This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

 

MONSTERS (M)

 

Magmin

Small Elemental (Fire)
Hit Dice: 2d8 (9 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 (+1 size, +1 Dex, +2 natural)
Attacks: Burning touch +1 melee
Damage: Burning touch 1d8 fire and combustion
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Combustion, fiery aura
Special Qualities: Elemental, fire subtype, melt weapons, damage reduction 15/+1
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 9, Dex 13, Con 11, Int 8, Wis_10, Cha_10
Skills: Climb +4, Escape Artist +5, Jump_+4, Spot +4

Climate/Terrain: Any land and underground
Organization: Solitary , gang (2-4), or squad (6-10)
Challenge Rating: 3
Treasure: Standard coins; standard goods (nonflammables only); standard items (nonflammables only)
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium-size)

Magmins speak Ignan.

Combat

Combustion (Ex): Anyone a magmin touches must succeed at a Reflex save (DC 11) or take an additional 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch.

Fiery Aura (Ex): Anyone within 30 feet of a magmin must succeed at a Fortitude save (DC 11) or suffer 1d6 points of heat damage from the intense heat. Treat this effect as an emanation.

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed at a Fortitude save (DC 11) or melt away into slag.

 

Manticore

Huge Magical Beast
Hit Dice: 6d10+24 (57 hp)
Initiative: +2 (Dex)
Speed: 30 ft., fly 50 ft. (clumsy)
AC: 16 (-2 size, +2 Dex, +6 natural)
Attacks: 2 claws +9 melee, bite +7 melee; or 6 spikes +6 ranged
Damage: Claw 2d4+5, bite 1d8+2; or spike 1d8+2
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Spikes
Special Qualities: Scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 20, Dex 15, Con 19, Int 7, Wis_12, Cha 9
Skills: Listen +9, Spot +9*
Feat: Multiattack

Climate/Terrain: Warm and temperate land and underground
Organization: Solitary, pair, or pride (3-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 7-16 HD (Huge); 17-18 HD (Gargantuan)

Combat

A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.

Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day.

Skills: *Manticores receive a +4 racial bo­nus to Spot checks in daylight.

Manticores speak Common.

 

Medusa

Medium-Size Monstrous Humanoid
Hit Dice: 6d8 +6 (33 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Shortbow +8/+3 ranged; or dagger +6/+1 melee, snakes +3 melee
Damage: Shortbow 1d6; or dagger 1d4, snakes 1d4 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Petrifying gaze, poison
Saves: Fort +3, Ref +7, Will +6
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha_15
Skills: Bluff +11, Disguise +11, Move Silently +9, Spot_+10
Feats: Point Blank Shot, Precise Shot, Weapon Finesse (snakes)

Climate/Terrain: Any land and underground
Organization: Solitary or covey (2-4)
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class

Combat

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).

Poison (Ex): Snakes, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.

 

Mephit

Air Mephit                                            Dust Mephit                                         Earth Mephit

Small Outsider (Air)                             Small Outsider (Air)                             Small Outsider (Earth)

Hit Dice: 3d8 (13 hp)                            3d8 (13 hp)                                            3d8+3 (16 hp)

Initiative: +7 (+3 Dex,                           +7 (+3 Dex,                                            -1 (Dex)

+4 Improved Initiative)                        +4 Improved Initiative)

Speed: 30 ft., fly 60 ft. (perfect)          30 ft., fly 50 ft. (perfect)                       30 ft., fly 40 ft. (average)

AC: 17 (+1 size, +3 Dex,                       17 (+1 size, +3 Dex, +3 natural)           16 (+1 size, -1 Dex, +6 natural)

                +3 natural)

Attacks: 2 claws +4 melee                   2 claws +4 melee                                   2 claws +7 melee

Damage: Claw 1d3                                Claw 1d3                                                Claw 1d3+3

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:   Breath weapon,    Breath weapon, spell-like abilities,    Breath weapon, spell-like abilities,

spell-like abilities, summon mephit    summon mephit                                    summon mephit

Special Qualities:  Fast healing 2,      Fast healing 2, damage                        Fast healing 2, damage

                damage reduction 5/+1        reduction 5/+1                                      reduction 10/+1

Saves:    Fort +3, Ref +6, Will +3       Fort +3, Ref +6, Will +3                       Fort +4, Ref +2, Will +3

Abilities: Str 10, Dex 17, Con 10,        Str 10, Dex 17, Con 10,                         Str 17, Dex 8, Con 13,

                Int 12, Wis 11, Cha 15          Int 12, Wis 11, Cha 15                          Int 12, Wis 11, Cha 15

Skills: Bluff +6, Hide +12,                    Bluff +6, Hide +12, Listen +6,             Bluff +5, Hide +9, Listen +6,

Listen +6, Move Silently +9,              Move Silently +9, Spot +6                  Move Silently +5, Spot +6

Spot +6

Feats:     Improved Initiative              Improved Initiative                              Power Attack

               

Fire Mephit                                           Ice Mephit                                             Magma Mephit

Small Outsider (Fire)                            Small Outsider (Air, Cold)                   Small Outsider (Fire)

Hit Dice: 3d8 (13 hp)                            3d8 (13 hp)                                            3d8 (13 hp)

Initiative: +5 (+1 Dex,                           +7 (+3 Dex,                                            +5 (+1 Dex,

+4 Improved Initiative)                        +4 Improved Initiative)                        +4 Improved Initiative)

Speed: 30 ft., fly 50 ft. (average)        30 ft., fly 50 ft. (perfect)                       30 ft., fly 50 ft. (average)

AC: 16 (+1 size, +1 Dex, +4 natural) 18 (+1 size, +3 Dex, +4 natural)            16 (+1 size, +1 Dex, +4 natural)

Attacks: 2 claws +4 melee                   2 claws +4 melee                                   2 claws +4 melee

Damage: Claw 1d3 and 2 fire              Claw 1d3 and 2 cold                             Claw 1d3 and 2 fire

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:   Breath weapon,    Breath weapon, spell-like abilities,    Breath weapon, spell-like abilities,

spell-like abilities, summon mephit    summon mephit                                    summon mephit

Special Qualities:  Fire subtype,         Cold subtype, fast healing 2,             Fire subtype, fast healing 2,

fast healing 2, damage                         damage reduction 5/+1                        damage reduction 5/+1

reduction 5/+1

Saves: Fort +3, Ref +4, Will +3           Fort +3, Ref +6, Will +3                       Fort +3, Ref +4, Will +3

Abilities: Str 10, Dex 13, Con 10,        Str 10, Dex 17, Con 10,                         Str 10, Dex 13, Con 10,

                Int 12, Wis 11, Cha 15          Int 12, Wis 11, Cha 15                          Int 12, Wis 11, Cha 15

Skills: Bluff +5, Hide +11,                    Bluff +6, Hide +12, Listen +6,             Bluff +5, Hide +11, Listen +6,

Listen +6, Move Silently +7,              Move Silently +9, Spot +6                  Move Silently +7, Spot +6

Spot +6

Feats: Improved Initiative                   Improved Initiative                              Improved Initiative

                                               

Ooze Mephit                                         Salt Mephit                                           Steam Mephit

Small Outsider (Water)                        Small Outsider (Earth)                         Small Outsider (Fire)

Hit Dice: 3d8+3 (16 hp)                        3d8+3 (16 hp)                                        3d8 (13 hp)

Initiative: +0                                          -1 (Dex)                                                  +5 (+1 Dex,

+4 Improved Initiative)

Speed: 30 ft., fly 40 ft. (average)        30 ft., fly 40 ft. (average)                     30 ft., fly 50 ft. (average)

AC: 16 (+1 size, +5 natural) 16 (+1 size, -1 Dex, +6 natural)            16 (+1 size, +1 Dex, +4 natural)

Attacks: 2 claws +6 melee  2 claws +7 melee                                   2 claws +4 melee

Damage: Claw 1d3+2                           Claw 1d3+3                                            Claw 1d3 and 2 fire

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:   Breath weapon,    Breath weapon, spell-like abilities,    Breath weapon, spell-like abilities,

spell-like abilities, summon mephit    summon mephit                                    summon mephit

Special Qualities:  Fast healing 2,      Fast healing 2, damage                        Fire subtype, fast healing 2,

damage reduction 5/+1                        reduction 10/+1                                    damage reduction 5/+1

Saves: Fort +4, Ref +3, Will +3           Fort +4, Ref +2, Will +3                       Fort +3, Ref +4, Will +3

Abilities: Str 14, Dex 10, Con 13,        Str 17, Dex 8, Con 13,                           Str 10, Dex 13, Con 10,

                Int 12, Wis 11, Cha 15          Int 12, Wis 11, Cha 15                          Int 12, Wis 11, Cha 15

Skills: Bluff +6, Hide +9,                      Bluff +6, Hide +8, Listen +6,               Bluff +6, Hide +11, Listen +6,

Listen +6, Move Silently +6,              Move Silently +5, Spot +6                  Move Silently +6, Spot +6

Spot +6

Feats: Power Attack                            Power Attack                                        Improved Initiative

               

Water Mephit

Small Outsider (Water)

Hit Dice: 3d8+3 (16 hp)

Initiative: +0

Speed:    30 ft., fly 40 ft. (average)

AC: 16 (+1 size, +5 natural)

Attacks: 2 claws +6 melee

Damage: Claw 1d3+2

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

Special Attacks: Breath weapon, spell-like abilities,

                                summon mephit

Special Qualities:  Fast healing 2, damage reduction 5/+1

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

Abilities:                Str 14, Dex 10, Con 13,

                                Int 12, Wis 11, Cha 15

Skills:                      Bluff +6, Hide +9, Listen +6,

                                Move Silently +6, Spot +6

Feats:                     Power Attack

Climate/Terrain:    Any land and underground

Organization:        Solitary (1), gang (2-4 mephits of mixed types), or swarm (5-12 mephits of mixed types)

Challenge Rating: 3

Treasure:               Standard

Alignment:            Usually neutral

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

Mephits

Breath Weapon: A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.

Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.

Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.

Air Mephit

Breath Weapon (Su): Cone of dust and grit, 15 feet; damage 1d8, Reflex half DC 12.

Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effects of a blur spell as cast by a 3rd-level sorcerer. Once per day it can use gust of wind as the spell cast by a 6th-level sorcerer.

Fast Healing (Ex): An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.

Dust Mephit

Breath Weapon (Su): Cone of irritating particles, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: Once per hour a dust mephit can surround itself with a plume of dust, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a mass of roiling dust that duplicates the effect of wind wall as cast by a 6th-level sorcerer.

Fast Healing (Ex): A dust mephit heals only if in an arid, dusty environment.

Earth Mephit

Breath Weapon (Su): Cone of rock shards and pebbles, 15 feet; damage 1d8, Reflex half DC 12.

Spell-Like Abilities: 1/hour-enlarge; 1/day-soft­en earth and stone. These abilities are as the spells cast by a 6th-level sorcerer.

Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.

Fire Mephit

Breath Weapon (Su): Cone of fire, 15 feet; damage 1d8, Reflex half DC 12.

Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-heat metal as the spell cast by a 6th-level sorcerer.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch.

Ice Mephit

Breath Weapon (Su): Cone of ice shards, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they are immune to or protected from cold. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-chill metal as the spell cast by a 6th-level sorcerer.

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Fast Healing (Ex): An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is freezing or below.

Magma Mephit

Breath Weapon (Su): Cone of magma, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: Once per hour, a magma mephit can shape­change into a pool of lava 3 feet in diameter and 6 inches deep. The mephit’s damage reduction improves to 20/+1. The mephit can’t attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can’t "run." In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool’s touch ignites flammable materials such as paper, straw, or dry wood.

Once per day a magma mephit can use pyrotechnics as the spell cast by a 6th-level sorcerer. It can use itself as the fire source without harm.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Fast Healing (Ex): A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.

Ooze Mephit

Breath Weapon (Su): Cone of caustic liquid, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf’s acid arrow cast by a 3rd-level sorcerer. Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as cast by a 6th-level sorcerer.

Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.

Salt Mephit

Breath Weapon (Su): Cone of salt crystals, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: Once per hour a salt mephit can use glitterdust as the spell cast by a 3rd-level sorcerer. Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude half DC 15). This is especially devastating to aquatic creatures and plants, which receive a -2 racial penalty to their saving throws.

Fast Healing (Ex): A salt mephit heals only if in an arid environment.

Steam Mephit

Breath Weapon (Su): Cone of steam, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.

Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a rainstorm of boiling water that affects an area 20 feet square. Living creatures caught in the storm take 2d6 points of damage (Reflex half DC 15).

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.

Water Mephit

Breath Weapon (Su): Cone of caustic liquid, 15 feet; damage 1d8, Reflex half DC 12.

Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like Melf’s acid arrow cast by a 3rd-level sorcerer. Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as cast by a 6th-level sorcerer.

Fast Healing (Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water.

 

Merfolk

Medium-Size Humanoid (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 5 ft., swim 50 ft.
AC: 13 (+1 Dex, +2 leather)
Attacks: Trident +1 melee; or heavy crossbow +2 ranged
Damage: Trident 1d8; or heavy crossbow 1d10
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Low-light vision
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 12, Con 12, Int 11, Wis 11, Cha 13
Skills: Listen +4, Spot +4
Feats: Alertness

Climate/Terrain: Temperate aquatic
Organization: Company (2-4), patrol (11-20 plus 2 3rd-level
lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

Merfolk speak Common and Aquan.

Combat

Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range of 30 yards. Merfolk often barrage their enemies before closing, when they resort to tridents.

Merfolk Characters

A merfolk’s favored class is bard. Merfolk clerics can choose two of the following domains: Animal, Protection, and Water.

 

Mimic

Large Aberration
Hit Dice: 7d8+21 (52 hp)
Initiative: +1 (Dex)
Speed: 10 ft.
AC: 13 (-1 size, +1 Dex, +3 natural)
Attacks: Slam +8 melee
Damage: Slam 1d8+6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Adhesive
Special Qualities: Mimic shape, acid immunity
Saves: Fort +5, Ref +3, Will +6
Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Skills: Climb +9, Disguise +12, Listen +11, Spot_+6
Feats: Skill Focus (Disguise)

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 8-10 HD (Large); 11-21 HD (Huge)

Mimics speak Common.

Combat

A mimic often surprises the unsuspecting adventurer, lashing out with a heavy pseudopod. Mimics are smart enough to avoid fights to the death by extorting treasure or food from a party.

Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items touching it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A mimic makes one automatic slam attack each round against any creature stuck to it. A weapon that strikes an adhesive-coated mimic is also stuck fast unless the wielder succeeds at a Reflex save (DC 16). A successful Strength check (DC 16) is needed to pry it off. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the mimic still has a +4 bonus to grapple checks. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

 

Minotaur

Large Monstrous Humanoid
Hit Dice: 6d8+12 (39 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (-1 size, +5 natural)
Attacks: Huge greataxe +9/+4 melee, gore +4 melee
Damage: Huge greataxe 2d8+6, gore 1d8+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Charge 4d6+6
Special Qualities: Scent, natural cunning
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha_8
Skills: Intimidate +5, Jump +8, Listen +8, Search +6, Spot +8
Feats: Great Fortitude, Power Attack

Climate/Terrain: Any underground
Organization: Solitary or gang (2-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Minotaurs speak Giant.

Combat

Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Skills: Minotaurs receive a +4 racial bonus to Search, Spot, and Listen checks.

 

Mohrg

Medium-Size Undead
Hit Dice: 14d12 (91 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 15 (+1 Dex, +4 natural)
Attacks: 2 slams +12 melee, tongue touch +7 melee
Damage: Slam 1d6+5, tongue paralysis
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, paralyzing touch, create spawn
Special Qualities: Undead
Saves: Fort +4, Ref +5, Will_+9
Abilities: Str 21, Dex 13, Con -, Int_11, Wis 10, Cha_10
Skills: Climb +11, Hide +15, Listen +12, Move Silently +15, Spot +12, Swim +10
Feats: Alertness, Dodge, Improved Initiative, Mobility

Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 15-21 HD (Medium-size); 22-28 HD (Large)

Combat

Like zombies, mohrgs attack by slamming enemies with their powerful fists. They often catch opponents flat-footed, for they move much faster than zombies.

Improved Grab (Ex): To use this ability, the mohrg must hit with its slam attack.

Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed at a Fortitude save (DC 17) or become paralyzed for 1d4 minutes.

Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. They do not possess any of the abilities they had in life.

 

Mummy

Medium-Size Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 17 (-1 Dex, +8 natural)
Attacks: Slam +6 melee
Damage: Slam 1d6+4 and mummy rot
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Despair, mummy rot
Special Qualities: Undead, resistant to blows, damage reduction 5/+1, fire vulnerability
Saves: Fort +2, Ref +1, Will +7
Abilities: Str 17, Dex 8, Con -, Int_6, Wis 14, Cha 15
Skills: Hide +8, Listen +9 Move Silently +8, Spot +9
Feats: Alertness, Toughness

Climate/Terrain: Any desert and underground
Organization: Solitary, wardens (2-4), or guardians (6-10)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium-size); 13-18 HD (Large)

Combat

Despair (Su): At the mere sight of a mummy, the viewer must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy’s despair ability for one day.

Mummy Rot (Su): Supernatural disease [slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary Constitution.] Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand and dust that blow away into nothing at the first wind unless both a remove disease and raise dead are cast on the remains within 6 rounds.

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.

Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.

Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.