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MONSTERS (D)
Darkmantle
Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +4 (Improved Initiative)
Speed: 20 ft., fly 30 ft. (poor)
AC: 17 (+1 size, +6 natural)
Attacks: Slam +5 melee
Damage: Slam 1d4+4
Face/Reach: 5 ft by 5 ft./5 ft.
Special Attacks: Darkness, improved grab, constrict 1d4+4
Special Qualities: Blindsight
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills: Hide +12, Listen +8*, Spot +6*
Feats: Improved Initiative
Climate/Terrain: Any underground
Organization: Solitary, pair, clutch (3-9), or swarm (6-15)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Combat
A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.
Darkness (Su): Once per day a darkmantle can cause darkness as the spell cast by a 5th-level sorcerer. It most often uses this ability just before attacking.
Improved Grab (Ex): To use this ability, the darkmantle must hit with its slam attack. If it gets a hold, it can constrict.
Constrict (Ex): A darkmantle deals 1d4+4 damage with a successful grapple check.
Blindsight: A darkmantle can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this and effectively blinds the darkmantle.
Skills: A darkmantle receives a +4 racial bonus to Listen and Spot checks. *This bonus is lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus to Hide checks.
Delver
Huge Aberration
Hit Dice: 15d8+75 (142 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft., burrow 10 ft.
AC: 14 (-2 size, +1 Dex, +5 natural)
Attacks: 2 slams +17 melee
Damage: Slam 1d6+8 and 2d6 acid
Face/Reach: 10 ft. by 20 ft./"10_ft.
Special Attacks: Acid
Special Qualities: Acid immunity, corrosive slime, tremorsense, stone shape
Saves: Fort +10, Ref +6, Will_+11
Abilities: Str 27, Dex_13, Con_21, Int 14, Wis 14, Cha_12
Skills: Intuit Direction +9, Knowledge (geology) +9, Listen +13, Move Silently
+19, Spot_+13
Feats: Alertness, Blind-Fight, Improved Initiative, Power Attack
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Delvers speak Terran and Undercommon.
Combat
Delvers prefer to fight from their tunnels, which they use to protect their flanks while lashing out with their flippers.
Corrosive Slime (Ex): Delvers produce a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 points of damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds at a Reflex save (DC 22). Weapons that strike a delver also dissolve immediately unless the wielder succeeds at a Reflex save (DC 22). Creatures attacking the delver with natural weapons take damage from the slime each time their attacks hit unless they succeed at Reflex saves (DC 22).
Tremorsense (Ex): A delver can automatically sense the location of anything within 60 feet that is in contact with the ground.
Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as stone shape cast by a 15th-level druid.
Dretch Quasit Succubus
Small Outsider
(Chaotic, Evil) Tiny Outsider
(Chaotic, Evil) Medium-Size
Outsider
(Chaotic, Evil)
Hit Dice: 2d8 (9
hp) 3d8 (13
hp) 6d8+6
(33 hp)
Initiative: +0 +3
(Dex) +1
(Dex)
Speed: 20 ft. 20
ft., fly 50 ft. (perfect) 30
ft., fly 50 ft. (average)
AC: 16 (+1 size, +5 natural) 18 (+2 size, +3 Dex, +3 natural) 20 (+1 Dex, +9 natural)
Attacks: 2 claws +3 melee, 2 claws +8 melee, bite +3 melee 2
claws +7 melee
bite +1 melee
Damage: Claw 1d4,
bite 1d4 Claw 1d3-1 and
poison, bite 1d4-1 Claw 1d3+1
Face/Reach: 5 ft.
by 5 ft./5 ft. 2 1/2 ft. by 2
1/2 ft./0 ft. 5 ft.
by 5 ft./5 ft.
Special Attacks: Spell-like Spell-like
abilities, poison Spell-like
abilities, energy drain,
abilities, summon
demon summon
demon
Special Qualities: Damage Damage
reduction 5/silver, SR 5, Damage
reduction 20/+2, SR 12,
reduction
5/silver, SR 5, poison
immunity, fire resistance 20, poison and
electricity immunity, poison and electricity immunity, alternate form, regeneration 2 cold, fire, and acid resistance,
cold, fire, and
acid resistance 20, telepathy,
alternate form, tongues
telepathy
Saves: Fort +3, Ref +3, Will +3 Fort +3, Ref +6, Will +4 Fort +6, Ref +6, Will +7
Abilities: Str 10,
Dex 10, Con 10, Str 8, Dex 17, Con
10, Str 13, Dex
13, Con 13,
Int 5, Wis 11, Cha 11 Int 10, Wis 12, Cha 10 Int 16, Wis 14, Cha 20
Skills: - Hide
+14, Listen +6, Move Bluff +11,
Concentration +7,
Silently
+6, Search +4, Spellcraft Disguise
+11*, Escape Artist +7,
+4,
Spot +6 Hide
+7, Knowledge (any one) +9,
Listen
+16, Move Silently +7,
Ride
+7, Search +9, Spot +16
Feats: Multiattack Weapon Finesse
(bite, claw) Dodge, Mobility
Climate/Terrain: Any land Any
land and underground Any
land and underground
and underground
Organization:
Solitary, gang (2-4), Solitary Solitary
swarm (6-15), or
mob (10-40)
Challenge Rating:
2 3 9
Treasure: None None Standard
Alignment: Always
chaotic evil Always chaotic evil Always chaotic evil
Advancement: 3-6
HD (Small) 4-6 HD (Tiny) 7-12 HD
(Medium-size)
Bebilith Retriever Vrock
Huge Outsider
(Chaotic, Evil) Huge Construct Large
Outsider (Chaotic, Evil)
Hit Dice: 12d8+48
(102 hp) 10d10 (55 hp) 8d8+24
(60 hp)
Initiative: +5 (+1
Dex, +1 (Dex) +2 (Dex)
+4 Improved
Initiative)
Speed: 40 ft.,
climb 20 ft. 50 ft. 30
ft., fly 50 ft. (average)
AC: 25 (-2 size,
+1 Dex, 22 (-2
size, +1 Dex, +13 natural) 25 (-1
size, +2 Dex, +14 natural)
+16 natural)
Attacks: Bite +19 melee, 4 claws +12 melee, bite +7 melee 2 claws +11 melee, bite +9 melee,
2 claws +14 melee 2
rakes +9 melee
Damage: Bite 2d6+9 and poison, Claw 2d6+7, bite 1d6 Claw 1d8+4, bite
1d6+2,
claw 2d4+4 and
armor damage rake
1d4+2
Face/Reach: 15 ft.
by 15 ft./10 ft. 10 ft. by 10 ft./10
ft. 5 ft. by
5 ft./10 ft.
Special Attacks: Web, poison, Eye
rays +6 ranged touch, Spell-like
abilities, spores, screech,
armor damage improved
grab, find target dance
of ruin, summon demon
Special Qualities: Damage Construct,
fast healing 5 Damage
reduction 20/+2, SR 22,
reduction 30/+3,
protective aura, poison
and electricity immunity,
plane shift,
scent, telepathy cold,
fire, and acid resistance 20,
telepathy
Saves: Fort +12, Ref +9, Will +9 Fort +3, Ref +4, Will +3 Fort +9, Ref +8, Will +8
Abilities: Str 28,
Dex 12, Con 18, Str 25, Dex 13, Con
-, Str 19, Dex
15, Con 17,
Int 11, Wis 13, Cha 13 Int -, Wis 11, Cha 1 Int 14, Wis 14,
Cha 12
Skills: Climb +21,
Hide +11, - Concentration
+14, Hide +9,
Jump +21, Listen
+17, Move Knowledge
(any one) +12, Listen
Silently +15,
Search +14, Sense +13,
Move Silently +13, Search
Motive +15, Spot
+17 +13,
Sense Motive +13, Spellcraft +12,
Spot +12
Feats: Alertness,
Cleave, Improved - Cleave,
Multiattack, Power Attack
Initiative, Power Attack
Climate/Terrain: Any land Any
land and underground Any
land and underground
and underground
Organization:
Solitary Solitary Solitary,
gang (2-4),
or squad (6-10)
Challenge Rating:
9 10 13
Treasure: None None Standard
Alignment: Always
chaotic evil Always chaotic evil Always chaotic evil
Advancement: 13-18
HD (Huge); 11-15 HD (Huge); 9-12 HD (Large);
19-36 HD
(Gargantuan) 16-30
HD (Gargantuan) 13-24
HD (Huge)
Hezrou Glabrezu Nalfeshnee
Large Outsider
(Chaotic, Evil) Huge Outsider
(Chaotic, Evil) Huge Outsider
(Chaotic, Evil)
Hit Dice: 9d8+27
(67 hp) 10d8+40 (85
hp) 11d8+44
(93 hp)
Initiative: +0 +0 +1
(Dex)
Speed: 30 ft. 40
ft. 30
ft., fly 40 ft. (poor)
AC: 26 (-1 size,
+17 natural) 27 (-2 size,
+19 natural) 28 (-2
size, +1 Dex, +19 natural)
Attacks: Bite +13 melee, 2
pincers +15 melee, 2 claws +13 Bite
+15 melee, 2 claws +13 melee
2 claws +8 melee melee, bite +13 melee
Damage: Bite
4d4+5, claw 1d6+2 Pincer 2d6+7, claw
1d3+3, Bite 2d4+6, claw 1d4+3
bite
1d4+3
Face/Reach: 5 ft.
by 5 ft./10 ft. 5 ft. by 10 ft./15
ft. 10 ft.
by 10 ft./15 ft.
Special Attacks: Spell-like Spell-like
abilities, improved grab, Spell-like
abilities, smite,
abilities, stench,
improved grab, summon demon summon
demon
summon demon
Special Qualities: Damage Damage
reduction 20/+2, SR 21, Damage
reduction 20/+2, SR 24,
reduction 20/+2,
SR 23, poison poison and
electricity immunity, poison and
electricity immunity,
and electricity
immunity, cold, fire cold, fire, and
acid resistance 20, cold, fire, and
acid resistance 20,
and acid resistance
20, telepathy, telepathy, detect
magic, true seeing telepathy, know
alignment,
half damage see
invisibility
Saves: Fort +9, Ref +6, Will +8 Fort +11, Ref +7, Will +10 Fort +11, Ref +8, Will +13
Abilities: Str 21,
Dex 10, Con 17, Str 25, Dex 10, Con
19, Str 23, Dex
13, Con 19,
Int 14, Wis 14, Cha 14 Int 16, Wis 16, Cha 16 Int 22, Wis 22, Cha 16
Skills:
Concentration +15, Hide Bluff
+13, Concentration +14, Bluff
+17, Concentration +18,
+14, Listen +22,
Move Silently Hide +2, Knowledge
(any one)+13, Diplomacy +17, Hide +7
+12, Search +14,
Spellcraft +14, Listen +21, Move
Silently +10, Knowledge (arcana)
+16, Listen
Spot +22 Scry
+13, Search +13, Sense +26,
Move Silently +15, Scry +19,
Motive
+13, Spellcraft +13, Search +20, Sense
Motive +19,
Spot
+21 Spellcraft
+20, Spot +26
Feats:
Blind-Fight, Cleave, Cleave, Multiattack,
Power Attack Cleave, Multiattack, Power
Attack
Power Attack
Climate/Terrain: Any land and Any
land and underground Any
land and underground
underground
Organization:
Solitary or Solitary
or troupe (1 glabrezu, Solitary
or troupe (1 nalfeshnee,
gang (2-4) 1 succubus, and
2-5 vrocks) 1 hezrou, and 2-5
vrocks)
Challenge Rating:
14 15 16
Treasure: Standard Standard coins;
double goods; Standard coins;
double goods;
standard
items standard
items
Alignment: Always
chaotic evil Always chaotic evil Always chaotic evil
Advancement: 10-13
HD (Large); 11-15 HD (Huge); 12-17 HD (Huge);
14-27 HD (Huge) 16-30 HD
(Gargantuan) 18-33
HD (Gargantuan)
Marilith Balor
Large Outsider
(Chaotic, Evil) Large
Outsider (Chaotic, Evil)
Hit Dice: 9d8+45
(85 hp) 13d8+52
(110 hp)
Initiative: +2
(Dex) +5
(+1 Dex, +4 Improved Initiative)
Speed: 40 ft. 40
ft., fly 90 ft. (good)
AC: 29 (-1 size,
+2 Dex, +18 natural) 30
(-1 size, +1 Dex, +20 natural)
Attacks: Weapon +13/+8 melee, 5 weapons +1 vorpal greatsword
+18/+13/+8
+13 melee, tail slam +11 melee melee, whip +17
melee; or 2 slams +19 melee
Damage: Weapon
1d8+5, weapons 1d8+2, +1
vorpal greatsword 2d6+8, whip 1d4+3
tail slam 4d6+2 and
entangle; or slam 1d6+7 and fear
Face/Reach: 5 ft.
by 5 ft./10 ft. 5
ft. by 5 ft./10 ft. (15 ft. with whip)
Special Attacks:
Spell-like abilities, improved grab, Spell-like
abilities, fear, entangle,
constrict 4d6+7,
summon demon body
flames, summon demon
Special Qualities: Damage reduction 20/+2, SR 25, Damage reduction 30/+3, SR 28,
poison and
electricity immunity, cold, fire, and acid poison
and electricity immunity, cold, fire, and acid
resistance 20,
telepathy resistance
20, telepathy, death throes
Saves: Fort +11,
Ref +8, Will +10 Fort
+12, Ref +9, Will +13
Abilities: Str 21,
Dex 15, Con 21, Str
25, Dex 13, Con 19,
Int 18, Wis 18, Cha 16 Int
20, Wis 20, Cha 16
Skills: Bluff +14, Concentration +15, Hide +10, Bluff +18, Concentration +19,
Diplomacy +17, Hide
Listen +24, Move
Silently +12, Scry +14, +13,
Knowledge (any one) +13, Listen +28, Move
Search +14, Sense
Motive +15, Spellcraft +14, Silently
+13, Scry +21, Search +20, Sense Motive
Spot +24 +20,
Spellcraft +21, Spot +29
Feats: Cleave, Multiattack, Multidexterity, Ambidexterity, Cleave, Improved Initiative,
Multiweapon Fighting, Power
Attack Two-Weapon Fighting
Climate/Terrain: Any land and underground Any land and
underground
Organization:
Solitary or pair Solitary
or troupe (1 balor, 1 marilith, and
2-5
hezrous)
Challenge Rating:
17 18
Treasure: Standard
coins; double goods; Standard
coins; double goods, plus
standard items, plus 1d4 magic
weapons whip; standard items, plus
+1 vorpal greatsword
Alignment: Always chaotic evil Always
chaotic evil
Advancement: 10-13
HD (Large); 14-27 HD (Huge) 14-19 HD
(Large); 20-39 HD (Huge)
Except where noted below, all demons speak Infernal, Celestial, and Draconic.
Combat
Summon Demon (Sp): Some demons can summon other demons much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no demons answer the summons. Summoned creatures automatically return whence they came after 1 hour. A demon that has just been summoned cannot use its own summon ability for 1 hour.
Dretch
Spell-Like Abilities: At will-darkness, scare, and telekinesis; 1/day-stinking cloud. These abilities are as the spells cast by a 2nd-level sorcerer (save DC 10 + spell level).
Summon Demon (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success.
Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.
Quasit
Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit). These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).
Once per week a quasit can use commune to ask six questions (this is otherwise as the spell cast by a 12th-level cleric).
Poison (Ex): Claw, Fortitude save DC 13 (including a +2 racial bonus); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.
Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that any individual quasit can assume only one or two forms no larger than Medium-size. Regeneration (Ex): Quasits take normal damage from acid, and from holy and blessed weapons.
Succubus
Spell-Like Abilities: At will-charm monster, clairaudience/ clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, ethereal jaunt (self plus 50 pounds of objects only), suggestion, and teleport without error (self plus 50 pounds of objects only); 1/day unholy blight. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace inflicts one negative level; the victim must succeed at a Wisdom check (DC 15) to even notice. The Fortitude save to remove the negative level has a DC of 18.
Summon Demon (Sp): Once per day a succubus can attempt to summon one balor with a 10% chance of success.
Telepathy (Su): Succubi can communicate telepathically with any creature within 100 feet that has a language.
Alternate Form (Su): Succubi can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms. While using this ability, a succubus gains a +10 circumstance bonus to Disguise checks.
Tongues (Su): A succubus has a permanent tongues ability as the spell cast by a 12th-level sorcerer.
Skills: Succubi receive a +8 racial bonus to Listen and Spot checks.
*When using alternate form, a succubus receives an additional +10 circumstance bonus to Disguise checks.
Bebilith
Bebiliths do not speak but understand Abyssal. Their telepathy allows them to communicate silently with one another.
Web (Ex): Four times per day a bebilith can shoot webs from its abdomen. This attack is like a web spell, with a few exceptions. The range is 30 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 20, and there is a 75% chance that the webbing won’t burn if any sort of fire is applied to it (check each round).
Poison (Ex): Bite, Fortitude save (DC 20); initial damage 1d6 temporary Constitution, secondary damage 2d6 temporary Constitution. Bebilith venom is highly perishable, losing its potency and becoming inert almost as soon as it comes into contact with air.
Armor Damage (Ex): A bebilith’s claws can catch and tear an opponent’s armor. If the opponent has both armor and a shield, roll 1d6: A roll of 1-4 affects the armor and a roll of 5-6 affects the shield. Make a grapple check whenever the bebilith hits with a claw attack, adding to the opponent’s roll any magical bonus for the armor or shield. If the bebilith wins, the affected armor or shield is torn away and ruined.
Protective Aura (Su): A magic circle against chaos, evil, good, or law effect always surrounds a bebilith, identical with the spell cast by a 12th-level sorcerer. The bebilith can change the aura each round as a free action. The aura can be dispelled, but the bebilith can create it again during its next turn as a free action. (The defensive benefits from the aura are not included in the creature’s statistics.)
Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell of the same name.
Skills: The bebilith’s mottled coloration gives it a +8 racial bonus to Hide checks.
Retriever
Eye Rays (Su): A retriever’s eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire two rays, but an individual ray is usable only once every 6 rounds. It cannot fire rays in the same round as it makes physical attacks.
Each effect follows the rules for a ray. Save DC is 16.
The four eye effects are:
Fire: Deals 12d6 fire damage to the target and to all those within 5 feet (those nearby are allowed Reflex saves to halve the damage).
Cold: Deals 12d6 cold damage to the target.
Electricity: Deals 12d6 electricity damage to the target.
Petrification: The target must succeed at a Fortitude save or turn to stone permanently.
Improved Grab (Ex): To use this ability, the retriever must hit with its bite attack. If it gets a hold, it holds the opponent fast in its mouth.
Find Target (Sp): When ordered to find an item or being, a retriever does so unerringly, as though guided by discern location.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Vrock
Spell-Like Abilities: At will: darkness, desecrate, detect good, detect magic, mass charm, mirror image, telekinesis, and teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level).
Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds. The spores automatically deal 1d8 points of damage to all creatures within 5 feet of the vrock. They then penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. Every creature within a 30-foot radius must succeed at a Fortitude save (DC 17) or be stunned for 1 round.
Dance of Ruin (Su): To use this ability, a group of five or more vrocks join hands in a circle, dancing wildly and chanting. If they dance for 3 rounds, a wave of crackling energy flashes outward in a 100-foot radius. All nondemon creatures within the radius take 2d20 points of damage (Reflex half DC 15). Forcing the vrocks to break the circle stops the dance.
Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success.
Telepathy (Su): Vrocks can communicate telepathically with any creature within 100 feet that has a language.
Skills: Vrocks receive a +8 racial bonus to Listen and Spot checks.
Hezrou
Spell-Like Abilities: At will-animate object, blasphemy, blink, chaos hammer, deeper darkness, desecrate, detect good, detect magic, dispel good, magic circle against good, produce flame, summon swarm, teleport without error (self plus 50 pounds of objects only), and unholy blight; 3/day-gaseous form. These abilities are as the spells cast by a 13th-level sorcerer (save DC 12 + spell level).
Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. All creatures (except other demons) within 10 feet must succeed at a Fortitude save (DC 17) or be overwhelmed by nausea. They are rendered helpless from gagging and vomiting for as long as they remain in the affected area and for 1d4 rounds afterward. Creatures who successfully save suffer a -2 morale penalty to attack rolls but cannot be affected again by the same hezrou’s stench for one day. A delay poison or neutralize poison spell removes the effect from one creature.
Improved Grab (Ex): To use this ability, the hezrou must hit a Medium-size or smaller opponent with both claw attacks.
Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success.
Half Damage (Ex): Any nonmagical attack against a hezrou, including hits from enchanted weapons, deals only half damage. This effect does not stack with the hezrou’s damage reduction; apply either the damage reduction or the half damage, whichever results in the least amount of damage suffered.
Telepathy (Su): Hezrous can communicate telepathically with any creature within 100 feet that has a language.
Skills: Hezrous receive a +8 racial bonus to Listen and Spot checks.
Glabrezu
Spell-Like Abilities: At will-burning hands, chaos hammer, charm person, confusion, death knell, deeper darkness, desecrate, detect good, dispel magic, enlarge, mirror image, reverse gravity, shatter, and unholy blight. These abilities are as the spells cast by a 10th-level sorcerer (save DC 13 + spell level).
A glabrezu also can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer. Seven times per day it can cast power word, stun as a 15th-level sorcerer.
Improved Grab (Ex): To use this ability, the glabrezu must hit a Medium-size or smaller opponent with a pincer attack.
Summon Demon (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success.
Detect Magic (Su): Glabrezu continuously detect magic as the spell cast by a 12th-level sorcerer.
True Seeing (Su): Glabrezu continuously use true seeing as the spell cast by a 12th-level cleric.
Telepathy (Su): Glabrezu can communicate telepathically with any creature within 100 feet that has a language.
Skills: Glabrezu receive a +8 racial bonus to Listen and Spot checks.
Nalfeshnee
Spell-Like Abilities: At will-alter self, call lightning, chaos hammer, chill touch, death knell, deeper darkness, desecrate, detect magic, feeblemind, greater dispelling, invisibility (self only), magic circle against good (self only), mirror image, raise dead, slow, teleport without error (self plus 50 pounds of objects only), unholy aura, unholy blight, and web. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).
Smite (Su): Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Affected creatures take 15 points of damage (Reflex half DC 18). They also must succeed at a Will save (DC 18) or be in a stupor for 1d10 rounds as visions of their worst fears hound them. They receive full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect.
Summon Demon (Sp): Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success.
Know Alignment (Su): Nalfeshnees always know the alignment of any creature that they look upon.
See Invisibility (Su): Nalfeshnees continuously see invisibility as the spell cast by a 12th-level sorcerer.
Telepathy (Su): Nalfeshnees can communicate telepathically with any creature within 100 feet that has a language.
Skills: Nalfeshnees receive a +8 racial bonus to Listen and Spot checks.
Marilith
Spell-Like Abilities: At will-animate dead, bestow curse, chaos hammer, cloudkill, comprehend languages, darkness, desecrate, detect good, detect law, detect magic, inflict serious wounds, magic circle against good (self only), magic weapon, project image, polymorph self, pyrotechnics, see invisibility, shatter, telekinesis, teleport without error (self plus 50 pounds of objects only), unholy aura, and unholy blight. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).
Improved Grab (Ex): To use this ability, the marilith must hit a Medium-size or smaller opponent with its tail slam attack. If it succeeds, it can constrict.
Constrict (Ex): A marilith deals 4d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures. The constricted creature must succeed at a Fortitude save (DC 19) or lose consciousness for at long as it remains in the coils and for 2d4 rounds thereafter.
Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success.
Telepathy (Su): Mariliths can communicate telepathically with any creature within 100 feet that has a language.
Skills: Mariliths receive a +8 racial bonus to Listen and Spot checks.
Feats: A marilith receives the Multidexteriry and Multiweapon Fighting feats as bonus feats. In combination with its natural abilities, these feats allow the marilith to attack with all its arms at no penalty.
Balor
Spell-Like Abilities: At will-blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 1/day-fire storm and implosion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).
Fear (Su): A creature hit by a balor’s slam attack must succeed at a Will save (DC 19) or flee in terror for 1d6 rounds.
Entangle (Ex): A balor’s whip entangles foes much like an attack with a net. The whip has a maximum range of 40 feet, with a range increment of 10 feet, and 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip.
Body Flames (Su): Balors can wreathe their bodies in roaring flames as a free action. The balor suffers no harm, but anyone grappling with it takes 4d6 points of fire damage each round.
Vorpal Sword (Su): Every balor carries a +1 vorpal greatsword. The sword also has the spell-like ability to detect good as cast by a 12th-level sorcerer, except that its range is 30 feet.
Detect Magic (Su): Balors continuously detect magic as the spell cast by a 20th-level sorcerer.
See Invisibility (Su): Balors continuously see invisibility as the spell cast by a 20th-level sorcerer.
Summon Demon (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor.
Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 50 points of damage to everything within 100 feet (Reflex half DC 20).
Telepathy (Su): Balors can communicate telepathically with any creature within 100 feet that has a language.
Skills: Balors receive a +8 racial bonus to Listen and Spot checks.
Devil
Lemure Imp Osyluth
Medium-Size
Outsider Tiny
Outsider (Evil, Lawful) Large
Outsider (Evil, Lawful)
(Evil, Lawful)
Hit Dice: 2d8 (9
hp) 3d8 (13
hp) 5d8+10
(32 hp)
Initiative: +0 +3
(Dex) +4
(Improved Initiative)
Speed: 20 ft. 20
ft., fly 50 ft. (perfect) 40
ft.
AC: 13 (+3
natural) 18
(+2 size, +3 Dex, +3 natural) 17
(-1 size, +8 natural)
Attacks: 2 claws +2 melee Sting +8 melee Bite
+9 melee, 2 claws +4 melee,
sting
+4 melee
Damage: Claw 1d3 Sting 1d4 and
poison Bite
1d8+5, claw 1d4+2,
sting
3d4+2 and poison
Face/Reach: 5 ft.
by 5 ft./5 ft. 2 1/2 ft. by 2
1/2 ft./0 ft. 5 ft.
by 5 ft./10 ft.
Special Attacks: - Spell-like
abilities, poison Spell-like
abilities, fear aura,
poison,
summon devil
Special Qualities:
Damage Damage reduction
5/silver, SR 5, Damage reduction
10/+1, SR 22,
reduction 5/silver, SR 5, fire and poison immunity, fire resistance fire and poison immunity, cold and
poison immunity,
cold and acid 20, see in darkness,
polymorph, acid resistance 20, see
in darkness,
resistance 20, see
in darkness, regeneration 2 know
alignment
mindless
Saves: Fort +3, Ref +3, Will +3 Fort +3, Ref +6, Will +4 Fort +6, Ref +4, Will +6
Abilities: Str 10,
Dex 10, Con 10, Str 10, Dex 17, Con
10, Str 21, Dex
10, Con 15,
Int -, Wis 11, Cha 5 Int 10, Wis 12, Cha 10 Int 14, Wis 14, Cha 14
Skills: - Hide
+15, Listen +5, Move Concentration +8,
Hide +3, Listen
Silently
+5, Search +5, Spellcraft +11, Move
Silently +8, Search +8,
+5,
Spot +5 Sense
Motive +10, Spot +12
Feats: - Dodge,
Weapon Finesse (sting) Alertness,
Improved Initiative
Climate/Terrain: Any land Any
land and underground Any
land and underground
and underground
Organization:
Solitary, gang (2-4), Solitary Solitary,
team (2-4),
swarm (6-15), or mob (10-40) or
squad (6-10)
Challenge
Rating: 1 2 6
Treasure: None None Standard
Alignment: Always
lawful evil Always lawful evil Always lawful
evil
Advancement: 3-6
HD (Small) 4-6 HD (Tiny) 6-8 HD
(Large);
9-15
HD (Huge)
Kyton Hellcat Barbazu
Medium-Size
Outsider Large
Outsider (Evil, Lawful) Medium-Size
Outsider
(Evil, Lawful) (Evil,
Lawful)
Hit Dice: 8d8+8
(44 hp) 7d8+21 (52
hp) 6d8+6
(33 hp)
Initiative: +4
(Improved Initiative) +6 (+2 Dex, +4
Improved Initiative) +4 (Improved Initiative)
Speed: 30 ft. 40
ft. 40
ft.
AC: 18 (+8
natural) 14
(-1 size, +2 Dex, +3 natural) 17
(+7 natural)
Attacks: 2 chain rakes +9 melee 2 claws +12 melee, bite +7 melee 2 claws +8; or Glaive +8/+3
melee,
beard (see text)
Damage: Chain rake
1d8+1 Claw 1d4+6, bite 2d6+3 Glaive 1d10+3 and
wounding;
claw
1d4+2; beard 1d8+2 and
disease
Face/Reach: 5 ft.
by 5 ft./10 ft. 5 ft. by 10
ft./5 ft. 5
ft. by 5 ft./5 ft. (10ft. with glaive).
Special Attacks: Dancing chains, Pounce, improved grab, Wounding,
beard, battle frenzy,
unnerving gaze rake 1d4+3 summon
devil
Special Qualities: Damage Scent,
invisible in light, SR 16, Damage
reduction 10/+1, SR 23,
reduction 20/+2,
SR 17, cold damage reduction
20/+2, fire fire and poison
immunity, cold and
immunity,
regeneration 2 resistance
20 acid
resistance 20, see in darkness,
telepathy
Saves: Fort +7,
Ref +6, Will +6 Fort +8, Ref +7,
Will +7 Fort +6, Ref
+5, Will +5
Abilities: Str 13,
Dex 11, Con 13, Str 23, Dex 15, Con
17, Str 15, Dex
11, Con 13,
Int 6, Wis 10, Cha 12 Int 10, Wis 14, Cha 10 Int 6, Wis 10, Cha 10
Skills: Climb +12,
Craft Climb +16,
Jump +16, Listen +16, Concentration
+7, Hide +6,
(blacksmithing)
+10, Escape Artist Move Silently +16,
Spot +12, Listen +6, Move
Silently +6,
+11, Listen +13,
Spot +13 Swim +12 Sense
Motive +6, Spot +6
Feats: Alertness,
Improved Critical Dodge, Improved
Initiative Cleave, Improved
Initiative
(chain), Improved
Initiative
Climate/Terrain: Any land and Any
land and underground Any
land and underground
underground
Organization:
Solitary, gang (2-4), Solitary, pair,
or pride (6-10) Solitary,
team (2-4), or
and (6-10), or mob
(11-20) squad
(6-10)
Challenge Rating:
6 7 7
Treasure: Standard None Standard
Alignment: Always
lawful evil Always lawful evil Always lawful
evil
Advancement: 9-16
HD 8-10 HD (Large); 7-9 HD
(Medium-size);
(Medium-size) 11-21 HD
(Huge) 10-18
HD (Large)
Erinyes Hamatula Cornugon
Medium-Size
Outsider Medium-Size
Outsider Large
Outsider (Evil, Lawful)
(Evil, Lawful) (Evil,
Lawful)
Hit Dice: 6d8+6
(33 hp) 9d8+9 (49
hp) 11d8+33
(82 hp)
Initiative: +1
(Dex) +0 +1
(Dex)
Speed: 30 ft., fly
50 ft. (average) 30 ft. 20
ft., fly 50 ft. (average)
AC: 20 (+1 Dex, +9
natural) 22 (+12 natural) 25 (-1 size,
+1 Dex, +15 natural)
Attacks: Longsword +8/+3 melee; 2 claws +12 melee Whip
+15/+10/+5 melee (or 2
or longbow +7/+2
ranged; or claws
+15 melee), bite +9 melee,
rope +7 ranged tail
+9 melee
Damage: Longsword
1d8+3; or Claw 2d4+3 and fear Whip 1d6+5 and stun,
claw 1d4 +5;
longbow 1d8; or
rope entangle bite
1d4+2, tail 1d3+2 and wound
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./5 ft. 10
ft. by 10 ft./15 ft.
Special Attacks: Rope entangle, Fear, improved grab, impale
Spell-like abilities,
fear aura,
charm person,
summon devil 3d4+4, summon
devil stun,
wound, summon devil
Special Qualities: Damage Damage
reduction 10/+1, SR 23, Damage
reduction 20/+2, SR 24,
reduction 10/+1,
SR 12,fire and fire and poison
immunity, fire and
poison immunity, cold and
poison immunities,
cold and acid cold and acid
resistance 20 acid
resistance 20, see in darkness,
resistance 20, see
in darkness, see in darkness,
telepathy telepathy,
regeneration 5
telepathy, tongues
Saves: Fort +6, Ref +6, Will +7 Fort +7, Ref +6, Will +8 Fort +10, Ref +8, Will +9
Abilities: Str 14,
Dex 13, Con 13, Str 17, Dex 11, Con
13, Str 21, Dex
12, Con 17,
Int 14, Wis 14, Cha 20 Int 12, Wis 14, Cha 10 Int 14, Wis 14, Cha 14
Skills:
Concentration +9, Disguise Concentration
+13, Hide +12, Bluff +14,
Climb +16,
+11, Escape Artist
+8, Hide +9, Listen +15, Move
Silently +12, Concentration +15,
Hide +7,
Listen +10, Move
Silently +9, Search +13, Sense
Motive +13, Listen +14, Move
Silently +14,
Search +9, Spot
+10 Spot +15 Search
+14, Sense Motive +14,
Spot +14
Feats: Dodge, Mobility Alertness, Cleave, Power Attack Cleave, Power Attack, Sunder
Climate/Terrain: Any land Any
land and underground Any
land and underground
and underground
Organization:
Solitary Solitary,
team (2-4), Solitary,
team (2-4),
or
squad (6-10) or
squad (6-10)
Challenge Rating:
7 8 10
Treasure:
Standard, plus rope Standard Standard
coins; double goods;
standard
items
Alignment: Always
lawful evil Always lawful evil Always lawful
evil
Advancement: 7-12
HD 10 HD (Medium-size); 12-15 HD (Large);
(Medium-size) 11-21
HD (Large) 16-30 HD
(Huge)
Gelugon Pit
Fiend
Large Outsider
(Evil, Lawful) Large
Outsider (Evil, Lawful)
Hit Dice: 12d8+60
(114 hp) 13d8+65
(123 hp)
Initiative: +1
(Dex) +5
(+1 Dex, +4 Improved Initiative)
Speed: 40 ft. 40
ft., fly 60 ft. (average)
AC: 28 (-1 size,
+1 Dex, +18 natural) 30
(-1 size, +1 Dex, +20 natural)
Attacks: Longspear +17/+12/+7 melee 2 claws +19 melee,
2 wings +14 melee,
(or 2 claws +17
melee), bite +12 melee, bite
+14 melee, tail slap +14 melee
tail +12 melee
Damage: Longspear
1d8+9 and cold, claw 1d8+6, Claw
1d6+7, wing 1d4+3,
bite 2d4+3, tail 3d4+3 and cold bite 2d6+3 and poison
plus disease, tail slap 2d4+3
Face/Reach: 5 ft.
by 5 ft./15 ft. 5
ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, fear aura, Spell-like abilities, fear aura,
improved grab,
cold, summon
devil constrict
2d4+10, summon devil
Special Qualities: Damage reduction 20/+2, SR 25, Damage reduction 30/+3, SR 28,
fire and poison
immunity, cold and acid resistance fire
and poison immunity, cold and acid resistance
20, see in
darkness, telepathy, regeneration 5 20,
see in darkness, telepathy, regeneration 5
Saves: Fort +13, Ref +9, Will +14 Fort +13, Ref +9, Will +13
Abilities: Str 23,
Dex 13, Con 21, Str
25, Dex 13, Con 21,
Int 22, Wis 22, Cha 16 Int
20, Wis 20, Cha 16
Skills: Bluff +16,
Climb +20, Concentration +20, Bluff
+17, Climb +20, Concentration +19, Disguise
Disguise +17, Jump
+19, Knowledge (arcana) +20, +17,
Hide +4, Jump +19, Knowledge (arcana) +20,
Listen +22, Move
Silently +16, Search +20, Listen
+21, Move Silently +17, Search +21,
Sense Motive +20,
Spellcraft +20, Spot +22 Spellcraft
+21, Spot +21
Feats: Alertness,
Cleave, Dodge, Power Attack Cleave,
Great Cleave, Improved Initiative, Power
Attack
Climate/Terrain: Any land and underground Any land and
underground
Organization:
Solitary, team (2-4), squad (6-10), Solitary,
team (2-4), or troupe
or troupe (1-2 gelugons, 7-12
barbazu, (1-2 pit fiends, 2-5
cornugons,
and 1-4 osyluths) and
2-5 hamatulas)
Challenge Rating:
13 16
Treasure: Standard
coins; double goods; Standard
coins; double goods; standard items
standard items
Alignment: Always
lawful evil Always
lawful evil
Advancement: 13-18
HD (Large); 19-33 HD (Huge) 14-20 HD
(Large); 21-39 HD (Huge)
Except where noted below, all devils speak Infernal, Celestial, and Draconic.
Combat
Summon Devil (Sp): Some devils can summon other devils much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no devils answer the summons. Summoned creatures automatically return whence they came after 1 hour. A devil that has just been summoned cannot use its own summon ability for 1 hour.
See in Darkness (Su): Lemures can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Mindless (Ex): Lemures are immune to all mind-influencing effects.
Imp
Spell-Like Abilities: At will: detect good, detect magic, and invisibility (self only); 1/day-suggestion. These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell cast by a 12th-level cleric.
Poison (Ex): Sting, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.
Polymorph (Su): An imp can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that an individual imp can assume only one or two forms no larger than Medium-size. Common forms include monstrous spider, raven, rat, and boar.
Regeneration (Ex): Imps take normal damage from acid, and from holy and blessed weapons (if silver or enchanted).
Osyluth
Spell-Like Abilities: At will-animate dead, charm person, dimensional anchor, doom, fly, invisibility (self only), major image, suggestion, and wall of ice. These abilities are as the spells cast by a 7th-level sorcerer (save DC 12 + spell level).
An osyluth can also teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.
Fear Aura (Su): Osyluths can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed at a Will save (DC 14) or be affected as though by a fear spell cast by a 7th-level sorcerer. A creature that successfully saves cannot be affected again by the same osyluth’s aura for one day. Other baatezu are immune to the aura.
Poison (Ex): Sting, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.
Summon Devil (Sp): Once per day an osyluth can attempt to summon 2d10 lemures with a 50% chance of success, or another osyluth with a 35% chance of success.
See in Darkness (Su): Osyluths can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Osyluths can communicate telepathically with any creature within 100 feet that has a language.
Know Alignment (Su): Osyluths always know the alignment of any creature they look upon.
Kyton
Kytons speak Infernal and Common.
Dancing Chains (Su): A kyton has the ability to control all chains within 20 feet as a standard action, making them move as it wishes. In addition, the kyton can increase the chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself.
A kyton can climb chains it controls at its normal speed without a Climb check.
Unnerving Gaze (Su): A kyton can make its face resemble one of the opponent’s departed loved ones or bitter enemies. Those subjected to the gaze must succeed at a Will save (DC 15) or suffer a -1 morale penalty to all attack rolls for 1d3 rounds.
Regeneration (Ex): Kytons take normal damage from fire, acid, and blessed weapons (if they have at least +2 magical enhancement). A kyton that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.
Skills: Kytons receive a +8 racial bonus to Craft skills involving metalwork.
Hellcat
Hellcats use a natural telepathy to communicate with one another and those they encounter.
Pounce (Ex): If a hellcat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the hellcat must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A hellcat can make two rake attacks (+12 melee) against a held creature with its hind legs for 1d4+3 damage each. If the hellcat pounces on an opponent, it can also rake.
Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.
Skills: Hellcats receive a +4 racial bonus to Listen and Move Silently checks.
Barbazu
Spell-Like Abilities: At will: animate dead, charm person, command, desecrate, magic weapon, major image, produce flame, and suggestion. Barbazu also can induce fear by touch as the spell, except it affects only the creature touched. These abilities are as cast by an 8th-level sorcerer (save DC 10 + spell level).
A barbazu can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.
Wound (Su): A hit from a barbazu’s glaive causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies. This is an ability of the barbazu, not of the weapon.
Beard (Ex): If a barbazu hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature must succeed at a Fortitude save (DC 14) or be infected with a disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). Damage is dealt each day until the afflicted creature succeeds at three consecutive Fortitude saves, the disease is cured magically, or the creature dies.
Battle Frenzy (Ex): A barbazu can work itself into a battle frenzy similar to the barbarian’s rage ability (+4 Strength, +4 Constitution, +2 morale bonus to Will saves, -2 AC penalty), for a +2 morale bonus to attacks and damage and 12 extra hit points. The frenzy lasts 6 rounds, and the barbazu suffers no ill effects afterward.
Summon Devil (Sp): Once per day a barbazu can attempt to summon 2d10 lemures with a 50% chance of success, or another barbazu with a 35% chance of success.
See in Darkness (Su): Barbazu can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Barbazu can communicate
telepathically with any creature within 100 feet that has a language.
Erinyes
Spell-Like Abilities: At will: animate dead, charm monster, desecrate, invisibility (self only), magic circle against good (self only), major image, polymorph self, produce flame, see invisibility, suggestion, and unholy blight. These abilities are as the spells cast by an 8th-level sorcerer (save DC 15 + spell level).
An erinyes also can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.
Charm Person (Su): An erinyes can charm a humanoid creature with a look. This is not a gaze attack, and the target need not meet the erinyes’s eye. The ability has a range of 60 feet; an affected opponent must succeed at a Will save (DC 18) or become utterly loyal to the erinyes. The victim will do anything to protect the erinyes, even if that means slaying his or her companions or facing certain death. The ability is otherwise similar to charm person cast by an 8th-level sorcerer.
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell cast by a 16th-level sorcerer. The erinyes can hurl the rope 30 feet with no range penalty.
Summon Devil (Sp): Once per day an erinyes can attempt to summon 2d10 lemures with a 50% chance of success, or 1d4 barbazu with a 35% chance of success.
See in Darkness (Su): Erinyes can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Erinyes can communicate telepathically with any creature within 100 feet that has a language.
Tongues (Su): An erinyes has a permanent tongues ability as the spell cast by a 12th-level sorcerer.
Hamatula
Spell-Like Abilities: At will: animate dead, charm person, desecrate, doom, hold person, major image, produce flame, pyrotechnics, and suggestion; 1/day-order’s wrath or unholy blight. These abilities are as the spells cast by a 9th-level sorcerer (save DC 10 + spell level).
A hamatula can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.
Fear (Su): A creature hit by a hamatula must succeed at a Will save (DC 14) or be affected as though by fear cast by a 9th-level sorcerer. Whether or not the save is successful, that creature cannot be affected again by that hamatula’s fear ability for one day.
Improved Grab (Ex): To use this ability, the hamatula must hit with a claw attack. If it gets a hold, it can impale the opponent on its barbed body.
Impale (Ex): A hamatula deals 3d4+4 points of damage to a grabbed opponent with a successful grapple check.
Summon Devil (Sp): Once per day a hamatula can attempt to summon 2d10 lemures with a 50% chance of success, or another hamatula with a 35% chance of success.
See in Darkness (Su): Hamatula can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Hamatula can communicate
telepathically with any creature within 100 feet that has a language.
Cornugon
Spell-Like Abilities: At will: animate dead, charm person, desecrate, detect good, detect magic, detect thoughts, dispel chaos, dispel good, magic circle against good, major image, produce flame, pyrotechnics, suggestion, and teleport without error (self plus 50 pounds of objects only); 3/day-fireball and lightning bolt; 1/day-wall of fire. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).
Fear Aura (Su): As a free action, a cornugon can create an aura of fear in a 5-foot radius. It is otherwise identical with fear cast by a 12th-level sorcerer (save DC 17). If the save is successful, that creature cannot be affected again by that cornugon’s fear aura for one day. Other devils are immune to the aura.
Stun (Su): Whenever a cornugon hits with a whip attack, the opponent must succeed at a Fortitude save (DC 17) or be stunned for 1d4 rounds.
Wound (Su): A hit from a cornugon’s tail attack causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies.
Summon Devil (Sp): Once per day a cornugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 1d6 hamatulas with a 35% chance of success, or another cornugon with a 20% chance of success.
See in Darkness (Su): Cornugons can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Cornugons can communicate telepathically with any creature within 100 feet that has a language.
Regeneration (Ex): Cornugons take normal damage from acid, and from holy and blessed weapons of at least +2 enchantment.
Spell-Like Abilities: At will-animate dead, charm monster, cone of cold, desecrate, detect good, detect magic, fly, magic circle against good, major image, polymorph self, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, and wall of ice. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).
Fear Aura (Su): As a free action, a gelugon can create an aura of fear in a 10-foot radius. It is otherwise identical with fear cast by a 13th-level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that gelugon’s fear aura for one day. Other devils are immune to the aura.
Cold (Su): A hit from a gelugon’s tail or spear attack induces numbing cold. The opponent must succeed at a Fortitude save (DC 21) or be affected as though by a slow spell for 1d6 rounds.
Summon Devil (Sp): Once per day a gelugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 2d4 osyluths or 1d6 hamatulas with a 35% chance of success, or another gelugon with a 20% chance of success.
See in Darkness (Su): Gelugons can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Gelugons can communicate telepathically with any creature within 100 feet that has a language.
Regeneration (Ex): Gelugons take normal damage from holy and blessed weapons of at least +2 enchantment.
Pit Fiend
Spell-Like Abilities: At will: animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 1/day-meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 17th-level sorcerer (save DC 13 + spell level).
Once per year a pit fiend can use wish as the spell cast by a 20th-level sorcerer.
Fear Aura (Su): As a free action, a pit fiend can create an aura of fear in a 20-foot radius. It is otherwise identical with fear cast by a 15th-level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that pit fiend’s fear aura for one day. Other devils are immune to the aura.
Poison (Ex): Bite, Fortitude save (DC 21); initial damage 1d6 temporary Constitution, secondary damage death.
Disease
(Su): Even if an affected creature saves against the poison, it must succeed at
a Fortitude save (DC 14) or be infected with a vile disease called devil chills
(incubation period 1d4 days, damage 1d4 points of temporary Strength).
Improved Grab (Ex): To use this ability, the pit fiend must hit a Medium-size or smaller opponent with its tail slap attack. If it gets a hold, it can constrict.
Constrict (Ex): A pit fiend deals 2d4+10 points of damage with a successful grapple check against Medium-size or smaller creatures.
Summon Devil (Sp): Twice per day a pit fiend can automatically summon two lemures, osyluths, or barbazu, or one erinyes, cornugon, or gelugon.
See in Darkness (Su): Pit Fiends can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Pit Fiends can communicate telepathically with any creature within 100 feet that has a language.
Regeneration (Ex): Pit fiends take normal damage from holy and blessed weapons of at least +3 enchantment.
Destrachan
Large Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: 2 claws +9 melee
Damage: Claw 1d6+4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Destructive harmonics, reverberating harmonics
Special Qualities: Blindsight, protection from sonics
Saves: Fort +5, Ref +3, Will +10
Abilities: Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12
Skills: Hide +7, Intuit Direction +10, Listen +25, Move Silently_+10
Feats: Dodge, Improved Initiative
Climate/Terrain: Any underground
Organization: Solitary or pack (3-5)
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
A destrachan speaks no language but understands Common. If one must communicate, it does so through action.
Combat
A destrachan uses its claws only as a last resort or to finish off foes weakened by its sonic attacks. Being extremely intelligent, it often enters battle with surprise if possible. It first focuses on destroying metal armor and weapons and then changes to harmonics that disrupt flesh.
Destructive Harmonics (Su): A destrachan can blast sonic energy in a cone up to 80 feet long. It can tune the harmonics of this destructive power to affect different types of targets.
Flesh: Disrupting tissue and rending bone, this horrible attack deals 4d6 points of damage to all within the cone (Reflex half DC 15).
Nerves: The destrachan can focus its harmonics to subdue rather than slay. This attack plays havoc with nerves and sensory systems, dealing 6d6 points of subdual damage to all within the cone (Reflex half DC 15).
Material: The destrachan chooses wood, stone, metal, or glass. All objects made of that material within the cone must succeed at a Fortitude save (DC 15) or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.
Reverberating Harmonics (Su): The destrachan can use a wall, a ceiling, or even a floor to reflect any of the sonic attacks listed above (except those that would damage the reflecting surface). This attack affects all within 30 feet of the destrachan, which is immune to the effects of its own ability.
Blindsight (Ex): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted creature would.
Protection from Sonics (Ex): While they can be affected by loud noises and sonic spells (such as ghost sound or silence), destrachans are less vulnerable to sound-based attacks (+4 circumstance bonus on all saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is effectively blind, treating all targets as totally concealed.
Immunities: Destrachans are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Skills: With perhaps the most sophisticated auditory organs in existence, the destrachan gains a +10 racial bonus to Listen checks.
Devourer
Large Undead
Hit Dice: 12d12 (78 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft.
AC: 18 (-1 size, +9_natural)
Attacks: 2 claws +11_melee
Damage: Claw 1d6+5
Face/Reach: 5 ft. by 5 ft./"""10_ft.
Special Attacks: Energy drain, trap essence, spell-like abilities
Special Qualities: Undead, spell deflection, SR 21
Saves: Fort +4, Ref +4, Will_+11
Abilities: Str 21, Dex 10, Con -, Int 16, Wis 16, Cha 17
Skills: Climb +10, Concentration +18, Jump +17, Listen +17, Move Silently +12,
Spot +17
Feats: Alertness, Blind-Fight, Combat Casting, Expertise, Improved Initiative,
Weapon Focus (claw)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral evil
Advancement: 13 HD (Large); 14-27 HD (Huge)
Combat
Energy Drain (Su): Living creatures hit by a devourer’s claw attack or spectral hand ability receive one negative level. The Fortitude save to remove the negative level has a DC of 19.
Trap Essence (Su): The devourer is named for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll to hit but deals no damage. The affected creature must succeed at a Fortitude save (DC 19) or die instantly. The slain creature’s essence is trapped within the devourer’s ribs, and the diminutive figure takes on that victim’s features. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the devourer. A devourer can hold only one essence at a time. The trapped essence provides the devourer with enough power to use five spell-like abilities per HD or level of the trapped creature. As this energy is expended, the twisted soul fades away until it evaporates completely. The trapped essence receives one negative level for every five spell-like uses. When the number of negative levels equals the creature’s total HD or level, the essence is destroyed. If an essence is freed, the restored creature must succeed at a Fortitude save (DC 17) for each negative level or lose that level permanently.
Spell-Like Abilities: At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels (enough fuel for 30 to 75 uses). Once per round, the devourer can use one of following as the spell cast by an 18th-level sorcerer (save DC 13 + spell level): confusion, control undead, ghoul touch, lesser planar ally, ray of enfeeblement, spectral hand, suggestion, and true seeing.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Spell Deflection (Su): The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, detect thoughts, dispel evil, dominate person, emotion, fear, geas/quest, holy word, hypnosis, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. In many cases, this effectively neutralizes the spell (charming a trapped essence, for example, is useless). Some of them (banishment, for example), might eliminate the trapped essence, robbing the devourer of its magical powers until it can consume another.
Digester
Medium-Size Magical Beast
Hit Dice: 8d10+24 (68 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: Rake +11 melee
Damage: Rake 1d8+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attack: Acid spray
Special Qualities: Scent, acid immunity
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +11, Listen +6, Jump +7, Spot +6
Feats: Alertness, Improved Initiative
Climate/Terrain: Temperate and warm land
and underground
Organization: Solitary or pack (3-6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Medium-size); 13-24 HD (Large)
Combat
When hunting, it looks about for a likely target, then charges forth and delivers a gout of acid. If the initial attack is insufficient to kill the prey, the digester attacks with its hind feet until it can spray acid again.
Acid Spray (Ex): A digester can spray acid in a cone 20 feet long, dealing 4d8 points of damage to everything in the area.Once a digester uses this ability, it can’t use it again until 1d4 rounds later. The creature can also produce a concentrated stream of acid that deals 8d8 points of damage to a single target within 5 feet. In either case, a successful Reflex save (DC 17) halves the damage.
Skills: The digester’s coloration gives it a +4 racial bonus to Hide checks. It also has a +4 racial bonus to Jump checks.
Dinosaur
Deinonychus Elasmosaurus Megaraptor
Large Beast Huge Beast (Aquatic) Huge Beast
Hit Dice: 4d10+12 (34 hp) 5d10+25 (52 hp) 8d10+32 (76 hp)
Initiative: +2 (Dex) +2 (Dex) +2 (Dex)
Speed: 60 ft. 20 ft., swim 50 ft. 60 ft.
AC: 16 (-1 size, +2 Dex, 13 (-2 size, +2 Dex, +3 natural) 16 (-2 size, +2 Dex,
+5 natural) +6 natural)
Attacks: Rake +6 melee, Bite +9 melee Rake +9 melee, 2
2 claws +1 melee, claws +4 melee,
bite +1 melee bite +4 melee
Damage: Rake 2d6+4, Bite 2d8+12 Rake 2d8+5,
claw 1d3+2, bite 2d4+2 claw 1d4+2, bite 2d6+2
Face/Reach: 5 ft. by 5 ft./10 ft. 10 ft. by 20 ft./10 ft. 10 ft. by 10 ft./15 ft.
Special Qualities: Scent Scent Scent
Saves: Fort +7, Ref +6, Will +2 Fort +9, Ref +6, Will +2 Fort +10, Ref +8, Will +4
Abilities: Str 19, Dex 15, Con 17, Str 26, Dex 14, Con 20, Str 21, Dex 15, Con 19,
Int 2, Wis 12, Cha 10 Int 2, Wis 13, Cha 9 Int 2, Wis 15, Cha 10
Skills: Hide +7, Jump +13, Listen +2, Spot +5 Hide +5, Jump +14, Listen
Listen +11, Spot +11, +12, Spot +12, Wilderness
Wilderness Lore +9 Lore +10
Climate/Terrain:Warm forest, Warm aquatic Warm forest, hill, plains, and
hill, plains, and marsh marsh
Organization: Solitary, pair, Solitary or pair Solitary, pair, or pack (3-6)
or pack (3-6)
Challenge Rating: 3 5 6
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 5-8 HD (Large) 6-15 HD (Huge) 9-16 HD (Huge);
17-24 HD (Gargantuan)
Triceratops Tyrannosaurus
Huge Beast Huge Beast
Hit Dice: 16d10+112 (200 hp) 18d10+72 (171 hp)
Initiative: -1 (Dex) +1 (Dex)
Speed: 30 ft. 40 ft.
AC: 18 (-2 size, -1 Dex, +11 natural) 14 (-2 size, +1 Dex, +5 natural)
Attacks: Gore +15 melee Bite +20 melee
Damage: Gore 2d8+7 Bite 5d8+13
Face/Reach: 10 ft. by 20 ft./10 ft. 10 ft. by 10 ft./15 ft.
Special Attacks: Charge for double damage, trample Improved grab, swallow whole
Special Qualities: Scent Scent
Saves: Fort +17, Ref +9, Will +6 Fort +15, Ref +12, Will +8
Abilities: Str 20, Dex 9, Con 25, Str 28, Dex 12, Con 19,
Int 1, Wis 12, Cha 7 Int 2, Wis 15, Cha 10
Skills: Listen +8, Spot +8 Listen +11, Spot +11
Climate/Terrain: Warm forest, hill, and plains Warm forest, hill, plains, and marsh
Organization: Solitary, pair, or herd (5-8) Solitary or pair
Challenge Rating: 7 8
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 17-32 HD (Gargantuan); 19-36 HD (Gargantuan);
33-48 HD (Colossal) 37-54 HD (Colossal)
Deinonychus
Skills: A deinonychus receives a +8 racial bonus to Hide, Jump, Listen, Spot, and Wilderness Lore checks.
Triceratops
Trample (Ex): A triceratops can trample Medium-size or smaller creatures for 2d12+5 points of damage. Opponents who do not make attacks of opportunity against the triceratops can attempt a Reflex save (DC 23) to halve the damage.
Tyrannosaurus
Improved Grab (Ex): To use this ability, the tyrannosaurus must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.
Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage per round from the tyrannosaurus’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 tyrannosaurus’s gizzard can hold two Medium-size, eight Small, or thirty-two Tiny or smaller opponents.
Dire Animals
Rat Weasel Badger
Small Animal Medium-Size Animal Medium-Size Animal
Hit Dice: 1d8+1 (5 hp) 3d8 (13 hp) 3d8+12 (25 hp)
Initiative: +3 (Dex) +4 (Dex) +3 (Dex)
Speed: 40 ft., climb 20 ft. 40 ft. 30 ft., burrow 10 ft.
AC: 15 (+1 size, +3 Dex, 16 (+4 Dex, +2 natural) 16 (+3 Dex, +3 natural)
+1 natural)
Attacks: Bite +4 melee Bite +6 melee 2 claws +4 melee,
bite -1 melee
Damage: Bite 1d4 Bite 1d6+3 Claw 1d4+2, bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Disease Attach, blood drain Rage
Special Qualities: Scent Scent Scent
Saves: Fort +3, Ref +5, Will +3 Fort +3, Ref +7, Will +4 Fort +7, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 12, Str 14, Dex 19, Con 10, Str 14, Dex 17, Con 19,
Int 1, Wis 12, Cha 4 Int 2, Wis 12, Cha 11 Int 2, Wis 12, Cha 10
Skills: Climb +11, Hide +11, Move Silently +10, Spot +5 Listen +6, Spot +6
Hide +9, Move Silently +6
Feats: Weapon Finesse (bite) Weapon Finesse (bite) -
Climate/Terrain: Any land Temperate forest, hill, Temperate forest, hill,
and underground mountains, plains, plains, and underground
and underground
Organization: Solitary or Solitary or pair Solitary or cete (2-5)
pack (11-20)
Challenge Rating: 1/3 2 2
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 2-3 HD (Small); 4-6 HD (Large); 4-6 HD (Large);
4-6 HD (Medium-size) 7-9 HD (Huge) 7-9 HD (Huge)
Bat Ape Wolverine
Large Animal Large Animal Large Animal
Hit Dice: 4d8+12 (30 hp) 5d8+10 (32 hp) 5d8+20 (42 hp)
Initiative: +6 (Dex) +2 (Dex) +3 (Dex)
Speed: 20 ft., fly 40 ft. (good) 30 ft., climb 15 ft. 30 ft., climb 10 ft.
AC: 20 (-1 size, +6 Dex, 15 (-1 size, +2 Dex, 16 (-1 size, +3 Dex,
+5 natural) +4 natural) +4 natural)
Attacks: Bite +5 melee 2 claws +8 melee, 2 claws +8 melee,
bite +3 melee bite +3 melee
Damage: Bite 1d8+4 Claw 1d6+6, bite 1d8+3 Claw 1d6+6, bite 1d8+3
Face/Reach: 10 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 10 ft./5 ft.
Special Attacks: - Rend 2d6+12 Rage
Special Qualities: Blindsight Scent Scent
Saves: Fort +7, Ref +10, Will +6 Fort +6, Ref +6, Will +5 Fort +8, Ref +7, Will +5
Abilities: Str 17, Dex 22, Con 17, Str 22, Dex 15, Con 14, Str 22, Dex 17, Con 19,
Int 2, Wis 14, Cha 6 Int 2, Wis 12, Cha 7 Int 2, Wis 12, Cha 10
Skills: Listen +11*, Climb +14, Move Climb +14, Listen +9,
Move Silently +11, Silently +9, Spot +9 Spot +8
Spot +11*
Climate/Terrain: Temperate Warm forest, warm mountains, Temperate forest, hill,
and warm desert, forest, hill, and underground plains, and underground
plains, and underground
Organization: Solitary or Solitary or company (5-8) Solitary or pair
colony (5-8)
Challenge Rating: 2 3 4
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 5-12 HD (Huge) 6-15 HD (Large) 6-15 HD (Large)
Wolf Boar Lion
Large Animal Large Animal Large Animal
Hit Dice: 6d8+18 (45 hp) 7d8+21 (52 hp) 8d8+24 (60 hp)
Initiative: +2 (Dex) +0 +2 (Dex)
Speed: 50 ft. 40 ft. 40 ft.
AC: 14 (-1 size, +2 Dex, 15 (-1 size, +6 natural) 15 (-1 size, +2 Dex,
+3 natural) +4 natural)
Attacks: Bite +10 melee Bite +12 melee 2 claws +12 melee,
bite +7 melee
Damage: Bite 1d8+10 Bite 1d8+12 Claw 1d6+7, bite 1d8+3
Face/Reach: 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft.
Special Attacks: Trip Ferocity Pounce, improved grab,
rake 1d6+3
Special Qualities: Scent Scent Scent
Saves: Fort +8, Ref +7, Will +6 Fort +8, Ref +5, Will +6 Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 15, Con 17, Str 27, Dex 10, Con 17, Str 25, Dex 15, Con 17,
Int 2, Wis 12, Cha 10 Int 2, Wis 13, Cha 8 Int 2, Wis 12, Cha 10
Skills: Hide +5, Listen +6, Listen +9, Spot +8 Hide +5*, Jump +10,
Move Silently +5, Spot +6, Listen +4, Move Silently +9,
Wilderness Lore +1* Spot +4
Climate/Terrain: Any forest, Temperate and warm forest Any forest, hill, mountains,
hill, mountains, plains, plains, and underground
and underground
Organization: Solitary or pack (5-8) Solitary or herd (5-8) Solitary, pair, or pride (6-10)
Challenge Rating: 3 4 5
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 7-18 HD (Large) 8-16 HD (Large); 9-16 HD (Large); 17-21 HD (Huge) 17-24 HD (Huge)
Bear Tiger Shark
Large Animal Huge Animal Huge Animal (Aquatic)
Hit Dice: 12d8+48 (102 hp) 16d8+48 (120 hp) 18d8+54 (135 hp)
Initiative: +1 (Dex) +2 (Dex) +2 (Dex)
Speed: 40 ft. 40 ft. Swim 90 ft.
AC: 17 (-1 size, +1 Dex, 16 (-2 size, +2 Dex, 17 (-2 size, +2 Dex,
+7 natural) +6 natural) +7 natural)
Attacks: 2 claws +18 melee, 2 claws +18 melee, Bite +17 melee
bite +13 melee bite +13 melee
Damage: Claw 2d4+10, Claw 2d4+8, bite 2d6+4 Bite 2d6+9
bite 2d8+5
Face/Reach: 5 ft. by 10 ft./5 ft. 10 ft. by 20 ft./10 ft. 10 ft. by 25 ft./10 ft.
Special Attacks: Improved grab Pounce, improved grab, Improved grab,
rake 2d4+4 swallow whole
Special Qualities: Scent Scent Keen scent
Saves: Fort +12, Ref +9, Will +9 Fort +13, Ref +12, Will +11 Fort +14, Ref +13, Will +12
Abilities: Str 31, Dex 13, Con 19, Str 27, Dex 15, Con 17, Str 23, Dex 15, Con 17,
Int 2, Wis 12, Cha 10 Int 2, Wis 12, Cha 10 Int 1, Wis 12, Cha 10
Skills: Listen +7, Spot +7, Hide +0*, Jump +11, Listen +7, Spot +7
Swim +13 Listen +3, Move Silently +9,
Spot +3, Swim +11
Climate/Terrain: Any forest, Any forest, hill, mountains, Any aquatic
hill, mountains, plains, plains, and underground
and underground
Organization: Solitary or pair Solitary or pair Solitary or school (2-5)
Challenge Rating: 7 8 9
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement: 13-16 HD (Large); 17-32 HD (Huge); 19-32 (Huge);
17-36 HD (Huge) 33-48 (Gargantuan) 33-54 (Gargantuan)
Dire Rat
Disease (Ex): Filth fever-bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.
Dire Weasel
Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dex bonus to AC and thus has an AC of 12.
Blood Drain (Ex): A dire weasel drains blood for 2d4 points of temporary Constitution damage each round it remains attached.
Dire Badger
Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Dire Bat
Blindsight: Dire bats can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this ability and forces the bat to rely on its weak vision, which has a maximum range of 10 feet.
Skills: Dire bats receive a +4 racial bonus to Spot and Listen checks. *These bonuses are lost if blindsight is negated.
Dire Ape
Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 2d6+12 points of damage.
Dire Wolverine
Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Dire Wolf
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent 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 dire wolf.
Skills: A dire wolf receives a +1 racial bonus to Listen, Move Silently, and Spot checks and a +2 racial bonus to Hide checks. *It also receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Dire Boar
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Dire Lion
Pounce (Ex): If a dire lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the dire lion must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A dire lion can make two rake attacks (+12 melee) against a held creature with its hind legs for 1d6+3 damage each. If the dire lion pounces on an opponent, it can also rake.
Skills: Dire lions receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Dire Bear
Improved Grab (Ex): To use this ability, the dire bear must hit with a claw attack.
Dire Tiger
Pounce (Ex): If a dire tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the dire tiger must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A dire tiger can make two rake attacks (+18 melee) against a held creature with its hind legs for 2d4+4 damage each. If the dire tiger pounces on an opponent, it can also rake.
Skills: Dire tigers receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Dire Shark
Improved Grab (Ex): To use this ability, the dire shark must hit with its bite attack. If it gets a hold, it can try to swallow the foe.
Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of crushing damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The shark’s gullet can hold one Large, four Medium-size, sixteen Small, or sixty-four Tiny or smaller opponents.
Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Doppelganger
Medium-Size Shapechanger
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 Dex, +4 natural)
Attacks: 2 slams +4 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Detect thoughts
Special Qualities: Alter self, immunities
Saves: Fort +5, Ref +5, Will +6
Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha_13
Skills: Bluff +12*, Disguise +12*, Listen +11, Sense Motive +6, Spot +8
Feats: Alertness, Dodge
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (3-6)
Challenge Rating: 3
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Combat
Detect Thoughts (Su): A doppelganger can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 13). It can suppress or resume this ability as a free action.
Alter Self (Su): A doppelganger can assume the shape of any Small or Medium-size humanoid. This works like alter self as cast by an 18th-level sorcerer, but the doppelganger can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.
Immunities (Ex): Doppelgangers are immune to sleep and charm effects.
Skills: A doppelganger receives a +4 racial bonus to Bluff and Disguise checks. *When using alter self, a doppelganger receives an additional +10 circumstance bonus to Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus to Bluff and Disguise checks.
Dragon Turtle
Huge Dragon (Aquatic)
Hit Dice: 12d12+60 (138 hp)
Initiative: +0
Speed: 20 ft., swim 30 ft.
AC: 20 (-2 size, +12 natural)
Attacks: Bite +18 melee, _2 claws +13 melee
Damage: Bite 4d6+8, claw 2d8+4
Face/Reach: 30 ft. by 40 ft./10 ft.
Special Attacks: Breath weapon, snatch, capsize
Special Qualities: Scent, fire immunity, dragon
Saves: Fort +13, Ref +8, Will +9
Abilities: Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12
Skills: Hide +7*, Intimidate +16, Intuit Direction +10, Listen_+18, Search +16,
_Spot +18
Feats: Alertness, Blind-Fight, Cleave, Power Attack
Climate/Terrain: Temperate aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: Triple standard
Alignment: Usually neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Dragon turtles speak Aquan, Draconic, and Common.
Combat
Breath Weapon (Su): Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, every 1d4 rounds; 20d6 points of fire damage, Reflex half DC 21; effective both on the surface and underwater.
Snatch (Ex): A dragon turtle that hits with a bite attack attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold on a creature three or more sizes smaller, it seizes the creature with its mouth and automatically deals bite damage each round. If it does not move and takes no other action in combat, it deals double bite damage to the snatched creature. A snatched creature gets no saving throw against the dragon turtle’s breath weapon. The dragon turtle can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 60 feet and takes 6d6 points of damage.
Capsize (Ex): A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Dragon: Immune to sleep and paralysis effects.
Skills: *Dragon turtles receive a +8 racial bonus to Hide checks when submerged.
Dragonne
Large Magical Beast
Hit Dice: 9d10+27 (76 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 30 ft. (poor)
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: Bite +12 melee, 2 claws +7 melee
Damage: Bite 2d6+4, claw 2d4+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Roar
Special Qualities: Scent
Saves: Fort +9, Ref +8, Will +4
Abilities: Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12
Skills: Listen +12, Spot +13
Feats: Blind-Fight, Improved Initiative
Climate/Terrain: Temperate and warm desert,
hill, and underground
Organization: Solitary, pair, or pride (5-10)
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually neutral
Advancement: 10-12 HD (Large); 13-27 HD (Huge)
Dragonnes speak Draconic.
Combat
If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position. Dragonnes prefer not to fight in the air, since they are very slow and maneuver poorly compared to most other flying creatures.
Roar (Su): A dragonne can loose a terrifying roar every 1d4 rounds. All creatures (except dragonnes) within 120 feet must succeed at a Will save (DC 15) or be weakened with fear, losing half their current Strength scores for 2d6 rounds. Those within 30 feet become deafened for 2d6 rounds: Creatures with 8 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 15). Deafened creatures cannot be affected again by the dragonne’s roar.
Skills: Dragonnes receive a +2 racial bonus to Listen and Spot checks.
Drider
Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +2 (Dex)
Speed: 30 ft., climb 15 ft.
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: 2 short swords +3 melee, bite +0 melee; or shortbow +5 ranged
Damage: Short sword 1d6+2, short sword 1d6+1, bite 1d4+1; shortbow 1d6
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Spells, spell-like abilities, poison
Special Qualities: SR 14
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha_16
Skills: Climb +14, Concentration +10, Hide_+8, Listen +9, Move Silently +7,
Spellcraft +10, Spot +9
Feats: Ambidexterity, Combat Casting, Two-Weapon Fighting
Climate/Terrain: Underground
Organization: Solitary, pair, or troupe (1-2 plus 7-12 Medium-size monstrous
spiders)
Challenge Rating: 7
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class
Driders speak Drow, Common, and Undercommon.
Combat
Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.
Spells: Driders may be 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery.
Spell-Like Abilities: 1/day-dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 6th-level sorcerer (save DC 13 + spell level).
Once per day a drider cleric can additionally use clairaudience/clairvoyance, discern lies, dispel magic, and suggestion as a 6th-level caster.
Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d6 temporary Strength.
Skills: A drider receives a +4 racial bonus to Hide and Move Silently checks.
Dryad
Medium-Size Fey
Hit Dice: 2d6 (7 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 12 (+2 Dex)
Attacks: Dagger +1 melee
Damage: Dagger 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Symbiosis
Saves: Fort +0, Ref +5, Will +5
Abilities: Str 10, Dex 15, Con 11, Int 14, Wis 15, Cha 18
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one) +6, Escape
Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9,
Wilderness Lore +7
Feats: Alertness, Dodge, Improved Initiative
Climate/Terrain: Temperate and warm forest
Organization: Solitary or grove (4-7)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic good
Advancement: 3-4 HD (Medium-size)
Dryads speak Common, Elven, and Sylvan.
Combat
Spell-Like Abilities: Dryads can communicate with plants at will (as speak with plants). They can also, at will, step inside any tree and use dimension door as cast by a 7th-level sorcerer to reach their own oak tree. A dryad can use charm person three times per day, as cast by a 4th-level sorcerer; targets must succeed at a Will save (DC 15) or be charmed for 4 hours.
Symbiosis (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.
Dwarf
Medium-Size Humanoid (Dwarf)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 15 ft. (scale mail); base 20 ft.
AC: 16 (+4 scale mail, +2 large shield)
Attacks: Dwarven waraxe +1 melee; or shortbow+1 ranged
Damage: Dwarven waraxe 1d10; shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Dwarven traits
Special Qualities: Dwarven traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 8
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Feats: Exotic Weapon Proficiency (dwarven waraxe)
Climate/Terrain: Any hill, mountains, and
underground
Deep, derro, duergar: Any underground
Mountain: Any mountains and underground
Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader
of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level
sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2 (hill, deep, mountain) or 1 (derro, duergar)
Treasure: Standard coins; double goods; standard items
Alignment: Usually lawful good
Deep: Usually lawful neutral or neutral
Derro: Usually chaotic evil
Duergar: Usually lawful evil
Mountain: Usually lawful good
Advancement: By character class
Dwarves speak Dwarven and Undercommon. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.
Combat
Dwarven Traits (Ex): Dwarves benefit from a number of racial traits.
+1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
+2 racial bonus to saves against spells and spell-like abilities.
+2 racial bonus to saves against poisons.
+4 dodge bonus against giants, through special defensive training.
Darkvision up to 60 feet.
Stonecunning: Dwarves receive a +2 racial bonus to checks to notice unusual stonework. Something that isn’t stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Skills: Dwarves receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal.
Subraces
Deep Dwarves: They speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
The typical ability scores for a deep dwarf are Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 6.
Deep Dwarf Traits (Ex): These are in addition to the basic dwarf traits, except where noted here.
Racial bonus to Will saves against spells and spell-like abilities increases to +3.
Racial bonus to Fortitude saves against all poisons increases to +3.
Darkvision up to 90 feet.
Light Sensitivity (Ex): Deep dwarves suffer a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Derro: Derro are encountered only in squads or platoons, carrying daggers, spiked bucklers, and repeating light crossbows that fire poisoned bolts. This poison is either greenblood oil or a substance that causes initial and secondary damage of 2d6 points of temporary Strength (Fortitude negates DC 14).Derro have very few clerics, but those who follow this path can choose two of the following domains: Chaos, Destruction, Evil, and Trickery. Derro savants are at least 5th-level sorcerers; they have one to three Knowledge skills (usually arcana and other esoteric fields) and are able to use any magic item or weapon. A savant is accompanied by two lower-level students, each of which has one minor magic item.
The typical ability scores for derro are Str 9, Dex 14, Con 13, Int 10, Wis 10, Cha 6.
Derro Traits (Ex): These are in addition to the basic dwarf traits, except where noted here.
Spell resistance 18.
Darkvision up to 30 feet.
Sunlight Vulnerability (Ex): Derro take 1 point of temporary Constitution damage for every hour they are exposed to sunlight, dying when their Constitution reaches 0. Lost Constitution points are recovered at the rate of 1 per day out of the sun.
Blind-Fight feat.
Duergar: A duergar’s typical ability scores are Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 6.
Duergar Traits (Ex): These are in addition to the basic dwarf traits, except where noted here.
+4 racial bonus to Move Silently checks.
Immune to paralysis, phantasms, and magical or alchemical poisons (but not normal poisons).
Spell-Like Abilities: 1/day-enlarge and invisibility as a wizard twice the duergar’s level (minimum 3rd level); these affect only the duergar and whatever it carries.
Darkvision up to 120 feet.
Light Sensitivity (Ex): Duergar suffer a -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.
Listen +1, Spot +1.
Alertness feat.
Dwarf Characters
A dwarf’s favored class is fighter.