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MONSTERS (R)
Rakshasa
Medium-Size Outsider (Evil, Lawful)
Hit Dice: 7d8+21 (52 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 21 (+2 Dex, +9 natural)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: Claw 1d4+1, bite 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Detect thoughts, spells
Special Qualities: Alternate form, spell immunity, vulnerable to blessed
crossbow bolts, damage reduction 20/+3
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17
Skills: Bluff +16*, Disguise +17*, Listen +11, Move Silently +11, Perform (ballad,
chant, drama, epic, plus any other five) +12, Sense Motive +10, Spot +12
Feats: Alertness, Dodge
Climate/Terrain: Warm forest and marsh
Organization: Solitary
Challenge Rating: 9
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 8-14 HD (Medium-size)
Rakshasas speak Common, Infernal, and Undercommon.
Combat
Detect Thoughts (Su): A rakshasa can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 15). It can suppress or resume this ability as a free action.
Spells: A rakshasa casts spells as a 7th-level sorcerer, and can also cast 1st-level cleric spells as arcane spells.
Alternate Form (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. This ability is similar to the alter self spell cast by an 18th-level sorcerer, but the rakshasa can remain in the new form indefinitely.
Spell Immunity (Su): Rakshasas ignore the effects of spells and spell-like abilities of 8th level or less, just as if the spellcaster had failed to overcome spell resistance.
Vulnerable to Blessed Crossbow Bolts (Ex): Any hit scored with a blessed crossbow bolt instantly slays a rakshasa.
Skills: A rakshasa receives a +4 racial bonus to Bluff and Disguise checks. *When using alternate form, it gains an additional +10 circumstance bonus to Disguise checks. If reading an opponent’s mind, its circumstance bonus to Bluff and Disguise checks increases by a further +4.
Rast
Medium-Size Outsider (Fire)
Hit Dice: 4d8+4 (22 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (good)
AC: 15 (+1 Dex, +4 natural)
Attacks: 4 claws +6 melee; or bite +6 melee
Damage: Claw 1d4+2; or bite 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Paralyzing gaze, improved grab, blood drain
Special Qualities: Fire subtype, flight
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Skills: Hide +5, Listen +7, Move Silently +7
Feats: Dodge, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or swarm (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)
Combat
Rasts attack in swarms, with a frightening, brutal cunning. The creatures paralyze as many of their foes as possible, then attack any that are still moving. A rast can claw or bite, but cannot do both during the same round.
Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Fortitude save (DC 13).
Improved Grab (Ex): To use this ability, the rast must hit with its bite attack.
Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1 point of temporary Constitution damage each round it maintains the hold.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Flight (Su): A rast can fly as the spell cast by an 11th-level sorcerer, as a free action. A rast that loses this ability falls and can perform only partial actions.
Ravid
Medium-Size Outsider
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: Fly 60 ft. (perfect)
AC: 25 (+15 natural)
Attacks: Tail slap +4 melee, claw +2 melee
Damage: Tail slap 1d6+1 and positive energy, claw 1d4 and positive energy
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Positive energy lash, animate objects
Special Qualities: Fire immunity, flight
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14
Skills: Listen +7, Move Silently +6, Spot +7
Feats: Multiattack*
Climate/Terrain: Any land and underground
Organization: Solitary (1 plus at least 1 animated object)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 4 HD (Medium-size); 5-9 HD (Large)
Combat
Ravids fight only in self-defense. A ravid itself is not very powerful but is always accompanied by at least one animated object that defends it.
Positive Energy Lash (Su): A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces an unpleasant tingle in living creatures, and against undead foes (even incorporeal ones) it deals 2d10 points of damage.
Animate Objects (Su): Once per round, a random object within 20 feet of the ravid animates as though by the spell animate objects cast by a 20th-level cleric. These objects defend the ravid to the best of their ability, but the ravid isn’t intelligent enough to give them specific commands.
Flight (Su): A ravid can fly as the spell cast by an 11th-level sorcerer, as a free action. A ravid that loses this ability falls and can perform only partial actions.
Feats: *Ravids have the Multiattack feat even through they do not have the requisite three natural weapons.
Remorhaz
Huge Magical Beast
Hit Dice: 7d10+35 (73 hp)
Initiative: +1 (Dex)
Speed: 30 ft., burrow 20 ft.
AC: 20 (-2 size, +1 Dex, +11 natural)
Attacks: Bite +13 melee
Damage: Bite 2d8+12
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Heat, tremorsense
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10
Skills: Listen +10, Spot +9
Feats: Power Attack
Climate/Terrain: Any cold land
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan)
Combat
Remorhazes hide under the snow and ice until they hear movement above them, then attack from below and surprise prey.
Improved Grab (Ex): To use this ability, the remorhaz must hit with its bite attack. If it gets a hold, it can attempt to swallow the opponent.
Swallow Whole (Ex): A remorhaz can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 10d10 points of fire damage per round from the creature’s flaming gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapong to deal 25 points of damage to the remorhaz’s gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The remorhaz’s interior can hold one Large, four Medium-size, sixteen Small, or sixty-four Tiny or smaller opponents.
Heat (Ex): An enraged remorhaz generates heat so intense that anything touching its body takes 10d10 points of fire damage. This is usually enough to melt nonmagical weapons, but magic weapons get a Fortitude save (DC 18).
Tremorsense (Ex): A remorhaz can automatically sense the location of anything within 60 feet that is in contact with the ground.
Skills: Remorhazes receive a +4 racial bonus to Listen checks.
Roc
Gargantuan Beast
Hit Dice: 18d10+126 (225 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 80 ft. (average)
AC: 14 (-4 size, +2 Dex, +6 natural)
Attacks: 2 claws +21 melee, bite +16 melee
Damage: Claw 2d6+12, bite 2d8+6
Face/Reach: 20 ft. by 40 ft./10 ft.
Special Attacks: Snatch
Saves: Fort +18, Ref +13, Will +7
Abilities: Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha_11
Skills: Listen +7, Spot +7*
Climate/Terrain: Temperate and warm
mountains
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 19-32 HD (Gargantuan); 33-54 (Colossal)
Combat
A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium-size or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings.
Snatch (Ex): A roc that hits a creature of at least Small size, but no larger than Huge, with a claw attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the roc achieves a hold, it can fly off with its prey and automatically make a bite attack each round in lieu of a claw attack. It can drop a snatched creature as a free action or use a standard action to fling it aside. A flung creature travels 90 feet and takes 9d6 points of damage. If the roc flings it while flying, the creature suffers this amount of damage or falling damage, whichever is greater.
Skills: *Rocs receive a +4 racial bonus to Spot checks during daylight hours.
Roper
Large Magical Beast
Hit Dice: 10d10+30 (85 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 10 ft.
AC: 24 (-1 size, +1 Dex, +14 natural)
Attacks: 6 strands +11 ranged, bite +8 melee
Damage: Strand (see text), bite 2d6+2
Face/Reach: 5 ft. by 5 ft./10 ft. (50 ft. with strand)
Special Attacks: Strands, attach, weakness
Special Qualities: Electricity immunity, cold resistance 30, fire
vulnerability, SR 28
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha_12
Skills: Climb +7, Hide +10*, Listen +13, Spot +13
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)
Climate/Terrain: Any underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 10
Treasure: No coins; 50% goods (stone only); _no items
Alignment: Usually chaotic evil
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Combat
A roper hunts by standing very still and imitating a bit of rock. This usually allows it to attack with surprise. When it notices prey, it lashes out with its strands and bites adjacent opponents with its powerful maw.
Strands (Ex): Most encounters with a roper begin when it fires its strong, sticky strands. The creature has six such members that can strike up to 50 feet away (no range increment). A single attack with a slashing weapon that deals at least 10 points of damage severs a strand (AC 20).
Ropers speak Terran and Undercommon
Attach (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but draws the stuck opponent 10 feet closer each subsequent round (no attack of opportunity) unless that creature breaks free, which requires a successful Escape Artist check (DC 23) or Strength check (DC 19). The roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus, in that round.
Weakness (Ex): A roper’s strands can sap an opponent’s strength. Anyone caught by a strand must succeed at a Fortitude save (DC 18) or take 2d8 points of temporary Strength damage.
Fire Vulnerability (Ex): A roper 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.
Skills: *Ropers receive a +8 racial bonus to Hide checks in stony or icy areas.
Rust Monster
Medium-Size Aberration
Hit Dice: 5d8+5 (27 hp)
Initiative: +3 (Dex)
Speed: 40 ft.
AC: 18 (+3 Dex, +5 natural)
Attacks: Antennae touch +3 melee, bite -2 melee
Damage: Antennae touch rust, bite 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rust
Special Qualities: Scent
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha_8
Skills: Listen +9, Spot +9
Feats: Alertness
Climate/Terrain: Any underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Medium-size); 9-15 HD (Large)
Combat
A rust monster can scent a metal object up to 90 feet away, dashing toward the source and attempting to strike it with its antennae. The creature is relentless, chasing adventurers over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal. A clever (or desperate) adventurer can often distract a hungry rust monster by tossing it some metal objects, then fleeing while it consumes them.
The creature targets the largest metal object available, striking first at armor, then shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour the latter if given the opportunity.
Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The size of the object is immaterial-a full suit of armor rusts away as quickly as a sword. Magic armor and weapons, and other enchanted items made of metal, must succeed at a Reflex save (DC 20) or be dissolved. A metal weapon that deals damage to a rust monster also corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.