This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (Di-Do)
DIGESTER
|
Medium Magical
Beast |
Hit Dice: |
8d10+24 (68 hp) |
Initiative: |
+6 |
Speed: |
60 ft. (12
squares) |
Armor Class: |
17 (+2 Dex, +5
natural), touch 12, flat-footed 15 |
Base
Attack/Grapple: |
+8/+11 |
Attack: |
Claw +11 melee
(1d8+4) |
Full Attack: |
Claw +11 melee
(1d8+4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Acid spray |
Special
Qualities: |
Darkvision 60
ft., immunity to acid, low-light vision, scent |
Saves: |
Fort +9, Ref
+10, Will +3 |
Abilities: |
Str 17, Dex 15,
Con 17, Int 2, Wis 12, Cha 10 |
Skills: |
Hide +9, Listen
+6, Jump +21, Spot +6 |
Feats: |
Alertness,
Improved Initiative, Lightning Reflexes |
Environment: |
Warm forests |
Organization: |
Solitary or pack
(3–6) |
Challenge
Rating: |
6 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
9–12 HD
(Medium); 13–24 HD (Large) |
Level
Adjustment: |
— |
A digester stands
about 5 feet tall and is 7 feet long from snout to tail. It weighs about 350
pounds,
COMBAT
A digester is a
hunting and eating machine. When it is not hungry (which is rarely), it lies
low and avoids most other creatures. When hunting, it looks about for a likely
target, then charges forth and delivers a gout of acid. If the initial attack
is insufficient to kill the prey, the digester attacks with its hind feet until
it can spray acid again.
Acid Spray
(Ex): A digester can spray
acid in a 20-foot cone, dealing 4d8 points of damage to everything in the area.
Once a digester uses this ability, it can’t use it again until 1d4 rounds
later.
The creature can
also produce a concentrated stream of acid that deals 8d8 points of damage to a
single target within 5 feet. In either case, a DC 17 Reflex save halves the
damage. The save DC is Constitution-based.
Skills: A digester’s coloration gives it a +4
racial bonus on Hide checks. It also has a +4 racial bonus on Jump checks.
DINOSAUR
Dinosaurs come in
many sizes and shapes. Bigger varieties have drab coloration, while smaller
dinosaurs have more colorful markings. Most dinosaurs have a pebbly skin
texture.
COMBAT
Dinosaurs take
full advantage of their size and speed. The swift carnivores stalk prey,
staying hidden in cover until they can get into charge range and rush to the
attack. Herbivores frequently overrun and trample their opponents.
DEINONYCHUS
|
Large Animal |
Hit Dice: |
4d8+16 (34 hp) |
Initiative: |
+2 |
Speed: |
60 ft. (12
squares) |
Armor Class: |
16 (–1 size, +2
Dex, +5 natural), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+3/+11 |
Attack: |
Talons +6 melee
(2d6+4) |
Full Attack: |
Talons +6 melee
(2d6+4) and 2 foreclaws +1 melee (1d3+2) and bite +1 melee (2d4+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Pounce |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +8, Ref +6,
Will +2 |
Abilities: |
Str 19, Dex 15,
Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Hide +8, Jump
+26, Listen +10, Spot +10, Survival +10 |
Feats: |
Run, Track |
Environment: |
Warm forests |
Organization: |
Solitary, pair,
or pack (3–6) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
5–8 HD (Large) |
Level
Adjustment: |
— |
A deinonychus is
bright green along its back and flanks, with a much lighter shade of the same
color on its underside. The body has darker spots or stripes. Its tail extends
straight out behind itself, held aloft by an intricate structure of bony
supports, thus allowing its weight to be carried entirely by the back legs. It
weighs about 600 pounds.
Combat
A deinonychus uses
a combination of speed, grasping forearms, large teeth, and hind legs with
ripping talons. It hunts by running at prey, leaping, and ripping with its rear
talons as it claws and bites. The talons count as one attack. A deinonychus has
a relatively large brain for a dinosaur, and its pack hunts with cunning
tactics.
Pounce (Ex): If a deinonychus charges, it can make a
full attack.
Skills: A deinonychus has a +8 racial bonus on
Hide, Jump, Listen, Spot, and Survival checks.
ELASMOSAURUS
|
Huge Animal |
Hit Dice: |
10d8+66 (111 hp) |
Initiative: |
+2 |
Speed: |
20 ft. (4
squares), swim 50 ft. |
Armor Class: |
13 (–2 size, +2
Dex, +3 natural), touch 10, flat-footed 11 |
Base
Attack/Grapple: |
+7/+23 |
Attack: |
Bite +13 melee
(2d8+12) |
Full Attack: |
Bite +13 melee
(2d8+12) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +15, Ref
+9, Will +4 |
Abilities: |
Str 26, Dex 14,
Con 22, Int 2, Wis 13, Cha 9 |
Skills: |
Hide –4*, Listen
+4, Spot +9, Swim +16 |
Feats: |
Dodge, Great
Fortitude, Toughness (2) |
Environment: |
Warm aquatic |
Organization: |
Solitary, pair,
or herd (5–8) |
Challenge
Rating: |
7 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
11–20 HD (Huge);
21–30 HD (Gargantuan) |
Level
Adjustment: |
— |
Though it resides
primarily in the water, an elasmosaurus only breathes air. An elasmosaurus has
a total length of some 30 feet, including a tail half as long as its entire
body, and weighs about 5,000 pounds. Observers who see only its head or tail
might easily mistake it for a massive snake.
Combat
An elasmosaurus is
aggressive and attacks anything it notices. The creature is strong, fast, and
highly maneuverable, able to turn quickly and lunge at prey. When hunting, it
travels with its head out of the water, snapping down quickly to seize prey.
Skills: *An elasmosaurus has a +8 racial bonus on
Hide checks in water.
MEGARAPTOR
|
Huge Animal |
Hit Dice: |
8d8+43 (79 hp) |
Initiative: |
+2 |
Speed: |
60 ft. (12
squares) |
Armor Class: |
16 (–2 size, +2
Dex, +6 natural), touch 10, flat-footed 14 |
Base
Attack/Grapple: |
+6/+19 |
Attack: |
Talons +9 melee
(2d8+5) |
Full Attack: |
Talons +9 melee
(2d8+5) and 2 foreclaws +4 melee (1d4+2) and bite +4 melee (2d6+2) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Pounce |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +10, Ref
+8, Will +4 |
Abilities: |
Str 21, Dex 15,
Con 21, Int 2, Wis 15, Cha 10 |
Skills: |
Hide +5, Jump
+27, Listen +12, Spot +12, Survival +12 |
Feats: |
Run, Toughness,
Track |
Environment: |
Warm forests |
Organization: |
Solitary, pair,
or pack (3–6) |
Challenge
Rating: |
6 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
9–16 HD (Huge);
17–24 HD (Gargantuan) |
Level
Adjustment: |
— |
This creature is a
larger version of the deinonychus, standing about 12 feet tall with a total length
of 24 feet. It has the same appearance, habits, and abilities of the smaller
version.
Pounce (Ex): If a megaraptor charges, it can make a
full attack.
Skills: A megaraptor has a +8 racial bonus on
Hide, Jump, Listen, Spot, and Survival checks.
TRICERATOPS
|
Huge Animal |
Hit Dice: |
16d8+124 (196
hp) |
Initiative: |
–1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
18 (–2 size, –1
Dex, +11 natural), touch 7, flat-footed 18 |
Base
Attack/Grapple: |
+12/+30 |
Attack: |
Gore +20 melee
(2d8+15) |
Full Attack: |
Gore +20 melee
(2d8+15) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Powerful charge,
trample 2d12+15 |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +19, Ref
+9, Will +6 |
Abilities: |
Str 30, Dex 9,
Con 25, Int 1, Wis 12, Cha 7 |
Skills: |
Listen +13, Spot
+12 |
Feats: |
Alertness, Great
Fortitude, Toughness (4) |
Environment: |
Temperate plains |
Organization: |
Solitary, pair,
or herd (5–8) |
Challenge
Rating: |
9 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
17–32 HD (Huge);
33–48 HD (Gargantuan) |
Level
Adjustment: |
— |
A triceratops has
a body about 25 feet long and weighs about 20,000 pounds.
Combat
These creatures
are likely to charge and skewer any creature of at least Large size that
infringes on their territory. A triceratops uses its trample attack on smaller
opponents.
Powerful Charge
(Ex): When a triceratops
charges, its gore attack deals 4d8+20 points of damage.
Trample (Ex): Reflex half DC 28. The save DC is
Strength-based.
TYRANNOSAURUS
|
Huge Animal |
Hit Dice: |
18d8+99 (180 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
14 (–2 size, +1
Dex, +5 natural) touch 9, flat-footed 13 |
Base
Attack/Grapple: |
+13/+30 |
Attack: |
Bite +20 melee
(3d6+13) |
Full Attack: |
Bite +20 melee
(3d6+13) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Improved grab,
swallow whole |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +16, Ref
+12, Will +8 |
Abilities: |
Str 28, Dex 12,
Con 21, Int 2, Wis 15, Cha 10 |
Skills: |
Hide –2, Listen
+14, Spot +14 |
Feats: |
Alertness,
Improved Natural Attack (bite), Run, Toughness (3), Track |
Environment: |
Warm plains |
Organization: |
Solitary or pair |
Challenge
Rating: |
8 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
19–36 HD (Huge);
37–54 HD (Gargantuan) |
Level
Adjustment: |
— |
Despite its
enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is
nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is
slightly more than 30 feet long from nose to tail.
Combat
A tyrannosaurus
pursues and eats just about anything it sees. Its tactics are simple—charge in
and bite.
Improved Grab
(Ex): To use this ability,
a tyrannosaurus must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.
Swallow Whole
(Ex): A tyrannosaurus can
try to swallow a grabbed opponent of up to two sizes smaller by making a
successful grapple check. The swallowed creature takes 2d8+8 points of
bludgeoning damage and 8 points of acid damage per round from the
tyrannosaurus’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 12). Once the creature exits, muscular action closes the hole; another
swallowed opponent must cut its own way out.
A Huge
tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive
or smaller opponents.
Skills: A tyrannosaurus has a +2 racial bonus on
Listen and Spot checks.
DIRE ANIMAL
Dire animals are
larger, tougher, meaner versions of ordinary animals. Each kind tends to have a
feral, prehistoric, or even demonic appearance.
DIRE APE
|
Large Animal |
Hit Dice: |
5d8+13 (35 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares), climb 15 ft. |
Armor Class: |
15 (–1 size, +2
Dex, +4 natural), touch 11, flat-footed 13 |
Base
Attack/Grapple: |
+3/+13 |
Attack: |
Claw +8 melee
(1d6+6) |
Full Attack: |
2 claws +8 melee
(1d6+6) and bite +3 melee (1d8+3) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Rend 2d6+9 |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +6, Ref +6,
Will +5 |
Abilities: |
Str 22, Dex 15,
Con 14, Int 2, Wis 12, Cha 7 |
Skills: |
Climb +14,
Listen +5, Move Silently +4, Spot +6 |
Feats: |
Alertness,
Toughness |
Environment: |
Warm forests |
Organization: |
Solitary or
company (5–8) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
6–15 HD (Large) |
Level
Adjustment: |
— |
A dire ape stands
about 9 feet tall and weighs from 800 to 1,200 pounds.
Combat
Dire apes attack
anything that enters their territory, even other dire apes. If an opponent’s
armor foils a dire ape’s attacks, the creature will attempt to grapple and pin,
then rend the prone opponent.
Rend (Ex): A dire ape that hits with both claw
attacks latches onto the opponent’s body and tears the flesh. This attack
automatically deals an extra 2d6+12 points of damage.
Skills: Dire apes have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb checks, even if rushed or
threatened.
DIRE BADGER
|
Medium Animal |
Hit Dice: |
3d8+15 (28 hp) |
Initiative: |
+3 |
Speed: |
30 ft. (6
squares), burrow 10 ft. |
Armor Class: |
16 (+3 Dex, +3
natural), touch 13, flat-footed 13 |
Base
Attack/Grapple: |
+2/+4 |
Attack: |
Claw +4 melee
(1d4+2) |
Full Attack: |
2 claws +4 melee
(1d4+2) and bite –1 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Rage |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +7, Ref +6,
Will +4 |
Abilities: |
Str 14, Dex 17,
Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Listen +6, Spot
+6 |
Feats: |
Alertness,
Toughness, TrackB |
Environment: |
Temperate
forests |
Organization: |
Solitary or cete
(2–5) |
Challenge
Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4–9 HD (Large) |
Level
Adjustment: |
— |
These vicious
creatures tolerate no intrusions. They cannot burrow into solid rock, but can
move through just about any material softer than that. A dire badger usually
leaves behind a usable tunnel 5 feet in diameter when burrowing unless the
material it’s moving through is very loose.
A dire badger is
from 5 to 7 feet in length and can weigh up to 500 pounds.
Combat
Dire badgers
attack with their sharp claws and teeth.
Rage (Ex): A dire badger that takes damage in combat
flies into a berserk rage on its next turn, clawing and biting madly until
either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and
–2 AC. The creature cannot end its rage voluntarily.
DIRE BAT
|
Large Animal |
Hit Dice: |
4d8+12 (30 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4
squares), fly 40 ft. (good) |
Armor Class: |
20 (–1 size, +6
Dex, +5 natural), touch 15, flat-footed 14 |
Base
Attack/Grapple: |
+3/+10 |
Attack: |
Bite +5 melee
(1d8+4) |
Full Attack: |
Bite +5 melee
(1d8+4) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Blindsense 40
ft. |
Saves: |
Fort +7, Ref
+10, Will +6 |
Abilities: |
Str 17, Dex 22,
Con 17, Int 2, Wis 14, Cha 6 |
Skills: |
Hide +4, Listen
+12*, Move Silently +11, Spot +8* |
Feats: |
Alertness,
Stealthy |
Environment: |
Temperate
deserts |
Organization: |
Solitary or
colony (5–8) |
Challenge
Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
5–12 HD (Large) |
Level
Adjustment: |
— |
A dire bat has a
wingspan of 15 feet and weighs about 200 pounds.
Combat
Dire bats swoop
down upon unsuspecting prey from above.
Blindsense
(Ex): A dire bat uses
echolocation to pinpoint creatures within 40 feet. Opponents still have total
concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot
and Listen checks. These bonuses are lost if its blindsense is negated.
DIRE BEAR
|
Large Animal |
Hit Dice: |
12d8+51 (105 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
17 (–1 size, +1
Dex, +7 natural), touch 10, flat-footed 16 |
Base
Attack/Grapple: |
+9/+23 |
Attack: |
Claw +19 melee
(2d4+10) |
Full Attack: |
2 claws +19
melee (2d4+10) and bite +13 melee (2d8+5) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Improved grab |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +12, Ref
+9, Will +9 |
Abilities: |
Str 31, Dex 13,
Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Listen +10, Spot
+10, Swim +13 |
Feats: |
Alertness,
Endurance, Run, Toughness, Weapon Focus (claw) |
Environment: |
Cold forests |
Organization: |
Solitary or pair |
Challenge
Rating: |
7 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
13–16 HD
(Large); 17–36 HD (Huge) |
Level
Adjustment: |
— |
The omnivorous
dire bear usually does not bother creatures that try to avoid it, but will
aggressively defend a kill or other source of food. It will not hesitate to rip
apart anything that might contain something edible.
A typical dire
bear is 12 feet long and weighs as much as 8,000 pounds.
Combat
A dire bear
attacks by tearing at opponents with its claws.
Improved Grab
(Ex): To use this ability,
a dire bear must hit with a claw attack. It can then attempt to start a grapple
as a free action without provoking an attack of opportunity.
DIRE BOAR
|
Large Animal |
Hit Dice: |
7d8+21 (52 hp) |
Initiative: |
+0 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
15 (–1 size, +6
natural), touch 9, flat-footed 15 |
Base
Attack/Grapple: |
+5/+17 |
Attack: |
Gore +12 melee
(1d8+12) |
Full Attack: |
Gore +12 melee
(1d8+12) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Ferocity |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +8, Ref +5,
Will +8 |
Abilities: |
Str 27, Dex 10,
Con 17, Int 2, Wis 13, Cha 8 |
Skills: |
Listen +8, Spot
+8 |
Feats: |
Alertness,
Endurance, Iron Will |
Environment: |
Temperate
forests |
Organization: |
Solitary or herd
(5–8) |
Challenge
Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
8–16 HD (Large);
17–21 HD (Huge) |
Level
Adjustment: |
— |
Dire boars are
omnivorous and spend most of their time rooting around, much as ordinary pigs
do. They viciously attack anything that approaches them, however.
Dire boars grow up
to 12 feet long and weigh as much as 2,000 pounds.
Combat
A dire boar
charges its opponent, trying to rip the target open with its tusks.
Ferocity (Ex): A dire boar is such a tenacious combatant
that it continues to fight without penalty even while disabled or dying.
DIRE LION
|
Large Animal |
Hit Dice: |
8d8+24 (60 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
15 (–1 size, +2
Dex, +4 natural), touch 11, flat-footed 13 |
Base
Attack/Grapple: |
+6/+17 |
Attack: |
Claw +13 melee
(1d6+7) |
Full Attack: |
2 claws +13
melee (1d6+7) and bite +7 melee (1d8+3) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Improved grab,
pounce, rake 1d6+3 |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +9, Ref +8,
Will +7 |
Abilities: |
Str 25, Dex 15,
Con 17, Int 2, Wis 12, Cha 10 |
Skills: |
Hide +2*, Listen
+7, Move Silently +5, Spot +7 |
Feats: |
Alertness, Run,
Weapon Focus (claw) |
Environment: |
Warm plains |
Organization: |
Solitary, pair,
or pride (6–10) |
Challenge
Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
9–16 HD (Large);
17–24 HD (Huge) |
Level
Adjustment: |
— |
Dire lions are
patient hunters, just like their smaller cousins, but apt to take on bigger
prey.
Dire lions grow to
be up to 15 feet long and weigh up to 3,500 pounds.
Combat
A dire lion
attacks by running at prey, leaping, and clawing and biting as it rakes with
its rear claws. It often jumps onto a creature larger than itself.
Improved Grab
(Ex): To use this ability,
a dire lion must hit 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 rake.
Pounce (Ex): If a dire lion charges, it can make a full
attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Dire lions have a +4 racial bonus on Hide
and Move Silently checks.
*In areas of tall
grass or heavy undergrowth, the Hide bonus improves to +8.
DIRE RAT
|
Small Animal |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+3 |
Speed: |
40 ft. (8
squares), climb 20 ft. |
Armor Class: |
15 (+1 size, +3
Dex, +1 natural), touch 14, flat-footed 12 |
Base
Attack/Grapple: |
+0/–4 |
Attack: |
Bite +4 melee
(1d4 plus disease) |
Full Attack: |
Bite +4 melee
(1d4 plus disease) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Disease |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +3, Ref +5,
Will +3 |
Abilities: |
Str 10, Dex 17,
Con 12, Int 1, Wis 12, Cha 4 |
Skills: |
Climb +11, Hide
+8, Listen +4, Move Silently +4, Spot +4, Swim +11 |
Feats: |
Alertness,
Weapon FinesseB |
Environment: |
Any |
Organization: |
Solitary or pack
(11–20) |
Challenge
Rating: |
1/3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
2–3 HD (Small);
4–6 HD (Medium) |
Level
Adjustment: |
— |
Dire rats are
omnivorous scavengers, but will attack to defend their nests and territories.
A dire rat can
grow to be up to 4 feet long and weigh over 50 pounds.
Combat
Dire rat packs
attack fearlessly, biting and chewing with their sharp incisors.
Disease (Ex): Filth fever—bite, Fortitude DC 11,
incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is
Constitution-based.
Skills: Dire rats have a +8 racial bonus on Swim
checks. Dire rats have a +8 racial bonus on Climb checks and can always choose
to take 10 on Climb checks, even if rushed or threatened.
Dire rats use
their Dexterity modifier for Climb and Swim checks.
DIRE SHARK
|
Huge Animal
(Aquatic) |
Hit Dice: |
18d8+66 (147 hp) |
Initiative: |
+2 |
Speed: |
Swim 60 ft. (12
squares) |
Armor Class: |
17 (–2 size, +2
Dex, +7 natural), touch 10, flat-footed 15 |
Base
Attack/Grapple: |
+13/+27 |
Attack: |
Bite +18 melee
(2d8+9) |
Full Attack: |
Bite +18 melee
(2d8+9) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Improved grab,
swallow whole |
Special
Qualities: |
Keen scent |
Saves: |
Fort +14, Ref
+13, Will +12 |
Abilities: |
Str 23, Dex 15,
Con 17, Int 1, Wis 12, Cha 10 |
Skills: |
Listen +12, Spot
+11, Swim +14 |
Feats: |
Improved Natural
Attack (bite), Toughness (4), Weapon Focus (bite) |
Environment: |
Cold aquatic |
Organization: |
Solitary or
school (2–5) |
Challenge
Rating: |
9 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
19–32 (Huge);
33–54 (Gargantuan) |
Level
Adjustment: |
— |
Dire sharks attack
anything they perceive to be edible, even larger creatures.
This monstrous
fish can grow to a length of 25 feet and weigh more than 20,000 pounds.
Combat
Dire sharks bite
with their powerful jaws, swallowing smaller creatures in one gulp.
Improved Grab
(Ex): To use this ability,
a dire shark must hit 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 try to swallow the foe in the
following round.
Swallow Whole
(Ex): A dire shark can try
to swallow a grabbed opponent of up to one size smaller by making a successful
grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning
damage plus 1d8+4 points of acid damage per round from the shark’s digestive
juices. A swallowed creature can cut its way out using a light slashing or
piercing weapon by dealing 25 points of damage to the shark’s digestive tract
(AC 13). Once the creature exits, muscular action closes the hole; another
swallowed opponent must cut its own way out.
A Huge dire
shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or
512 Fine or smaller opponents.
Keen Scent
(Ex): A dire shark can
notice creatures by scent in a 180-foot radius and can detect blood in the
water at a range of up to 1 mile.
Skills: A dire shark 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.
DIRE TIGER
|
Large Animal |
Hit Dice: |
16d8+48 (120 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
17 (–1 size, +2
Dex, +6 natural), touch 11, flat-footed 15 |
Base
Attack/Grapple: |
+12/+24 |
Attack: |
Claw +20 melee
(2d4+8) |
Full Attack: |
2 claws +20
melee (2d4+8) and bite +14 melee (2d6+4) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Improved grab,
pounce, rake 2d4+4 |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +13, Ref
+12, Will +11 |
Abilities: |
Str 27, Dex 15,
Con 17, Int 2, Wis 12, Cha 10 |
Skills: |
Hide +7*, Jump
+14, Listen +6, Move Silently +11, Spot +7, Swim +10 |
Feats: |
Alertness,
Improved Natural Attack (claw), Improved Natural Attack (bite), Run,
Stealthy, Weapon Focus (claw) |
Environment: |
Warm forests |
Organization: |
Solitary or pair |
Challenge
Rating: |
8 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
17–32 HD
(Large); 33–48 (Huge) |
Level
Adjustment: |
— |
Dire tigers prey
on just about anything that moves. They will patiently stalk a potential meal,
striking whenever the creature lets down its guard.
Dire tigers grow
to be over 12 feet long and can weigh up to 6,000 pounds.
Combat
A dire tiger
attacks by running at prey, leaping, and clawing and biting as it rakes with
its rear claws.
Improved Grab
(Ex): To use this ability,
a dire tiger must hit 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 rake.
Pounce (Ex): If a dire tiger charges, it can make a
full attack, including two rake attacks.
Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
Skills: Dire tigers have a +4 racial bonus on Hide
and Move Silently checks. *In areas of tall grass or heavy undergrowth, the
Hide bonus improves to +8.
DIRE WEASEL
|
Medium Animal |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+4 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
16 (+4 Dex, +2
natural), touch 14, flat-footed 12 |
Base
Attack/Grapple: |
+2/+4 |
Attack: |
Bite +6 melee
(1d6+3) |
Full Attack: |
Bite +6 melee
(1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Attach, blood
drain |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +3, Ref +7,
Will +4 |
Abilities: |
Str 14, Dex 19,
Con 10, Int 2, Wis 12, Cha 11 |
Skills: |
Hide +8, Listen
+3, Move Silently +8, Spot +5 |
Feats: |
Alertness,
Stealthy , Weapon FinesseB |
Environment: |
Temperate hills |
Organization: |
Solitary or pair |
Challenge
Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4–6 HD (Medium);
7–9 HD (Large) |
Level
Adjustment: |
— |
Dire weasels grow
to be up to 10 feet long and can reach a weight of 700 pounds.
Combat
Dire weasels stalk
their prey in the dark and then leap on it, biting and clawing.
Attach (Ex): A dire weasel that hits with its bite
attack latches onto the opponent’s body with its powerful jaws. An attached
dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An
attached dire weasel can be struck with a weapon or grappled itself. To remove
an attached dire weasel through grappling, the opponent must achieve a pin
against the creature.
Blood Drain
(Ex): A dire weasel drains
blood for 1d4 points of Constitution damage each round it remains attached.
DIRE WOLF
|
Large Animal |
Hit Dice: |
6d8+18 (45 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/+15 |
Attack: |
Bite +11 melee
(1d8+10) |
Full Attack: |
Bite +11 melee
(1d8+10) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Trip |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +8, Ref +7,
Will +6 |
Abilities: |
Str 25, Dex 15,
Con 17, Int 2, Wis 12, Cha 10 |
Skills: |
Hide +0, Listen
+7, Move Silently +4, Spot +7, Survival +2* |
Feats: |
Alertness, Run,
TrackB, Weapon Focus (bite) |
Environment: |
Temperate
forests |
Organization: |
Solitary or pack
(5–8) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
7–18 HD (Large) |
Level
Adjustment: |
— |
Dire wolves are
efficient pack hunters that will kill anything they can catch.
Dire wolves are
mottled gray or black, about 9 feet long and weighing some 800 pounds.
Combat
Dire wolves prefer
to attack in packs, surrounding and flanking a foe when they can.
Trip (Ex): A dire wolf that hits with a bite attack
can attempt to trip its opponent (+11 check modifier) as a free action without
making a touch attack or provoking an attack of opportunity. If the attempt
fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide,
Listen, Move Silently, and Spot checks.
*It also has a +4
racial bonus on Survival checks when tracking by scent.
DIRE WOLVERINE
|
Large Animal |
Hit Dice: |
5d8+23 (45 hp) |
Initiative: |
+3 |
Speed: |
30 ft. (6
squares), climb 10 ft. |
Armor Class: |
16 (–1 size, +3
Dex, +4 natural), touch 12, flat-footed 13 |
Base
Attack/Grapple: |
+3/+13 |
Attack: |
Claw +8 melee
(1d6+6) |
Full Attack: |
2 claws +8 melee
(1d6+6) and bite +3 melee (1d8+3) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Rage |
Special
Qualities: |
Low-light
vision, scent |
Saves: |
Fort +8, Ref +7,
Will +5 |
Abilities: |
Str 22, Dex 17,
Con 19, Int 2, Wis 12, Cha 10 |
Skills: |
Climb +14,
Listen +7, Spot +7 |
Feats: |
Alertness,
Toughness, TrackB |
Environment: |
Cold forests |
Organization: |
Solitary or pair |
Challenge
Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
6–15 HD (Large) |
Level
Adjustment: |
— |
Dire wolverines
grow to about 12 feet in length and can weigh as much as 2,000 pounds.
Combat
Dire wolverines
attack opponents wantonly, fearing no other creatures.
Rage (Ex): A dire wolverine that takes damage in
combat flies into a berserk rage on its next turn, clawing and biting madly
until either it or its opponent is dead. An enraged dire wolverine gains +4
Strength, +4 Constitution, and –2 AC. The creature cannot end its rage
voluntarily.
Skills: A dire wolverine has a +8 racial bonus on
Climb checks and can always choose to take 10 on Climb checks, even if rushed
or threatened.
DOPPELGANGER
|
Medium Monstrous
Humanoid (Shapechanger) |
Hit Dice: |
4d8+4 (22 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+1 Dex, +4
natural), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+4/+5 |
Attack: |
Slam +5 melee
(1d6+1) |
Full Attack: |
Slam +5 melee
(1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Detect thoughts |
Special
Qualities: |
Change shape,
immunity to sleep and charm effects |
Saves: |
Fort +4, Ref +5,
Will +6 |
Abilities: |
Str 12, Dex 13,
Con 12, Int 13, Wis 14, Cha 13 |
Skills: |
Bluff +10*,
Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense
Motive +6, Spot +6 |
Feats: |
Dodge, Great
Fortitude |
Environment: |
Any |
Organization: |
Solitary, pair,
or gang (3–6) |
Challenge
Rating: |
3 |
Treasure: |
Double standard |
Alignment: |
Usually neutral |
Advancement: |
By character
class |
Level
Adjustment: |
+4 |
Doppelgangers are
strange beings that are able to take on the shapes of those they encounter. In
its natural form, the creature looks more or less humanoid, but slender and
frail, with gangly limbs and half-formed features. The flesh is pale and
hairless. Its large, bulging eyes are yellow with slitted pupils. A
doppelganger’s appearance is deceiving even when it’s in its true form. A
doppelganger is hardy, with a natural agility not in keeping with its frail
appearance.
Doppelgangers make
excellent use of their natural mimicry to stage ambushes, bait traps, and
infiltrate humanoid society. Although not usually evil, they are interested
only in themselves and regard all others as playthings to be manipulated and
deceived.
It is natural form
a doppelganger is about 5-1/2 feet tall and weighs about 150 pounds.
COMBAT
When in its
natural form, a doppelganger strikes with its powerful fists. In the shape of a
warrior or some other armed person, it attacks with whatever weapon is
appropriate. In such cases, it uses its detect thoughts ability to employ the
same tactics and strategies as the person it is impersonating.
Detect Thoughts
(Su): A doppelganger can
continuously use detect thoughts as the spell (caster level 18th; Will DC 13
negates). It can suppress or resume this ability as a free action. The save DC
is Charisma-based.
Change Shape
(Su): A doppelganger can
assume the shape of any Small or Medium humanoid. In humanoid form, the
doppelganger loses its natural attacks. A doppelganger can remain in its humanoid
form until it chooses to assume a new one. A change in form cannot be
dispelled, but a doppelganger reverts to its natural form when killed. A true
seeing spell or ability reveals its natural form.
Skills: A doppelganger has a +4 racial bonus on
Bluff and Disguise checks.
*When using its
change shape ability, a doppelganger gets an additional +10 circumstance bonus
on Disguise checks. If it can read an opponent’s mind, it gets a further +4
circumstance bonus on Bluff and Disguise checks.
DOPPELGANGERS AS CHARACTERS
Doppelganger
characters possess the following racial traits.
— +2 Strength, +2,
Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.
—Medium size.
—A doppelganger’s
base land speed is 30 feet.
—Darkvision:
Doppelgangers can see in the dark up to 60 feet.
—Racial Hit Dice:
A doppelganger 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
doppelganger’s monstrous humanoid levels give it skill points equal to 7 x (2 +
Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate,
Listen, Sense Motive, and Spot.
—Racial Feats: A
doppelganger’s monstrous humanoid levels give it two feats.
— +4 natural armor
bonus.
— +4 racial bonus
on Bluff and Disguise checks. When using its change shape ability, a
doppelganger gets an additional +10 circumstance bonus on Disguise checks. If
it can read an opponent’s mind, it gets a further +4 circumstance bonus on
Bluff and Disguise checks.
—Special Attacks
(see above): Detect thoughts.
—Special Qualities
(see above): Change shape, immunity to sleep and charm effects.
—Automatic
Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant,
Terran.
—Favored Class:
Rogue.
—Level adjustment +4.