This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (B-C)
BARGHEST
|
Barghest |
Greater
Barghest |
|
Medium Outsider
(Evil, Extraplanar, Lawful, Shapechanger) |
Large Outsider
(Evil, Extraplanar, Lawful, Shapechanger) |
Hit Dice: |
6d8+6 (33 hp) |
9d8+27 (67 hp) |
Initiative: |
+6 |
+6 |
Speed: |
30 ft. (6
squares) |
40 ft. (8
squares) |
Armor Class: |
18 (+2 Dex, +6
natural), touch 12, flat-footed 16 |
20 (–1 size, +2
Dex, +9 natural), touch 11, flat-footed 18 |
Base
Attack/Grapple: |
+6/+9 |
+9/+18 |
Attack: |
Bite +9 melee
(1d6+3)) |
Bite +13 melee
(1d8+5 |
Full Attack: |
Bite +9 melee
(1d6+3) and 2 claws +4 melee (1d4+1) |
Bite +13 melee
(1d8+5) and 2 claws +8 melee (1d6+2) |
Space/Reach: |
5 ft./5 ft. |
10 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, feed |
Spell-like
abilities, feed |
Special
Qualities: |
Change shape,
damage reduction 5/magic, darkvision 60 ft., scent |
Change shape,
damage reduction 10/magic, darkvision 60 ft., scent |
Saves: |
Fort +6, Ref +7,
Will +7 |
Fort +9, Ref +8,
Will +10 |
Abilities: |
Str 17, Dex 15,
Con 13, Int 14, Wis 14, Cha 14 |
Str 20, Dex 15,
Con 16, Int 18, Wis 18, Cha 18 |
Skills: |
Bluff +11,
Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12,
Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11,
Survival +11 (+13 following tracks) |
Bluff +16, Climb
+17, Concentration +15, Diplomacy +8, Disguise +4 (+6 acting), Hide +10*,
Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16,
Spot +16 Survival +16 (+18 following tracks), Tumble +16 |
Feats: |
Combat Reflexes,
Improved Initiative, Track |
Combat Casting,
Combat Reflexes, Improved Initiative, Track |
Environment |
An
evil-aligned plane |
An
evil-aligned plane |
Organization: |
Solitary or pack
(3–6) |
Solitary or pack
(3–6) |
Challenge
Rating: |
4 |
5 |
Treasure: |
Double standard |
Double standard |
Alignment: |
Always lawful
evil |
Always lawful
evil |
Advancement: |
Special (see
below) |
Special (see
below) |
Level
Adjustment: |
— |
— |
A barghest is a
lupine fiend that can take the shape of a wolf or a goblin. In its natural
form, it resembles a goblin–wolf hybrid with terrible jaws and sharp claws. As
whelps, barghests are nearly indistinguishable from wolves, except for their
size and claws. As they grow larger and stronger, their skin darkens to
bluishred and eventually becomes blue altogether.
A full-grown
barghest is about 6 feet long and weighs 180 pounds. A barghest’s eyes glow
orange when the creature becomes excited.
Barghests speak
Goblin, Worg, and Infernal.
COMBAT
Barghests can claw
and bite, no matter what their form, and usually disdain weapons. Though they
love killing, they have little stomach for direct combat and attack from ambush
whenever possible. Barghests start a combat by using crushing despair and
charm monster to keep opponents off balance. They try to stay away from
the enemy’s main strength.
A barghest’s
natural weapons, as well as any weapons it wields, are treated as evil-aligned
and lawful-aligned for the purpose of overcoming damage reduction. Its natural
weapons are treated as magic weapons for the purpose of overcoming damage
reduction.
Spell-Like
Abilities: At will—blink,
levitate, misdirection (DC 14), rage (DC 15); 1/day—charm monster
(DC 16), crushing despair (DC 16), dimension door. Caster
level equals the barghest’s HD.
The save DCs are
Charisma-based.
Feed (Su): When a barghest slays a humanoid opponent,
it can feed on the corpse, devouring both flesh and life force, as a full-round
action. Feeding destroys the victim’s body and prevents any form of raising or
resurrection that requires part of the corpse. There is a 50% chance that a wish,
miracle, or true resurrection spell can restore a devoured victim to
life. Check once for each destroyed creature. If the check fails, the creature
cannot be brought back to life by mortal magic.
A barghest
advances in Hit Dice by consuming corpses in this fashion. For every three
suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength,
Constitution, and natural armor increase by +1. Its attack bonus and saves
improve as normal for an outsider of its Hit Dice, and it gains skill points,
feats, and ability score improvements normally.
The barghest only
advances by consuming the corpses of creatures whose Hit Dice or levels are
equal to or greater than its own current total. A barghest that reaches 9 Hit
Dice through feeding immediately becomes a greater barghest upon completion of
the act.
Change Shape
(Su): A barghest can
assume the shape of a goblin or a wolf as a standard action. In goblin form, a
barghest cannot use its natural weapons but can wield weapons and wear armor.
In wolf form, a barghest loses its claw attacks but retains its bite attack.
Pass Without
Trace (Ex): A barghest in
wolf form can use pass without trace (as the spell) as a free action.
Skills: *A barghest in wolf form gains a +4
circumstance bonus on Hide checks.
GREATER BARGHEST
A barghest that
reaches 9 Hit Dice through feeding becomes a greater barghest. These creatures can
change shape into a goblinlike creature of Large size (about 8 feet tall and
400 pounds) or a dire wolf. In goblin form, a greater barghest cannot use its
natural weapons but can wield weapons and wear armor. In dire wolf form, a
greater barghest loses its claw attacks but retains its bite attack.
A greater barghest
can reach a maximum of 18 Hit Dice through feeding.
Spell-Like
Abilities: In addition to
the spelllike abilities all barghests possess, a greater barghest gains the
following abilities. At will—invisibility sphere; 1/day—mass bull’s
strength, mass enlarge. Caster level equals the greater barghest’s
HD.
COMBAT
Occasionally, a
greater barghest uses a magic two-handed weapon in combat instead of its claws,
giving it multiple attacks (attack bonus +13/+8). It can also make one bite
attack (attack bonus +8) each round. The save DC against a greater barghest’s
spell-like abilities is 14 + spell level.
BASILISK
|
Basilisk |
Abyssal Greater Basilisk |
|
Medium Magical
Beast |
Large
Outsider (Augmented Magical Beast, Extraplanar) |
Hit Dice: |
6d10+12 (45 hp) |
18d10+90
(189 hp) |
Initiative: |
–1 |
–1 |
Speed: |
20 ft. (4
squares) |
20
ft. (4 squares) |
Armor Class: |
16 (–1 Dex, +7
natural), touch 9, flat-footed 16 |
17
(–1 Dex, –1 size, +9 natural) touch 8, flat-footed 17 |
Base
Attack/Grapple: |
+6/+8 |
+18/+29 |
Attack: |
Bite +8 melee
(1d8+3) |
Bite
+25 melee (2d8+10) |
Full Attack: |
Bite +8 melee
(1d8+3) |
Bite
+25 melee (2d8+10) |
Space/Reach: |
5 ft./5 ft. |
10
ft./5 ft. |
Special
Attacks: |
Petrifying gaze |
Petrifying
gaze, smite good |
Special
Qualities: |
Darkvision 60
ft., low-light vision |
Resistance
to cold 10 and fire 10, damage reduction 10/magic, darkvision 60 ft.,
low-light vision, spell resistance 23 |
Saves: |
Fort +9, Ref +4,
Will +3 |
Fort
+18, Ref +12, Will +8 |
Abilities: |
Str 15, Dex 8,
Con 15, Int 2, Wis 12, Cha 11 |
Str
24, Dex 8, Con 21, Int 3, Wis 10, Cha 15 |
Skills: |
Hide +0*, Listen
+7, Spot +7 |
Hide
+0*, Listen +10, Spot +10 |
Feats: |
Alertness,
Blind-Fight, Great Fortitude |
Alertness,
Blind-Fight, Great Fortitude, Iron Will, Improved Natural Attack (bite),
Lightning Reflexes, Weapon Focus (bite) |
Environment: |
Warm deserts |
A
chaotic evil plane |
Organization: |
Solitary or colony (3–6) |
Solitary
or colony (3–6) |
Challenge
Rating: |
5 |
12 |
Treasure: |
None |
Standard |
Alignment: |
Always neutral |
Always
chaotic evil |
Advancement: |
7–10 HD
(Medium); 11–18 HD (Large) |
— |
Level
Adjustment: |
— |
— |
A basilisk is a
reptilian monster that petrifies living creatures with a mere gaze. A basilisk
usually has a dull brown body with a yellowish underbelly. Some specimens sport
a short, curved horn atop the nose. An adult basilisk’s body grows to about 6
feet long, not including its tail, which can reach an additional length of 5 to
7 feet. The creature weighs about 300 pounds.
COMBAT
A basilisk relies
on its gaze attack, biting only when opponents come within reach. Though it has
eight legs, its slow metabolism renders it relatively sluggish, so it does not
expend energy unnecessarily. Intruders who flee a basilisk rather than fight
can expect, at best, a halfhearted pursuit. These creatures tend to spend most
of their time lying in wait for prey, which includes small mammals, birds, reptiles,
and similar creatures.
Petrifying Gaze
(Su): Turn to stone
permanently, range 30 feet; Fortitude DC 13 negates. The save DC is
Charisma-based.
Skills: *The basilisk’s dull coloration and its
ability to remain motionless for long periods of time grant it a +4 racial
bonus on Hide checks in natural settings.
ABYSSAL GREATER BASILISK
COMBAT
The save DC for the abyssal greater
basilisk’s petrifying gaze (DC 21) is adjusted for its greater Hit Dice and
higher Charisma score.
An abyssal greater basilisk’s natural
weapons are treated as magic weapons for the purpose of overcoming damage
reduction.
Smite Good (Su): Once per day an abyssal
greater basilisk can make a normal melee attack to deal an extra 18 points of
damage against a good foe.
BEHIR
|
Huge Magical
Beast |
Hit Dice: |
9d10+45 (94 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8
squares), climb 15 ft. |
Armor Class: |
20 (–2 size, +1
Dex, +11 natural), touch 9, flat-footed 19 |
Base
Attack/Grapple: |
+9/+25 |
Attack: |
Bite +15 melee
(2d4+12) |
Full Attack: |
Bite +15 melee
(2d4+12) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Breath weapon,
constrict 2d8+8, improved grab, rake 1d4+4, swallow whole |
Special
Qualities: |
Can’t be
tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent |
Saves: |
Fort +11, Ref
+7, Will +5 |
Abilities: |
Str 26, Dex 13,
Con 21, Int 7, Wis 14, Cha 12 |
Skills: |
Climb +16, Hide
+5, Listen +4, Spot +4, Survival +2 |
Feats: |
Alertness,
Cleave, Power Attack, Track |
Environment: |
Warm hills |
Organization: |
Solitary or pair |
Challenge
Rating: |
8 |
Treasure: |
Standard |
Alignment: |
Often neutral |
Advancement: |
10–13 HD (Huge);
14–27 HD (Gargantuan) |
Level
Adjustment: |
— |
The behir is a
serpentine monster that can slither like a snake or use its dozen legs to move
with considerable speed. A behir is about 40 feet long and weighs about 4,000
pounds. It can fold its limbs close to its long, narrow body and slither in
snake fashion if it desires. The coloration of behirs ranges from ultramarine
to deep blue with bands of gray-brown. The belly is pale blue. The two large
horns curving back over the head look dangerous but are actually used for
preening the creature’s scales, not for fighting.
Behirs speak
Common.
COMBAT
A behir usually
bites and grabs its prey first, then either swallows or constricts the
opponent. It can employ its claws only against foes caught in its coils. If
beset by a large number of foes, it uses its breath weapon.
Breath Weapon
(Su): 20-foot line, once
every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is
Constitution-based.
Constrict (Ex): A behir deals 2d8+8 points of damage with
a successful grapple check. It can make six rake attacks against a grappled foe
as well.
Improved Grab
(Ex): To use this ability,
a behir must hit a creature of any size with its bite attack. It can then
attempt to start a grapple as a free action without provoking an attack of
opportunity.
If it wins the
grapple check, it it establishes a hold and can attempt to constrict the
opponent or swallow the opponent in the following round.
Rake (Ex): Six claws, attack bonus +15 melee, damage
1d4+4.
Swallow Whole
(Ex): A behir can try to
swallow a grabbed Medium or smaller opponent by making a successful grapple
check.
A behir that
swallows an opponent can use its Cleave feat to bite and grab another opponent.
A swallowed
creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage
per round from the behir’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 15). Once the creature exits, muscular action closes the hole;
another swallowed opponent must cut its own way out.
A behir’s gizzard
can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills: Behirs have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb checks, even if rushed or
threatened.
|
Large Elemental
(Air, Extraplanar) |
Hit Dice: |
7d8+7 (38 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6
squares), fly 50 ft. (perfect) |
Armor Class: |
22 (–1 size, +5
Dex, +8 natural), touch 14, flat-footed 17 |
Base
Attack/Grapple: |
+5/+11 |
Attack: |
Wing +9 melee
(1d6+2) |
Full Attack: |
2 wings +9 melee
(1d6+2) and bite +4 melee (1d4+1) and 2 claws +4 melee (1d3+1) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Smoke claws |
Special
Qualities: |
Darkvision 60
ft., elemental traits, smoke form |
Saves: |
Fort +3, Ref
+10, Will +2 |
Abilities: |
Str 14, Dex 21,
Con 13, Int 6, Wis 11, Cha 11 |
Skills: |
Listen +7, Move
Silently +9, Spot +7 |
Feats: |
Alertness,
Multiattack, Weapon Finesse |
Environment: |
Elemental Plane
of Air |
Organization: |
Solitary, pair,
or clutch (3–4) |
Challenge
Rating: |
6 |
Treasure: |
None |
Alignment: |
Usually neutral
evil |
Advancement: |
8–10 HD (Large);
11–21 HD (Huge) |
Level
Adjustment: |
— |
Belkers are
creatures from the Plane of Air. They are composed primarily of smoke. Although
undeniably evil, they are very reclusive and usually have no interest in the
affairs of others. A belker’s winged shape makes it look distinctly demonic. It
is about 7 feet long and weighs about 8 pounds.
Belkers speak
Auran.
COMBAT
In most cases, a
belker fights with its nasty claws and painful bite.
Smoke Claws
(Ex): A belker in smoke
form (see below) can engulf opponents by moving on top of them. It fills the
air around one Medium or smaller opponent without provoking an attack of
opportunity. The target must succeed on a DC 14 Fortitude save or inhale part
of the creature. The save DC is Constitution-based. Smoke inside the victim
solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4
points of damage per round. An affected creature can attempt another Fortitude
save each subsequent round to cough out the semivaporous menace.
Smoke Form
(Su): Most of the time a
belker is more or less solid, but at will it can assume smoke form. It can
switch forms once per round as a free action and can spend up to 20 rounds per
day in smoke form. A belker in smoke form can fly at a speed of 50 feet
(perfect). The ability is otherwise similar to a gaseous form spell
(caster level 7th).
Skills: Belkers have a +4 racial bonus on Move
Silently checks.
BLINK DOG
|
Medium Magical
Beast |
Hit Dice: |
4d10 (22 hp) |
Initiative: |
+3 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
16 (+3 Dex, +3
natural), touch 13, flat-footed 13 |
Base
Attack/Grapple: |
+4/+4 |
Attack: |
Bite +4 melee
(1d6) |
Full Attack: |
Bite +4 melee
(1d6) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Blink,
darkvision 60 ft., dimension door, low-light vision, scent |
Saves: |
Fort +4, Ref +7,
Will +4 |
Abilities: |
Str 10, Dex 17,
Con 10, Int 10, Wis 13, Cha 11 |
Skills: |
Hide +3, Listen
+5, Sense Motive +3, Spot +5, Survival +4 |
Feats: |
Iron Will, Run,
TrackB |
Environment: |
Temperate plains |
Organization: |
Solitary, pair,
or pack (7–16) |
Challenge
Rating: |
2 |
Treasure: |
None |
Alignment: |
Usually lawful
good |
Advancement: |
5–7 HD (Medium);
8–12 HD (Large) |
Level
Adjustment: |
+2 (cohort) |
The blink dog is
an intelligent canine that has a limited teleportation ability.
Blink dogs have
their own language, a mixture of barks, yaps, whines, and growls that can
transmit complex information.
COMBAT
Blink dogs hunt in
packs, teleporting in a seemingly random fashion until they surround their
prey, allowing some of them to take advantage of flanking.
Blink (Su): A blink dog can use blink as the
spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door
(Su): A blink dog can
teleport, as dimension door (caster level 8th), once per round as a free
action. The ability affects only the blink dog, which never appears within a
solid object and can act immediately after teleporting.
|
Medium Undead
(Extraplanar) |
Hit Dice: |
9d12 (58 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
20 (+2 Dex, +8
natural), touch 12, flat-footed 18 |
Base
Attack/Grapple: |
+4/+5 |
Attack: |
Slam +6 melee
(1d8+1) |
Full Attack: |
Slam +6 melee
(1d8+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Death gaze |
Special
Qualities: |
Damage reduction
10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid
10 and fire 10, undead traits, vulnerability to sunlight |
Saves: |
Fort +3, Ref +5,
Will +7 |
Abilities: |
Str 13, Dex 15,
Con —, Int 6, Wis 12, Cha 12 |
Skills: |
Listen +11, Move
Silently +10, Spot +11 |
Feats: |
Alertness,
Dodge, Improved Initiative, Weapon Focus (slam) |
Environment: |
A
chaotic evil-aligned plane |
Organization: |
Solitary or gang
(2–4) |
Challenge
Rating: |
8 |
Treasure: |
None |
Alignment: |
Always chaotic
evil |
Advancement: |
10–13 HD
(Medium); 14–27 HD (Large) |
Level
Adjustment: |
— |
Bodaks are the
undead remnants of humanoids who have been destroyed by the touch of absolute
evil.
A bodak retains
fleeting memories of its past life and can speak Common (or some other humanoid
language).
COMBAT
Death Gaze
(Su): Death, range 30
feet, Fortitude DC 15 negates. Humanoids who die from this attack are
transformed into bodaks 24 hours later. The save DC is Charisma-based.
Vulnerability
to Sunlight (Ex): Bodaks
loathe sunlight, for its merest touch burns their impure flesh. Each round of
exposure to the direct rays of the sun deals 1 point of damage to the creature.
BRALANI
|
Medium Outsider (Chaotic,
Extraplanar, Good) |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+8 |
Speed: |
40 ft. (8
squares), fly 100 ft. (perfect) |
Armor Class: |
20 (+4 Dex, +6
natural), touch 14, flat-footed 16 |
Base
Attack/Grapple: |
+6/+10 |
Attack: |
+1 holy
scimitar +11 melee
(1d6+4/18–20) or +1 holy composite longbow (+4 Str bonus) +11 ranged
(1d8+5/x3) or slam +10 melee (1d6+4) |
Full Attack: |
+1 holy
scimitar +11/+6 melee
(1d6+4/18–20) or +1 holy composite longbow (+4 Str bonus) +11/+6
ranged (1d8+5/x3) or slam +10 melee (1d6+4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, whirlwind blast |
Special
Qualities: |
Alternate form,
damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to
electricity and petrification, low-light vision, resistance to cold 10 and
fire 10, spell resistance 17, tongues |
Saves: |
Fort +8, Ref +9,
Will +7 |
Abilities: |
Str 18, Dex 18,
Con 17, Int 13, Wis 14, Cha 14 |
Skills: |
Concentration
+12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10,
Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble
+13, Use Rope +4 (+6 with bindings) |
Feats: |
Alertness,
Blind-Fight, Improved Initiative |
Environment: |
A
chaotic good-aligned plane |
Organization: |
Solitary, pair,
or squad (3–5) |
Challenge
Rating: |
6 |
Treasure: |
No coins; double
goods; standard items |
Alignment: |
Always chaotic
good |
Advancement: |
7–12 HD
(Medium); 13–18 HD (Large) |
Level
Adjustment: |
+5 |
In addition to
their natural form, bralanis can assume the shape of a whirlwind or zephyr of
dust, snow, or sand.
Bralanis speak
Celestial, Infernal, and Draconic, but can communicate with almost any
creature, thanks to their tongues ability.
Combat
Bralanis prefer
the scimitar and bow, the weapons of the desert nomads they most closely
resemble.
A bralani’s
natural weapons, as well as any weapons it wields, are treated as
chaotic-aligned and good-aligned for the purpose of overcoming damage
reduction.
Spell-Like
Abilities: At will— blur,
charm person (DC 13), gust of wind (DC 14), mirror image, wind
wall; 2/day—lightning bolt (DC 15), cure serious wounds (DC
15). Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast
(Su): When in whirlwind
form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of
damage in a 20-foot line (Reflex DC 16 half ). The save DC is
Constitution-based.
Alternate Form
(Su): A bralani can shift
between its humanoid and whirlwind forms as a standard action. In humanoid
form, it cannot fly or use its whirlwind blast, but it can use its spell-like
abilities and its weapons. In whirlwind form, it can fly, make slam attacks and
whirlwind blast attacks, and use spell-like abilities.
A bralani remains
in one form until it chooses to assume a new one. A change in form cannot be
dispelled, nor does the bralani revert to any particular form when killed. A true
seeing spell, however, reveals both forms simultaneously.
Tongues (Su): Bralanis can speak with any creature that
has a language, as though using a tongues spell (caster level 14th).
This ability is always active.
BUGBEAR
|
Medium Humanoid
(Goblinoid) |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
17 (+1 Dex, +3
natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16 |
Base
Attack/Grapple: |
+2/+4 |
Attack: |
Morningstar +5
melee (1d8+2) or javelin +3 ranged (1d6+2) |
Full Attack: |
Morningstar +5
melee (1d8+2) or javelin +3 ranged (1d6+2) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft., scent |
Saves: |
Fort +2, Ref +4,
Will +1 |
Abilities: |
Str 15, Dex 12,
Con 13, Int 10, Wis 10, Cha 9 |
Skills: |
Climb +3, Hide
+4, Listen +4, Move Silently +6, Spot +4 |
Feats: |
Alertness,
Weapon Focus (morningstar) |
Environment: |
Temperate
mountains |
Organization: |
Solitary, gang
(2–4), or band (11–20 plus 150% noncombatants plus 2 2nd-level sergeants and
1 leader of 2nd–5th level) |
Challenge
Rating: |
2 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+1 |
Bugbears speak
Goblin and Common.
COMBAT
Bugbears prefer to
ambush opponents whenever possible. When hunting, they normally send scouts
ahead of the main group that, if they spy prey, return to report and bring up
reinforcements.
Bugbear attacks
are coordinated, and their tactics are sound if not brilliant.
Skills: Bugbears have a +4 racial bonus on Move
Silently checks.
BUGBEARS AS CHARACTERS
Bugbear characters
possess the following racial traits.
— +4 Strength,
+2 Dexterity, +2 Constitution, –2 Charisma.
—Medium size.
—A bugbear’s base
land speed is 30 feet.
—Darkvision out to
60 feet.
—Racial Hit Dice:
A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a
base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and
Will +1.
—Racial Skills: A
bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are
Climb, Hide, Listen, Move Silently, Search, and Spot.
—Racial Feats: A
bugbear’s humanoid levels give it two feats.
— +3 natural armor
bonus.
— +4 racial bonus
on Move Silently checks.
—Automatic
Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class:
Rogue.
—Level adjustment
+1.
BULETTE
|
Huge Magical
Beast |
Hit Dice: |
9d10+45 (94 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares), burrow 10 ft. |
Armor Class: |
22 (–2 size, +2
Dex, +12 natural), touch 10, flat-footed 20 |
Base
Attack/Grapple: |
+9/+25 |
Attack: |
Bite +16 melee
(2d8+8) |
Full Attack: |
Bite +16 melee
(2d8+8) and 2 claws +10 melee (2d6+4) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Leap |
Special
Qualities: |
Darkvision 60
ft., lowlight vision, scent, tremorsense 60 ft. |
Saves: |
Fort +11, Ref
+8, Will +6 |
Abilities: |
Str 27, Dex 15,
Con 20, Int 2, Wis 13, Cha 6 |
Skills: |
Jump +18, Listen
+9, Spot +3 |
Feats: |
Alertness, Iron
Will, Track, Weapon Focus (bite) |
Environment: |
Temperate hills |
Organization: |
Solitary or pair |
Challenge
Rating: |
7 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
10–16 HD (Huge);
17–27 HD (Gargantuan) |
Level
Adjustment: |
— |
Also known as the
landshark, the bulette is a terrifying predator that lives only to eat.
COMBAT
A bulette attacks
anything it regards as edible, choosing the easiest or closest prey first. The
only creatures it refuses to eat are elves (and it dislikes the taste of
dwarves). When burrowing underground, a landshark relies on its tremorsense
ability to detect prey.
When it senses
something edible (that is, senses movement), it breaks to the surface, crest
first, and begins its attack.
Leap (Ex): A bulette can jump into the air during
combat. This allows it to make four claw attacks instead of two, each with a
+15 attack bonus, but it cannot bite.
Celestial
creatures dwell on the upper planes, the realms of good, although they resemble
beings found on the Material Plane. They are more regal and more beautiful than
their earthly counterparts.
Celestial
creatures often come in metallic colors (usually silver, gold, or platinum).
They can be mistaken for half-celestials, more powerful creatures that are
created when a celestial mates with a non-celestial creature.
CREATING A CELESTIAL CREATURE
“Celestial” is an
inherited template that can be added to any corporeal animal, aberration,
animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant,
or vermin of good or neutral alignment (referred to hereafter as the base creature).
A celestial
creature uses all the base creature’s statistics and abilities except as noted
here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or
skill points if its type changes.
Size and Type: Animals or vermin with this template
become magical beasts, but otherwise the creature type is unchanged. Size is
unchanged. Celestial creatures encountered on the Material Plane have the
extraplanar subtype.
Special
Attacks: A celestial
creature retains all the special attacks of the base creature and also gains
the following attack.
Smite Evil
(Su): Once per day a
celestial creature can make a normal melee attack to deal extra damage equal to
its HD (maximum of +20) against an evil foe.
Special
Qualities: A celestial
creature retains all the special qualities of the base creature and also gains
the following qualities.
—Darkvision out to
60 feet.
—Damage reduction
(see the table below).
—Resistance to
acid, cold, and electricity (see the table below).
—Spell resistance
equal to HD + 5 (maximum 25).
Hit Dice |
Resistance to Acid, Cold, Electricity |
Damage Reduction |
1–3 |
5 |
— |
4–7 |
5 |
5/magic |
8–11 |
10 |
5/magic |
12 or more |
10 |
10/magic |
If the base
creature already has one or more of these special qualities, use the better
value.
If a celestial
creature gains damage reduction, its natural weapons are treated as magic
weapons for the purpose of overcoming damage reduction.
Abilities: Same as the base creature, but
Intelligence is at least 3.
Environment: Any good-aligned plane.
Challenge
Rating: HD 3 or less, as
base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature
+2.
Alignment: Always good (any).
Level
Adjustment: Same as the
base creature +2.
CENTAUR
|
Large Monstrous
Humanoid |
Hit Dice: |
4d8+8 (26 hp) |
Initiative: |
+2 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
14 (–1 size, +2
Dex, +3 natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+4/+12 |
Attack: |
Longsword +7
melee (2d6+6/19–20) or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3) |
Full Attack: |
Longsword +7
melee (2d6+6/19–20) and 2 hooves +3 melee (1d6+2); or composite longbow (+4
Str bonus) +5 ranged (2d6+4/x3) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +3, Ref +6,
Will +5 |
Abilities: |
Str 18, Dex 14,
Con 15, Int 8, Wis 13, Cha 11 |
Skills: |
Listen +3, Move
Silently +4, Spot +3, Survival +2 |
Feats: |
Dodge, Weapon
Focus (hoof ) |
Environment: |
Temperate
forests |
Organization: |
Solitary,
company (5–8), troop (8–18 plus 1 leader of 2nd–5th level), or tribe (20–150
plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants,
and 1 leader of 5th–9th level) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral
good |
Advancement: |
By character
class |
Level
Adjustment: |
+2 |
A centaur is as
big as a heavy horse, but much taller and slightly heavier. A centaur is about
7 feet tall and weighs about 2,100 pounds.
Centaurs speak
Sylvan and Elven.
COMBAT
A centaur
employing a lance deals double damage when it charges, just as a rider on a
mount does.
CENTAURS AS CHARACTERS
A centaur druid is
usually a tribe’s designated leader and speaker. Centaur characters possess the
following racial traits.
— +8 Strength,
+4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.
—Large size. –1
penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks,
+4 bonus on grapple checks, lifting and carrying limits double those of Medium
characters.
—Space/Reach: 10
feet/5 feet.
—A centaur’s base
land speed is 50 feet.
—Darkvision out to
60 feet.
—Racial Hit Dice:
A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit
Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref
+4, and Will +4.
—Racial Skills: A
centaur’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are
Listen, Move Silently, Spot, and Survival.
—Racial Feats: A
centaur’s monstrous humanoid levels give it two feats.
— +3 natural armor
bonus.
— Automatic
Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
—Favored Class:
Ranger.
—Level adjustment
+2.
CHAOS BEAST
|
Medium Outsider
(Chaotic, Extraplanar) |
Hit Dice: |
8d8+8 (44 hp) |
Initiative: |
+5 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
16 (+1 Dex, +5
natural), touch 11, flat-footed 15 |
Base
Attack/Grapple: |
+8/+10 |
Attack: |
Claw +10 melee
(1d3+2 plus corporeal instability) |
Full Attack: |
2 claws +10
melee (1d3+2 plus corporeal instability) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Corporeal
instability |
Special
Qualities: |
Darkvision 60
ft., immunity to critical hits and transformation, spell resistance 15 |
Saves: |
Fort +7, Ref +7,
Will +6 |
Abilities: |
Str 14, Dex 13,
Con 13, Int 10, Wis 10, Cha 10 |
Skills: |
Climb +13,
Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11,
Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings) |
Feats: |
Dodge, Improved
Initiative, Mobility |
Environment: |
Ever-Changing
Chaos of Limbo |
Organization: |
Solitary |
Challenge
Rating: |
7 |
Treasure: |
None |
Alignment: |
Always chaotic
neutral |
Advancement: |
9–12 HD
(Medium); 13–24 HD (Large) |
Level
Adjustment: |
— |
The horrific
creatures known as chaos beasts have mutable, ever-changing forms. A chaos
beast’s dimensions vary, but it always weighs about 200 pounds.
Chaos beasts do
not speak.
COMBAT
For all its
fearsome appearances, whether it has claws, fangs, pincers, tentacles, or
spines, a chaos beast does little physical harm. Regardless of form, the creature
seems unable to manage more than two attacks per round. Its continual
transmutations prevent the coordination needed to do more.
A chaos beast’s
claw attacks, as well as any weapons it wields, are treated as chaotic-aligned
for the purpose of overcoming damage reduction.
Corporeal
Instability (Su): A blow
from a chaos beast against a living creature can cause a terrible
transformation. The creature must succeed on a DC 15 Fortitude save or become a
spongy, amorphous mass. Unless the victim manages to control the effect (see
below), its shape melts, flows, writhes, and boils. The save DC is
Constitution-based.
An affected
creature is unable to hold or use any item. Clothing, armor, rings, and helmets
become useless. Large items worn or carried—armor, backpacks, even
shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft
or misshapen feet and legs reduce speed to 10 feet or one-quarter normal,
whichever is less. Searing pain courses along the nerves, so strong that the
victim cannot act coherently. The victim cannot cast spells or use magic items,
and it attacks blindly, unable to distinguish friend from foe (–4 penalty on
attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the
victim spends in an amorphous state causes 1 point of Wisdom drain from mental
shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.
A victim can
regain its own shape by taking a standard action to attempt a DC 15 Charisma
check (this check DC does not vary for a chaos beast with different Hit Dice or
ability scores). A success reestablishes the creature’s normal form for 1
minute. On a failure, the victim can still repeat this check each round until
successful.
Corporeal
instability is not a disease or a curse and so is hard to remove. A shapechange
or stoneskin spell does not cure an afflicted creature but fixes its
form for the duration of the spell. A restoration, heal, or greater
restoration spell removes the affliction (a separate restoration is
necessary to restore any drained points of Wisdom).
Immunity to
Transformation (Ex): No
mortal magic can permanently affect or fix a chaos beast’s form. Effects such
as polymorphing or petrification force the creature into a new shape, but at
the start of its next turn it immediately returns to its mutable form as a free
action.
CHIMERA
|
Large Magical
Beast |
Hit Dice: |
9d10+27 (76 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares), fly 50 ft. (poor) |
Armor Class: |
19 (–1 size, +1
Dex, +9 natural), touch 10, flat-footed 18 |
Base
Attack/Grapple: |
+9/+17 |
Attack: |
Bite +12 melee
(2d6+4) |
Full Attack: |
Bite +12 melee
(2d6+4) and bite +12 melee (1d8+4) and gore +12 melee (1d8+4) and 2 claws +10
melee (1d6+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Breath weapon |
Special
Qualities: |
Darkvision 60
ft., low-light vision, scent |
Saves: |
Fort +9, Ref +7,
Will +6 |
Abilities: |
Str 19, Dex 13,
Con 17, Int 4, Wis 13, Cha 10 |
Skills: |
Hide +1*, Listen
+9, Spot +9 |
Feats: |
Alertness,
Hover, Iron Will, Multiattack |
Environment: |
Temperate hills |
Organization: |
Solitary, pride
(3–5), or flight (6–13) |
Challenge
Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
10–13 HD
(Large); 14–27 HD (Huge) |
Level
Adjustment: |
+2 (cohort) |
A chimera is about
5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000
pounds. A chimera’s dragon head might be black, blue, green, red, or white.
Chimeras can speak
Draconic but seldom bother to do so, except when toadying to more powerful
creatures.
COMBAT
The chimera
prefers to surprise prey. It often swoops down from the sky or lies concealed
until it charges. The dragon head can loose a breath weapon instead of biting.
Several chimeras attack in concert.
Breath Weapon
(Su): A chimera’s breath
weapon depends on the color of its dragon head, as summarized on the table
below. Regardless of its type, a chimera’s breath weapon is usable once every
1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Reflex save for half
damage. The save DC is Constitution-based.
To determine a
chimera’s head color and breath weapon randomly, roll 1d10 and consult the
table below.
1d10 |
Head Color |
Breath Weapon |
1–2 |
Black |
40-foot line of
acid |
3–4 |
Blue |
40-foot line of
lightning |
5–6 |
Green |
20-foot cone of
gas (acid) |
7–8 |
Red |
20-foot cone of
fire |
9–10 |
White |
20-foot cone of
cold |
Skills: A chimera’s three heads give it a +2
racial bonus on Spot and Listen checks.
*In areas of
scrubland or brush, a chimera gains a +4 racial bonus on Hide checks.
Carrying
Capacity: A light load for
a chimera is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load,
700–1,050 pounds.
CHOKER
|
Small Aberration |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4
squares), climb 10 ft. |
Armor Class: |
17 (+1 size, +2
Dex, +4 natural), touch 13, flat-footed 15 |
Base
Attack/Grapple: |
+2/+5 |
Attack: |
Tentacle +6
melee (1d3+3) |
Full Attack: |
2 tentacles +6
melee (1d3+3) |
Space/Reach: |
5 ft./10 ft. |
Special
Attacks: |
Improved grab,
constrict 1d3+3 |
Special
Qualities: |
Darkvision 60
ft., quickness |
Saves: |
Fort +2, Ref +5,
Will +4 |
Abilities: |
Str 16, Dex 14,
Con 13, Int 4, Wis 13, Cha 7 |
Skills: |
Climb +13, Hide
+10, Move Silently +6 |
Feats: |
Improved
InitiativeB, Lightning Reflexes, Stealthy |
Environment: |
Underground |
Organization: |
Solitary |
Challenge
Rating: |
2 |
Treasure: |
1/10 coins; 50%
goods; 50% items |
Alignment: |
Usually chaotic
evil |
Advancement: |
4–6 HD (Small);
7–12 HD (Medium) |
Level
Adjustment: |
— |
These vicious
little predators lurk underground, grabbing whatever prey happens by. Its hands
and feet have spiny pads that help the choker grip almost any surface. The
creature weighs about 35 pounds.
Chokers speak
Undercommon.
COMBAT
A choker likes to
perch near the ceiling, often at intersections, archways, wells, or staircases,
and reach down to attack its prey. A choker attacks creatures of almost any
size, but prefers lone prey of its size or larger. If one is very hungry, it
may attack a group, but it waits to grab the last creature in line.
Constrict (Ex):
A choker deals 1d3+3
points of damage with a successful grapple check against a Large or smaller
creature. Because it seizes its victim by the neck, a creature in the choker’s
grasp cannot speak or cast spells with verbal components.
Improved Grab
(Ex): To use this ability,
a choker must hit a Large or smaller opponent with a tentacle attack. It can
then attempt to start a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a hold and can
constrict. Chokers receive a +4 racial bonus on grapple checks, which is
already included in the statistics block.
Quickness (Su):
Although not particularly
dexterous, a choker is supernaturally quick. It can take an extra standard
action or move action during its turn each round.
Skills: A chokers has a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb checks, even if rushed or
threatened.
CHUUL
|
Large Aberration
(Aquatic) |
Hit Dice: |
11d8+44 (93 hp) |
Initiative: |
+7 |
Speed: |
30 ft. (6
squares), swim 20 ft. |
Armor Class: |
22 (–1 size, +3
Dex, +10 natural), touch 12, flat-footed 19 |
Base
Attack/Grapple: |
+8/+17 |
Attack: |
Claw +12 melee
(2d6+5) |
Full Attack: |
2 claws +12
melee (2d6+5) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Constrict 3d6+5,
improved grab, paralytic tentacles |
Special
Qualities: |
Amphibious,
darkvision 60 ft., immunity to poison |
Saves: |
Fort +7, Ref +6,
Will +9 |
Abilities: |
Str 20, Dex 16,
Con 18, Int 10, Wis 14, Cha 5 |
Skills: |
Hide +13, Listen
+11, Spot +11, Swim +13 |
Feats: |
Alertness,
Blind-Fight,Combat Reflexes, Improved Initiative |
Environment: |
Temperate
marshes |
Organization: |
Solitary, pair,
or pack (3–5) |
Challenge
Rating: |
7 |
Treasure: |
1/10th coins;
50% goods; standard items |
Alignment: |
Usually chaotic
evil |
Advancement: |
12–16 HD
(Large); 17–33 HD (Huge) |
Level
Adjustment: |
— |
A horrible mix of
crustacean, insect, and serpent, the chuul is an abomination that lurks
submerged or partially submerged, awaiting intelligent prey to devour. Although
amphibious, chuuls are not good swimmers and actually prefer to be on land or
in very shallow water when they attack. A chuul is about 8 feet long and weighs
650 pounds.
Chuuls speak
Common (or Undercommon, for the underground variety).
COMBAT
A chuul prefers to
wait by the shore, submerged in murky water, until it hears nearby prey (in or
out of the water) that it can attack with surprise. A chuul grabs with its
claws and constricts its foe, then passes the opponent to its paralytic
tentacles. It tries to always have one claw free, so if it faces a large number
of opponents, it drops a paralyzed or dead victim and continues attempting to
grab, constrict, and paralyze the rest.
Constrict (Ex):
On a successful grapple
check, a chuul deals 3d6+5 points of damage.
Improved Grab
(Ex): To use this ability,
a chuul must hit with a claw attack. It can then attempt to start a grapple as
a free action without provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can constrict or on its next turn
transfer a grabbed opponent to its tentacles.
Paralytic
Tentacles (Ex): A chuul
can transfer grabbed victims from a claw to its ten- tacles as a move action.
The tentacles grapple with the same strength as the claw but deal no damage.
However, they exude a paralytic secretion. Anyone held in the tentacles must
succeed on a DC 19 Fortitude save each round on the chuul’s turn or be
paralyzed for 6 rounds. The save DC is Constitution-based. While held in the
tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of
damage each round from the creature’s mandibles.
Amphibious
(Ex): Although chuuls are
aquatic, they can survive indefinitely on land.
Skills: A chuul has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard. It can always choose to
take 10 on a Swim check, even if distracted or endangered. It can use the run
action while swimming, provided it swims in a straight line.
CLOAKER
|
Large Aberration |
Hit Dice: |
6d8+18 (45 hp) |
Initiative: |
+7 |
Speed: |
10 ft. (2
squares), fly 40 ft. (average) |
Armor Class: |
19 (–1 size, +3
Dex, +7 natural), touch 12, flat-footed 16 |
Base
Attack/Grapple: |
+4/+13 |
Attack: |
Tail slap +8
melee (1d6+5) |
Full Attack: |
Tail slap +8
melee (1d6+5) and bite +3 melee (1d4+2) |
Space/Reach: |
10 ft./10 ft. (5
ft. with bite) |
Special
Attacks: |
Moan, engulf |
Special
Qualities: |
Darkvision 60
ft., shadow shift |
Saves: |
Fort +5, Ref +5,
Will +7 |
Abilities: |
Str 21, Dex 16,
Con 17, Int 14, Wis 15, Cha 15 |
Skills: |
Hide +8, Listen
+13, Move Silently +12, Spot +13 |
Feats: |
Alertness,
Combat Reflexes, Improved Initiative |
Environment: |
Underground |
Organization: |
Solitary, mob
(3–6), or flock (7–12) |
Challenge
Rating: |
5 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
neutral |
Advancement: |
7–9 HD (Large);
10–18 HD (Huge) |
Level
Adjustment: |
— |
When resting or
lying in wait, these creatures are almost impossible to distinguish from common
black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only
when it unfurls does the horrific nature of the creature become apparent.
A cloaker has a
wingspan of about 8 feet. It weighs about 100 pounds.
Cloakers speak
Undercommon.
COMBAT
Cloakers usually
lie still, watching and listening for prey. If facing a single opponent, a
cloaker uses its engulf attack. Against multiple foes, it lashes with its tail
in concert with its moan and shadow shift abilities to reduce the opposition’s
numbers, then engulfs a survivor. Multiple cloakers usually split up, leaving
one or two behind to use special abilities while the rest make melee attacks.
Moan (Ex): A cloaker can emit a dangerous subsonic
moan as a standard action. By changing the frequency, the cloaker can cause one
of four effects. Cloakers are immune to these sonic, mindaffecting attacks.
Unless otherwise specified, a creature that successfully saves against one of
these effects cannot be affected by the same moan effect from the same cloaker
for 24 hours. All save DCs for moan effects are Charisma-based.
Unnerve: Anyone within a 60-foot spread
automatically takes a –2 penalty on attack and damage rolls. Those forced to
hear the moan for more than 6 consecutive rounds must succeed on a DC 15 Will
save or enter a trance, unable to attack or defend themselves until the moaning
stops.
Fear: Anyone within a 30-foot spread must succeed
on a DC 15 Will save or become panicked for 2 rounds.
Nausea: Anyone in a 30-foot cone must succeed on a
DC 15 Fortitude save or be overcome by nausea and weakness.
Affected
characters fall prone and become nauseated for 1d4+1 rounds.
Stupor: A single creature within 30 feet of the
cloaker must succeed on a DC 15 Fortitude save or be affected as though by a hold
monster spell for 5 rounds. Even after a successful save, the creature must
repeat the save if the cloaker uses this effect again.
Engulf (Ex): A cloaker can try to wrap a Medium or
smaller creature in its body as a standard action. The cloaker attempts a
grapple that does not provoke an attack of opportunity. If it wins the grapple
check, it establishes a hold and bites the engulfed victim with a +4 bonus on
its attack roll. It can still use its whiplike tail to strike at other targets.
Attacks that hit
an engulfing cloaker deal half their damage to the monster and half to the
trapped victim.
Shadow Shift
(Su): A cloaker can
manipulate shadows. This ability is effective only in shadowy areas and has
three possible effects.
Obscure Vision:
The cloaker gains
concealment (20% miss chance) for 1d4 rounds.
Dancing Images:
This effect duplicates a mirror
image spell (caster level 6th).
Silent Image: This effect duplicates a silent image spell
(DC 15, caster level 6th). The save DC is Charisma-based.
COCKATRICE
|
Small Magical
Beast |
Hit Dice: |
5d10 (27 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4
squares), fly 60 ft. (poor) |
Armor Class: |
14 (+1 size, +3
Dex), touch 14, flat-footed 11 |
Base
Attack/Grapple: |
+5/–1 |
Attack: |
Bite +9 melee
(1d4–2 plus petrification) |
Full Attack: |
Bite +9 melee
(1d4–2 plus petrification) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Petrification |
Special
Qualities: |
Darkvision 60
ft., low-light vision |
Saves: |
Fort +4, Ref +7,
Will +2 |
Abilities: |
Str 6, Dex 17,
Con 11, Int 2, Wis 13, Cha 9 |
Skills: |
Listen +7, Spot
+7 |
Feats: |
Alertness,
Dodge, Weapon FinesseB |
Environment: |
Temperate plains |
Organization: |
Solitary, pair,
flight (3–5), or flock (6–13) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
6–8 HD (Small);
9–15 HD (Medium) |
Level
Adjustment: |
— |
A male cockatrice
has wattles and a comb, just like a rooster. Females, much rarer than males,
differ only in that they have no wattles or comb. A cockatrice weighs about 25
pounds.
COMBAT
A cockatrice
fiercely attacks anything that it deems a threat to itself or its lair. Flocks
of cockatrices do their utmost to overwhelm and confuse their foes, and
sometimes fly directly into their opponents’ faces.
Petrification
(Su): Creatures hit by a cockatrice’s
bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone.
The save DC is Constitution-based.
Cockatrices have immunity to the petrification ability of other
cockatrices, but other petrification attacks affect them normally.
COUATL
|
Large Outsider
(Native) |
Hit Dice: |
9d8+18 (58 hp) |
Initiative: |
+7 |
Speed: |
20 ft. (4
squares), fly 60 ft. (good) |
Armor Class: |
21 (–1 size, +3
Dex, +9 natural), touch 12, flat-footed 18 |
Base
Attack/Grapple: |
+9/+17 |
Attack: |
Bite +12 melee
(1d3+6 plus poison) |
Full Attack: |
Bite +12 melee
(1d3+6 plus poison) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Constrict 2d8+6,
improved grab, poison, psionics, spells |
Special
Qualities: |
Darkvision 60
ft., ethereal jaunt, telepathy 90 ft. |
Saves: |
Fort +8, Ref +9,
Will +10 |
Abilities: |
Str 18, Dex 16,
Con 14, Int 17, Wis 19, Cha 17 |
Skills: |
Concentration
+14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15,
Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6
following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls) |
Feats: |
Dodge, Empower
Spell, Eschew MaterialsB, Hover, Improved Initiative |
Environment: |
Warm forests |
Organization: |
Solitary, pair,
or flight (3–6) |
Challenge
Rating: |
10 |
Treasure: |
Standard |
Alignment: |
Always lawful
good |
Advancement: |
10–13 HD
(Large); 14–27 HD (Huge) |
Level
Adjustment: |
+7 |
A couatl is about
12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds.
Couatls speak
Celestial, Common, and Draconic, and also have the power of telepathy (see
below).
COMBAT
A couatl uses its detect
thoughts ability on any creature that arouses its suspicions. Since it is
highly intelligent, a couatl usually casts spells from a distance before
closing. If more than one couatl is involved, they discuss their strategy
before a battle.
Constrict (Ex): A couatl deals 2d8+6 points of damage with
a successful grapple check.
Improved Grab
(Ex): To use this ability,
a couatl must hit a creature of up to two size categories larger with its bite
attack. It can then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grapple check, it
establishes a hold and can constrict.
Poison (Ex): Injury, Fortitude DC 16, initial damage
2d4 Str, secondary damage 4d4 Str.
The save DC is
Constitution-based.
Psionics (Sp): At will—detect chaos, detect evil,
detect good, detect law, detect thoughts (DC 15), invisibility, plane
shift (DC 20), polymorph (self only). Effective caster level 9th.
The save DCs are Charisma-based.
Spells: A couatl casts spells as a 9th-level
sorcerer.
It can choose its
spells known from the sorcerer list, the cleric list, and from the lists for
the Air, Good, and Law domains. The cleric spells and domain spells are
considered arcane spells for a couatl, meaning that the creature does not need
a divine focus to cast them.
Typical Spells
Known (6/7/7/7/4; save DC
13 + spell level): 0—cure minor wounds, daze, disrupt undead, light,
obscuring mist, ray of frost, read magic, resistance; 1st—endure
elements, mage armor, protection from chaos, true strike, wind wall; 2nd—cure
moderate wounds, eagle’s splendor, scorching ray, silence; 3rd—gaseous
form, magic circle against evil, summon monster III; 4th— charm monster,
freedom of movement.
Ethereal Jaunt
(Su): This ability works
like the ethereal jaunt spell (caster level 16th).
Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes—no common language is needed.