This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (E-F)
EAGLE, GIANT
|
Large Magical
Beast |
Hit Dice: |
4d10+4 (26 hp) |
Initiative: |
+3 |
Speed: |
10 ft. (2
squares), fly 80 ft. (average) |
Armor Class: |
15 (–1 size, +3
Dex, +3 natural), touch 12, flat-footed 12 |
Base
Attack/Grapple: |
+4/+12 |
Attack: |
Claw +7 melee
(1d6+4) |
Full Attack: |
2 claws +7 melee
(1d6+4) and bite +2 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, evasion |
Saves: |
Fort +5, Ref +7,
Will +3 |
Abilities: |
Str 18, Dex 17,
Con 12, Int 10, Wis 14, Cha 10 |
Skills: |
Knowledge
(nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3 |
Feats: |
Alertness, Flyby
Attack |
Environment: |
Temperate
mountains |
Organization: |
Solitary, pair,
or eyrie (5–12) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Usually neutral
good |
Advancement: |
5–8 HD (Large);
9–12 HD (Huge) |
Level
Adjustment: |
+2 (cohort) |
A typical giant
eagle stands about 10 feet tall, has a wingspan of up to 20 feet, and resembles
its smaller cousins in nearly every way except size. It weighs about 500
pounds.
Giant eagles speak
Common and Auran.
COMBAT
A giant eagle
typically attacks from a great height, diving earthward at tremendous speed.
When it cannot dive, it uses its powerful talons and slashing beak to strike at
its target’s head and eyes.
A solitary giant
eagle is typically hunting or patrolling in the vicinity of its nest and
generally ignores creatures that do not appear threatening. A mated pair
attacks in concert, making repeated diving attacks to drive away intruders, and
fights to the death to defend their nest or hatchlings.
Evasion (Ex): With a successful Reflex save against an
attack that allows a Reflex save for half damage, a giant eagle takes no
damage.
Skills: Giant eagles have a +4 racial bonus on
Spot checks.
TRAINING A GIANT EAGLE
Although
intelligent, a giant eagle requires training before it can bear a rider in
combat. To be trained, a giant eagle must have a friendly attitude toward the
trainer (this can be achieved through a successful Diplomacy check). Training a
friendly giant eagle requires six weeks of work and a DC 25 Handle Animal
check.
Riding a giant
eagle requires an exotic saddle. A giant eagle can fight while carrying a
rider, but the rider cannot also attack unless he or she succeeds on a Ride
check.
Giant eagle eggs
are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp
each. Professional trainers charge 1,000 gp to rear or train a giant eagle.
Carrying Capacity:
A light load for a giant eagle is up to 300 pounds; a medium load, 301–600
pounds; and a heavy load, 601–900 pounds.
ELEMENTAL
Elementals are
incarnations of the elements that compose existence.
COMBAT
Elementals have
varied combat abilities and tactics, but all have the same elemental qualities.
AIR ELEMENTAL
|
Air
Elemental, Small |
Air
Elemental, Medium |
Air
Elemental, Large |
|
Small Elemental (Air, Extraplanar) |
Medium Elemental
(Air, Extraplanar) |
Large Elemental (Air, Extraplanar) |
Hit Dice: |
2d8 (9 hp) |
4d8+8 (26 hp) |
8d8+24 (60 hp) |
Initiative: |
+7 |
+9 |
+11 |
Speed: |
Fly 100 ft.
(perfect) (20 squares) |
Fly 100 ft.
(perfect) (20 squares) |
Fly 100 ft.
(perfect) (20 squares) |
Armor Class: |
17 (+1 size, +3
Dex, +3 natural), touch 14, flat-footed 14 |
18 (+5 Dex, +3
natural), touch 15, flat-footed 13 |
20 (–1 size, +7
Dex, +4 natural), touch 16, flat-footed 13 |
Base
Attack/Grapple: |
+1/–3 |
+3/+4 |
+6/+12 |
Attack: |
Slam +5 melee
(1d4) |
Slam +8 melee
(1d6+1) |
Slam +12 melee
(2d6+2) |
Full Attack: |
Slam +5 melee
(1d4) |
Slam +8 melee
(1d6+1) |
2 slams +12
melee (2d6+2) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./10 ft. |
Special
Attacks: |
Air mastery,
whirlwind |
Air mastery,
whirlwind |
Air mastery,
whirlwind |
Special
Qualities: |
Darkvision 60
ft., elemental traits |
Darkvision 60
ft., elemental traits |
Damage reduction
5/–, darkvision 60 ft., elemental traits |
Saves: |
Fort +0, Ref +6,
Will +0 |
Fort +3, Ref +9,
Will +1 |
Fort +5, Ref
+13, Will +2 |
Abilities: |
Str 10, Dex 17,
Con 10, Int 4, Wis 11, Cha 11 |
Str 12, Dex 21,
Con 14, Int 4, Wis 11, Cha 11 |
Str 14, Dex 25,
Con 16, Int 6, Wis 11, Cha 11 |
Skills: |
Listen +2, Spot
+3 |
Listen +3, Spot
+4 |
Listen +5, Spot
+6 |
Feats: |
Flyby Attack,
Improved InitiativeB, Weapon Finesse B |
Dodge, Flyby
Attack, Improved Initiative B, Weapon FinesseB |
Combat Reflexes,
Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB |
Environment: |
Elemental Plane
of Air |
Elemental Plane
of Air |
Elemental Plane
of Air |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
1 |
3 |
5 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
3 HD (Small) |
5–7 HD (Medium) |
9–15 HD (Large) |
Level
Adjustment: |
— |
— |
— |
|
Air
Elemental, Huge |
Air
Elemental, Greater |
Air
Elemental, Elder |
|
Huge Elemental (Air, Extraplanar) |
Huge Elemental (Air, Extraplanar) |
Huge Elemental (Air, Extraplanar) |
Hit Dice: |
16d8+64 (136 hp) |
21d8+84 (178 hp) |
24d8+96 (204 hp) |
Initiative: |
+13 |
+14 |
+15 |
Speed: |
Fly 100 ft.
(perfect) (20 squares) |
Fly 100 ft.
(perfect) (20 squares) |
Fly 100 ft.
(perfect) (20 squares) |
Armor Class: |
21 (–2 size, +9
Dex, +4 natural), touch 17, flat-footed 12 |
26 (–2 size, +10
Dex, +8 natural), touch 18, flat-footed 16 |
27 (–2 size, +11
Dex, +8 natural), touch 19, flat-footed 16 |
Base
Attack/Grapple: |
+12/+24 |
+15/+28 |
+18/+32 |
Attack: |
Slam +19 melee
(2d8+4) |
Slam +23 melee
(2d8+5) |
Slam +27 melee
(2d8+6) |
Full Attack: |
2 slams +19
melee (2d8+4) |
2 slams +23
melee (2d8+5) |
2 slams +27
melee (2d8+6) |
Space/Reach: |
15 ft./15 ft. |
15 ft./15 ft. |
15 ft./15 ft. |
Special
Attacks: |
Air mastery,
whirlwind |
Air mastery,
whirlwind |
Air mastery,
whirlwind |
Special
Qualities: |
Damage reduction
5/–, darkvision 60 ft., elemental traits |
Damage reduction
10/–, darkvision 60 ft., elemental traits |
Damage reduction
10/–, darkvision 60 ft., elemental traits |
Saves: |
Fort +9, Ref
+19, Will +5 |
Fort +11, Ref
+22, Will +9 |
Fort +12, Ref
+25, Will +10 |
Abilities: |
Str 18, Dex 29,
Con 18, Int 6, Wis 11, Cha 11 |
Str 20, Dex 31,
Con 18, Int 8, Wis 11, Cha 11 |
Str 22, Dex 33,
Con 18, Int 10, Wis 11, Cha 11 |
Skills: |
Listen +11, Spot
+12 |
Listen +14, Spot
+14 |
Listen +29, Spot
+29 |
Feats: |
Alertness,
Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B,
Mobility, Spring Attack, Weapon FinesseB |
Alertness,
Blind-fight, Combat Reflexes, Flyby Attack, Improved Initiative B,
Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB |
Alertness,
Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Improved Initiative B,
Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB |
Environment: |
Elemental Plane
of Air |
Elemental Plane
of Air |
Elemental Plane
of Air |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
7 |
9 |
11 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
17–20 HD (Huge) |
22–23 HD (Huge) |
25–48 HD (Huge) |
Level
Adjustment: |
— |
— |
— |
Air elementals
speak Auran, though they rarely choose to do so.
Combat
Their rapid speed
makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery
(Ex): Airborne creatures
take a –1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Su):
The elemental can
transform itself into a whirlwind once every 10 minutes and remain in that form
for up to 1 round for every 2 HD it has. In this form, the elemental can move
through the air or along a surface at its fly speed.
The whirlwind is 5
feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall,
depending on the elemental’s size. The elemental controls the exact height, but
it must be at least 10 feet.
The elemental’s
movement while in whirlwind form does not provoke attacks of opportunity, even
if the elemental enters the space another creature occupies. Another creature
might be caught in the whirlwind if it touches or enters the whirlwind, or if
the elemental moves into or through the creature’s space.
Creatures one or
more size categories smaller than the elemental might take damage when caught
in the whirlwind (see the table below for details) and may be lifted into the
air. An affected creature must succeed on a Reflex save when it comes into
contact with the whirlwind or take the indicated damage. It must also succeed
on a second Reflex save or be picked up bodily and held suspended in the
powerful winds, automatically taking the indicated damage each round. A
creature that can fly is allowed a Reflex save each round to escape the
whirlwind. The creature still takes damage but can leave if the save is
successful. The DC for saves against the whirlwind’s effects varies with the
elemental’s size (see the table). The save DC is Strength based.
Creatures trapped
in the whirlwind cannot move except to go where the elemental carries them or
to escape the whirlwind.
Creatures caught
in the whirlwind can otherwise act normally, but must succeed on a
Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in
the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls.
The elemental can have only as many creatures trapped inside the whirlwind at
one time as will fit inside the whirlwind’s volume.
The elemental can
eject any carried creatures whenever it wishes, depositing them wherever the
whirlwind happens to be. A summoned elemental always ejects trapped creatures
before returning to its home plane.
If the whirlwind’s
base touches the ground, it creates a swirling cloud of debris. This cloud is
centered on the elemental and has a diameter equal to half the whirlwind’s
height. The cloud obscures all vision, including darkvision, beyond 5 feet.
Creatures 5 feet away have concealment, while those farther away have total
concealment.
Those caught in
the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a
spell.
An elemental in
whirlwind form cannot make slam attacks and does not threaten the area around
it.
Air Elemental Sizes
|
|||||
|
|
|
—––—— Whirlwind ——––— |
||
Elemental |
Height |
Weight |
Save DC |
Damage |
Height |
Small |
4 ft. |
1 lb. |
11 |
1d4 |
10–20 ft. |
Medium |
8 ft. |
2 lb. |
13 |
1d6 |
10–30 ft. |
Large |
16 ft. |
4 lb. |
16 |
2d6 |
10–40 ft. |
Huge |
32 ft. |
8 lb. |
22 |
2d8 |
10–50 ft. |
Greater |
36 ft. |
10 lb. |
25 |
2d8 |
10–60 ft. |
Elder |
40 ft. |
12 lb. |
28 |
2d8 |
10–60 ft. |
EARTH ELEMENTAL
|
Earth Elemental, Small |
Earth
Elemental, Medium |
Earth
Elemental, Large |
|
Small Elemental (Earth, Extraplanar) |
Medium Elemental
(Earth, Extraplanar) |
Large Elemental (Earth, Extraplanar) |
Hit Dice: |
2d8+2 (11 hp) |
4d8+12 (30 hp) |
8d8+32 (68 hp) |
Initiative: |
–1 |
–1 |
–1 |
Speed: |
20 ft. (4
squares) |
20 ft. (4
squares) |
20 ft. (4
squares) |
Armor Class: |
17 (+1 size, –1
Dex, +7 natural), touch 10, flat-footed 17 |
18 (–1 Dex, +9
natural), touch 9, flat-footed 18 |
18 (–1 size, –1
Dex, +10 natural), touch 8, flat-footed 18 |
Base
Attack/Grapple: |
+1/+0 |
+3/+8 |
+6/+17 |
Attack: |
Slam +5 melee
(1d6+4) |
Slam +8 melee
(1d8+7) |
Slam +12 melee
(2d8+7) |
Full Attack: |
Slam +5 melee
(1d6+4) |
Slam +8 melee
(1d8+7) |
2 slams +12
melee (2d8+7) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./10 ft. |
Special
Attacks: |
Earth mastery,
push |
Earth mastery,
push |
Earth mastery,
push |
Special
Qualities: |
Darkvision 60
ft., earth glide, elemental traits |
Darkvision 60
ft., earth glide, elemental traits |
Damage reduction
5/–, earth glide, darkvision 60 ft., elemental traits |
Saves: |
Fort +4, Ref –1,
Will +0 |
Fort +7, Ref +0,
Will +1 |
Fort +10, Ref
+1, Will +2 |
Abilities: |
Str 17, Dex 8,
Con 13, Int 4, Wis 11, Cha 11 |
Str 21, Dex 8,
Con 17, Int 4, Wis 11, Cha 11 |
Str 25, Dex 8,
Con 19, Int 6, Wis 11, Cha 11 |
Skills: |
Listen +3, Spot
+2 |
Listen +4, Spot
+3 |
Listen +6, Spot
+5 |
Feats: |
Power Attack |
Cleave, Power Attack |
Cleave, Great
Cleave, Power Attack |
Environment: |
Elemental Plane
of Earth |
Elemental Plane
of Earth |
Elemental Plane
of Earth |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
1 |
3 |
5 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
3 HD (Small) |
5–7 HD (Medium) |
9–15 HD (Large) |
Level
Adjustment: |
— |
— |
— |
|
Earth
Elemental, Huge |
Earth
Elemental, Greater |
Earth
Elemental, Elder |
|
Huge Elemental (Earth, Extraplanar) |
Huge Elemental (Earth, Extraplanar) |
Huge Elemental (Earth, Extraplanar) |
Hit Dice: |
16d8+80 (152 hp) |
21d8+105 (199
hp) |
24d8+120 (228
hp) |
Initiative: |
–1 |
–1 |
–1 |
Speed: |
30 ft. (6
squares) |
30 ft. (6
squares) |
30 ft. (6
squares) |
Armor Class: |
18 (–2 size, –1
Dex, +11 natural), touch 7, flat-footed 18 |
20 (–2 size, –1
Dex, +13 natural), touch 7, flat-footed 20 |
22 (–2 size, –1
Dex, +15 natural), touch 7, flat-footed 22 |
Base
Attack/Grapple: |
+12/+29 |
+15/+33 |
+18/+37 |
Attack: |
Slam +19 melee
(2d10+9) |
Slam +23 melee
(2d10+10) |
Slam +27 melee
(2d10+11/19–20) |
Full Attack: |
2 slams +19
melee (2d10+9) |
2 slams +23
melee (2d10+10) 2 |
slams +27 melee
(2d10+11/19–20) |
Space/Reach: |
15 ft./15 ft. |
15 ft./15 ft. |
15 ft./15 ft. |
Special
Attacks: |
Earth mastery,
push |
Earth mastery,
push |
Earth mastery,
push |
Special
Qualities: |
Damage reduction
5/–, earth glide, darkvision 60 ft., elemental traits |
Damage reduction
10/–, earth glide, darkvision 60 ft., elemental traits |
Damage reduction
10/–, earth glide, darkvision 60 ft., elemental traits |
Saves: |
Fort +15, Ref
+4, Will +7 |
Fort +17, Ref
+6, Will +9 |
Fort +19, Ref
+7, Will +10 |
Abilities: |
Str 29, Dex 8,
Con 21, Int 6, Wis 11, Cha 11 |
Str 31, Dex 8,
Con 21, Int 8, Wis 11, Cha 11 |
Str 33, Dex 8,
Con 21, Int 10, Wis 11, Cha 11 |
Skills: |
Listen +10, Spot
+9 |
Listen +14, Spot
+14 |
Listen +29, Spot
+29 |
Feats: |
Awesome Blow,
Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack |
Alertness,
Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron
Will, Power Attack |
Alertness,
Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical
(slam), Improved Sunder, Iron Will, Power Attack |
Environment: |
Elemental Plane
of Earth |
Elemental Plane
of Earth |
Elemental Plane
of Earth |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
7 |
9 |
11 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
17–20 HD (Huge) |
22–23 HD (Huge) |
25–48 HD (Huge) |
Level
Adjustment: |
— |
— |
— |
When summoned to
the Material Plane, an earth elemental consists of whatever types of dirt,
stones, precious metals, and gems it was conjured from.
Earth elementals
speak Terran but rarely choose to do so.
Combat
Though an earth
elemental moves slowly, it is a relentless opponent. It can travel though solid
ground or stone as easily as humans walk on the earth’s surface. It cannot
swim, however, and must either walk around a body of water or go through the
ground under it. An earth elemental can move along the bottom of a body of
water but prefers not to.
Earth Mastery
(Ex): An earth elemental
gains a +1 bonus on attack and damage rolls if both it and its foe are touching
the ground. If an opponent is airborne or waterborne, the elemental takes a –4
penalty on attack and damage rolls. (These modifiers are not included in the
statistics block.)
Push (Ex): An earth elemental can start a bull rush
maneuver without provoking an attack of opportunity. The combat modifiers given
in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.
Earth Glide
(Ex): An earth elemental
can glide through stone, dirt, or almost any other sort of earth except metal
as easily as a fish swims through water. Its burrowing leaves behind no tunnel
or hole, nor does it create any ripple or other signs of its presence. A move
earth spell cast on an area containing a burrowing earth elemental flings
the elemental back 30 feet, stunning the creature for 1 round unless it
succeeds on a DC 15 Fortitude save.
Earth
Elemental Sizes |
|||||
Elemental |
Height |
Weight |
Elemental |
Height |
Weight |
Small |
4 ft. |
80 lb. |
Huge |
32 ft. |
48,000 lb. |
Medium |
8 ft. |
750 lb. |
Greater |
36 ft. |
54,000 lb. |
Large |
16 ft. |
6,000 lb. |
Elder |
40 ft. |
60,000 lb. |
FIRE ELEMENTAL
|
Fire
Elemental, Small |
Fire
Elemental, Medium |
Fire
Elemental, Large |
|
Small Elemental (Fire, Extraplanar) |
Medium Elemental
(Fire, Extraplanar) |
Large Elemental (Fire, Extraplanar) |
Hit Dice: |
2d8 (9 hp) |
4d8+8 (26 hp) |
8d8+24 (60 hp) |
Initiative: |
+5 |
+7 |
+9 |
Speed: |
50 ft. (10
squares) |
50 ft. (10
squares) |
50 ft. (10
squares) |
Armor Class: |
15 (+1 size, +1
Dex, +3 natural), touch 12, flat-footed 14 |
16 (+3 Dex, +3
natural), touch 13, flat-footed 13 |
18 (–1 size, +5
Dex, +4 natural), touch 14, flat-footed 13 |
Base
Attack/Grapple: |
+1/–3 |
+3/+4 |
+6/+12 |
Attack: |
Slam +3 melee
(1d4 plus 1d4 fire) |
Slam +6 melee
(1d6+1 plus 1d6 fire) |
Slam +10 melee
(2d6+2 plus 2d6 fire) |
Full Attack: |
Slam +3 melee
(1d4 plus 1d4 fire) |
Slam +6 melee
(1d6+1 plus 1d6 fire) |
2 slams +10
melee (2d6+2 plus 2d6 fire) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./10 ft. |
Special
Attacks: |
Burn |
Burn |
Burn |
Special
Qualities: |
Darkvision 60
ft., elemental traits, immunity to fire, vulnerability to cold |
Darkvision 60
ft., elemental traits, immunity to fire, vulnerability to cold |
Damage reduction
5/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to
cold |
Saves: |
Fort +0, Ref +4,
Will +0 |
Fort +3, Ref +7,
Will +1 |
Fort +5, Ref
+11, Will +2 |
Abilities: |
Str 10, Dex 13,
Con 10, Int 4, Wis 11, Cha 11 |
Str 12, Dex 17,
Con 14, Int 4, Wis 11, Cha 11 |
Str 14, Dex 21,
Con 16, Int 6, Wis 11, Cha 11 |
Skills: |
Listen +2, Spot
+3 |
Listen +3, Spot
+4 |
Listen +5, Spot
+6 |
Feats: |
Dodge, Improved
InitiativeB, Weapon FinesseB |
Dodge, Improved
InitiativeB, Mobility, Weapon FinesseB |
Dodge, Improved
Initiative B, Mobility, Spring Attack, Weapon FinesseB |
Environment: |
Elemental Plane
of Fire |
Elemental Plane
of Fire |
Elemental Plane
of Fire |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
1 |
3 |
5 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
3 HD (Small) |
5–7 HD (Medium) |
9–15 HD (Large) |
Level
Adjustment: |
— |
— |
— |
|
Fire
Elemental, Huge |
Fire
Elemental, Greater |
Fire
Elemental, Elder |
|
Huge Elemental (Fire, Extraplanar) |
Huge Elemental (Fire, Extraplanar) |
Huge Elemental (Fire, Extraplanar) |
Hit Dice: |
16d8+64 (136 hp) |
21d8+84 (178 hp) |
24d8+96 (204 hp) |
Initiative: |
+11 |
+12 |
+13 |
Speed: |
60 ft. (12
squares) |
60 ft. (12
squares) |
60 ft. (12
squares) |
Armor Class: |
19 (–2 size, +7
Dex, +4 natural), touch 15, flat-footed 12 |
24 (–2 size, +8
Dex, +8 natural), touch 16, flat-footed 16 |
25 (–2 size, +9
Dex, +8 natural), touch 17, flat-footed 16 |
Base
Attack/Grapple: |
+12/+24 |
+15/+28 |
+18/+32 |
Attack: |
Slam +17 melee
(2d8+4 plus 2d8 fire) |
Slam +22 melee
(2d8+5 plus 2d8 fire) |
Slam +26 melee
(2d8+6 plus 2d8 fire) |
Full Attack: |
2 slams +17
melee (2d8+4 plus 2d8 fire) |
2 slams +22
melee (2d8+5 plus 2d8 fire) |
2 slams +26
melee (2d8+6 plus 2d8 fire) |
Space/Reach: |
15 ft./15 ft. |
15 ft./15 ft. |
15 ft./15 ft. |
Special
Attacks: |
Burn |
Burn |
Burn |
Special
Qualities: |
Damage reduction
5/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to
cold |
Damage reduction
10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to
cold |
Damage reduction
10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to
cold |
Saves: |
Fort +9, Ref
+17, Will +7 |
Fort +11, Ref
+20, Will +9 |
Fort +14, Ref
+23, Will +10 |
Abilities: |
Str 18, Dex 25,
Con 18, Int 6, Wis 11, Cha 11 |
Str 20, Dex 27,
Con 18, Int 6, Wis 11, Cha 11 |
Str 22, Dex 29,
Con 18, Int 6, Wis 11, Cha 11 |
Skills: |
Listen +11, Spot
+12 |
Listen +14, Spot
+14 |
Listen +28, Spot
+29 |
Feats: |
Alertness,
Combat Reflexes, Dodge, Improved Initiative B, Iron Will,
Mobility, Spring Attack, Weapon FinesseB |
Alertness,
Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Iron
Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus
(slam) |
Alertness,
Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Great
Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB,
Weapon Focus (slam) |
Environment: |
Elemental Plane
of Fire |
Elemental Plane
of Fire |
Elemental Plane
of Fire |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
7 |
9 |
11 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
17–20 HD (Huge) |
22–23 HD (Huge) |
25–48 HD (Huge) |
Level
Adjustment: |
— |
— |
— |
A fire elemental
cannot enter water or any other nonflammable liquid. A body of water is an
impassible barrier unless the fire elemental can step or jump over it.
Fire elementals
speak Ignan, though they rarely choose to do so.
Combat
A fire elemental
is a fierce opponent that attacks its enemies directly and savagely. It takes
joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): A fire elemental’s slam attack deals
bludgeoning damage plus fire damage from the elemental’s flaming body. Those
hit by a fire elemental‘s slam attack also must succeed on a Reflex save or
catch on fire. The flame burns for 1d4 rounds. The save DC varies with the
elemental’s size (see the table below). A burning creature can take a move
action to put out the flame. The save DC is Constitution- based.
Creatures hitting
a fire elemental with natural weapons or unarmed attacks take fire damage as
though hit by the elemental’s attack, and also catch on fire unless they
succeed on a Reflex save.
Fire Elemental Sizes
|
|||
Elemental
|
Height
|
Weight
|
Burn Save DC
|
Small |
4 ft. |
1 lb. |
11 |
Medium |
8 ft. |
2 lb. |
14 |
Large |
16 ft. |
4 lb. |
17 |
Huge |
32 ft. |
8 lb. |
22 |
Greater |
36 ft. |
10 lb. |
24 |
Elder |
40 ft. |
12 lb. |
26 |
WATER ELEMENTAL
|
Water
Elemental, Small |
Water
Elemental, Medium |
Water
Elemental, Large |
|
Small Elemental (Water, Extraplanar) |
Medium Elemental
(Water, Extraplanar) |
Large Elemental (Water, Extraplanar) |
Hit Dice: |
2d8+2 (11 hp) |
4d8+12 (30 hp) |
8d8+32 (68 hp) |
Initiative: |
+0 |
+1 |
+2 |
Speed: |
20 ft. (4
squares), swim 90 ft. |
20 ft. (4
squares), swim 90 ft. |
20 ft. (4
squares), swim 90 ft. |
Armor Class: |
17 (+1 size, +6
natural), touch 11, flat-footed 17 |
19 (+1 Dex, +8
natural), touch 11, flat-footed 18 |
20 (–1 size, +2
Dex, +9 natural), touch 11, flat-footed 18 |
Base
Attack/Grapple: |
+1/–1 |
+3/+6 |
+6/+15 |
Attack: |
Slam +4 melee
(1d6+3) |
Slam +6 melee
(1d8+4) |
Slam +10 melee
(2d8+5) |
Full Attack: |
Slam +4 melee
(1d6+3) |
Slam +6 melee
(1d8+4) |
2 slams +10
melee (2d8+5) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./10 ft. |
Special
Attacks: |
Water mastery,
drench, vortex |
Water mastery,
drench, vortex |
Water mastery,
drench, vortex |
Special
Qualities: |
Darkvision 60
ft., elemental traits |
Darkvision 60
ft., elemental traits |
Damage reduction
5/–, darkvision 60 ft., elemental traits |
Saves: |
Fort +4, Ref +0,
Will +0 |
Fort +7, Ref +2,
Will +1 |
Fort +10, Ref
+4, Will +2 |
Abilities: |
Str 14, Dex 10,
Con 13, Int 4, Wis 11, Cha 11 |
Str 16, Dex 12,
Con 17, Int 4, Wis 11, Cha 11 |
Str 20, Dex 14,
Con 19, Int 6, Wis 11, Cha 11 |
Skills: |
Listen +2, Spot
+3 |
Listen +3, Spot
+4 |
Listen +5, Spot
+6 |
Feats: |
Power Attack |
Cleave, Power
Attack |
Cleave, Great
Cleave, Power Attack |
Environment: |
Elemental Plane
of Water |
Elemental Plane
of Water |
Elemental Plane
of Water |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
1 |
3 |
5 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
3 HD (Small) |
5–7 HD (Medium) |
9–15 HD (Large) |
Level
Adjustment: |
— |
— |
— |
|
Water
Elemental, Huge |
Water
Elemental, Greater |
Water
Elemental, Elder |
|
Huge Elemental (Water, Extraplanar) |
Huge Elemental (Water, Extraplanar) |
Huge Elemental (Water, Extraplanar) |
Hit Dice: |
16d8+80 (152 hp) |
21d8+105 (199
hp) |
24d8+120 (228
hp) |
Initiative: |
+4 |
+5 |
+6 |
Speed: |
30 ft. (6
squares), swim 120 ft. |
30 ft. (6
squares), swim 120 ft. |
30 ft. (6
squares), swim 120 ft. |
Armor Class: |
21 (–2 size, +4
Dex, +9 natural), touch 12, flat-footed 17 |
22 (–2 size, +5
Dex, +9 natural), touch 13, flat-footed 17 |
23 (–2 size, +6
Dex, +9 natural), touch 14, flat-footed 17 |
Base
Attack/Grapple: |
+12/+27 |
+15/+31 |
+18/+35 |
Attack: |
Slam +17 melee
(2d10+7) |
Slam +21 melee
(2d10+8) |
Slam +25 melee
(2d10+9/19–20) |
Full Attack: |
2 slams +17
melee (2d10+7) |
2 slams +21
melee (2d10+8) |
2 slams +25
melee (2d10+9/19–20) |
Space/Reach: |
15 ft./15 ft. |
15 ft./15 ft. |
15 ft./15 ft. |
Special
Attacks: |
Water mastery,
drench, vortex |
Water mastery,
drench, vortex |
Water mastery,
drench, vortex |
Special
Qualities: |
Damage reduction
5/–, darkvision 60 ft., elemental traits |
Damage reduction
10/–, darkvision 60 ft., elemental traits |
Damage reduction
10/–, darkvision 60 ft., elemental traits |
Saves: |
Fort +15, Ref
+9, Will +7 |
Fort +17, Ref
+14, Will +9 |
Fort +19, Ref
+16, Will +10 |
Abilities: |
Str 24, Dex 18,
Con 21, Int 6, Wis 11, Cha 11 |
Str 26, Dex 20,
Con 21, Int 8, Wis 11, Cha 11 |
Str 28, Dex 22,
Con 21, Int 10, Wis 11, Cha 11 |
Skills: |
Listen +11, Spot
+12 |
Listen +14, Spot
+14 |
Listen +29, Spot
+29 |
Feats: |
Alertness,
Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will |
Alertness,
Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will,
Lightning Reflexes, Power Attack |
Alertness,
Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved
Sunder, Iron Will, Lightning Reflexes, Power Attack |
Environment: |
Elemental Plane
of Water |
Elemental Plane
of Water |
Elemental Plane
of Water |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
7 |
9 |
11 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
17–20 HD (Huge) |
22–23 HD (Huge) |
25–48 HD (Huge) |
Level
Adjustment: |
— |
— |
— |
A water elemental
can’t venture more than 180 feet from the body of water from which it was
conjured.
Water elementals
speak Aquan but rarely choose to do so.
Combat
A water elemental
prefers to fight in a large body of water where it can disappear beneath the
waves and suddenly swell up behind its opponents.
Water Mastery
(Ex): A water elemental
gains a +1 bonus on attack and damage rolls if both it and its opponent are
touching water. If the opponent or the elemental is touching the ground, the
elemental takes a –4 penalty on attack and damage rolls. (These modifiers are
not included in the statistics block.)
A water elemental
can be a serious threat to a ship that crosses its path. An elemental can
easily overturn small craft (5 feet of length per Hit Die of the elemental) and
stop larger vessels (10 feet long per HD). Even large ships (20 feet long per
HD) can be slowed to half speed.
Drench (Ex): The elemental’s touch puts out torches,
campfires, exposed lanterns, and other open flames of nonmagical origin if
these are of Large size or smaller. The creature can dispel magical fire it
touches as dispel magic (caster level equals elemental’s HD).
Vortex (Su): The elemental can transform itself into a
whirlpool once every 10 minutes, provided it is underwater, and remain in that form
for up to 1 round for every 2 HD it has. In vortex form, the elemental can move
through the water or along the bottom at its swim speed. The vortex is 5 feet
wide at the base, up to 30 feet wide at the top, and 10 feet or more tall,
depending on the elemental’s size. The elemental controls the exact height, but
it must be at least 10 feet.
The elemental’s
movement while in vortex form does not provoke attacks of opportunity, even if
the elemental enters the space another creature occupies. Another creature
might be caught in the vortex if it touches or enters the vortex, or if the
elemental moves into or through the creature’s space.
Creatures one or
more size categories smaller than the elemental might take damage when caught
in the vortex (see the table below for details) and may be swept up by it. An
affected creature must succeed on a Reflex save when it comes into contact with
the vortex or take the indicated damage. It must also succeed on a second
Reflex save or be picked up bodily and held suspended in the powerful currents,
automatically taking damage each round. An affected creature is allowed a
Reflex save each round to escape the vortex. The creature still takes damage,
but can leave if the save is successful. The DC for saves against the vortex’s
effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped
in the vortex cannot move except to go where the elemental carries them or to
escape the whirlwind. Creatures caught in the whirlwind can otherwise act
normally, but must make a Concentration check (DC 10 + spell level) to cast a
spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a
–2 penalty on attack rolls. The elemental can have only as many creatures
trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can
eject any carried creatures whenever it wishes, depositing them wherever the
vortex happens to be. A summoned elemental always ejects trapped creatures
before returning to its home plane.
If the vortex’s
base touches the bottom, it creates a swirling cloud of debris. This cloud is
centered on the elemental and has a diameter equal to half the vortex’s height.
The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5
feet away have concealment, while those farther away have total concealment.
Those caught in
the cloud must make a Concentration check (DC 15 + spell level) to cast a
spell.
An elemental in
vortex form cannot make slam attacks and does not threaten the area around it.
Skills: A water
elemental 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.
Water
Elemental Sizes |
|||||
|
|
|
––—––—— Vortex ——––––— |
||
Elemental |
Height |
Weight |
Save DC |
Damage |
Height |
Small |
4 ft. |
34 lb. |
13 |
1d4 |
10–20 ft. |
Medium |
8 ft. |
280 lb. |
15 |
1d6 |
10–30 ft. |
Large |
16 ft. |
2,250 lb. |
19 |
2d6 |
10–40 ft. |
Huge |
32 ft. |
18,000 lb. |
25 |
2d8 |
10–50 ft. |
Greater |
36 ft. |
21,000 lb. |
28 |
2d8 |
10–60 ft. |
Elder |
40 ft. |
24,000 lb. |
31 |
2d8 |
10–60 ft. |
|
Elf,
1st-Level Warrior |
Drow,
1st-Level Warrior |
|
Medium Humanoid
(Elf ) |
Medium Humanoid
(Elf ) |
Hit Dice: |
1d8 (4 hp) |
1d8 (4 hp) |
Initiative: |
+1 |
+1 |
Speed: |
30 ft. (6
squares) |
30 ft. (6
squares) |
Armor Class: |
15 (+1 Dex, +3
studded leather, +1 light shield), touch 11, flat-footed 14 |
16 (+1 Dex, +4
chain shirt, +1 light shield) touch 11, flat-footed 15 |
Base
Attack/Grapple: |
+1/+2 |
+1/+2 |
Attack: |
Longsword +2
melee (1d8+1/19–20) or longbow +3 ranged (1d8/x3) |
Rapier +3 melee (1d6+1/18–20) or hand
crossbow +2 ranged (1d4/19–20) |
Full Attack: |
Longsword +2
melee(1d8+1/19–20) or longbow +3 ranged (1d8/x3) |
Rapier +3 melee
(1d6+1/18–20) or hand crossbow +2 ranged (1d4/19–20) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
None |
Poison,
spell-like abilities |
Special
Qualities: |
Elven traits |
Drow traits,
spell resistance 12 |
Saves: |
Fort +2, Ref +1,
Will –1* |
Fort +2, Ref +1,
Will –1* |
Abilities: |
Str 13, Dex 13,
Con 10, Int 10, Wis 9, Cha 8 |
Str 13, Dex 13,
Con 10, Int 12, Wis 9, Cha 10 |
Skills: |
Hide +1, Listen
+2, Search +3, Spot +2 |
Hide +0, Listen
+2, Search +4, Spot +3 |
Feats: |
Weapon Focus
(longbow) |
Weapon Focus
(rapier) |
Environment: |
Temperate forest (Half-elf:
Temperate forests) (Aquatic:
Temperate aquatic) (Gray: Temperate
mountains) (Wild: Warm
forests) (Wood: Temperate
forests) |
Underground |
Organization: |
Squad (2–4),
company (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or
band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults,
5 5th-level lieutenants, and 3 7th-level captains) |
Squad (2–4),
patrol (5–8 plus 2 2nd-level sergeants and 1 leader of 3rd–6th level), or
band (20–50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults,
2d4 6th-level lieutenants, and 1d4 9th-level captains) |
Challenge
Rating: |
1/2 |
1 (see text) |
Treasure: |
Standard |
Standard |
Alignment: |
Usually chaotic
good (Wood: Usually
neutral) |
Usually neutral
evil |
Advancement: |
By character
class |
By character
class |
Level
Adjustment: |
+0 |
+2 |
Elves average 5
feet tall and typically weigh just over 100 pounds. They live on fruits and
grains, though they occasionally hunt for fresh meat. Elves prefer colorful
clothes, usually with a green-and-gray cloak that blends well with the colors
of the forest.
Elves speak Elven,
and most also know Common and Sylvan.
Most elves
encountered outside their homes are warriors; the information presented here is
for one of 1st level.
COMBAT
Elves are cautious
warriors and take time to analyze their opponents and the location of the fight
if at all possible, maximizing their advantage by using ambushes, snipers, and
camouflage. They prefer to fire from cover and retreat before they are found,
repeating this maneuver until all of their enemies are dead.
They prefer
longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and
deadly, using complex maneuvers that are beautiful to observe. Their wizards
often use sleep spells during combat because these won’t affect other
elves.
Elf Traits
(Ex): Elves possess the
following racial traits.
— +2 Dexterity,
–2 Constitution.
—Medium size.
—An elf ’s base
land speed is 30 feet.
—Immunity to sleep
spells and effects, and a +2 racial saving throw bonus against enchantment
spells or effects.
(Not reflected in
the saving throw modifiers given here.)
—Low-light vision.
—Weapon
Proficiency: Elves are automatically proficient with the longsword, rapier,
longbow, composite longbow, shortbow, and composite shortbow.
— +2 racial bonus
on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a
secret or concealed door is entitled to a Search check to notice it as if she
were actively looking for it.
—Automatic
Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc,
Sylvan.
—Favored Class:
Wizard.
The elf warrior
presented here had the following ability scores before racial adjustments: Str
13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
SUBRACES
The above
information describes the high elf, the most common variety. There are five
other major subraces of elf, in addition to half-elves, who share enough elven
characteristics to be included here.
Half-elves are not
truly an elf subrace, but they are often mistaken for elves. Half-elves usually
inherit a good blend of their parents’ physical characteristics.
Half-Elf Traits
(Ex): Half-elves possess
the following racial traits.
—Medium size.
—A half-elf ’s
base land speed is 30 feet.
—Immunity to sleep
spells and similar magical effects, and a +2 racial bonus on saving throws
against enchantment spells or effects.
—Low-light vision.
— +1 racial bonus
on Listen, Search, and Spot checks. A half-elf does not have the elf ’s ability
to notice secret doors simply by passing near them.
— +2 racial bonus
on Diplomacy and Gather Information checks: Half-elves get along naturally with
all people. This bonus may not apply in situations or settings where half-elves
are viewed with distrust.
—Elven Blood: For
all effects related to race, a half-elf is considered an elf. Half-elves, for
example, are just as vulnerable to special effects that affect elves as their
elf ancestors are, and they can use magic items that are only usable by elves.
—Automatic
Languages: Common, Elven. Bonus Languages: Any (other than secret languages,
such as Druidic).
—Favored Class:
Any. When determining whether a multiclass half-elf takes an experience point
penalty for multiclassing, her highest-level class does not count.
Also
called sea elves, these creatures are waterbreathing cousins to land-dwelling
elves.
Aquatic elves
fight underwater with tridents, spears, and nets.
Aquatic Elf
Traits (Ex): These traits
are in addition to the high elf traits, except where noted.
— +2 Dexterity, –2
Intelligence. These adjustments replace the high elf ’s ability score
adjustments.
—An aquatic elf
has the aquatic subtype.
—An aquatic elf
has a swim speed of 40 feet.
—Gills: Aquatic
elves can survive out of the water for 1 hour per point of Constitution (after
that, refer to the suffocation rules).
—Superior
Low-Light Vision: Aquatic elves can see four times as far as a human in
starlight, moonlight, torchlight, and similar conditions of low illumination.
This trait replaces the high elf ’s low-light vision.
—Favored Class:
Fighter. This trait replaces the high elf ’s favored class.
Also known as dark
elves, drow are a depraved and evil subterranean offshoot.
White is the most
common hair color among drow, but almost any pale shade is possible. Drow tend
to be smaller and thinner than other sorts of elves, and their eyes are often a
vivid red.
Drow usually coat
their arrows with a potent venom.
Poison (Ex): An opponent hit by a drow’s poisoned
weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1
minute, the subject must succeed on another DC 13 Fortitude save or remain
unconscious for 2d4 hours. A typical drow carries 1d4–1 doses of drow knockout
poison. Drow typically coat arrows and crossbow bolts with this poison, but it
can also be applied to a melee weapon. Note that drow have no special ability
to apply poison without risking being poisoned themselves. Since this poison is
not a magical effect, drow and other elves are susceptible to it.
Drow Traits
(Ex): These traits are in
addition to the high elf traits, except where noted.
— +2 Intelligence,
+2 Charisma.
—Darkvision out to
120 feet. This trait replaces the high elf ’s low-light vision.
—Spell resistance
equal to 11 + class levels.
— +2 racial bonus
on Will saves against spells and spell-like abilities.
—Spell-Like
Abilities: Drow can use the following spell-like abilities once per day: dancing
lights, darkness, faerie fire. Caster level equals the drow’s class levels.
—Weapon
Proficiency: A drow is automatically proficient with the hand crossbow, the
rapier, and the short sword. This trait replaces the high elf ’s weapon
proficiency.
—Automatic
Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan,
Draconic, Drow Sign
Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and
bonus languages.
—Light Blindness:
Abrupt exposure to bright light (such as sunlight or a daylight spell)
blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they
remain in the affected area.
—Favored Class:
Wizard (male) or cleric (female). This trait replaces the high elf ’s favored
class.
—Level
adjustment +2.
The drow warrior
presented here had the following ability scores before racial adjustments: Str
13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating:
Drow with levels in NPC classes have a CR equal to their character level. Drow
with levels in PC classes have a CR equal to their character level +1.
Taller and grander
in physical appearance than others of their race, gray elves have a reputation
for being aloof and arrogant (even by elven standards). They have either silver
hair and amber eyes or pale golden hair and violet eyes. They prefer clothing
of white, silver, yellow, or gold, with cloaks of deep blue or purple.
Gray Elf Traits
(Ex): These traits are in
addition to the high elf traits.
— +2 Intelligence,
–2 Strength.
Wild elves are barbaric and tribal. Wild elves’ hair color ranges
from black to light brown, lightening to silvery white with age. They dress in
simple clothing of animal skins and basic plant weaves.
Wild Elf
Traits (Ex): These traits
are in addition to the high elf traits, except where noted.
— +2 Dexterity, –2
Intelligence. These adjustments replace the high elf ’s ability score
adjustments.
—Favored Class:
Sorcerer. This trait replaces the high elf ’s favored class.
Their hair color
ranges from yellow to a coppery red, and they are more muscular than other
elves. Their clothing is in dark shades of green and earth tones to better
blend in with their natural surroundings.
Wood Elf Traits
(Ex): These traits are in
addition to the high elf traits, except where noted.
— +2 Strength,
–2 Intelligence.
—Favored Class:
Ranger. This trait replaces the high elf ’s favored class.
ETHEREAL FILCHER
|
Medium
Aberration |
Hit Dice: |
5d8 (22 hp) |
Initiative: |
+8 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
17 (+4 Dex, +3
natural), touch 14, flat-footed 13 |
Base
Attack/Grapple: |
+3/+3 |
Attack: |
Bite +3 melee
(1d4) |
Full Attack: |
Bite +3 melee
(1d4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft., detect magic, ethereal jaunt |
Saves: |
Fort +1, Ref +5,
Will +5 |
Abilities: |
Str 10, Dex 18,
Con 11, Int 7, Wis 12, Cha 10 |
Skills: |
Listen +9,
Sleight of Hand +12, Spot +9 |
Feats: |
Dodge, Improved
Initiative |
Environment: |
Underground |
Organization: |
Solitary |
Challenge
Rating: |
3 |
Treasure: |
No coins;
standard goods; double items |
Alignment: |
Usually neutral |
Advancement: |
6–7 HD (Medium);
8–15 HD (Large) |
Level
Adjustment: |
— |
Ethereal filchers
are bizarre-looking creatures with a penchant for snatching trinkets from
passersby. Their ability to move quickly between the Ethereal Plane and the
Material Plane makes them spectacular pickpockets.
Ethereal filchers
do not speak.
COMBAT
An ethereal
filcher prowls about, using its ethereal jaunt ability to move about unseen
(and often through solid objects). Upon locating a likely mark, it shifts to
the Material Plane, attempting to catch its victim unaware. The creature
attempts to seize an item, then retreats quickly back to the Ethereal Plane. It
is not above delivering a bite to distract its target. Once it secures a
trinket, it scurries back to its lair to admire its prize. When badly wounded,
a filcher escapes rather than continuing the fight.
Any number of
simple ruses can blunt a filcher’s attack.
Detect Magic
(Su): Ethereal filchers
can detect magic as the spell (caster level 5th) at will.
Ethereal Jaunt
(Su): An ethereal filcher
can shift from the Ethereal Plane to the Material Plane as part of any move
action, and shift back again as a free action. It can remain on the Ethereal
Plane for 1 round before returning to the Material Plane. The ability is
otherwise identical with the ethereal jaunt spell (caster level 15th).
Skills: Ethereal filchers have a +8 racial bonus
on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks.
ETHEREAL MARAUDER
|
Medium Magical
Beast (Extraplanar) |
Hit Dice: |
2d10 (11 hp) |
Initiative: |
+5 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
14 (+1 Dex, +3
natural), touch 11, flat-footed 13 |
Base
Attack/Grapple: |
+2/+4 |
Attack: |
Bite +4 melee
(1d6+3) |
Full Attack: |
Bite +4 melee
(1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks:— |
|
Special
Qualities: |
Darkvision 60
ft., ethereal jaunt |
Saves: |
Fort +3, Ref +4,
Will +1 |
Abilities: |
Str 14, Dex 12,
Con 11, Int 7, Wis 12, Cha 10 |
Skills: |
Listen +5, Move
Silently +5, Spot +4 |
Feats: |
Improved
Initiative |
Environment: |
Ethereal Plane |
Organization: |
Solitary |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
3–4 HD (Medium);
5–6 HD (Large) |
Level
Adjustment: |
— |
Ethereal marauders
live and hunt on the Ethereal Plane. Ethereal marauders’ coloration ranges from
bright blue to deep violet. An ethereal marauder stands about 4 feet tall, but
its overall length is about 7 feet. It weighs about 200 pounds.
Ethereal marauders
speak no known languages. Survivors of their attacks on the Material Plane
claim that they emit an eerie, high whine that varies in pitch depending on the
creature’s speed and health.
COMBAT
Once a marauder
locates prey, it shifts to the Material Plane to attack, attempting to catch
its victim flat-footed. The creature bites its victim, then retreats quickly
back to the Ethereal Plane. When badly hurt or wounded, a marauder escapes to
its home plane rather than continuing the fight.
Ethereal Jaunt
(Su): An ethereal marauder
can shift from the Ethereal Plane to the Material Plane as a free action, and
shift back again as a move action. The ability is otherwise identical with the ethereal
jaunt spell (caster level 15th).
Skills: Ethereal marauders have a +2 racial bonus
on Listen, Move Silently, and Spot checks.
ETTERCAP
|
Medium
Aberration |
Hit Dice: |
5d8+5 (27 hp) |
Initiative: |
+3 |
Speed: |
30 ft. (6
squares), climb 30 ft. |
Armor Class: |
14 (+3 Dex, +1
natural), touch 13, flat-footed 11 |
Base
Attack/Grapple: |
+3/+5 |
Attack: |
Bite +5 melee
(1d8+2 plus poison) |
Attack: |
Bite +5 melee
(1d8+2 plus poison) and 2 claws +3 melee (1d3+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Poison, web |
Special
Qualities: |
Low-light vision |
Saves: |
Fort +4, Ref +4,
Will +6 |
Abilities: |
Str 14, Dex 17,
Con 13, Int 6, Wis 15, Cha 8 |
Skills: |
Climb +10, Craft
(trapmaking) +4, Hide +9, Listen +4, Spot +8 |
Feats: |
Great Fortitude,
Multiattack |
Environment: |
Warm forests |
Organization: |
Solitary, pair,
or troupe (1–2 plus 2–4 Medium monstrous spiders) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral
evil |
Advancement: |
6–7 HD (Medium);
8–15 HD (Large) |
Level
Adjustment: |
+4 |
An ettercap is
about 6 feet tall and weighs about 200 pounds.
Ettercaps speak
Common.
COMBAT
Ettercaps are not
brave creatures, but their cunning traps often ensure that the enemy never
draws a weapon. When an ettercap does engage its enemies, it attacks with its
keen-edged claws and venomous bite. It usually will not come within melee reach
of any foe that is still able to move.
Poison (Ex): Injury, Fortitude DC 15, initial damage
1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution based and
includes a +2 racial bonus.
Web (Ex): An ettercap can throw a web eight times
per day. This is similar to an attack with a net but has a maximum range of 50
feet, with a range increment of 10 feet, and is effective against targets of up
to Medium size. The web anchors the target in place, allowing no movement.
An entangled
creature can escape with a DC 13 Escape Artist check or burst the web with a DC
17 Strength check. The check DCs are Constitution-based, and the Strength check
DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes
double damage from fire.
Ettercaps can also
create sheets of sticky webbing from 5 to 60 feet square. They usually position
these to snare flying creatures but can also try to trap prey on the ground.
Approaching creatures must succeed on a DC 20 Spot check to notice a web, or
they stumble into it and become trapped as though by a successful web attack.
Attempts to escape or burst the webbing receive a +5 bonus if the trapped
creature has something to walk on or grab while pulling free. Each
5-foot-square section has 6 hit points, hardness 0, and takes double damage
from fire.
An ettercap can
move across its own sheet web at its climb speed and can determine the exact
location of any creature touching the web.
Skills: Ettercaps have a +4 racial bonus on Craft
(trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb
checks and can always choose to take 10 on Climb checks, even if rushed or
threatened.
ETTIN
|
Large Giant |
Hit Dice: |
10d8+20 (65 hp) |
Initiative: |
+3 |
Speed: |
30 ft. in hide
armor (6 squares); base speed 40 ft. |
Armor Class: |
18 (–1 size, –1
Dex, +7 natural, +3 hide), touch 8, flat-footed 18 |
Base
Attack/Grapple: |
+7/+17 |
Attack: |
Morningstar +12
melee (2d6+6) or javelin +5 ranged (1d8+6) |
Full Attack: |
2 morningstars
+12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, superior two-weapon fighting |
Saves: |
Fort +9, Ref +2,
Will +5 |
Abilities: |
Str 23, Dex 8,
Con 15, Int 6, Wis 10, Cha 11 |
Skills: |
Listen +10,
Search +1, Spot +10 |
Feats: |
Alertness,
Improved Initiative, Iron Will, Power Attack |
Environment: |
Cold hills |
Organization: |
Solitary, gang
(2–4), troupe (1–2 plus 1–2 brown bears), band (3–5 plus 1–2 brown bears), or
colony (3–5 plus 1–2 brown bears and 7–12 orcs or 9–16 goblins) |
Challenge
Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+5 |
Ettins, or
two-headed giants, are vicious and unpredictable hunters that stalk the night.
An ettin never
bathes if it can help it, which usually leaves it so grimy and dirty its skin
resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200
pounds. They live about 75 years.
Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.
COMBAT
Though ettins
aren’t very intelligent, they are cunning fighters.
They prefer to
ambush their victims rather than charge into a straight fight, but once the
battle has started, an ettin usually fights furiously until all enemies are
dead.
Superior
Two-Weapon Fighting (Ex):
An ettin fights with a morningstar or javelin in each hand. Because each of its
two heads controls an arm, the ettin does not take a penalty on attack or
damage rolls for attacking with two weapons.
Skills: An ettin’s
two heads give it a +2 racial bonus on Listen, Spot, and Search checks.
FIENDISH CREATURE
Fiendish creatures
dwell on the lower planes, the realms of evil, although they resemble beings
found on the Material Plane. They are more fearsome in appearance than their
earthly counterparts.
CREATING A FIENDISH CREATURE
“Fiendish” is an
inherited template that can be added to any corporeal aberration, animal,
dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant,
or vermin of nongood alignment (referred to
hereafter as the
base creature).
A fiendish
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. Fiendish creatures encountered on the Material Plane have the
extraplanar subtype.
Special
Attacks: A fiendish
creature retains all the special attacks of the base creature and also gains
the following special attack.
Smite Good
(Su): Once per day the creature can make a normal
melee attack to deal extra damage equal to its HD total (maximum of +20)
against a good foe.
Special
Qualities: A fiendish
creature retains all the special qualities of the base creature and also gains
the following.
—Darkvision out to
60 feet.
—Damage reduction
(see the table below).
—Resistance to
cold and fire (see the table below).
—Spell resistance
equal to the creature’s HD + 5 (maximum 25).
If the base
creature already has one or more of these special qualities, use the better
value.
If a fiendish
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 evil-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 evil (any).
Level
Adjustment: Same as the
base creature +2.
Hit Dice |
Resistance to Cold and Fire |
Damage Reduction |
1–3 |
5 |
— |
4–7 |
5 |
5/magic |
8–11 |
10 |
5/magic |
12 or more |
10 |
10/magic |
FORMIAN
|
Formian
Worker |
Formian
Warrior |
Formian
Taskmaster |
|
Small Outsider (Lawful, Extraplanar) |
Medium Outsider (Lawful, Extraplanar) |
Medium Outsider (Lawful, Extraplanar) |
Hit Dice: |
1d8+1 (5 hp) |
4d8+8 (26 hp) |
6d8+12 (39 hp) |
Initiative: |
+2 |
+3 |
+7 |
Speed: |
40 ft. (8
squares) |
40 ft. (8
squares) |
40 ft. (8
squares) |
Armor Class: |
17 (+1 size, +2
Dex, +4 natural), touch 13, flat-footed 15 |
18 (+3 Dex, +5
natural), touch 13, flat-footed 15 |
19 (+3 Dex, +6
natural), touch 13, flat-footed 16 |
Base
Attack/Grapple: |
+1/–2 |
+4/+7 |
+6/+10 |
Attack: |
Bite +3 melee
(1d4+1) |
Sting +7 melee
(2d4+3 plus poison) |
Sting +10 melee
(2d4+4 plus poison) |
Full Attack: |
Bite +3 melee
(1d4+1) |
Sting +7 melee
(2d4+3 plus poison) and 2 claws +5 melee (1d6+1) and bite +5 melee (1d4+1) |
Sting +10 melee
(2d4+4 plus poison) and 2 claws +8 melee (1d6+2) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
— |
Poison |
Dominate
monster, dominated creature, poison |
Special
Qualities: |
Cure serious
wounds, hive mind,
immunity to poison, petrification, and cold, make whole, resistance to
electricity 10, fire 10, and sonic 10 |
Hive mind,
immunity to poison, petrification, and cold, resistance to electricity 10,
fire 10, and sonic 10, spell resistance 18 |
Hive mind,
immunity to poison, petrification, and cold, resistance to electricity 10,
fire 10, and sonic 10, spell resistance 21, telepathy 100 ft. |
Saves: |
Fort +3, Ref +4,
Will +2 |
Fort +6, Ref +7,
Will +5 |
Fort +7, Ref +8,
Will +8 |
Abilities: |
Str 13, Dex 14,
Con 13, Int 6, Wis 10, Cha 9 |
Str 17, Dex 16,
Con 14, Int 10, Wis 12, Cha 11 |
Str 18, Dex 16,
Con 14, Int 11, Wis 16, Cha 19 |
Skills: |
Climb +10, Craft
(any one) +5, Hide +6, Listen +4, Search +2, Spot +4 |
Climb +10, Hide
+10, Jump +14, Listen +8, Move Silently +10, (+3 following tracks), Tumble
+12 |
Climb +13,
Diplomacy +6, Hide +12, Intimidate +13, Listen +12, Search +7, Spot +8,
Survival +1 Move Silently +12, Search +9, Sense Motive +12, Spot +12,
Survival +3 (+5 following tracks) |
Feats: |
Skill Focus
(Craft [selected skill]) |
Dodge,
Multiattack |
Dodge, Improved
Initiative, Multiattack |
Environment: |
A lawful-aligned plane |
A lawful-aligned plane |
A lawful-aligned plane |
Organization: |
Team (2–4) or
crew (7–18) |
Solitary, team
(2–4), or troop (6–11) |
Solitary (1 plus
1 dominated creature) or conscription team (2–4 plus 1 dominated creature per
team member) |
Challenge
Rating: |
1/2 |
3 |
7 |
Treasure: |
None |
None |
Standard |
Alignment: |
Always lawful
neutral |
Always lawful
neutral |
Always lawful
neutral |
Advancement: |
2–3 HD (Medium) |
5–8 HD (Medium);
9–12 HD (Large) |
7–9 HD (Medium);
10–12 HD (Large) |
Level
Adjustment: |
— |
— |
— |
|
Formian
Myrmarch |
Formian Queen |
|
Large Outsider (Lawful, Extraplanar) |
Large Outsider (Lawful, Extraplanar) |
Hit Dice: |
12d8+48 (102 hp) |
20d8+100 (190 hp) |
Initiative: |
+8 |
–5 |
Speed: |
50 ft. (10
squares) |
0 ft. |
Armor Class: |
28 (–1 size, +4
Dex, +15 natural), touch 13, flat-footed 24 |
23 (–1 size, +14
natural), touch 9, flat-footed 23 |
Base
Attack/Grapple: |
+12/+20 |
+20/+24 |
Attack: |
Sting +15 melee
(2d4+4 plus poison) or javelin +15 ranged (1d6+4) |
— |
Full Attack: |
Sting +15 melee
(2d4+4 plus poison) and bite +13 melee (2d6+2); or javelin +15/+10 ranged
(1d6+4) |
— |
Space/Reach: |
10 ft./5 ft. |
10 ft./5 ft. |
Special
Attacks: |
Poison,
spell-like abilities |
Spell-like
abilities, spells |
Special
Qualities: |
Fast healing 2,
hive mind, immunity to poison, petrification, and cold, resistance to
electricity 10, fire 10, and sonic 10, spell resistance 25 |
Fast healing 2,
hive mind, immunity to poison, petrification, and cold, resistance to
electricity 10, fire 10, and sonic 10, spell resistance 30, telepathy |
Saves: |
Fort +12, Ref
+12, Will +11 |
Fort +19, Ref —,
Will +19 |
Abilities: |
Str 19, Dex 18,
Con 18, Int 16, Wis 16, Cha 17 |
Str —, Dex —,
Con 20, Int 20, Wis 20, Cha 21 |
Skills: |
Climb +19,
Concentration +18, Diplomacy +20, Hide +15, Knowledge (any one) +18, Listen
+18, Move Silently +19, Search +18, Sense Motive +18, Spot +18, Survival +3
(+5 following tracks) |
Appraise +28,
Bluff +28, Concentration +28, Diplomacy +32, Disguise +5 (+7 acting),
Intimidate +30, Knowledge (any three) +28, Listen +30, Sense Motive +28,
Spellcraft +28 (+30 scrolls), Spot +30, Use Magic Device +28 (+30 scrolls) |
Feats: |
Dodge, Improved
Initiative, Mobility, Multiattack, Spring Attack |
Alertness,
Eschew MaterialsB, Great Fortitude, Improved Counterspell, Iron
Will, item creation feat (any one), Maximize Spell, Spell Focus (enchantment) |
Environment:
|
A lawful-aligned plane |
A lawful-aligned plane |
Organization: |
Solitary, team
(2–4), or platoon (1 plus 7–18 workers and 6–11 warriors) |
Hive (1 plus
100–400 workers, 11–40 warriors, 4–7 taskmasters with 1 dominated creature
each, and 5–8 myrmarchs) |
Challenge
Rating: |
10 |
17 |
Treasure: |
Standard |
Double standard |
Alignment: |
Always lawful
neutral |
Always lawful
neutral |
Advancement: |
13–18 HD
(Large); 19–24 HD (Huge) |
21–30 HD (Huge);
31–40 HD (Gargantuan) |
Level
Adjustment: |
— |
— |
A formian resembles
a cross between an ant and a centaur. All formians are covered in a
brownish-red carapace; size and appearance differs for each variety.
COMBAT
Formians are
generally aggressive, seeking to subdue all they encounter. If they perceive
even the slightest threat to their hive-city or to their queen, they attack
immediately and fight to the death. Any formian also attacks immediately if
ordered to do so by a superior.
Hive Mind (Ex): All formians within 50 miles of their
queen are in constant communication. If one is aware of a particular danger,
they all are. If one in a group is not flatfooted, none of them are. No formian
in a group is considered flanked unless all of them are.
WORKER
While workers
cannot speak, they can convey simple concepts (such as danger) by body
movements. Through the hive mind, however, they can communicate just
fine—although their intelligence still limits the concepts that they can grasp.
A worker is about
3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds.
Its hands are suitable only for manual labor.
Combat
Formian workers
fight only to defend their hive-cities, using their mandibled bite.
A formian worker’s
natural weapons, as well as any weapons it wields, are treated as
lawful-aligned for the purpose of overcoming damage reduction.
Cure Serious
Wounds (Sp): Eight workers together can heal a
creature’s wounds as though using the cure serious wounds spell (caster
level 7th). This is a full-round action for all eight workers.
Make Whole (Sp): Three workers together can repair an object as though
using the make whole spell (caster level 7th). This is a fullround
action for all three workers.
WARRIOR
Warriors
communicate through the hive mind to convey battle plans and make reports to
their commanders. They cannot speak otherwise.
A warrior is about
is about 5 feet long and about 4-1/2 feet high at the front. It weighs about
180 pounds.
Combat
Warriors are
wicked combatants, using claws, bite, and a poisonous sting all at once.
Through the hive mind, they attack with coordinated and extremely efficient
tactics.
A formian
warrior’s natural weapons, as well as any weapons it wields, are treated as
lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 14, initial and
secondary damage 1d6 Str. The save DC is Constitution-based.
TASKMASTER
These formians
communicate only telepathically and derive sustenance from the mental energies
of those they dominate.
A taskmaster is
about the same size as a warrior.
Combat
Taskmasters rely
on their dominated slaves to fight for them if at all possible. If necessary,
though, they can defend themselves with claws and a poison sting.
A formian
taskmaster’s natural weapons, as well as any weapons it wields, are treated as
lawful-aligned for the purpose of overcoming damage reduction.
Dominate
Monster (Su): A taskmaster
can use a dominate monster ability as the spell from a 10th-level caster
(Will DC 17 negates), although the subject may be of any kind and may be up to
Large size. Creatures that successfully save cannot be affected by the same
taskmaster’s dominate monster ability for 24 hours. A single taskmaster can
dominate up to four subjects at a time. The save DC is Charisma-based.
Dominated
Creature (Ex): A
taskmaster is never encountered alone. One dominated nonformian creature always
accompanies it (choose or determine randomly any creature of CR 4).
Poison (Ex): Injury, Fortitude DC 15, initial and
secondary damage 1d6 Str. The save DC is Constitution-based.
MYRMARCH
Myrmarchs are the
elite of formian society. Much more than those beneath them, these creatures
are individuals, with goals, desires, and creative thought.
A myrmarch is
about is about 7 feet long and about 5-1/2 feet high at the front. It weighs
about 1,500 pounds. Its claws are capable of fine manipulation, like human
hands. Each myrmarch wears a bronze helm to signify its position (the more
elaborate the helm, the more prestigious the position).
Myrmarchs speak
Formian and Common.
Combat
Myrmarchs’ claws
are like hands and thus serve no combat purpose.
Myrmarchs
occasionally employ javelins for ranged attacks, coated with poison from their
own stingers.
They fight
intelligently, aiding those under them (if any such are present) and commanding
them through the hive mind. If chaotic creatures are present, however, a
myrmarch is singleminded in its quest to destroy them.
A formian
myrmarch’s natural weapons, as well as any weapons it wields, are treated as
lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 20, initial and
secondary damage 2d6 Dex. The save DC is Constitution-based.
Spell-Like
Abilities: At will—charm
monster (DC 17), clairaudience/ clairvoyance, detect chaos, detect
thoughts (DC 15), magic circle against chaos, greater teleport; 1/day—dictum
(DC 20), order’s wrath (DC 17). Caster level 12th. The save DCs are
Charisma-based.
QUEEN
The
formian queen cannot move. With her telepathic abilities, though, she can send
instructions to and get reports from any formian within her range.
She is about 10
feet long, perhaps 4 feet high, and weighs about 3,500 pounds.
The queen speaks
Formian and Common, although she can communicate with any creature
telepathically.
Combat
The queen does not
fight. She has no ability to move. If necessary, a team of workers and
myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to
go. This sort of occurrence is very rare, however, and most of the time the
queen remains within her well-defended chambers.
Despite her utter
lack of physical activity, the queen can cast spells and use spell-like
abilities to great effect in her own defense as well as the defense of the
hive-city.
Spells: The queen casts arcane spells as a
17th-level sorcerer.
Typical
Sorcerer Spells Known (6/8/7/7/7/7/6/6/4, base save DC 15 + spell level): 0—acid
splash, arcane mark, daze, detect magic, light, mage hand, read magic,
resistance, touch of fatigue; 1st—comprehend languages, identify, mage
armor, magic missile, shield; 2nd— hypnotic pattern, invisibility,
protection from arrows, resist energy, scorching ray; 3rd—dispel magic,
heroism, nondetection, slow; 4th— confusion, detect scrying, black
tentacles, scrying; 5th—cone of cold, dismissal, teleport, wall of
force; 6th—analyze dweomer, geas/quest, repulsion; 7th—summon
monster VII, vision, waves of exhaustion; 8th—prismatic wall, temporal
stasis.
Spell-Like
Abilities:
At will—calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance,
detect chaos, detect thoughts, dictum (DC 22), divination, hold monster (DC
20), magic circle against chaos, order’s wrath (DC 19), shield of law
(DC 23), true seeing. Caster level 17th. The save DCs are
Charisma-based.
Telepathy
(Su): The
queen can communicate telepathically with any intelligent creature within 50
miles whose presence she is
aware of.
FROST WORM
|
Huge Magical
Beast (Cold) |
Hit Dice: |
14d10+70 (147
hp) |
Initiative: |
+4 |
Speed: |
30 ft. (6
squares), burrow 10 ft. |
Armor Class: |
18 (–2 size, +10
natural), touch 8, flat-footed 18 |
Base
Attack/Grapple: |
+14/+30 |
Attack: |
Bite +21 melee
(2d8+12 plus 1d8 cold) |
Full Attack: |
Bite +21 melee
(2d8+12 plus 1d8 cold) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Trill, cold,
breath weapon |
Special
Qualities: |
Darkvision 60
ft., death throes, immunity to cold, low-light vision, vulnerability to fire |
Saves: |
Fort +14, Ref
+9, Will +6 |
Abilities: |
Str 26, Dex 10,
Con 20, Int 2, Wis 11, Cha 11 |
Skills: |
Hide +3*, Listen
+5, Spot +5 |
Feats: |
Alertness,
Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus
(bite) |
Environment: |
Cold plains |
Organization: |
Solitary |
Challenge
Rating: |
12 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
15–21 HD (Huge);
22–42 HD (Gargantuan) |
Level
Adjustment: |
— |
A frost worn
cannot burrow through stone, but can manage ice and frozen earth. When moving
through such hard materials it leaves behind a usable tunnel about 5 feet in
diameter.
A frost worm is
about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.
COMBAT
Frost worms lurk
under the snow, waiting for prey to come near.
They begin an
attack with a trill and then set upon helpless prey with their bite.
Trill (Su): A frost worm can emit a noise that forces
its prey to stand motionless. This sonic mind-affecting compulsion affects all
creatures other than frost worms within a 100-foot radius. Creatures must
succeed on a DC 17 Will save or be stunned for as long as the worm trills and
for 1d4 rounds thereafter, even if they are attacked. However, if attacked or
violently shaken (a full-round action), a victim is allowed another saving
throw. Once a creature has resisted or broken the effect, it cannot be affected
again by that same frost worm’s trill for 24 hours. The effect’s caster level
is 14th. The save DC is Charisma-based.
Cold (Ex): A frost worm’s body generates intense
cold, causing opponents to take an extra 1d8 points of cold damage every time
the creature succeeds on a bite attack. Creatures attacking a frost worm
unarmed or with natural weapons take this same cold damage each time one of
their attacks hits.
Breath Weapon
(Su): 30-foot cone, once
per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the
frost worm’s trill get no saving throw. The save DC is Constitution-based.
Death Throes
(Ex): When killed, a frost
worm turns to ice and shatters in an explosion that deals 12d6 points of cold
damage and 8d6 points of piercing damage to everything within 100 feet (Reflex
half DC 22). The save DC is Constitution-based.
Skills: *A frost worm, due to its coloration and
its affinity for burying itself in the snow, has a +10 racial bonus on Hide
checks in its native environment.
FUNGUS
|
Shrieker |
Violet Fungus |
|
Medium Plant |
Medium Plant |
Hit Dice: |
2d8+2 (11 hp) |
2d8+6 (15 hp) |
Initiative: |
–5 |
–1 |
Speed: |
0 ft. |
10 ft. (2
squares) |
Armor Class: |
8 (–5 Dex, +3
natural), touch 5, flat-footed 8 |
13 (–1 Dex, +4
natural), touch 9, flat-footed 13 |
Base
Attack/Grapple: |
+1/–4 |
+1/+3 |
Attack: |
— |
Tentacle +3
melee (1d6+2 plus poison) |
Full Attack: |
— |
4 tentacles +3
melee (1d6+2 plus poison) |
Space/Reach: |
5 ft./0 ft. |
5 ft./10 ft. |
Special
Attacks: |
Shriek |
Poison |
Special
Qualities: |
Low-light
vision, plant traits |
Low-light
vision, plant traits |
Saves: |
Fort +4, Ref —,
Will –4 |
Fort +6, Ref –1,
Will +0 |
Abilities: |
Str —, Dex —,
Con 13, Int —, Wis 2, Cha 1 |
Str 14, Dex 8,
Con 16, Int —, Wis 11, Cha 9 |
Skills: |
— |
— |
Feats: |
— |
— |
Environment: |
Underground |
Underground |
Organization: |
Solitary or
patch (3–5) |
Solitary, patch
(2–4), or mixed patch (2–4 violet fungi and 3–5 shriekers) |
Challenge
Rating: |
1 |
3 |
Treasure: |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Advancement: |
3 HD (Medium) |
3–6 HD (Medium) |
Level
Adjustment: |
— |
— |
COMBAT
Shriekers and
violet fungi often work together to attract and kill prey. When the shriekers’
hellish racket attracts a curious creature, the violet fungus tries to kill it.
Both creatures enjoy the fruits of a successful hunt.
SHRIEKER
A shrieker is a
stationary fungus that emits a loud noise to attract prey or when disturbed.
Shriekers live in dark, subterranean places, often in the company of violet
fungi, whose poison they are immune to.
Shriekers come in
of shades of purple.
Combat
A shrieker has no
means of attack. Instead, it lures prey to its vicinity by emitting a loud
noise.
Shriek (Ex): Movement or a light source within 10 feet
of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3
rounds. The sound attracts nearby creatures that are disposed to investigate
it. Some creatures that live near shriekers come to learn that the fungus’s
noise means there is food nearby.
VIOLET FUNGUS
Violet fungi
resemble shriekers and are often found growing among them.
A violet fungi’s
coloration ranges from purple overall to dull gray or violet covered with
purple spots.
Combat
A violet fungus
flails about with its tentacles at living creatures that come within its reach.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.