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MONSTERS (F & G)
Formian
Worker Warrior Taskmaster
Small Outsider
(Lawful) Medium-Size
Outsider (Lawful) Medium-Size
Outsider (Lawful)
Hit Dice: 1d8+1 (5
hp) 4d8+8 (26 hp) 6d8+12
(39 hp)
Initiative: +2
(Dex) +3
(Dex) +7
(+3 Dex, +4 Improved
Initiative)
Speed: 40 ft. 40
ft. 40
ft.
AC: 17 (+1 size,
+2 Dex, +4 natural)18 (+3 Dex, +5 natural) 19
(+3 Dex, +6 natural)
Attacks: Bite +3 melee Sting
+7 melee, 2 claws Sting
+10 melee, 2 claws
+5
melee, bite +5 melee +5
melee
Damage: Bite 1d4+1 Sting 2d4+3, claw
1d6+1, Sting 2d4+4,
claw 1d6+2
bite
1d4+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: Hive mind Hive
mind, poison Hive
mind, poison, dominate
person,
dominated creature
Special Qualities: Immunities, Immunities,
resistances, SR 18 Immunities,
resistances,
resistances make
whole, heal telepathy,
SR 21
Saves: Fort +3,
Ref +4, Will +2 Fort +6, Ref +7,
Will +5 Fort +7, Ref
+8, Will +8
Abilities: Str 13,
Dex 14, Con 13, Str 17, Dex 16, Con
14, Str 18, Dex
16, Con 14,
Int 6, Wis 10, Cha 9 Int 10, Wis 12, Cha 11 Int 14, Wis 16, Cha 19
Skills: Craft (any
one) +3, Climb +10,
Hide +10, Listen +7, Climb +13,
Hide +12, Listen +12,
Climb +3 Move Silently
+10, Spot +6 Move Silently
+12, Search +8,
Sense
Motive +12, Spot +12
Feats: Skill Focus
(craft) Dodge,
Multiattack Improved
Initiative, Spell-Like
Ability
Focus (enchantment)
Climate/Terrain: Any land Any
land and underground Any
land and underground
and underground
Organization: Team
(2-4) Solitary, team
(2-4), or troop (6-11) Solitary (1 plus
1 dominated
or crew (7-18) creature)
or conscription team (2-4
plus
1 dominated creature each)
Challenge Rating:
1/2 3 7
Treasure: None None Standard
Alignment: Always
lawful neutral Always lawful neutral Always lawful neutral
Advancement: 2 HD
(Medium-size)5-8 HD (Medium-size); 7-9
HD (Medium-size);
9-12
HD (Large) 10-12
HD (Large)
Myrmarch Queen
Large Outsider
(Lawful) Large
Outsider (Lawful)
Hit Dice: 12d8+48
(102 hp) 20d8+100
(190 hp)
Initiative: +8 (+4
Dex, +4 Improved Initiative) -5
Speed: 40 ft. 0
ft.
AC: 28 (-1 size,
+4 Dex, +15 natural) 23
(-1 size, +14 natural)
Attacks: Sting +15 melee, bite +13 melee; -
or javelin +15/+10 ranged
Damage: Sting
2d4+4, bite 2d6+2; -
or javelin 1d6+4 and poison
Face/Reach: 5 ft.
by 10 ft./5 ft. 5
ft. by 10 ft./5 ft.
Special Attacks: Hive mind, poison, spell-like abilities Hive mind, spells, spell-like
abilities
Special Qualities: Immunities, resistances, fast healing 2, Immunities, resistances, fast healing
2,
SR 25 telepathy,
SR 30
Saves: Fort +12,
Ref +12, Will +11 Fort
+19, Ref -, Will +19
Abilities: Str 19,
Dex 18, Con 18, Int 16, Wis 16, Cha 17 Str
-, Dex -, Con 20, Int 20, Wis 20, Cha 21
Skills: Climb +18,
Craft (any one) +9, Diplomacy +15, Appraise
+22, Bluff +28, Concentration
Hide +15, Knowledge (any one)
+16, Listen +18, +22, Diplomacy
+28, Knowledge (any
Move Silently +19,
Search +17, Sense Motive +18, Spot +18 three)
+28, Listen +30, Scry +28, Sense
Motive +28, Spellcraft +28, Spot +30
Feats: Dodge,
Improved Initiative, Mobility, Multiattack Alertness,
Great Fortitude, Iron Will, item
creation feat (any one), Quicken Spell,
Spell
Focus (Enchantment)
Climate/Terrain: Any land and underground Any
land and underground
Organization:
Solitary, team (2-4), or platoon (1 plus Solitary
or hive (1 plus 100-400 workers,
7-18 workers and
6-11 warriors) 11-40
warriors, 4-7 taskmasters with 1
dominated
creature each, and 5-8
myrmarchs)
Challenge Rating:
10 18
Treasure: Standard Double
standard
Alignment: Always lawful neutral Always lawful
neutral
Advancement: 13-18 HD (Large); 19-24 HD (Huge) 21-30 HD (Huge); 31-40 HD (Gargantuan)
Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.
Immunities (Ex): Formians have poison, petrification, and cold immunity.
Resistances (Ex): All formians have fire, electricity, and sonic resistance 20.
Worker
Make Whole (Sp): Three workers together can repair an object as though with make whole cast by a 7th-level cleric. This is a full-round action for all three workers.
Heal (Sp): Eight workers together can heal a creature’s wounds as though with cure serious wounds cast by a 7th-level cleric. This is a full-round action for all eight workers.
Warrior
Poison (Ex): Sting, Fortitude save (DC 14); initial and secondary damage 1d6 temporary Strength.
Taskmaster
Dominate Person (Su): Taskmasters can use dominate person on any creature as the spell cast by a 10th-level sorcerer (save DC 19), although the subject may be of any type and may be up to Large size. A single taskmaster can dominate up to four subjects at a time.
Dominated Creature (Ex): A taskmaster is never encountered alone: One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).
Poison (Ex): Sting, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Strength.
Telepathy (Su): Taskmasters can communicate telepathically with any intelligent creature within 100 feet.
Myrmarch
Myrmarchs speak Formian and Common.
Poison (Ex): Sting, Fortitude save (DC 20); initial and secondary damage 2d6 temporary Dexterity.
Spell-Like Abilities: At will-charm monster, clairaudience/clairvoyance, detect chaos, detect thoughts, magic circle against chaos, and teleport without error; 1/day-dictum and order’s wrath. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).
Queen
Spells: The queen casts arcane spells as a 17th-level sorcerer.
Spell-Like Abilities: At will: calm emotions, charm monster, clairaudience/clairvoyance, detect chaos, detect thoughts, dictum, divination, hold monster, magic circle against chaos, order’s wrath, shield of law, and true seeing. These abilities are as the spells cast by a 17th-level sorcerer (save DC 15 + spell level).
Telepathy (Su): The queen can communicate telepathically with any intelligent creature within fifty miles whose presence she is aware of.
Frost Worm
Huge Magical Beast (Cold)
Hit Dice: 14d10+70 (147 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft., burrow _10 ft.
AC: 18 (-2 size, +10 _natural)
Attacks: Bite +20 melee
Damage: Bite 2d6+12 and 1d8 cold
Face/Reach: 5 ft. by 40 ft./10 ft.
Special Attacks: Trill, cold, breath weapon
Special Qualities: Cold subtype, death throes
Saves: Fort +14, Ref +9, Will +6
Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 5
Skills: Hide +3*, Listen +5, Spot +4
Feats: Alertness, Improved Initiative, Iron Will
Climate/Terrain: Any cold land
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)
Combat
Frost worms lurk under the snow, waiting for prey to come near. They begin their attack with trilling and then attack helpless prey with their bite.
Trill (Su): The frost worm can emit a noise that forces its prey to stand motionless. This sonic, mind affecting compulsion affects all creatures other than frost worms within a 100-foot spread. Creatures must succeed at a Will save (DC 17) or be stunned for as long as the worm trills, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that frost worm for one day. The effect’s caster level is 14.
Cold (Ex): Frost worms’ bodies generate intense cold, dealing 1d8 points of damage with their touch. Creatures attacking a frost worm unarmed or with natural weapons take cold damage each time their attacks hit.
Breath Weapon (Su): Cone of cold, 30 feet long, once per hour; damage 15d6, Reflex half DC 22. Opponents held motionless by the frost worm’s trill get no saving throw.
Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
Death Throes (Ex): When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22).
Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, receives a +10 racial bonus to Hide checks in its native environment.
Fungus
Shrieker Violet Fungus
Medium-Size Plant Medium-Size Plant
Hit Dice: 2d8+2 (11 hp) 2d8+6 (15 hp)
Initiative: -5 -1 (Dex)
Speed: 0 ft. 10 ft.
AC: 13 (+3 natural) 13 (-1 Dex, +4 natural)
Attacks: - 4 tentacles +3 melee
Damage: - Tentacle 1d6+2 and poison
Face/Reach: 5 ft. by 5 ft./0 ft. 5 ft. by 5 ft./"10_ft. (with tentacle)
Special Attacks: Shriek -
Special Qualities: Plant Plant
Saves: Fort +4, Ref - , Will -4 Fort +6, Ref -1, Will +0
Abilities: Str -, Dex -, Con 13, Str 14, Dex 8, Con 16,
Int 1, Wis 2, Cha 1 Int 2, Wis 11, Cha 9
Climate/Terrain: Any underground Any underground
Organization: Solitary or patch (3-5) Solitary, patch (2-4), or mixed patch
(2-4 violet fungi and 3-5 shriekers)
Challenge Rating: 1 3
Treasure: None 1/10 coins; 50% goods; 50% items
Alignment: Always neutral Always neutral
Advancement: 3 HD 3-6 HD
(Medium-size) (Medium-size)
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Shrieker
Shriek (Ex): Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers learn that the fungus’s noise means there is food nearby.
Violet Fungus
Poison (Ex): Tentacle, Fortitude save (DC 14); initial and secondary damage 1d4 temporary Strength and 1d4 temporary Constitution.
Gargoyle
Medium-Size Magical Beast (Earth)
Hit Dice: 4d10+16 (38 hp)
Initiative: +2 (Dex)
Speed: 45 ft., fly 75 ft. (average)
AC: 16 (+2 Dex, +4 natural)
Attacks: 2 claws +6 melee, bite +4 melee, gore +4 melee
Damage: Claw 1d4, bite 1d6, gore 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Damage reduction 15/+1, freeze
Saves: Fort +8, Ref +6, Will +1
Abilities: Str 11, Dex 14, Con 18, Int 6, Wis_11, Cha 7
Skills: Hide +9*, Listen +4, Spot +4
Feats: Multiattack, Weapon Finesse (claw, bite, gore)
Climate/Terrain: Any land, aquatic, and
underground
Organization: Solitary, pair, or wing (5-16)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)
Gargoyles speak Common and Terran.
Combat
Gargoyles either remain still, then suddenly attack, or dive onto their prey.
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice the gargoyle is really alive.
Skills: *Gargoyles receive a +8 racial bonus to Hide checks when concealed against a background of worked stone.
Genie
Janni Djinni Efreeti
Medium-Size
Outsider Large
Outsider (Air, Chaotic, Good)Large Outsider (Evil, Fire, Lawful)
Hit Dice: 6d8+6
(33 hp) 7d8+14 (45
hp) 10d8+20
(65 hp)
Initiative: +6 (+2
Dex, +8 (+4 Dex, +7
(+3 Dex,
+4 Improved
Initiative) +4
Improved Initiative) +4
Improved Initiative)
Speed: 20 ft., fly
10 ft. (perfect) 20 ft., fly 60
ft. (perfect) 20
ft., fly 40 ft. (perfect)
in chainmail; base
30 ft.,
fly 20 ft.
(perfect)
AC: 18 (+2 Dex, +1
natural, 16 (-1 size, +4 Dex, +3 natural) 18 (-1 size, +3 Dex, +6 natural)
+5 chainmail)
Attacks: Scimitar +9/+4 melee; Slam +10/+5 melee Slam
+15/+10 melee
or longbow +8/+3 ranged
Damage: Scimitar
1d8+4; Slam 1d8+6 Slam
1d8+9 and 1d6 fire
or longbow 1d8
Face/Reach: 5 ft.
by 5 ft./5 ft. 5 ft. by 5
ft./10 ft. 5
ft. by 5 ft./10 ft.
Special Attacks:
Spell-like abilities Spell-like
abilities, air mastery, Spell-like
abilities, heat
whirlwind
Special Qualities: Plane shift, Plane
shift, telepathy, Plane
shift, telepathy
telepathy, fire resistance
30, acid immunity
elemental
endurance
Saves: Fort +6,
Ref +7, Will +7 Fort +7, Ref +9,
Will +7 Fort +9, Ref
+10, Will +9
Abilities: Str 16,
Dex 15, Con 12, Str 18, Dex 19, Con
14, Str 23, Dex
17, Con 14,
Int 14, Wis 15, Cha 13 Int 14, Wis 15, Cha 15 Int 12, Wis 15, Cha 15
Skills: Appraise
+8, Appraise
+9, Concentration +9, Bluff +12,
Concentration +16,
Concentration
+7,Craft (any two) Craft (any one)
+11, Escape
Artist +13, Intimidate +11,
+7, Escape Artist
+6, Listen +8, Escape Artist +11,
Knowledge Listen +12, Move
Silently +13,
Move Silently +6,
Ride +6, (any one) +9, Listen +9,Spot +8 Move Silently +9, Sense Motive
Sense Motive +6, +9,
Sense Motive +11, Spellcraft
Spellcraft +9,
Spot +9 +11,
Spot +12
Feats: Combat Reflexes, Dodge, Combat Casting, Combat Reflexes, Combat Casting, Combat Reflexes,
Improved
Initiative, Mobility Dodge,
Improved Initiative Dodge,
Improved Initiative
Climate/Terrain: Any land Any
land Any
land
Organization:
Solitary, company Solitary, company
(2-4), or Solitary,
company (2-4), or
(2-4), or band (6-15) band (6-15) band (6-15)
Challenge Rating:
4 5 8
Treasure: Standard Standard Standard
coins; double goods;
standard
items
Alignment: Usually
neutral Always chaotic good Always lawful evil
Advancement: 7-9
HD 8-10 HD
(Large); 11-15
HD (Large);
(Medium-size);
10-18 HD (Large) 11-21 (Huge) 16-30
HD (Huge)
Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.
Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.
Janni
Jann speak Common, plus Auran, Aquan, Ignan, or Terran, plus Celestial, Abyssal, or Infernal.
Spell-Like Abilities: 3/day-invisibility; 2/day-enlarge or reduce and speak with animals. These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level). Once per day a janni can create food and water as a 7th-level priest and can use ethereal jaunt for 1 hour as the spell cast by a 12th-level priest.
Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane after that time deals 1 point of damage per additional hour to a janni, until it dies or returns to the Material Plane.
Djinni
Djinn speak Auran, Celestial, Common, and Ignan.
Noble Djinn
Some djinn (1% of the total population) are "noble" and can grant three wishes to any being (nongenies only) who captures them. Noble djinn perform no other services and, upon granting the third wish, are free of their servitude. Noble djinn are as strong as efreet (see below), with 10 HD.
Air Mastery (Ex): Airborne creatures suffer a -1 circumstance penalty to attack and damage rolls against a djinni.
Whirlwind (Su): The djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet. Medium-size or smaller creatures might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed at a Reflex save (DC 20) when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 20) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 20) to cast a spell.
Spell-Like Abilities: 1/round-invisibility (self only); 1/day-create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image, and wind walk. These abilities are as the spells cast by a 20th-level sorcerer (save DC 12 + spell level). Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour.
Efreeti
Efreet speak Ignan, Common, Auran, and Infernal.
Spell-Like Abilities: At will: produce flame and pyrotechnics; 1/day-grant up to three wishes (to nongenies only), detect magic, enlarge, gaseous form, invisibility, permanent image, polymorph self, and wall of fire. These abilities are as the spells cast by an 18th-level sorcerer (save DC 12 + spell level).
Heat (Ex): An efreeti’s red-hot body deals 1d6 points of additional fire damage whenever it hits in melee, or when grappling, each round it maintains a hold.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Ghoul
Ghoul Ghast
Medium-Size Undead Medium-Size Undead
Hit Dice: 2d12 (13 hp) 4d12 (26 hp)
Initiative: +2 (Dex) +2 (Dex)
Speed: 30 ft. 30 ft.
AC: 14 (+2 Dex, +2 natural) 16 (+2 Dex, +4 natural)
Attacks: Bite +3 melee; 2 claws +0 melee Bite +4 melee; 2 claws +1 melee
Damage: Bite 1d6+1 and paralysis; Bite 1d8+1 and paralysis;
claw 1d3 and paralysis claw 1d4 and paralysis
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Paralysis, create spawn Stench, paralysis, create spawn
Special Qualities: Undead, +2 turn resistance Undead, +2 turn resistance
Saves: Fort +0, Ref +2, Will +5 Fort +1, Ref +3, Will +6
Abilities: Str 13, Dex 15, Con -, Str 13, Dex 15, Con -,
Int 13, Wis 14, Cha 16 Int 13, Wis 14, Cha 16
Skills: Climb +6, Escape Artist +7, Hide +7, Climb +6, Escape Artist +8, Hide +8,
Intuit Direction +3, Jump +6, Listen +7, Intuit Direction +3, Jump +6, Listen
Move Silently +7, Search +6, Spot +7 +8, Move Silently +7, Search +6,
Spot +8
Feats: Multiattack, Weapon Finesse (bite) Multiattack, Weapon Finesse (bite)
Climate/Terrain: Any land, aquatic, Any land and underground
and underground
Organization: Solitary, gang (2-4), or pack (7-12) Solitary, gang (2-4), or pack (2-4
plus 7-12 ghouls)
Challenge Rating: 1 3
Treasure: None Standard
Alignment: Always chaotic evil Always chaotic evil
Advancement: 3 HD (Medium-size) 5-6 HD (Medium-size)
Ghouls speak the languages they spoke in life (usually Common).
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.
Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls and ghasts. Ghouls and ghasts may vary depending on their original race or kind.)
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.
Ghast
Stench (Ex): The stink of death and corruption surrounding these creatures is sickening. Those within 10 feet must succeed at a Fortitude save (DC 15) or be wracked with nausea, suffering a -2 circumstance penalty to all attacks, saves, and skill checks for 1d6+4 minutes.
Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed at a Fortitude save (DC 15) or be paralyzed for 1d6+4 minutes. Even elves are vulnerable to this paralysis.
Giant
Hill Giant Stone Giant Frost Giant
Large Giant Large
Giant (Earth) Large
Giant (Cold)
Hit Dice: 12d8+48
(102 hp) 14d8+56 (119 hp) 14d8+70 (133 hp)
Initiative: -1
(Dex) +2 (Dex) -1 (Dex)
Speed: 30 ft. (hide armor); 30 ft. (hide armor); base 40 ft. 40 ft.
base 40 ft.
AC: 20 (-1 size,
-1 Dex, +9 natural, 25 (-1 size, +2
Dex, +11 natural, 21 (-1 size, -1
Dex, +9 natural,
+3 hide) +3 hide) +4 chain shirt)
Attacks: Huge greatclub +16/+11 Huge greatclub +17/+12 melee; Huge
greataxe +18/+13 melee;
melee; or rock
+8/+3 ranged or rock +12/+7
ranged or rock
+9/+4 ranged
Damage: Huge
greatclub 2d6+10; Huge greatclub
2d6+12; or Huge greataxe 2d8+13; or
or rock 2d6+7 rock 2d8+8 rock
2d6+9
Face/Reach: 5 ft.
by 5 ft./10 ft. 5 ft. by 5
ft./10 ft. 5
ft. by 5 ft./10 ft.
Special Attacks: Rock throwing Rock
throwing, and see text Rock
throwing
Special Qualities: Rock catching Rock
catching Rock
catching, cold subtype
Saves: Fort +12,
Ref +3, Will +4 Fort +13, Ref +6,
Will +4 Fort +14, Ref
+3, Will +4
Abilities: Str 25,
Dex 8, Con 19, Str 27, Dex 15,
Con 19, Str 29, Dex
9, Con 21,
Int 6, Wis 10, Cha 7 Int 10, Wis 10, Cha 11 Int 10, Wis 10, Cha 11
Skills: Climb +9,
Jump +9, Spot +4 Climb +10, Hide +0*, Climb +13, Jump +13,
Spot +6
Jump
+10, Spot +3
Feats: Cleave,
Power Attack, Combat Reflexes,
Point Blank Cleave, Great
Cleave, Power
Weapon Focus
(greatclub) Shot,
Power Attack, Precise Shot Attack,
Sunder
Climate/Terrain: Any hill, Any
mountains Any
cold land and underground
mountains, and
underground
Organization:
Solitary, gang (2-5), Solitary, gang (2-5),
band (6-9 Solitary, gang (2-5),
band (6-9
band (6-9 plus 35%
plus 35%
noncombatants), plus 35%
noncombatants plus
noncombatants),
hunting/raiding hunting/raiding/trading
party 1 adept or cleric of 1st
or 2nd
party (6-9 plus
2-4 dire wolves), (6-9 plus 1
elder), or tribe (21-30 level),
hunting/raiding party (6-9
or tribe (21-30
plus 35% plus 35%
noncombatants plus 35% noncombatants plus
noncombatants plus 12-30 dire plus 1-3 elders and 3-6 dire bears) 1 adept or sorcerer of 3rd-5th level
wolves, 2-4 ogres,
and 12-22 orcs) plus 2-4 winter wolves
and 2-3 ogres),
or
tribe (21-30 plus 1 adept, cleric, or
sorcerer
of 6th or 7th level plus 12-30
winter
wolves, 12-22 ogres, and
1-2
young white dragons)
Challenge Rating:
7 8 9
Treasure: Standard Standard Standard
Alignment: Often
chaotic evil Usually neutral Often
chaotic evil
Advancement: By
character class By character class By character
class
Fire Giant Cloud
Giant Storm
Giant
Large Giant (Fire) Huge Giant (Air) Huge Giant
(Electricity)
Hit Dice: 15d8+75
(142 hp) 17d8+102 (178 hp) 19d8+114 (199
hp)
Initiative: -1
(Dex) +1 (Dex) +2 (Dex)
Speed: 30 ft.
(chainmail); 50 ft. 40
ft., swim 30 ft. (breastplate);
base 40 ft. base
50 ft., swim 40 ft.
AC: 21 (-1 size,
-1 Dex, 21 (-2
size, +1 Dex, +12 natural) 27 (-2
size, +2 Dex, +12 natural,
+8 natural, +5
chainmail) +5
breastplate)
Attacks: Huge greatsword Gargantuan morningstar Gargantuan greatsword
+20/+15/+10 melee;
or rock +22/+17/+12 melee; +26/+21/+16 melee;
or Gargantuan
+10/+5/+0 ranged or rock +12/+7/+2 ranged mighty composite longbow
(+14)
+14/+9/+4 ranged
Damage: Huge
greatsword 2d8+15; Gargantuan morningstar
4d6+18; Gargantuan greatsword 4d6+21;
or
or rock 2d6+10 and 2d6 fire or rock 2d8+12 Gargantuan
mighty composite
longbow
(+14) 2d8+14
Face/Reach: 5 ft.
by 5 ft./10 ft. 10 ft. by 10
ft./15 ft. 10
ft. by 10 ft./15 ft.
Special Attacks: Rock throwing Rock
throwing, spell-like abilities Spell-like
abilities
Special Qualities: Rock catching, Rock catching, scent Electricity
immunity, rock
fire subtype catching,
freedom of movement,
water breathing
Saves: Fort +14,
Ref +4, Will +5 Fort +16, Ref +6,
Will +6 Fort +17, Ref
+8, Will +9
Abilities: Str 31,
Dex 9, Con 21, Str 35, Dex 13,
Con 23, Str 39,
Dex 14, Con 23
Int 10, Wis 10, Cha 11 Int 12, Wis 12, Cha 13 Int 16, Wis 16, Cha 15
Skills: Climb +11,
Jump +11, Climb +16, Jump
+16, Listen +10, Climb +18,
Concentration +12,
Spot +7 Spot
+10 Jump
+12, Perform (chant, dance,
drama, harp, recorder) +7, Spot +8
Feats: Cleave,
Great Cleave, Alertness,
Cleave, Great Cleave, Cleave, Combat
Reflexes, Great
Power Attack, Sunder Power
Attack Cleave,
Power Attack, Sunder
Climate/Terrain: Any land Temperate
and warm mountains Temperate and
warm mountains
and underground and
aquatic
Organization:
Solitary, gang (2-5), Solitary, gang
(2-4), family (2-4 Solitary or
family (2-4 plus 35%
band (6-9 plus 35%
noncombatants plus 35% noncombatants noncombatants plus 1 sorcerer
plus 1 adept or
cleric of 1st or plus 1
sorcerer or cleric of 4th-7th or
cleric of 7th-10th level plus
2nd level),
hunting/raiding party plus 2-5
griffons or 2-8 1-2
rocs, 2-5 griffons, or 2-8 sea
(6-9 plus level 1
adept or sorcerer dire lions), or band
(6-9 plus 1 lions)
of 3rd-5th level
plus 2-4 hell sorcerer or
cleric of 4th-7th level
hounds and 2-3
trolls or ettins), plus 2-5
griffons or 2-8 dire lions)
or tribe (21-30
plus 1 adept, cleric,
or sorcerer of 6th
or 7th level plus
12-30 hell hounds,
12-22 trolls,
5-12 ettins, and
1-2 young red dragons)
Challenge Rating:
10 11 13
Treasure: Standard Standard coins;
double goods; Standard coins;
double goods;
standard
items standard
items
Alignment: Often
lawful evil Usually neutral
good or neutral evil Often chaotic good
Advancement: By
character class By character class By character
class
All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.
Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).
Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.
Stone Giant
Skills: *A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.
Stone Giant Elders
Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock. One in ten elders is a sorcerer, usually of 3rd to 6th level.
Frost Giant
Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
Frost Giant Characters
Clerics have access to any two of the following domains: Chaos, Destruction, Evil, and War (most choose Destruction or War).
Fire Giant
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Fire Giant Characters
Clerics have access to any two of the following domains: Evil, Law, Trickery, and War (most choose Trickery or War).
Cloud Giant
Spell-Like Abilities: Cloud giants who dwell on cloud islands (see below) can use the following as the spells cast by a 15th-level sorcerer: 3/day-levitate (self plus 2,000 pounds) and obscuring mist; 1/day-fog cloud.
Skills and Feats: Cloud giants have EHD as though they were large creatures.
Cloud Giant Characters
Good clerics have access to any two of the following domains: Good, Healing, Strength, and Sun. Evil clerics have access to any two of the following domains: Death, Evil, and Trickery.
Storm Giant
Spell-Like Abilities: Once per day a storm giant can call lightning as a 15th-level druid and use chain lighting as a 15th-level sorcerer. Twice per day a storm giant can control weather as a 20th-level druid and levitate as a 20th-level sorcerer. Save DC is 12 + spell level.
Freedom of Movement (Su): Storm giants continuously have freedom of movement as the spell.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills and Feats: Storm giants have EHD as though they were large creatures. Storm giants ignore all weight penalties for gear carried when swimming.
Storm Giant Characters
Storm giant clerics can choose two of the following domains: Chaos, Good, Protection, and War.
Giant Eagle
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (Dex)
Speed: 10 ft., fly 80 ft. (average)
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d6+4, bite 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Evasion
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +5, Sense Motive +8,
Spot +11*, Wilderness Lore +8
Feats: Alertness
Climate/Terrain: Any forest, hill,
mountains, and plains
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral good
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Giant eagles speak Common and Auran.
Combat
A giant eagle typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target’s head and eyes.
Skills: *Giant eagles receive a +4 racial bonus to Spot checks during daylight hours.
Training a Giant Eagle
Training a giant eagle as an aerial mount requires a successful Handle Animal check (DC 24 for a young creature, or DC 29 for an adult) and that the creature be willing.
Giant eagle eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant eagle, and riding one requires an exotic saddle. A giant eagle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a giant eagle is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Giant Owl
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (Dex)
Speed: 10 ft., fly 70 ft. (average)
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d6+4, bite 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Superior low-light vision
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +6, Listen +16, Move Silently +9*,
Spot +10*
Feats: Alertness
Climate/Terrain: Any forest, hill,
mountains and plains
Organization: Solitary, pair, or company (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral good
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Giant owls speak Common and Sylvan.
Combat
A giant owl attacks by gliding silently just a few feet above its prey and plunging to strike when directly overhead.
Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.
Skills: Giant owls receive a +8 racial bonus to Listen checks. *They also receive a +4 racial bonus to Spot checks in dusk and darkness; when in flight, they gain a +8 bonus to Move Silently checks.
Training a Giant Owl
Training a giant owl as an aerial mount requires a successful Handle Animal check (DC 24 for a young creature, or DC 29 for an adult) and that the creature be willing.
Giant owl eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant owl, and riding one requires an exotic saddle. A giant owl can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a giant owl is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Gibbering Mouther
Medium-Size Aberration
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: 10 ft., swim 20 ft.
AC: 19 (+1 Dex, +8 natural)
Attacks: 6 bites +4 melee
Damage: Bite 1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Gibbering, spittle, improved grab, blood drain, engulf, ground
manipulation
Special Qualities: Amorphous
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 10, Dex 13, Con 12, Int 4, Wis 13, Cha 13
Skills: Listen +8, Spot +12
Feats: Weapon Finesse (bite)
Climate/Terrain: Any land, aquatic, and
underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 5-12 HD (Large)
Gibbering mouthers can speak Common, but seldom say anything other than gibbering.
Combat
Gibbering mouthers attack by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.
Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed at a Will save (DC 13) or be affected as though by a confusion spell for 1d2 rounds. This is a sonic, mind-affecting compulsion effect. Opponents who successfully save cannot be affected by the same gibbering mouther’s gibbering for one day.
Spittle (Ex): At the start of every combat, and every 2 rounds thereafter, a gibbering mouther looses a stream of spittle. This ignites on contact with the air, creating a blinding flash of light. All sighted creatures within 60 feet must succeed at a Fortitude save (DC 13) or be blinded for 1d3 rounds.
Improved Grab (Ex): To use this ability, the gibbering mouther must hit with a bite attack.
Blood Drain (Ex): On a second successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of temporary Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a successful Strength check (DC 12) or severed by a normal attack that deals at least 2 points of damage (AC 18). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed and absorbed by the mouther, which gains 1 hit point and adds another mouth and pair of eyes to its body.
Engulf (Ex): A gibbering mouther can try to engulf a Medium-size or smaller opponent grabbed by three or more mouths. The opponent must succeed at a Reflex save (DC 14) or fall and be engulfed. On the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others.
Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth within 5 feet of it to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move equivalent action to avoid becoming mired (treat as being pinned).
Amorphous (Ex): A gibbering mouther is not subject to critical hits. It has no clear front or back, so it cannot be flanked.
Skills: Thanks to their multiple eyes, gibbering mouthers receive a +4 racial bonus to Spot checks.
Girallon
Large Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +3 (Dex)
Speed: 40 ft., climb 40 ft.
AC: 16 (-1 size, +3 Dex, +4 natural)
Attacks: 4 claws +12 melee, bite +7 melee
Damage: Claw 1d4+8, bite 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend 2d4+12
Special Qualities: Scent
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 26, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +16, Move Silently +8, Spot +7
Climate/Terrain: Warm forest, mountains,
and underground
Organization: Solitary or company (5-8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Combat
A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. The girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, the girallon seeks to tear a single opponent to bits as quickly as it can.
Rend (Ex): A girallon that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+12 points of damage.
Gnoll
Medium-Size Humanoid (Gnoll)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (scale mail), base 30 ft.
AC: 17 (+1 natural, +4 scale, +2 large shield)
Attacks: Battleaxe +3 melee; or shortbow +1 ranged
Damage: Battleaxe 1d8+2; or shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Skills: Listen +3, Spot +3
Feats: Power Attack
Climate/Terrain: Temperate or warm land and
underground
Organization: Solitary, pair, gang (2-5), band (10-100 plus 50% noncombatants
plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), or
tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of
4th or 5th level, 1 leader of 6th-8th level, and 6-10 dire lions; underground
lairs also have 1-3 trolls)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Gnolls speak Gnoll and sometimes Goblin or Orc.
Combat
Because of its armor and shield, a gnoll’s Hide score is -6, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, heavy cover, or some other form of concealment).
Gnoll Characters
A gnoll’s favored class is ranger.
Gnome
Small Humanoid (Gnome)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft.
AC: 16 (+1 size, +4 chain shirt, +1 small shield)
Attacks: Short sword +2 melee; or light crossbow +2 ranged
Damage: Short sword 1d6-1; or light crossbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Gnome traits, spells
Special Qualities: Gnome traits, speak with animals
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha_11
Skills: Listen +4, Spot +2
Feats: Weapon Focus (short sword)
Climate/Terrain: Any forest, hill, and
underground
Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2
3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 10 adults,
2 5th-level lieutenants, 1 7th-level captain, and 2-5 dire badgers)
Challenge Rating: 1/2 or 1 (svirfneblin)
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin or Kobold.
Combat
Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.
Spells: Gnomes with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, and prestidigitation, each once per day as a 1st-level wizard (spell failure penalties for armor apply).
Speak with Animals (Sp): Once per day a gnome can use speak with animals as a 1st-level druid to communicate with a burrowing mammal (badger, fox, rabbit, etc.).
Gnome Traits (Ex): Gnomes benefit from a number of racial traits.
Small: Gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
Low-light Vision. Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
+2 racial bonus to saving throws against illusions.
+1 racial bonus to attack rolls against kobolds and goblinoids.
+4 dodge bonus against giants.
Skills: Gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell.
Subraces
Svirfneblin: Speak Gnome, Common, Terran, and Undercommon. Most also speak the language of drow or kuo-toa.
The typical ability scores for a svirfneblin are Str 8, Dex 12, Con 10, Int 10, Wis 12, Cha 6.
Spell-Like Abilities: Svirfneblin have no special skill with or resistance to illusions, but they can use blindness, blur, and change self each once per day. These abilities are as the spells cast by a wizard of the svirfneblin’s character level (save DC 10 + spell level).
Nondetection (Su): Svirfneblin have a continuous nondetection ability as the spell.
Svirfneblin Traits (Ex): These are in addition to the basic gnome traits, except where noted here.
Stonecunning: Like dwarves, svirfneblin receive a +2 racial bonus to checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep gnome 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 svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Darkvision up to 120 feet.
Spell resistance of 11 + character level.
+2 racial bonus to all saving throws.
+4 dodge bonus against all creatures (no special bonus against giants).
Skills: Svirfneblin receive a +2 racial bonus to Hide checks, which improves to +4 in darkened areas underground.
Forest Gnomes: In addition to Gnome, forest gnomes speak Elf, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals.
Forest Gnome Traits (Ex): These are in addition to the basic gnome traits, except where noted here.
Forest gnomes have the innate ability to pass without trace (as the spell).
+1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
Skills: Forest gnomes receive a +4 racial bonus to Hide checks, which improves to +8 in a wooded area.
Gnome Characters
A gnome’s favored class is illusionist.
Goblin
Small Humanoid (Goblinoid)
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 size, +1 Dex, +3 studded leather)
Attacks: Morningstar +1 melee; or dart +3 ranged
Damage: Morningstar 1d8-1; or dart 1d4-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha_8
Skills: Hide +6, Listen +3, Move Silently +4, Spot +3
Feats: Alertness
Climate/Terrain: Temperate and warm land
and underground
Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level
sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg
mounts), or tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2
lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and
2-4 dire wolves)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.
Combat
They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.
Skills: Goblins gain a +4 racial bonus to Move Silently checks. Goblin cavalry (mounted on worgs) gain a +6 bonus to Ride checks and the Mounted Combat feat (neither of these benefits is included in the statistics block).
Goblin Characters
A goblin’s favored class is rogue. Goblin clerics can choose two of the following domains: Chaos, Evil, and Trickery. Most goblin spellcasters are adepts. Goblin adepts favor spells that fool or confuse enemies.
Golem
Flesh Clay Stone
Large Construct Large
Construct Large
Construct
Hit Dice: 9d10 (49
hp) 11d10 (60 hp) 14d10
(77 hp)
Initiative: -1
(Dex) -1 (Dex) -1
(Dex)
Speed: 30 ft.
(can’t run) 20 ft.
(can’t run) 20
ft. (can’t run)
AC: 18 (-1 size,
-1 Dex, 22 (-1
size, -1 Dex, +14 natural) 26
(-1 size, -1 Dex, +18 natural)
+10 natural)
Attacks: 2 slams +10 melee 2 slams +14 melee 2
slams +18 melee
Damage: Slam 2d8+5 Slam 2d10+7 Slam
2d10+9
Face/Reach: 5 ft.
by 5 ft./10 ft. 5 ft. by 5
ft./10 ft. 5
ft. by 5 ft./10 ft.
Special Attacks: Berserk Berserk,
wound Slow
Special Qualities: Construct, Construct,
magic immunity, Construct,
magic immunity,
magic immunity,
damage damage
reduction 20/+1, damage
reduction 30/+2
reduction 15/+1 immune to
piercing
and
slashing, haste
Saves: Fort +3, Ref +2, Will +3 Fort +3, Ref +2, Will +3 Fort +4, Ref +3, Will +4
Abilities: Str 21,
Dex 9, Con -, Str 25, Dex 9,
Con -, Str
29, Dex 9, Con -,
Int -, Wis 11, Cha 1 Int -, Wis 11, Cha 1 Int -, Wis 11, Cha
1
Climate/Terrain: Any land Any
land and underground Any
land
and underground
Organization:
Solitary or gang (2-4) Solitary or gang (2-4) Solitary
or gang (2-4)
Challenge Rating:
7 10 11
Treasure: None None None
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 10-18
HD (Large); 12-18 HD (Large); 15-21 HD (Large); 22-42 (Huge)
19-27 HD (Huge) 19-33
HD (Huge)
Iron
Large Construct
Hit Dice: 18d10
(99 hp)
Initiative: -1
(Dex)
Speed: 20 ft. (can’t run)
AC: 30 (-1 size,
-1 Dex, +22 natural)
Attacks: 2 slams +23 melee
Damage: Slam
2d10+11
Face/Reach: 5 ft.
by 5 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct, magic immunity, damage
reduction 50/+3,
rust vulnerability
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con -,
Int -, Wis 11,
Cha 1
Climate/Terrain: Any land
Organization: Solitary or gang (2-4)
Challenge Rating:
13
Treasure: None
Alignment: Always neutral
Advancement: 19-24 HD (Large); 25-54 HD (Huge)
A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.
Golems do not need to breathe and are immune to most forms of energy.
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.
Magic Immunity (Ex): Golems completely resist most magical and supernatural effects, except where otherwise noted below.
Construction
The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.
Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist’s laboratory and costs 500 gp to establish.
When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem’s body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem’s body can be reused, as can the laboratory.
Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.
Flesh Golem
Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset the golem’s berserk chance to 0%.
Magic Immunity (Ex): Flesh golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them (as the spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a lightning bolt cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against electricity effects.
Construction
The golem costs 50,000 gp to create, which includes 500 gp for the construction
of the body. Assembling the body requires a successful Craft (leatherworking)
or Heal check (DC 13). The creator must be 14th level and able to cast arcane
spells. Completing the ritual drains 1,000 XP from the creator and requires
bull’s strength, geas/quest, limited wish, polymorph any object, and protection
from arrows.
Clay Golem
Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once the golem goes berserk, no known method can reestablish control.
Wound (Ex): The damage a clay golem deals doesn’t heal naturally. Only a heal spell or a Healing spell of 6th level or higher can heal it.
Immune to Slashing and Piercing (Ex): Slashing and piercing weapons, even enchanted ones, deal no damage to a clay golem.
Magic Immunity (Ex): Clay golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake cast directly at a clay golem stops it from moving that round and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.
Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Construction
The golem costs 60,000 gp to create, including 1,500 gp for the body and 30,000 gp for vestments, which can be reused. Creating the body requires a successful Craft (sculpting or masonry) check (DC 15). The ritual requires a 16th-level creator who can cast divine spells. Completing the ritual drains 1,200 XP from the creator and requires animate objects, bless, commune, prayer, and resurrection.
Stone Golem
Slow (Su): A stone golem can use slow as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate. The ability is otherwise the same as the spell.
Magic Immunity (Ex): A stone golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the golem’s structure but makes it vulnerable to any normal attack for the following round (this does not include spells, except those that cause damage).
Construction
The golem costs 80,000 gp to create, which includes 1,000 gp for the body. Assembling the body requires a successful Craft (sculpting or masonry) check (DC 17). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,600 XP from the creator and requires geas/quest, limited wish, polymorph any object, and slow.
Iron Golem
Breath Weapon (Su): First or second round of combat-cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death.
Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a iron golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.
Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
The golem costs 100,000 gp to create, which includes 1,500 gp for the body. Assembling the body requires a successful Craft (armorsmithing or weaponsmithing) check (DC 20). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 2,000 XP from the creator and requires cloudkill, geas/quest, limited wish, and polymorph any object.
Gorgon
Large Magical Beast
Hit Dice: 8d10+24 (68 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft.
AC: 18 (-1 size, +9 natural)
Attacks: Gore +12 melee
Damage: Gore 1d8+7
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Breath weapon, trample 1d8+7
Special Qualities: Scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 21, Dex 10, Con 17, Int 2, Wis 12, Cha 9
Skills: Listen +8, Spot +8
Feats: Alertness, Improved Initiative
Climate/Terrain: Temperate and warm land
and underground
Organization: Solitary, pair, pack (2-4), or herd (5-13)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-15 HD (Large); 16-24 HD (Huge)
Combat
Breath Weapon (Su): Turn to stone permanently, cone, 60 feet, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 17).
Trample (Ex): A gorgon can trample Small or smaller creatures for 1d8+7 points of damage. Opponents who do not make attacks of opportunity against the gorgon can attempt a Reflex save (DC 23) to halve the damage.
Gray Render
Large Beast
Hit Dice: 10d10+70 (125 hp)
Initiative: +0
Speed: 30 ft.
AC: 19 (-1 size, +10 natural)
Attacks: Bite +12 melee, 2 claws +7 melee
Damage: Bite 2d6+6, claw 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Improved grab, rend 3d6+9
Special Qualities: Scent
Saves: Fort +14, Ref +7, Will +4
Abilities: Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8
Skills: Hide +7, Spot +8
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Combat
A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close.
Improved Grab (Ex): To use this ability, the gray render must hit with its bite attack.
Rend (Ex): A gray render that gets a hold latches onto the opponent’s body and tears the flesh. This attack automatically deals 3d6+9 points of damage.
Skills: Gray renders receive a +4 racial bonus to Spot checks due to their six keen eyes.
Grick
Medium-Size Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +2 (Dex)
Speed: 30 ft., climb 20 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: 4 tentacle rakes +3 melee, bite -2 melee
Damage: Tentacle rake 1d4+2, bite 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Scent, damage reduction 15/+1
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha_5
Skills: Climb +10, Hide +4*, Listen +7, Spot +7
Feats: Alertness
Climate/Terrain: Underground
Organization: Solitary or cluster (2-4)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Combat
They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick’s rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, the grick normally drags its victim back to its lair to be eaten at its leisure.
Skills: *Their coloration affords gricks a +8 racial bonus to Hide checks when in natural rocky areas.
Griffon
Large Beast
Hit Dice: 7d10+21 (59 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 80 ft. (average)
AC: 17 (-1 size, +2 Dex, +6 natural)
Attacks: Bite +8 melee, 2 claws +3 melee
Damage: Bite 2d6+4, claw 1d4+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2
Special Qualities: Scent
Saves: Fort +8, Ref +7, Will_+3
Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
Skills: Jump +8, Listen +6, Spot +8*
Climate/Terrain: Temperate and warm hill
and mountains
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Large); 11-21_HD_(Huge)
Combat
Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.
Pounce (Ex): If a griffon dives or 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.
Rake (Ex): A griffon that pounces on an opponent can make two rake attacks (+8 melee) with its hind legs for 1d6+2 slashing damage each.
Skills: Griffons receive a +4 racial bonus to Jump checks. *They also receive a +4 racial bonus to Spot checks in daylight.
Training a Griffon
Training a griffon as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature be willing. Griffons mature in about two years. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose.
Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon. Riding a trained griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Grimlock
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 Dex, +4 natural)
Attacks: Battleaxe +4 melee
Damage: Battleaxe 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Blindsight
Special Qualities: Immunities, scent
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Feats: Alertness
Climate/Terrain: Any mountains and
underground
Organization: Gang (2-4), pack (10-20), tribe (10-60 plus 1 leader of 3rd-5th
level per 10 adults), or cult (10-80 plus 1 leader of 3rd-5th level per 10
adults and 1 mind flayer or medusa)
Challenge Rating: 1
Treasure: Standard coins; standard goods (gems only); standard items
Alignment: Always neutral evil
Advancement: By character class
Combat
Blindsight (Ex): Grimlocks can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as totally concealed.
Grimlocks are susceptible to sound and scent based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both are negated, the grimlock is effectively blinded.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Skills: *A grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus to Hide checks when in mountains or underground.
Grimlock Characters
Grimlocks favor the barbarian class.