This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (N, O & P)
Naga
Water Naga Spirit Naga Dark Naga
Large Aberration
(Aquatic) Large Aberration Large
Aberration
Hit Dice: 7d8+28
(59 hp) 9d8+36 (76
hp) 9d8+18
(58 hp)
Initiative: +1
(Dex) +1
(Dex) +2
(Dex)
Speed: 30 ft., swim 50 ft. 40 ft. 40
ft.
AC: 15 (-1 size,
+1 Dex, 16 (-1
size, +1 Dex, +6 natural) 14
(-1 size, +2 Dex, +3 natural)
+5 natural)
Attacks: Bite +7 melee Bite
+9 melee Sting
+7 melee, bite +2 melee
Damage: Bite 2d6+4
and poison Bite 2d6+6 and poison Sting 2d4+2 and poison,
bite 1d4+1
Face/Reach: 5 ft.
by 5 ft. 5 ft. by 5
ft. (coiled)/10 ft. 5
ft. by 5 ft. (coiled)/10 ft.
(coiled)/10 ft.
Special Attacks: Poison, spells Poison, charming gaze, spells Poison,
detect thoughts, spells
Special Qualities: - - Poison
immunity, guarded
thoughts,
charm resistance
Saves: Fort +6,
Ref +5, Will +8 Fort +7, Ref +6,
Will +9 Fort +5, Ref
+7, Will +8
Abilities: Str 16,
Dex 13, Con 18, Str 18, Dex 13, Con
18, Str 14, Dex
15, Con 14,
Int 10, Wis 17, Cha 15 Int 12, Wis 17, Cha 17 Int 16, Wis 15, Cha 17
Skills:
Concentration +12, Listen Concentration
+13, Listen +15, Bluff +9,
Concentration +13,
+10, Spellcraft
+8, Spot +10 Spellcraft
+10, Spot +15 Listen
+11, Sense Motive +8,
Spellcraft
+12, Spot +11
Feats: Lightning
Reflexes Alertness,
Lightning Reflexes Alertness,
Combat Casting,
Dodge,
Lightning Reflexes
Climate/Terrain:
Temperate and Temperate and warm
land and Temperate and warm land
and
warm aquatic and
underground underground underground
Organization:
Solitary or nest (2-4) Solitary or nest
(2-4) Solitary
or nest (2-4)
Challenge Rating:
7 9 8
Treasure: Standard Standard Standard
Alignment: Usually
neutral Usually chaotic
evil Usually
lawful evil
Advancement: 8-10
HD (Large); 10-13 HD (Large); 10-13 HD (Large);
11-21 HD (Huge) 14-27 HD
(Huge) 14-27
HD (Huge)
Guardian Naga
Large Aberration
Hit Dice: 11d8+44
(93 hp)
Initiative: +2
(Dex)
Speed: 40 ft.
AC: 18 (-1 size, +2 Dex, +7 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+7
and poison
Face/Reach: 5 ft.
by 5 ft. (coiled)/10 ft.
Special Attacks: Poison, spit, spells
Saves: Fort +7, Ref +7, Will +11
Abilities: Str 21, Dex 14, Con 19,
Int 16, Wis 19, Cha 18
Skills: Bluff +12, Concentration +15, Listen +13,
Sense Motive +13, Spellcraft
+11, Spot +13
Feats: Alertness, Combat Casting, Dodge, Lightning
Reflexes, Spell Focus (any one school)
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary or nest (2-4)
Challenge Rating:
10
Treasure: Standard
Alignment: Usually lawful good
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Water Naga
Poison (Ex): Bite, Fortitude save (DC 17); initial and secondary damage 1d8 temporary Constitution.
Spells: Water nagas cast spells as 7th-level sorcerers but never use fire spells.
Spirit Naga
Poison (Ex): Bite, Fortitude save (DC 18); initial and secondary damage 1d8 temporary Constitution.
Charming Gaze (Su): As charm person, 30 feet, Will save (DC 17).
Spells: Spirit nagas cast spells as 7th-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells.
Dark Naga
Detect Thoughts (Su): A dark naga can continuously detect thoughts as the spell cast by a 9th-level sorcerer (DC 15). This ability is always active.
Poison (Ex): Sting, Fortitude save (DC 16) or lapse into a nightmare-haunted sleep for 2d4 minutes.
Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.
Charm Resistance: Dark nagas receive a +2 racial bonus to saving throws against all charm effects (not included in the statistics block).
Spells: Dark nagas cast spells as 7th-level sorcerers.
Guardian Naga
Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d8 temporary Constitution.
Spit (Ex): A guardian naga can spit its venom up to 30 feet as a standard action. The attack ignores armor and has no range increment. Opponents hit by this attack must attempt saves against the naga’s poison, as above.
Spells: Guardian nagas cast spells as 9th-level sorcerers, and can also cast cleric spells and spells from the Good and Law domains as arcane spells.
Night Hag
Medium-Size Outsider (Evil)
Hit Dice: 8d8+8 (44 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 20 (+1 Dex, +9 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+6 and disease
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, dream haunting
Special Qualities: Immunities, SR 25, damage reduction 20/+3
Saves: Fort +9, Ref +9, Will +10
Abilities: Str 19, Dex 12, Con 12, Int 15, Wis_15, Cha 12
Skills: Bluff +11, Concentration +12, Intimidate +11, Listen +14, Ride +11,
Sense Motive +12, Spellcraft +13, Spot +14
Feats: Alertness, Combat Casting, Mounted Combat
Climate/Terrain: Any land and underground
Organization: Solitary, mounted (1, on nightmare), or covey (3, on nightmares)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-16 HD (Medium-size)
Night hags speak Infernal, Abyssal, and Celestial.
Combat
Disease (Ex): Demon fever [bite, Fortitude save (DC 18), incubation period 1 day; damage 1d6 temporary Constitution.] Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain.
Spell-Like Abilities: At will - detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph self, ray of enfeeblement, and sleep. These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level). A night hag can use etherealness at will as a 16th-level sorcerer so long as it possesses its heartstone (see below).
Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once the hag invades someone’s dreams, it rides on the victim’s back until dawn. The sleeper suffers from tormenting dreams and suffers 1 point of permanent Constitution drain upon awakening. A sleeper reduced to a Constitution score of 0 dies. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.
Immunities (Ex): Night hags are immune to fire and cold, and to charm, sleep, and fear effects.
Heartstone
All night hags carry this periapt, which instantly cures any disease contracted by the holder. In addition, a heartstone imparts a +2 resistance bonus to all saving throws. A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Good-aligned creatures can also benefit from the heartstone’s powers, but the periapt shatters after ten uses and does not bestow etherealness.
Nightwing Nightwalker Nightcrawler
Huge Undead Huge
Undead Gargantuan
Undead
Hit Dice: 17d12
(110 hp) 21d12 (136
hp) 25d12
(162 hp)
Initiative: +8 (+4
Dex, +6 (+2 Dex, +4
(Improved Initiative)
+4 Improved
Initiative) +4
Improved Initiative)
Speed: 20 ft., fly 60 ft. (good) 40 ft., fly 20 ft. (poor) 30 ft., burrow 60 ft.
AC: 28 (-2 size,
+4 Dex, 26 (-2
size, +2 Dex, +16 natural) 28 (-4
size, +22 natural)
+16 natural)
Attacks: Bite +15 melee 2
slams +20 melee Bite +25
melee, sting +20 melee
Damage: Bite
2d6+13 Slam
2d6+12 Bite
4d6+17, sting 2d8+8 and
poison
Face/Reach: 20 ft.
by 10 ft./10 ft. 10 ft. by 10 ft./15
ft. 30 ft. by
30 ft. (coiled)/10 ft.
Special Attacks: Nightshade Nightshade
abilities, Nightshade
abilities, improved
abilities, magic
drain crush
item, evil gaze grab,
swallow whole, energy drain,
poison
Special Qualities: Undead, Undead,
nightshade abilities Undead,
nightshade abilities,
nightshade abilities tremorsense
Saves: Fort +5, Ref +9, Will +15 Fort +7, Ref +9, Will +17 Fort +8, Ref +8, Will +21
Abilities: Str 29,
Dex 18, Con -, Str 35, Dex 14,
Con -, Str 45,
Dex 10, Con -,
Int 20, Wis 20, Cha 18 Int 20, Wis 20, Cha 18 Int 20, Wis 20, Cha 18
Skills:
Concentration +16, Concentration
+19, Hide +12*, Concentration
+18, Intuit Direction
Intuit Direction
+19, Listen +22, Listen +22, Move
Silently +19, +7, Listen +22,
Move Silently +20,
Move Silently +20,
Spellcraft +19, Spellcraft +19, Spot
+22 Spellcraft +17,
Spot +22
Spot +22
Feats: Alertness,
Blind-Fight, Alertness,
Blind-Fight, Cleave, Alertness,
Blind-Fight, Combat
Combat Casting,
Combat Reflexes, Combat Casting, Combat
Reflexes, Casting, Improved Critical
(bite),
Dodge, Flyby
Attack, Improved Great Cleave,
Improved Critical Improved
Critical (sting),
Critical (bite),
Improved Initiative, (slam), Improved
Initiative, Improved Initiative, Iron Will
Power Attack Power
Attack, Sunder Power
Attack
Climate/Terrain: Any land and Any
land and underground Any
land and underground
underground
Organization:
Solitary, pair, or Solitary,
pair, or gang (2-4) Solitary or pair
flock (3-6)
Challenge Rating:
14 16 18
Treasure: Standard Standard Standard
Alignment: Always
chaotic evil Always chaotic evil Always chaotic evil
Advancement: 18-25
HD (Huge); 22-31 HD (Huge); 26-75 HD (Colossal)
26-51 HD (Gargantuan) 32-63 HD (Gargantuan)
Nightshades
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.
Chill Aura (Su): All nightshades radiate a 60-foot-radius aura of utter cold. While this aura does not damage living things, it spoils any food and drink it touches. In addition, it ruins holy water and magic potions, oils, and ointments unless the items succeed at a Fortitude save (DC 22). Items that successfully save cannot be affected again by the same nightshade’s aura for one day. This bone-numbing cold is so distinctive that anyone exposed to it once instantly recognizes it in the future, so it is difficult for a nightshade to surprise someone who has previously encountered such a beast.
Spell-Like Abilities: At will-cause disease, charm person, cloudkill, confusion, darkness, dispel magic, haste, hold person, and invisibility; once per night: finger of death. These abilities are as the spells cast by a sorcerer whose level equals the nightshade’s HD total (save DC 14 + spell level).
Summon Undead (Su): A nightshade can summon undead creatures once every 4 hours: 2-5 shadows, 1-2 wraiths, 1 allip, or 1 spectre. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Aversion to Daylight (Ex): Nightshades are creatures of utter darkness. While they loathe all light, if exposed to natural daylight (not merely a daylight spell), they suffer a -4 morale penalty to all attack rolls.
Cold Immunity (Ex): Nightshades suffer no damage from cold.
Resistances (Ex): Nightshades have acid, fire, and electricity resistance 50.
Spell Immunity (Su): Nightshades ignore the effects of spells and spell-like abilities of 6th level or lower, just as if the spellcaster had failed to overcome spell resistance.
Detect Magic (Su): A nightshade can continuously detect magic as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.
See Invisibility (Su): A nightshade can continuously see invisibility as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.
Telepathy (Su): Nightshades can communicate telepathically with any creature within 100 feet that has a language.
Damage Reduction (Su): All nightshades have damage reduction 25/+3.
Nightwing
Magic Drain (Su): A nightwing can weaken magic armor, weapons, and shields by making a successful touch attack. The target item must succeed at a Fortitude save (DC 20) or lose one "plus" (for example, a +2 sword becomes a +1 sword). An item that is completely drained becomes normal in all respects and loses any other powers (such as flame tongue) as well. Casting dispel evil upon the item reverses the effects of the magic drain, provided this occurs within a number of days after the attack equal to the caster’s level.
Nightwalker
Crush Item (Su): A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. This is a standard action. The nightshade must make a successful disarm attack to grab an item held by an opponent.
Evil Gaze (Su): Curse, 30 feet, Will save (DC 24). Cursed opponents suffer a -4 morale penalty to all attack rolls, checks, and saving throws. Dispel evil or remove curse eliminates the effect.
Skills: *When hiding in a dark area, a nightwalker receives a +8 racial bonus to Hide checks.
Nightcrawler
Improved Grab (Ex): To use this ability, the nightcrawler must hit with its bite attack. If it gets a hold, it can try to swallow the opponent.
Swallow Whole (Ex): A nightcrawler can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 12 points of acid damage per round from the nightcrawler’s gizzard, and is subject to the creature’s energy drain. A swallowed creature can cut its way out by using a light slashing weapon to deal 35 points of damage to the gizzard (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The nightcrawler’s interior can hold one Huge, four Large, sixteen Medium-size, or sixty-four Small or smaller opponents.
Energy Drain (Su): Living creatures inside a nightcrawler’s gizzard receive one negative level each round. The Fortitude save to remove a negative level has a DC of 24.
Poison (Ex): Sting, Fortitude save (DC 22); initial and secondary damage 2d6 temporary Strength.
Tremorsense (Ex): A nightcrawler can automatically sense the location of anything within 60 feet that is in contact with the ground.
Nightmare
Large Outsider (Evil)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 90 ft. (good)
AC: 24 (-1 size, +2 Dex, +13_natural)
Attacks: 2 hooves +9 melee, bite +4 melee
Damage: Hoof 1d8+4 and 1d4 fire, bite 1d8+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Flaming hooves, smoke
Special Qualities: Astral projection, etherealness
Saves: Fort +8, Ref +7, Will_+6
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense
Motive +10, Spot +12
Feats: Alertness, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 7-10 HD (Large); 11-18 HD (Huge)
Combat
Nightmares do battle by biting with their viperish fangs and kicking with their powerful legs. A nightmare can fight while mounted, but the rider cannot also fight unless he or she succeeds at a Ride check.
Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.
Smoke (Su): During the excitement of battle, a nightmare often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke does not obscure the nightmare’s vision at all. The nightmare can suppress the smoke as a free action.
Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer.
Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Nymph
Medium-Size Fey
Hit Dice: 3d6 (10 hp)
Initiative: +1 (Dex)
Speed: 30 ft., swim 20 ft.
AC: 11 (+1 Dex)
Attacks: Dagger +1 melee
Damage: Dagger 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Blinding beauty, unearthly beauty
Special Qualities: Spell-like abilities
Saves: Fort +1, Ref +4, Will +8
Abilities: Str 10, Dex 13, Con 10, Int_16, Wis 17, Cha_19
Skills: Animal Empathy +10, Craft (any one) or Knowledge (any one) +7, Escape
Artist +7, Heal +9, Hide +7, Listen +11, Move Silently +7, Sense Motive +9,
Spot +11
Feats: Ability Focus (unearthly beauty), Alertness, Dodge, Iron Will
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic good
Advancement: 4-9 HD (Medium-size)
Nymphs speak Sylvan and Common.
Combat
Blinding Beauty (Su): This ability operates continuously, affecting all humanoids within 60 feet of the nymph. Those who look directly at the nymph must succeed at a Fortitude save (DC 15) or be blinded permanently as though by the blindness spell. The nymph can suppress or resume this ability as a free action.
Unearthly Beauty (Su): The nymph can evoke this ability once every 10 minutes. Those within 30 feet of the nymph who look directly at it must succeed at a Will save (DC 17) or die.
Spell-Like Abilities: Nymphs can use dimension door once per day as cast by a 7th-level sorcerer. They can also replicate druid spells as 7th-level casters (save DC 13+ spell level).
Ogre
Ogre Ogre Mage
Large Giant Large Giant
Hit Dice: 4d8+8 (26 hp) 5d8+15 (37 hp)
Initiative: -1 (Dex) +4 (Improved Initiative)
Speed: 30 ft. (hide); base 40 ft. 40 ft., fly 40 ft. (good)
AC: 16 (-1 size, -1 Dex, +5 natural, 18 (-1 size, +5 natural,
+3 hide) +4 chain shirt)
Attacks: Huge greatclub +8 melee; Huge greatsword +7 melee;
or Huge Large javelin +1 ranged or Huge longbow +2 ranged
Damage: Huge greatclub 2d6+7; Huge greatsword 2d8+7;
or Huge Large javelin 1d8+5 or Huge longbow 2d6
Face/Reach: 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft.
Special Attacks: - Spell-like abilities
Special Qualities: - Regeneration 2, SR 18
Saves: Fort +6, Ref +0, Will +1 Fort +7, Ref +1, Will +3
Abilities: Str 21, Dex 8, Con 15, Str 21, Dex 10, Con 17,
Int 6, Wis 10, Cha 7 Int 14, Wis 14, Cha 17
Skills: Climb +4, Listen +2, Spot +2 Concentration +6, Listen +5,
Spellcraft +4, Spot +5
Feats: Weapon Focus (greatclub) Improved Initiative
Climate/Terrain: Any land, aquatic, and Any land and underground
underground
Organization: Solitary, pair, gang (2-4), Solitary, pair, or troupe
or band (5-8) (1-2 plus 2-4 ogres)
Challenge Rating: 2 8
Treasure: Standard Double standard
Alignment: Usually chaotic evil Usually lawful evil
Advancement: By character class By character class
Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Merrow (Aquatic Ogre)
Apart from their habitat, speed (swim 40 ft.), and their penchant for longspears (attack +7 melee, damage 1d8+7), they are identical with their landbound cousins.
Ogre Mage
Ogre mages speak Giant and Common.
Spell-Like Abilities: At will-darkness and invisibility; 1/day-charm person, cone of cold, gaseous form, polymorph self, and sleep. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).
Flight (Su): An ogre mage can cease or resume flight as a free action. While in gaseous form it can fly at normal speed and has perfect maneuverability.
Regeneration (Ex): Ogre mages take normal damage from fire and acid. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Ogre mages cannot regrow lost body parts.
Ooze
Gray Ooze Gelatinous
Cube Ochre
Jelly
Medium-Size Ooze Huge Ooze Large
Ooze
Hit Dice: 3d10+10
(26 hp) 4d10+36 (58 hp) 6d10+27 (60
hp)
Initiative: -5
(Dex) -5 (Dex) -5
(Dex)
Speed: 10 ft. 15
ft. 10
ft., climb 10 ft.
AC: 5 (-5 Dex) 3 (-2 size, -5 Dex) 4 (-1 size, -5 Dex)
Attacks: Slam +3 melee Slam
+1 melee Slam
+5 melee
Damage: Slam 1d6+1
and 1d6 acid Slam 1d6 and 1d6 acid Slam 2d4+3 and 1d4 acid
Face/Reach: 5 ft.
by 5 ft./5 ft. 10 ft. by 10
ft./10 ft. 5
ft. by 10 ft./10 ft.
Special Attacks: Improved grab, Engulf, paralysis, acid Improved
grab, acid,
acid, corrosion,
constrict 1d6+1 constrict
2d4+3 and 1d4 acid
and 1d6 acid
Special Qualities: Blindsight, Blindsight,
transparent, electricity Blindsight,
split, ooze
cold and fire
immunity, ooze, immunity,
ooze
camouflage
Saves: Fort +1, Ref -4, Will -4 Fort +5, Ref -4, Will -4 Fort +4, Ref -3, Will
-3
Abilities: Str 12,
Dex 1, Con 11, Str 10, Dex 1, Con
19, Str 15, Dex
1, Con 15,
Int -, Wis 1, Cha 1 Int -, Wis 1, Cha 1 Int -, Wis 1,
Cha 1
Climate/Terrain: Any marsh Any
underground Any
marsh and underground
and underground
Organization: Solitary Solitary Solitary
Challenge Rating:
4 3 5
Treasure: None 1/10th coins, 50% goods None
(no
nonmetal or nonstone),
50% items (no nonmetal or
nonstone)
Alignment: Always
neutral Always neutral Always
neutral
Advancement: 4-6
HD 5-12 HD
(Huge); 7-9
HD (Large);
(Medium-size); 7-9
HD (Large) 13-24 HD (Gargantuan) 10-18 HD (Huge)
Black
Pudding
Huge
Ooze
Hit Dice: 10d10+60 (115 hp)
Initiative: -5 (Dex)
Speed: 20 ft.,
climb 20 ft.
AC: 3 (-2
size, -5 Dex)
Attacks: Slam +8 melee
Damage: Slam 2d6+4 and 2d6 acid
Face/Reach: 5 ft. by 20 ft./10 ft.
Special Attacks: Improved grab, acid,
constrict
2d6+4
and 2d6 acid
Special Qualities: Blindsight, split, ooze
Saves: Fort +7, Ref
-2, Will -2
Abilities: Str 17, Dex 1,
Con 19,
Int
-, Wis 1, Cha 1
Climate/Terrain: Any marsh and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Oozes
Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Gray Ooze
Improved Grab (Ex): To use this ability, the gray ooze must hit with its slam attack. If it gets a hold, it can constrict.
Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal. Any melee hit deals acid damage. The ooze’s acidic touch deals 40 points of damage per round to wood or metal objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 19). The acid cannot harm stone. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds at a Reflex save (DC 19).
Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid.
Camouflage (Ex): It takes a successful Spot check (DC 15) to recognize a motionless gray ooze for what it really is.
Gelatinous Cube
Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 13) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body.
Paralysis (Ex): Gelatinous cubes secrete an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed at a Fortitude save (DC 16) or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.
Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a successful Spot check (DC 15) to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.
Ochre Jelly
Improved Grab (Ex): To use this ability, the ochre jelly must hit with its slam attack. If it gets a hold, it can constrict.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.
Split (Ex): Weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half the original’s hit points (round down). A jelly with only 1 hit point cannot be further split.
Black Pudding
Improved Grab (Ex): To use this ability, the black pudding must hit with its slam attack. If it gets a hold, it can constrict.
Acid (Ex): The pudding secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The pudding’s acidic touch deals 50 points of damage per round to wood or metal objects. The opponent’s armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds at a Reflex save (DC 19).
Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid.
Split (Ex): Weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half the original’s hit points (round down). A pudding with only 1 hit point cannot be further split.
Orc
Medium-Size Humanoid (Orc)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (scale mail); base 30 ft.
AC: 14 (+4 scale mail)
Attacks: Greataxe +3 melee; or javelin +1 ranged
Damage: Greataxe 1d12+3; or javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8
Skills: Listen +2, Spot +2
Feats: Alertness
Climate/Terrain: Any land and underground
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader
of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level
sergeant per 10 adults, _5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Combat
Light Sensitivity (Ex): Orcs suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Half-Orcs
The typical ability scores for a half-orc are Str 13, Dex 10, Con 11, Int 9, Wis 8, Cha 8. Half-orcs have 60-foot darkvision but are not sensitive to light.
Orc Characters
An orc’s favored class is barbarian. Orc clerics can choose two of the following domains: Chaos, Evil, Strength, and War.
Otyugh
Large Aberration
Hit Dice: 6d8+6 (33 hp)
Initiative: +0
Speed: 20 ft.
AC: 17 (-1 size, +8 natural)
Attacks: 2 tentacle rakes +3 melee, bite -2 melee
Damage: Tentacle rake 1d6, bite 1d4
Face/Reach: 5 ft. by 5 ft./10 ft. (15 ft. with tentacle)
Special Attacks: Improved grab, constrict 1d6, disease
Special Qualities: Scent
Saves: Fort +3, Ref +2, Will +6
Abilities: Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
Skills: Hide +5*, Listen +6, Spot +9
Feats: Alertness
Climate/Terrain: Any underground
Organization: Solitary, pair, or cluster (2-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 7-8 HD (Large); _9-15 HD (Huge)
Otyughs speak Common.
Combat
Improved Grab (Ex): To use this ability, the otyugh must hit a Medium-size or smaller opponent with a tentacle attack. If it gets a hold, it can constrict.
Constrict (Ex): An otyugh deals automatic tentacle damage to a Medium-size or smaller opponent with a successful grapple check.
Disease (Ex): Filth fever [bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.]
Skills: *An otyugh receives a +8 racial bonus to Hide checks when in its lair, due to its natural coloration.
Owlbear
Large Beast
Hit Dice: 5d10+20 (47 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (-1 size, +1 Dex, +5 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d6+5, bite 1d8+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +7
Climate/Terrain: Temperate forest
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
A lair usually has 1d6 young, fetching a price of 3,000 gp each in many civilized areas. While owlbears cannot be domesticated, they can still be placed in strategically important areas as free-roaming guardians. A professional trainer charges 2,000 gp to rear or train an owlbear (DC 23 for a young creature, DC 30 for an adult).
Combat
Improved Grab (Ex): To use this ability, the owlbear must hit with a claw attack.
Pegasus
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2 (Dex)
Speed: 60 ft., fly 120 ft. (average)
AC: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 hooves +7 melee, bite +2 melee
Damage: Hoof 1d6+4, bite 1d3+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Scent, spell-like abilities
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills: Listen +12, Sense Motive +7, Spot +12, Wilderness Lore +3
Feats: Iron Will
Climate/Terrain: Temperate and warm forest
Organization: Solitary, pair, or herd (6-10)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic good
Advancement: 5-8 HD (Large)
Combat
Pegasi attack with their sharp hooves and powerful bite. Mated pairs and herds attack as a team, fighting to the death to defend their eggs and young, which fetch a handsome price in many civilized areas.
Spell-Like Abilities: Pegasi can detect good and detect evil at will within a 60-yard radius, as the spells cast by a 5th-level sorcerer.
Skills: Pegasi receive a +4 racial bonus to Listen and Spot checks.
Training a Pegasus
Pegasus eggs are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves its master with absolute faithfulness for life.
Training a pegasus requires a successful Handle Animal check (DC 22 for a young creature, DC 29 for an adult) and that the creature be willing. Trainers can reduce the DC by 5 and the training time by half by using a magic bridle enchanted for the purpose. A pegasus 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 pegasus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Phantom Fungus
Medium-Size Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: +0
Speed: 20 ft.
AC: 14 (+4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+3
Special Qualities: Plant, Improved invisibility
Saves: Fort +6, Ref +0, Will_+0
Abilities: Str 14, Dex 10, Con 16, Int 2, Wis_11, Cha_9
Skills: Move Silently +5
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Combat
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Improved Invisibility (Su): This ability is constant, allowing the phantom fungus to remain invisible even when attacking. This works just like improved invisibility cast by a 12th-level sorcerer, and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. Once killed, a phantom fungus becomes visible after 1 minute.
Skills: Phantom fungus has a +5 racial bonus to Move Silently checks.
Phase Spider
Large Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+4 and poison
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Ethereal jaunt, poison
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Skills: Climb +12, Move Silently +11, Spot +9
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or cluster (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Combat
Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.
Ethereal Jaunt (Su): A phase spider can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.
Poison (Ex): Bite, Fortitude save (DC 15); initial and secondary damage 2d6 temporary Constitution.
Phasm
Medium-Size Shapechanger
Hit Dice: 15d8+30 (97_hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: 2 slams +12 melee
Damage: Slam 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Amorphous, scent, alternate form, telepathy, tremorsense
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills: Bluff +15, Climb +7, Craft (any one) +7, Disguise +7*, Knowledge (any
one) +7, Listen +10, Spot +10, Wilderness Lore +6
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative,
Mobility, Skill Focus (Disguise)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)
Phasms can speak Common but prefer telepathic communication.
Combat
If pursued or harassed, a phasm transforms into the most fearsome creature it knows, such as an adult white dragon or a fire giant, and attacks. When seriously hurt, it changes to some fast or agile form and tries to escape.
Amorphous (Ex): A phasm in its natural form is immune to poison, sleep, paralysis, stun, and polymorph. It is not subject to critical hits and, having no clear front or back, cannot be flanked.
Alternate Form (Su): Phasms can assume the form of any corporeal creature or object from Diminutive to Large size as a standard action. This ability is otherwise similar to shapechange as cast by a 20th-level sorcerer.
Telepathy (Su): Phasms can communicate telepathically with any creature within 100 feet that has a language.
Tremorsense (Ex): A phasm can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.
Skills: *When using alternate form, a phasm receives a +10 circumstance bonus to Disguise checks.
Planetouched
Aasimar Tiefling
Medium-Size Outsider Medium-Size Outsider
Hit Dice: 1d8 (4 hp) 1d8 (4 hp)
Initiative: +4 (Improved Initiative) +1 (Dex)
Speed: 30 ft. 30
ft.
AC: 16 (+4 scale, +2 large shield) 15 (+1 Dex, +3
studded
leather, +1 small shield)
Attacks: Longsword +1 melee; or Rapier +2
melee; or
light crossbow +1 ranged light crossbow
+2 ranged
Damage: Longsword 1d8; or light crossbow 1d8 Rapier 1d6; or light crossbow
1d8
Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Light Darkness
Special Qualities: Acid, cold, and electricity Fire, cold, and electricity
resistance 5 resistance
5
Saves: Fort +2, Ref +2, Will
+3 Fort +2, Ref +3,
Will +2
Abilities: Str 10, Dex 10, Con 10, Str 10, Dex 13, Con 10,
Int 10, Wis 13, Cha 13 Int 13, Wis 11, Cha 8
Skill: Heal +5, Knowledge (religion)
+1, Bluff +1, Hide +3,
Move
Listen +4, Ride +1, Spot +4 Silently +2, Pick
Pocket +3
Feats: Improved Initiative Weapon Finesse (rapier)
Climate/Terrain: Any land and underground Any land and underground
Organization: Solitary or team (2-4) Solitary or gang
(2-4)
Challenge Rating: 1/2 1/2
Treasure: Standard Standard
Alignment: Usually good (any) Usually evil
(any)
Advancement: By character class By character
class
Aasimar
Light (Sp): Aasimars can
use light once per day as cast by a sorcerer of 1st level or their character
level, whichever is higher.
Skills: Aasimars receive
a +2 racial bonus to Spot and Listen checks.
Aasimar
Characters
An aasimar’s favored
class is paladin.
Tiefling
Darkness (Sp): Tieflings
can use darkness once per day as cast by a sorcerer of 1st level or their
character level, whichever is higher.
Skills: Tieflings receive
a +2 racial bonus to Bluff and Hide checks.
Tiefling
Characters
A tiefling’s favored class is rogue.
Pseudodragon
Tiny Dragon
Hit Dice: 2d12+2 (15 hp)
Initiative: +0
Speed: 15 ft., fly 60 ft. (good)
AC: 18 (+2 size, +6 natural)
Attacks: Sting +4 melee, bite -1 melee
Damage: Sting 1d3 and poison, bite 1
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. (5_ft. with tail)
Special Attacks: Poison
Special Qualities: See invisibility, telepathy, immunities, SR_19
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha_10
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search_+2, Spot_+5
Feats: Alertness
Climate/Terrain: Temperate and warm forest
Organization: Solitary, pair, or clutch (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral good
Advancement: 3-4 HD (Tiny)
A pseudodragon egg can fetch a price of up to 10,000 gp, and a hatchling as much as 20,000 gp.
Combat
Poison (Ex): Sting, Fortitude save (DC 12); initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.
See Invisibility (Ex): Pseudodragons continuously see invisibility as the spell, with a range of 60 feet.
Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Immunities (Ex): Pseudodragons are immune to sleep and paralysis effects.
Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus to Hide checks. *In forests or overgrown areas, this bonus improves to +8.
Purple Worm
Gargantuan Beast
Hit Dice: 16d10+112 (200 hp)
Initiative: -2 (Dex)
Speed: 20 ft., burrow 20 ft., swim 10 ft.
AC: 19 (-4 size, -2 Dex, +15 natural)
Attacks: Bite +20 melee, sting +15 melee
Damage: Bite 2d8+12, sting 2d6+6 and poison
Face/Reach: 30 ft. by 30 ft. (coiled)/"15_ft.
Special Attacks: Improved grab, swallow whole, poison
Special Qualities: Tremorsense
Saves: Fort +17, Ref +8, Will +4
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Climb +14
Climate/Terrain: Any aquatic and
underground
Organization: Solitary
Challenge Rating: 12
Treasure: No coins, 50% goods (stone only), no items
Alignment: Always neutral
Advancement: 16-32 HD (Gargantuan); 33-45 HD (Colossal)
Combat
In battle, a purple worm forms into a coil 15 feet across, biting and stinging anything within reach.
Improved Grab (Ex): To use this ability, the purple worm must hit with its bite attack. If it gets a hold, it can attempt to swallow the foe.
Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’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 cut its own way out.
The worm’s interior can hold one Huge, four Large, sixteen Medium-size, or sixty-four Small or smaller opponents.
Poison (Ex): Sting, Fortitude save (DC 24); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.
Tremorsense (Ex): A purple worm can automatically sense the location of anything within 60 feet that is in contact with the ground.