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MONSTERS (C)

 

Celestial

Lantern Archon                                                Hound Archon                         

Small Outsider (Good, Lawful)             Medium-Size Outsider (Good, Lawful)

Hit Dice: 1d8 (4 hp)                                          6d8+6 (33 hp)                                     

Initiative: +4 (Improved Initiative)                      +4 (Improved Initiative)                                   

Speed:  Fly 60 ft. (perfect)                                40 ft. or 60 ft.*

AC: 15 (+1 size, +4 natural)                             19 (+9 natural)

Attacks: 2 light rays +2 ranged touch                 Bite +8 melee, 2 slams +3 melee; or                                                                                          greatsword +8/+3 melee,

                                                bite +3 melee               

Damage: Light ray 1d6                          Bite 1d8+2, slam 1d4+1;                                                                                                          greatsword 2d6+2, bite 1d8+1

Face/Reach: 5 ft. by 5 ft./5 ft.                            5 ft. by 5 ft./5 ft.

Special Attacks: Spell-like abilities                    Spell-like abilities         

Special Qualities: Damage reduction 20/+1,       Damage reduction 10/+1, SR 16,

celestial qualities                                               celestial qualities, scent,                                                                                                 alternate form                                      

Saves: Fort +2, Ref +2, Will +2                       Fort +6, Ref +5, Will +6                                  

Abilities: Str 1, Dex 11, Con 10,                       Str 15, Dex 10, Con 13,                                               Int 6, Wis 11, Cha 10                                    Int 10, Wis 13, Cha 12                        

Skills:   -                                                           Concentration +8, Hide +7*, Jump +9,                                                                         Listen +8, Move Silently +7,                            

                                                                        Sense Motive +8, Spot +7, Wilderness                                                                         Lore +1*                                                                                                                                                                                                         

Feats:   Improved Initiative                                Improved Initiative, Track                                

Climate/Terrain: Any land and underground       Any land and underground                               

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

Challenge Rating: 2                                           4                                             

Treasure: None                                     No coins; double goods; standard items           

Alignment: Always lawful good              Always lawful good                                         

Advancement:   2-4 HD (Small)                        7-9 HD (Medium-size);                                   

                                                                        10-18 HD (Large)                                           

 

Avoral (Guardinal)                                            Ghaele (Eladrin)

Medium-Size Outsider (Good)              Medium-Size Outsider (Chaotic, Good)           

Hit Dice: 7d8+7 (38 hp)                                   10d8+20 (65 hp)

Initiative: +7 (+3 Dex, +4                                  +5 (+1 Dex, +4 Improved Initiative)

Improved Initiative)

Speed:  40 ft., fly 90 ft. (good)                          50 ft., fly 150 ft. (perfect)

AC: 21 (+3 Dex, +8 natural)                             25 (+1 Dex, +14 natural)

Attacks: 2 claws +9 melee;                               +4 greatsword +21/+16 melee;

or 2 wings +9 melee                             or 2 light rays +11 ranged touch

Damage: Claw 2d6+2; wing 2d8+2                  +4 greatsword 2d6+14 and

                                                                        positive energy; light ray 2d12

Face/Reach: 5 ft. by 5 ft./5 ft.                            5 ft. by 5 ft./5 ft.          

Special Attacks: Spell-like abilities,                   Spell-like abilities, spells, gaze,

                        fear aura                                   positive energy

Special Qualities: Damage reduction 10/+1,       Damage reduction 25/+3, SR 28,

SR 25, celestial qualities, lay on hands,  celestial qualities, alternate form

            animal telepathy, true seeing

Saves: Fort +6, Ref +8, Will +8                        Fort +9, Ref +8, Will +10

Abilities: Str 15, Dex 17, Con 12,                     Str 25, Dex 12, Con 15,

            Int 15, Wis 16, Cha 16             Int 17, Wis 16, Cha 16

Skills:   Animal Empathy +10, Concentration     Animal Empathy +13, Concentration    

+8, Hide +10, Knowledge (any two) or            +12, Escape Artist +11, Hide +11,

Craft (any two) +9, Listen +10,                        Knowledge (any three) or Craft (any

Move Silently +10, Sense Motive +10, three) +13, Listen +15, Move Silently

Spellcraft +9, Spot +18                                    +11, Sense Motive +13, Spot +15

Feats:   Improved Initiative, Flyby Attack          Alertness, Blind-Fight, Improved Initiative

Climate/Terrain: Any land and underground       Any land and underground

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

Challenge Rating: 9                                           13

Treasure:  No coins; double goods;                   No coins; double goods; standard items

standard items

Alignment: Always neutral good                        Always chaotic good

Advancement: 8-14 HD (Medium-size);            11-15 HD (Medium-size);

                        15-21 HD (Large)                    16-30 HD (Large)

 

Trumpet Archon                                               Astral Deva

Medium-Size Outsider (Good, Lawful) Medium-Size Outsider (Good)

Hit Dice: 12d8+12 (66 hp)                               12d8+48 (102 hp)

Initiative: +7 (+3 Dex, +4 Improved Initiative) +8 (+4 Dex, +4 Improved Initiative)

Speed:  40 ft., Fly 90 ft. (good)             50 ft., fly 100 ft. (good)

AC: 27 (+3 Dex, +14 natural)               29 (+4 Dex, +15 natural)

Attacks: +4 greatsword +21/+16/+11 melee     +3 heavy mace of disruption

                                                                        +21/+16/+11 melee

Damage: +4 greatsword 2d6+11                      +3 heavy mace of disruption

                                                                        1d8+12 and stun

Face/Reach: 5 ft. by 5 ft./5 ft.                            5 ft. by 5 ft./5 ft.

Special Attacks: Spell-like abilities,                   Stun, spell-like abilities

                        spells, trumpet

Special Qualities: Damage reduction 10/+1,       Damage reduction 10/+1, SR 30,

            SR 29, celestial qualities                        celestial qualities, uncanny dodge

Saves: Fort +9, Ref +11, Will +11                   Fort +12, Ref +12, Will +12

Abilities: Str 20, Dex 17, Con 13,                     Str 22, Dex 18, Con 18,

            Int 16, Wis 16, Cha 16             Int 18, Wis 18, Cha 20

Skills: Animal Empathy +15, Concentration       Concentration +19, Escape

+13, Escape Artist +15, Hide +15,                   Artist +19, Hide +19,

Knowledge (any three) +15,                             Knowledge (any three) or Craft (any

Listen +15, Move Silently +15,             three) +17, Listen +25, Move Silently

Sense Motive +15, Spot +15                            +19, Sense Motive +19, Spot +25

Feats:   Blind-Fight, Cleave,                              Alertness, Cleave, Improved

Improved Initiative, Power Attack                     Initiative, Power Attack

Climate/Terrain: Any land and underground       Any land and underground

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

Challenge Rating: 14                                         14

Treasure:  No coins; double goods;                   No coins; double goods; standard items

            standard items

Alignment: Always lawful good              Always good (any)

Advancement:   13-18 HD (Medium-size);       13-18 HD (Medium-size);

                        19-36 HD (Large)                    19-36 HD (Large)

                                   

Planetar                                                            Solar

Large Outsider (Good)                         Large Outsider (Good)

Hit Dice: 14d8+70 (133 hp)                             22d8+110 (209 hp)

Initiative: +8 (+4 Dex, +4 Improved Initiative) +9 (+5 Dex, +4 Improved Initiative)

Speed:  30 ft., fly 90 ft. (good)                          50 ft., fly 150 ft. (good)

AC:      32 (-1 size, +4 Dex, +19 natural)          35 (-1 size, +5 Dex, +21 natural)

Attacks: +3 greatsword +23/+18/+13 melee     +5 dancing, vorpal greatsword

or +2 mighty composite longbow (+5)   +35/+30/+25/+20/15 melee;

+28/+23/+18/+13/+8 ranged

Damage: +3 greatsword 2d6+13                      +5 dancing, vorpal greatsword 2d6+18;

+2 mighty composite longbow (+5)                  

1d8+7 and slaying

Face/Reach: 5 ft. by 5 ft./10 ft.              5 ft. by 5 ft./10 ft.

Special Attacks: Spell-like abilities, spells          Spell-like abilities, spells

Special Qualities: Damage reduction 30/+3,       Damage reduction 35/+4, SR 32

SR 30, celestial qualities, fast healing 10            celestial qualities, fast healing 15

Saves: Fort +14, Ref +13, Will +15                 Fort +18, Ref +18, Will +20

Abilities: Str 25, Dex 19, Con 20,                     Str 28, Dex 20, Con 20,

            Int 22, Wis 23, Cha 22             Int 23, Wis 25, Cha 25

Skills: Concentration +16, Escape Artist +20, Concentration +16, Escape Artist +30,

Hide +17, Knowledge (any five) or       Hide +26, Knowledge (any five) or Craft

Craft (any five) +21, Listen +23, Move (any five) +28, Listen +32, Move Silently

Silently +17, Sense Motive +23,                       +30, Search +30, Sense Motive +32,

Search +19, Spot +23                                      Spellcraft +19, Spot +32

Feats:   Blind-Fight, Cleave,                              Cleave, Dodge, Great Cleave,

Improved Initiative, Power Attack                     Improved Initiative, Mobility, Power Attack

Climate/Terrain: Any land and underground       Any land and underground

Organization:    Solitary or pair              Solitary or pair

Challenge Rating: 16                                         19

Treasure: No coins; double goods;                    No coins; double goods; standard items

            standard items

Alignment: Always good (any)               Always good (any)

Advancement:   15-21 HD (Large);                   23-33 HD (Large);

                        22-42 HD (Huge)                     34-66 HD (Huge)

Celestials speak Celestial, Infernal, and Draconic.

Celestial Qualities

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed at a Will save to resist its effects. The save DC varies with the type of archon. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that archon’s aura for one day.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds archons, identical with the spell cast by a sorcerer whose level equals the archon’s Hit Dice. The effect can be dispelled, but the archon can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)

Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.

Teleport (Su): Archons can teleport without error at will, as the spell cast by a 14th-level sorcerer, except that the creature can transport only itself and up to 50 pounds of objects.

Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Immunities (Ex): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.

Resistances (Ex): Guardinals and eladrins have cold and acid resistance 20. Devas, planetars, and solars have fire resistance 20.

All celestials receive a +4 racial bonus to Fortitude saves against poison.

Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.

Lantern Archons

Light Ray (Ex): A lantern archon’s light rays have a range of 30 feet.

Spell-Like Abilities: At will: aid, detect evil, and continual flame. These abilities are as the spells cast by a 3rd-level sorcerer.

Celestial Qualities: Aura of menace (save DC 11), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.

Hound Archon

Spell-Like Abilities: At will: aid, continual flame, detect evil, and message. These abilities are as the spells cast by a 6th-level sorcerer.

Celestial Qualities: Aura of menace (save DC 16), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.

Alternate Form (Su): Hound archons can assume any canine form (except that of a werewolf or other lycanthrope) as a standard action. This ability is similar to the polymorph self spell but allows only canines.

*While in canine form, a hound archon gains the higher of the two listed speeds and a +4 circumstance bonus to Hide and Wilderness Lore checks.

Avoral

Their visual acuity is unbelievable: They can see detail on objects up to 10 miles away and are said to be able to discern the color of a creature’s eyes at 200 paces.

Spell-Like Abilities: At will: aid, blur (self only), command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic circle against evil (self only), magic missile, and see invisibility; 1/day-lightning bolt. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).

Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear as cast by an 8th-level sorcerer (save DC 17).

Celestial Qualities: Electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.

Lay on Hands (Su): This works just like the paladin’s ability, but the avoral can heal as much damage per day as its own undamaged hit point total.

Animal Telepathy (Su): An avoral can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.

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

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

Ghaele

Spell-Like Abilities: At will: aid, alter self, charm monster, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, dispel magic, hold monster, improved invisibility (self only), major image, see invisibility, and teleport without error (self plus 50 pounds of ob­jects only); 1/day-chain lightning, prismatic spray, and wall of force. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).

Spells: Ghaeles in humanoid form can cast divine spells from the cleric list and the Air, Animal, Chaos, Good, and Plant domains as 14th-level clerics (save DC 13 + spell level).

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

Positive Energy (Ex): The ghaele’s incandescent sword deals an additional 2d6 points of positive energy damage to evil creatures.

Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet.

Celestial Qualities: Protective aura, electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.

Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Trumpet Archon

Spell-Like Abilities: At will: detect evil, continual flame, and message. These abilities are as the spells cast by a 12th-level sorcerer.

Celestial Qualities: Aura of menace (save DC 19), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.

Spells: Trumpet archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 14th-level clerics (save DC 13 + spell level).

Trumpet (Su): The archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed at a Fortitude save (DC 19) or be paralyzed for 1d4 rounds. The archon can also command its trumpet to become a +4 greatsword as a free action.

If the trumpet is ever stolen, it becomes a chunk of useless lead until the archon can recover it. Woe betide any thief caught with it.

Astral Deva

Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed at a Fortitude save (DC 15) or be stunned for 1d6 rounds.

Spell-Like Abilities: At will: aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day-see invisibility and cure light wounds; 1/day-heal and blade barrier. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).

Celestial Qualities: Protective aura; fire resistance 20, tongues; electricity, cold, acid, and petrification immunity, +4 save against poison.

Uncanny Dodge (Ex): Astral devas are never caught flat-footed and cannot be flanked.

Skills: Extremely alert, astral devas receive a +4 racial bonus to Spot and Listen checks.

Planetar

Spell-Like Abilities: At will: continual flame, dispel magic, holy smite, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, and speak with dead; 3/day-blade barrier, flame strike, and raise dead; 1/day-earthquake, greater restoration, shapechange, and symbol (any). These abilities are as the spells cast by a 17th-level sorcerer (save DC 16 + spell level).

The following abilities are always active on the planetar’s person, as the spells cast by a 17th -level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.

Spells: Planetars can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 17th-level clerics (save DC 16 + spell level).

Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.

Solar

Spell-Like Abilities: At will: aid, animate objects, commune, continual flame, dimensional anchor, greater dispelling, holy smite, imprisonment, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist elements, summon monster VII, and speak with dead; 3/day-blade barrier, earthquake, heal, permanency, resurrection, and shapechange; 1/day-greater restoration, mass charm, power word blind, power word kill, power word stun, prismatic spray, symbol (any), and wish. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).

The following abilities are always active on the solar’s person, as the spells cast by a 20th-level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the solar can reactivate them as a free action.

Spells: Solars can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 20th-level clerics (save DC 17 + spell level).

Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.

 

Centaur

Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 15 (-1 size, +2 Dex, +2 natural, +2 large shield)
Attacks: Greatclub +7 melee (or heavy lance +7 melee), 2 hooves +3 melee; or mighty composite longbow (+4) +5 ranged
Damage: Greatclub 1d10+4 (or heavy lance 1d8+4), hoof 1d6+2; or mighty composite longbow 1d8+4
Face/Reach: 5 ft. by 10 ft./5 ft.
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
Skills: Hide +2 Listen +4, Move Silently +4, Spot +4,
Wilderness Lore +5
Feats: Weapon Focus (hoof)

Climate/Terrain: Temperate forest
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class

Centaurs speak Sylvan and Elven.

Combat

Centaurs usually don’t provoke a fight. Their normal response to aggression is swift retreat, perhaps launching a few arrows to discourage pursuit. Against creatures dangerous to their communities, they use much the same tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear.

Centaur Characters

Centaurs sometimes become bards, rangers, or druids. Their favored class is ranger. Centaur rangers often choose a magical beast or some variety of humanoid as their favored enemy. Centaur clerics can choose any two of the following domains: Animal, Good, and Plant.

 

Chaos Beast

Medium-Size Outsider (Chaotic)
Hit Dice: 8d8+8 (44 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 16 (+1 Dex, +5 natural)
Attacks: 2 claws +10 melee
Damage: Claw 1d3+2 and corporeal instability
Face/Reach: 5 ft. by 5 ft. to 10 ft. by 10 ft./5 ft.
Special Attacks: Corporeal instability
Special Qualities: SR 15, immune to transformation, immune to critical hits
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills: Climb +12, Escape Artist +11, Hide +10, Jump +10, Listen_+9, Spot +9, Tumble +10
Feats: Dodge, Improved Initiative, Mobility

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic neutral
Advancement: 9-12 HD (Medium-size); 13-24 HD (Large)

Chaos beasts do not speak.

Combat

Regardless of form, the creature seems unable to manage more than two attacks per round. Its continual transmutations prevent the coordination needed to do more.

Corporeal Instability (Su): A blow from a chaos beast can cause a terrible transformation. A living creature must succeed at a Fortitude save (DC 15) or become a spongy, amorphous mass. Unless controlled through an act of will, the victim’s shape melts, flows, writhes, and boils. The affected creature is unable to hold or use any item. Clothing, armor, rings, helmets, and backpacks become useless. Large items: armor, backpacks, even shirts hamper more than help, reducing the creature’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the creature cannot act coherently. It cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty to hit and a 50% miss chance, regardless of the attack roll). Each round the creature spends in an amorphous state deals 1 point of permanent Wisdom drain from mental shock. If the creature’s Wisdom score falls to 0, it becomes a chaos beast itself. A creature with a strong sense of self can regain its own shape by taking a standard action to attempt a Charisma check (DC 15). A success reestablishes the creature’s normal form for 1 minute. On a failure, the creature can still repeat the check each round until successful. Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure the afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any lost Wisdom).

Immune to Transformation (Ex): No mortal magic can affect or fix a chaos beast’s form. Effects such as polymorph or petrification force the creature into a new shape for a moment, but it immediately returns to its mutable form as a free action.

 

Chimera

Large Magical Beast
Hit Dice: 9d10+27 (76 hp)
Initiative: +1 (Dex)
Speed: 30 ft., fly 50 ft. (poor)
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: Bite +12 melee, bite +10 melee, butt +10 melee, 2 claws +10 melee
Damage: Bite 2d6+4, bite 1d8+2, butt 1d8+2, claw_1d6+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Scent
Saves: Fort +9, Ref +7, Will +4
Abilities: Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha_10
Skills: Hide +4, Listen +9, Spot +9
Feats: Alertness, Multiattack

Climate/Terrain: Any land and underground
Organization: Solitary, pride (3-5), or flight (6-13)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)

Chimeras can speak Draconic but seldom bother to do so, except when toadying to more powerful creatures.

Combat

A deadly foe, the chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert.

Breath Weapon (Su): Every 1d4 rounds, damage 3d8, Reflex half DC 17. Use all rules for dragon breath of the appropriate variety (see the Dragon entry) except as specified in the table below.

To determine the head color and breath weapon randomly, roll 1d10 and consult the table.

1d10    Head Color      Breath Weapon

----      ----------         -------------

1-2       Black               Line of acid*

3-4       Blue                 Line of lightning

5-6       Green               Cone of gas**

7-8       Red                  Cone of fire

9-10     White               Cone of cold

*A line is always 5 feet high, 5 feet wide, and 40 feet long.
**A cone is always 20 feet long.

Skills: The chimera’s three heads give it a +2 racial bonus to Spot and Listen checks.

 

Choker

Small Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +4 (Improved Initiative)
Speed: 20 ft., climb 10 ft.
AC: 16 (+1 size, +5 natural)
Attacks: 2 tentacle slaps +6 melee
Damage: Tentacle slap 1d3+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Haste, improved grab, constrict 1d3+3
Saves: Fort +2, Ref +1, Will +4
Abilities: Str 16, Dex 10, Con 13, Int 4, Wis 13, Cha 7
Skills: Climb +16, Hide +7, Move Silently +4
Feats: Improved Initiative

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: 4-6 HD (Small); 7-12 HD (Medium-size)

Chokers speak Undercommon.

Combat

A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey.

Haste (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra partial action each round, as if affected by a haste spell.

Improved Grab (Ex): To use this ability, the choker must hit an opponent of up to Large size with a tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): A choker deals 1d3+3 points of damage with a successful grapple check against Large or smaller creatures. Because it seizes victims by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.

 

Chuul

Large Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., swim 20 ft.
AC: 22 (-1 size, +3 Dex, +10 natural)
Attacks: 2 claws +12 melee
Damage: Claw 2d6+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Improved grab, squeeze, paralysis
Special Qualities: Paralysis and poison immunity
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5
Skills: Hide +13, Jump +11, Listen +13, Spot +13
Feats: Alertness, Improved Initiative

Climate/Terrain: Temperate and warm forest, marsh, and underground
Organization: Solitary or pack (2-5)
Challenge Rating: 7
Treasure: 1/10th coins; 50% goods; standard items
Alignment: Usually chaotic evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)

Combat

A chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul facing multiple opponents grabs with its claws and crushes its foes, then passes one opponent to its tentacles. It tries to always have one claw free, so if it faces a great number of opponents, it drops paralyzed or dead victims with­out eating them and continues grabbing, crushing, and paralyzing the rest.

Improved Grab (Ex): To use this ability, the chuul must hit with a claw attack.

Squeeze (Ex): A chuul that gets a hold automatically deals claw damage, with an additional 1d6 points of bludgeoning damage from the crushing force, each round the hold is maintained.

Paralysis (Ex): The chuul can transfer grabbed victims from a claw to its tentacles as a partial action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Those held in the tentacles must succeed at a Fortitude save (DC 19) or be paralyzed for 6 rounds. While held in the tentacles, paralyzed or not, the victim automatically takes 1d8+2 points of damage each round from the creature’s mandibles.

 

Cloaker

Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 10 ft., fly 40 ft. (average)
AC: 19 (-1 size, +3 Dex, +7 natural)
Attacks: Tail slap +8 melee, bite +3 melee
Damage: Tail slap 1d6+5, bite 1d4+2
Face/Reach: 5 ft. by 5 ft./10 ft. (5 ft. with bite)
Special Attacks: Moan, engulf
Special Qualities: Shadow shift
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15
Skills: Hide +12, Listen +11, Move Silently +12, Spot +11
Feats: Alertness, Improved Initiative

Climate/Terrain: Underground
Organization: Solitary, mob (3-6), or flock (7-12)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 7-9 HD (Large); 10-18 HD (Huge)

Combat

Cloakers usually lie still, watching and listening for prey. If facing a single opponent, a cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition’s numbers, then engulfs a sur­vivor. Multiple cloakers usually split up, leaving one or two behind to use special abilities while the rest attack.

Moan (Ex): A cloaker can emit a dangerous subsonic moan instead of biting. By changing the frequency, the cloaker may cause one of four effects. Cloakers are immune to these sonic, mind-affecting attacks. Unless noted otherwise, creatures who successfully save against these effects cannot be affected by the same moan effect from the same cloaker for one day.

Unnerve: All within an 80-foot spread automatically suffer a -2 morale penalty to attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed at a Will save (DC 15) or enter a trance, unable to attack or defend themselves until the moaning stops. Even on a success, they must repeat the save in each round the moaning continues.

Fear: All those within a 30-foot spread must succeed at a Will save (DC 15) or flee in terror for 2 rounds.

Nausea: Everyone in a 30-foot cone must succeed at a Fortitude save (DC 15) or be overcome by nausea and weakness. Affected characters fall to the ground and are unable to take any actions, including defending themselves, for 1d4+1 rounds.

Stupor: A single creature within 30 feet of the cloaker must succeed at a Fortitude save (DC 15) or be affected as though by a hold person spell for 5 rounds. Even after a successful save, the creature must repeat the save if the cloaker uses this effect again.

Engulf (Ex): A cloaker can try to wrap a Medium-size or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it gets a hold, it bites the engulfed victim with a +4 attack bonus. It can still use its whiplike tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.

Shadow Shift (Su): Cloakers can manipulate shadows. This ability is effective only in shadowy areas and has several possible effects.

Obscure Vision: The cloaker gains one­quarter concealment (10% miss chance) for 1d4 rounds.

Dancing Images: This duplicates a mirror image spell cast by a 6th-level sorcerer.

Silent Image: This duplicates a silent image spell cast by a 6th-level sorcerer.

 

Cockatrice

Small Magical Beast
Hit Dice: 5d10 (27 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 60 ft. (poor)
AC: 14 (+1 size, +3 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d4-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Petrification
Special Qualities: Petrification immunity
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9
Skills: Listen +8, Spot +8
Feats: Alertness, Dodge

Climate/Terrain: Any temperate and warm land and underground
Organization: Solitary, flight (2-4), or flock (6-13)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Small); 9-15 HD (Medium-size)

Combat

The cockatrice fiercely attacks anything that it deems a threat to itself or its lair. Flocks of cockatrices do their utmost to overwhelm and confuse their foes, and sometimes fly directly into their opponents’ faces.

Petrification (Su): A cockatrice can turn beings to stone with a touch. Creatures hit by a cockatrice must succeed at a Fortitude save (DC 15) or instantly turn to stone.

Petrification Immunity (Ex): Cockatrices are immune to the petrifying ability of other cockatrices, but other petrifying attacks affect them normally (a medusa’s gaze, gorgon’s breath, a flesh to stone spell, etc.).

 

Couatl

Large Outsider (Good, Lawful)
Hit Dice: 9d8+18 (58 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 60 ft. (good)
AC: 15 (-1 size, +3 Dex, +3 ­natural)
Attacks: Bite +12 melee
Damage: Bite 1d3+6 and poison
Face/Reach: 5 ft. by 5 ft. (coiled)/5 ft.
Special Attacks: Spells, psionics, poison, constrict 2d8+6
Special Qualities: Telepathy, ethereal jaunt
Saves: Fort +8, Ref +9, Will +10
Abilities: Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17
Skills: Concentration +14, Knowledge (any three) +8, Listen +16,
Search +15, Sense Motive +16, Spellcraft +15, Spot +16, Tumble +15
Feats: Dodge, Improved Initiative, Still Spell

Climate/Terrain: Warm forest
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)

Couatls speak Common, Draconic, and Celestial and also have the power of telepathy.

Combat

A couatl seldom attacks without provocation, though it always attacks evildoers caught red-handed. 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.

Spells: A couatl casts spells as a 9th-level sorcerer, except that it does not need material components. It can also cast spells from the cleric list and from the Air, Good, and Law domains as arcane spells.

Psionics (Su): At will: detect chaos, detect evil, detect good, detect law, detect thoughts, invisibility, plane shift, and polymorph self. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).

Poison (Ex): Bite, Fortitude save (DC 16); initial damage 2d4 temporary Strength, secondary damage 4d4 temporary Strength.

Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check against Huge or smaller creatures. Often, a couatl uses a stilled and quickened spell against other opponents while constricting a foe.

Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score of at least 1. The creature can respond to the couatl if it wishes-no common language is needed.

Ethereal Jaunt (Su): This works like the spell as cast by a 16th-level sorcerer.

Skills: Arcana, history, and nature are favored Knowledge skills among couatls.