +1.


