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MONSTERS (B)
Barghest
Barghest Greater Barghest
Medium-Size Outsider (Evil, Lawful) Large Outsider (Evil, Lawful)
Hit Dice: 6d8+6 (33 hp) 9d8+18 (58 hp)
Initiative:+6 (+2 Dex, +4 Improved Initiative) +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. or 60 ft. 30 ft. or 60 ft.
AC: 18 (+2 Dex, +6 natural) 20 (-1 size, +2 Dex, +9 natural)
Attacks: Bite +9 melee, 2 claws +4 melee Bite +12 melee, 2 claws +7 melee
Damage: Bite 1d6+3, claw 1d4+1 Bite 1d8+4, claw 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft. (goblin form)
5 ft. by 10 ft./5 ft. (wolf form)
Special Attacks: Spell-like abilities, feed Spell-like abilities, feed
Special Qualities: Damage reduction 15/+1, scent, Damage reduction 15/+1, scent,
alternate form alternate form
Saves: Fort +6, Ref +7, Will +7 Fort +8, Ref +8, Will +10
Abilities: Str 17, Dex 15, Con 13, Str 19, Dex 15, Con 15,
Int 14, Wis 14, Cha 14 Int 18, Wis 18, Cha 18
Skills: Bluff +11, Hide +11*, Intimidate +11, Bluff +16, Concentration +14, Hide
Jump +12, Listen +11, Move Silently +10, +10*, Intimidate +18, Jump +16,
Spot +11 Listen +16, Move Silently +14, Sense Motive +16, Spot +16
Feats: Combat Reflexes, Improved Initiative Combat Casting, Combat Reflexes,
Improved Initiative
Climate/Terrain: Any land and underground Any land and underground
Organization: Solitary or pack (3-6) Solitary or pack (3-6)
Challenge Rating: 4 5
Treasure: Double standard Double standard
Alignment: Always lawful evil Always lawful evil
Advancement: 7-8 HD (Medium-size) 10-14 HD (Large); 15-18 HD (Huge)
Barghests speak Goblin, Worg, and Infernal.
Combat
Barghests can claw and bite, no matter what their form, and usually disdain weapons. Though they love killing, they have little stomach for direct combat and attack from ambush whenever possible. Once battle is joined, barghests hide and use project image to conceal their true numbers and locations, with emotion and charm person to keep opponents off balance. They try to pit as many of themselves against as few of the enemy as possible, and use their high speed to stay way from the enemy’s main strength.
Spell-Like Abilities: At will-levitate, misdirection, and project image; 1/day-charm monster, charm person, dimension door, and emotion. These abilities are as the spells cast by a sorcerer whose level equals the barghest’s HD (save DC 12 + spell level).
Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. For every 8 HD or levels a barghest consumes, it gains 1 Hit Die. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.
Alternate Form (Su): A barghest can assume the form of a goblin or a large wolf as a standard action. This ability is similar to the polymorph self spell, except that it allows only goblin and_wolf forms.
*While in wolf form, a barghest gains the higher of the two listed speeds and a +4 circumstance bonus to Hide checks.
Pass Without Trace (Ex): A barghest in wolf form can pass without trace (as the spell) as a free action.
Greater Barghest
Combat
Occasionally, a greater barghest uses a magic two-handed weapon in combat, giving it multiple attacks (attack bonus +13/+8). It can also make one bite attack (attack bonus +8) each round. The save DC against a greater barghest’s spell-like abilities is 14 + spell level.
Basilisk
Medium-Size Magical Beast (Reptilian)
Hit Dice: 6d10+12 (45 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 16 (-1 Dex, +7 natural)
Attacks: Bite +8 melee
Damage: Bite 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Petrifying gaze
Saves: Fort +9, Ref +4, Will +3
Abilities: Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha_10
Skills: Hide +1*, Listen +7, Spot +7
Feats: Alertness, Great Fortitude
Climate/Terrain: Any land and underground
Organization: Solitary or colony (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-10 HD (Medium-size); 11-18 HD (Large)
Combat
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude negates DC 13.
Skills: *The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus to Hide checks in natural settings.
Behir
Huge Magical Beast (Electricity)
Hit Dice: 9d10+45 (94 hp)
Initiative: +1 (Dex)
Speed: 40 ft., climb 15 ft.
AC: 16 (-2 size, +1 Dex, +7 natural)
Attacks: Bite +15 melee, 6 claws +10 melee
Damage: Bite 2d4+8, claw 1d4+4
Face/Reach: 10 ft. by 30 ft./10 ft.
Special Attacks: Breath weapon, improved grab, swallow whole, constrict 2d8+8
Special Qualities: Electricity immunity, scent, can’t be tripped
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12
Skills: Climb +18, Hide +5, Spot +7
Feats: Cleave, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard
Alignment: Often neutral
Advancement: 10-13 HD (Huge); 14-27 HD (Gargantuan)
Behirs speak Common.
Combat
A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. If beset by a large number of foes, it uses its breath weapon.
Breath Weapon (Su): Line of lightning 5 feet wide, 5 feet high, and 20 feet long, once a minute; damage 7d6, Reflex half DC 19.
Improved Grab (Ex): To use this ability, the behir must hit with its bite attack. If it gets a hold, it can attempt to swallow or constrict the opponent.
Swallow Whole (Ex): A behir can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.
The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out.
The behir’s gizzard can hold two Medium-size, eight Small, or thirty-two Tiny or smaller opponents.
Constrict (Ex): When a behir grabs a foe with its bite, it can coil its body around the foe. A behir deals 2d8+8 damage with a successful grapple check against Gargantuan or smaller creatures.
Belker
Large Elemental (Air)
Hit Dice: 7d8+7 (38 hp)
Initiative: +5 (Dex)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 22 (-1 size, +5 Dex, +8 natural)
Attacks: 2 wings +9 melee, bite +4 melee, 2 claws +4 melee
Damage: Wing 1d6+2, bite 1d4+1, claw 1d3+1
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Smoke claws
Special Qualities: Elemental, Smoke form
Saves: Fort +3, Ref +10, Will +2
Abilities: Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11
Skills: Listen +9, Move Silently +9, Spot +9
Feats: Multiattack, Weapon Finesse (wing)
Climate/Terrain: Any land and underground
Organization: Solitary or clutch (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Usually _neutral evil
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Combat
Elemental:
Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
In most cases, a belker fights with its nasty claws and painful bite.
Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium-size or smaller opponent without provoking an attack of opportunity. The target must succeed at a Fortitude save (DC 14) or inhale part of the creature. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. The affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.
Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume a smoke form. It can switch forms once a round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect maneuverability). The ability is otherwise similar to a gaseous form spell cast by a 7th-level sorcerer.
Blink Dog
Medium-Size Magical Beast
Hit Dice: 4d10 (22 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 16 (+3 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Blink, dimension door, scent
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: Hide +8, Listen +8, Sense Motive +5, Spot +8
Feats: Iron Will
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful good
Advancement: 5-7 HD (Medium-size); 8-12 HD (Large)
They speak their own language.
Combat
Blink dogs hunt in packs, teleporting in a seemingly random fashion until they surround their prey, allowing some of them to make flank attacks.
Blink (Su): A blink dog can blink as the spell cast by an 8th-level sorcerer, and can evoke or end the effect as a free action.
Dimension Door (Su): A blink dog can teleport as dimension door cast by an 8th-level sorcerer, once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.
Bodak
Medium-Size Undead
Hit Dice: 9d12 (58 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Slam +6 melee
Damage: Slam 1d8+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Death gaze
Special Qualities: Damage reduction 15/silver, fire and acid resistance 20,
electricity immunity, sunlight vulnerability, flashbacks
Saves: Fort +3, Ref +5, Will_+7
Abilities: Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12
Skills: Listen +11, Move Silently +14, Spot +13
Feats: Dodge, Improved Initiative, Weapon Focus (slam)
Climate/Terrain: Any land and _underground
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 10-13 HD (Medium-size); 14-27 HD (Large)
Combat
Bodaks love to approach their opponents at a leisurely pace, letting their gaze do its work before closing.
Death Gaze (Su): Death, range 30 feet, Fortitude negates DC 15. Humanoids who die from this attack are transformed into bodaks in one day.
Sunlight Vulnerability (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.
Flashbacks (Ex): From time to time, a bodak sees something that reminds it of its almost-forgotten life. At the start of every encounter, there is a 5% chance that it notices something about an opponent (randomly determined, if more than one opponent is present) that causes it to recall its life. If this happens, the bodak takes no action for 1 round and thereafter suffers a -2 morale penalty to all attacks directed at that opponent.
Bugbear
Medium-Size Humanoid (Goblinoid)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 17 (+1 Dex, +3 natural, +2 leather, +1 small shield)
Attacks: Morningstar +4 melee; or javelin +3 ranged
Damage: Morningstar 1d8+2; or javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3
Feats: Alertness
Climate/Terrain: Any underground
Organization: Solitary, gang (2-4), or band (11-20 plus 150% noncombatants plus
2 2nd-level sergeants and 1 leader of 2nd-5th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Bugbears speak Goblin and Common.
Combat
Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group who, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant.
Skills: Bugbears receive a +4 racial bonus to Move Silently checks.
Bugbear Characters
A bugbear’s favored class is rogue. Most bugbear leaders are fighters or fighter/rogues. Bugbear clerics (favored weapon: morningstar) can choose any two of the following domains: Chaos, Evil, Trickery, and War.
Bulette
Huge Beast
Hit Dice: 9d10+45 (94 hp)
Initiative: +2 (Dex)
Speed: 40 ft., burrow 10 ft.
AC: 22 (-2 size, +2 Dex, +12 natural)
Attacks: Bite +12 melee, 2 claws +7 melee
Damage: Bite 2d8+8, claw 2d6+4
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Leap
Special Qualities: Scent, tremorsense
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Skills: Jump +12, Listen +6
Climate/Terrain: Temperate land and
underground
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan)
Combat
A bulette attacks anything it regards as edible, choosing the easiest or closest prey first. The only creatures it refuses to eat are elves, and it dislikes dwarves. When burrowing underground, the landshark relies on vibrations to detect prey. When it senses something edible (that is, senses movement), it breaks to the surface, crest first, and begins its attack.
Leap (Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, but it cannot bite. The attack bonus is +12.
Tremorsense (Ex): Bulettes can automatically sense the location of anything within 60 feet that is in contact with the ground.