his material is Open Game Content, and is
licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (H-I)
HAG
Although different
hags are unique in appearance and mannerism, they have many aspects in common.
All take the form of crones whose bent shapes belie their fierce power and
swiftness.
Hags speak Giant
and Common.
COMBAT
Hags are
tremendously strong. They are naturally resistant to spells and can cast magic
of their own. Hags often gather to form coveys. A covey, usually containing one
hag of each type, can use powers beyond those of the individual members.
ANNIS
|
Large Monstrous
Humanoid |
Hit Dice: |
7d8+14 (45 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
20 (–1 size, +1
Dex, +10 natural), touch 10, flat-footed 19 |
Base
Attack/Grapple: |
+7/+18 |
Attack: |
Claw +13 melee
(1d6+7) |
Full Attack: |
2 claws +13
melee (1d6+7) and bite +8 melee (1d6+3) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Improved grab,
rake 1d6+7, rend 2d6+10, spell-like abilities |
Special
Qualities: |
Damage reduction
2/bludgeoning, darkvision 60 ft., spell resistance 19 |
Saves: |
Fort +6, Ref +6,
Will +6 |
Abilities: |
Str 25, Dex 12,
Con 14, Int 13, Wis 13, Cha 10 |
Skills: |
Bluff +8,
Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2, Listen +10,
Spot +10 |
Feats: |
Alertness,
Blind-Fight, Great Fortitude |
Environment: |
Cold marshes |
Organization: |
Solitary or
covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants) |
Challenge
Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
By character
class |
Level
Adjustment: |
— |
An annis commonly
uses its disguise self ability to take the form of an exceptionally tall
human, a fair giant, or an ogre.
An annis stands
some 8 feet tall and weighs about 325 pounds.
Combat
Though physically
powerful, these hags do not favor simple assaults but try to divide and confuse
their foes before combat. They love to pose as commoners or gentlefolk to lull
their victims into a sense of false security before they attack.
Improved Grab
(Ex): To use this ability,
an annis must hit a Large or smaller opponent with a claw attack. It can then
attempt to start a grapple as a free action without provoking an attack of
opportunity.
Rake (Ex): Attack bonus +13 melee, damage 1d6+7. An
annis can attack a grappled foe with both claws at no penalty.
Rend (Ex): An annis that hits with both claw attacks
latches onto the opponent’s body and tears the flesh. This attack automatically
deals an extra 2d6+10 points of damage.
Spell-Like
Abilities: 3/day—disguise
self, fog cloud. Caster level 8th.
GREEN HAG
|
Medium Monstrous
Humanoid |
Hit Dice: |
9d8+9 (49 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares), swim 30 ft. |
Armor Class: |
22 (+1 Dex, +11
natural), touch 11, flat-footed 21 |
Base
Attack/Grapple: |
+9/+13 |
Attack: |
Claw +13 melee
(1d4+4) |
Full Attack: |
2 claws +13
melee (1d4+4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, weakness, mimicry |
Special
Qualities: |
Darkvision 90
ft., spell resistance 18 |
Saves: |
Fort +6, Ref +7,
Will +7 |
Abilities: |
Str 19, Dex 12,
Con 12, Int 13, Wis 13, Cha 14 |
Skills: |
Concentration
+7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11 Swim +12 |
Feats: |
Alertness,
Blind-Fight, Combat Casting, Great Fortitude |
Environment: |
Temperate
marshes |
Organization: |
Solitary or
covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants) |
Challenge
Rating: |
5 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
By character
class |
Level
Adjustment: |
— |
Green hags are
found in desolate swamps and dark forests.
A green hag is
about the same height and weight as a female human.
Combat
Green hags prefer
to attack from hiding, usually after distracting foes. They often use
darkvision to their advantage by attacking during moonless nights.
Spell-Like
Abilities: At will—dancing
lights, disguise self, ghost sound (DC 12), invisibility, pass without
trace, tongues, water breathing. Caster level 9th. The save DC is
Charisma-based.
Weakness (Su): A green hag can weaken a foe by making a
special touch attack. The opponent must succeed on a DC 16 Fortitude save or
take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry (Ex): A green hag can imitate the sounds of
almost any animal found near its lair.
Skills: A green hag 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.
SEA HAG
|
Medium Monstrous
Humanoid (Aquatic) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares), swim 40 ft. |
Armor Class: |
14 (+1 Dex, +3
natural), touch 11, flat-footed 13 |
Base
Attack/Grapple: |
+3/+7 |
Attack: |
Claw +7 melee
(1d4+4) |
Full Attack: |
2 claws +7 melee
(1d4+4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Horrific
appearance, evil eye |
Special
Qualities: |
Amphibious,
spell resistance 14 |
Saves: |
Fort +2, Ref +4,
Will +4 |
Abilities: |
Str 19, Dex 12,
Con 12, Int 10, Wis 13, Cha 14 |
Skills: |
Craft or
Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12 |
Feats: |
Alertness,
Toughness |
Environment: |
Temperate
aquatic |
Organization: |
Solitary or
covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants) |
Challenge
Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
By character
class |
Level
Adjustment: |
— |
The sea hag is
found in the water of seas or overgrown lakes.
A sea hag is about
the same height and weight as a female human.
Combat
Sea hags are not
subtle and prefer a direct approach to combat.
They usually
remain in hiding until they can affect as many foes as possible with their
horrific appearance.
Horrific
Appearance (Su): The sight
of a sea hag is so revolting that anyone (other than another hag) who sets eyes
upon one must succeed on a DC 13 Fortitude save or instantly be weakened,
taking 2d6 points of Strength damage. This damage cannot reduce a victim’s
Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures
that are affected by this power or that successfully save against it cannot be
affected again by the same hag’s horrific appearance for 24 hours. The save DC
is Charisma-based.
Evil Eye (Su): Three times per day, a sea hag can cast its
dire gaze upon any single creature within 30 feet. The target must succeed on a
DC 13 Will save or be dazed for three days, although remove curse or dispel
evil can restore sanity sooner. In addition, an affected creature must
succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity
to fear effects are not affected by the sea hag’s evil eye. The save DCs are
Charisma-based.
Amphibious
(Ex): Although sea hags
are aquatic, they can survive indefinitely on land.
Skills: A sea hag 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.
HAG COVEY
From time to time,
a trio of hags gathers as a covey. Usually this foul triune includes one hag of
each type, but this is not always the case.
Combat
Hags in a covey
rely on deception and their boosted magical abilities in combat.
A covey of hags is
80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding.
These minions are often disguised with a veil spell to appear less
threatening and sent forth as spies. Such minions often (60%) carry magic
stones known as hag eyes (see below).
Spell-Like
Abilities: 3/day—animate
dead, bestow curse (DC 17), control weather, dream, forcecage, mind
blank, mirage arcana (DC 18), polymorph, veil (DC 19), vision. Caster
level 9th. The save DCs are based on a Charisma score of 16. To use one of
these abilities (which requires a full-round action), all three hags must be
within 10 feet of one another, and all must participate.
Once per month, a
covey that does not have a hag eye can create one from a gem worth at
least 20 gp (see below).
Hag Eye
A hag eye is
a magic gem created by a covey. It appears to be nothing more than a
semiprecious stone, but a gem of seeing or other such effect reveals it
as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or
other adornment. Any of the three hags who created the hag eye can see
through it whenever they wish, so long as it is on the same plane of existence
as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag
eye deals 1d10 points of damage to each member of the covey and causes the
one who sustained the greatest damage to be blinded for 24 hours.
HALF-CELESTIAL
No matter the
form, half-celestials are always comely and delightful to the senses, having golden
skin, sparkling eyes, angelic wings, or some other sign of their higher nature.
CREATING A HALF-CELESTIAL
“Half-celestial”
is an inherited template that can be added to any living, corporeal creature
with an Intelligence score of 4 or higher and nonevil alignment (referred to
hereafter as the base creature).
A half-celestial
uses all the base creature’s statistics and special abilities except as noted
here.
Size and Type: The creature’s type changes to outsider.
Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size
is unchanged. Half-celestials are normally native outsiders.
Speed: A half-celestial has feathered wings and
can fly at twice the base creature’s base land speed (good maneuverability). If
the base creature has a fly speed, use that instead.
Armor Class: Natural armor improves by +1 (this stacks
with any natural armor bonus the base creature has).
Special
Attacks: A half-celestial
retains all the special attacks of the base creature and also gains the
following special abilities.
Daylight (Su): Half-celestials can use a daylight effect
(as the spell) at will.
Smite Evil
(Su): Once per day a
half-celestial can make a normal melee attack to deal extra damage equal to its
HD (maximum of +20) against an evil foe.
Spell-Like
Abilities: A
half-celestial with an Intelligence or Wisdom score of 8 or higher has two or
more spell-like abilities, depending on its Hit Dice, as indicated on the table
below. The abilities are cumulative
Unless otherwise
noted, an ability is usable once per day. Caster level equals the creature’s
HD, and the save DC is Charisma-based.
HD |
Abilities |
1–2 |
Protection
from evil 3/day, bless |
3–4 |
Aid, detect
evil |
5–6 |
Cure serious
wounds, neutralize poison |
7–8 |
Holy smite,
remove disease |
9–10 |
Dispel evil |
11–12 |
Holy word |
13–14 |
Holy aura 3/day, hallow |
15–16 |
Mass charm
monster |
17–18 |
Summon
monster IX (celestials
only) |
19–20 |
Resurrection |
Special
Qualities: A
half-celestial has all the special qualities of the base creature, plus the
following special qualities.
—Darkvision out to
60 feet.
—Immunity to
disease.
—Resistance to
acid 10, cold 10, and electricity 10.
—Damage reduction:
5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A
half-celestial’s natural weapons are treated as magic weapons for the purpose
of overcoming damage reduction.
—Spell resistance
equal to creature’s HD + 10 (maximum 35).
— +4 racial bonus
on Fortitude saves against poison.
Abilities: Increase from the base creature as
follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
Skills: A half-celestial gains skill points as an
outsider and has skill points equal to (8 + Int modifier) x (HD +3). Do not
include Hit Dice from class levels in this calculation—the half-celestial gains
outsider skill points only for its racial Hit Dice, and gains the normal amount
of skill points for its class levels. Treat skills from the base creature’s
list as class skills, and other skills as cross-class.
Challenge
Rating: HD 5 or less, as
base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base
creature +3.
Alignment: Always good (any).
Level
Adjustment: Same as base
creature +4.
HALF-DRAGON
Half-dragon
creatures are always more formidable than others of their kind that do not have
dragon blood, and their appearance betrays their nature—scales, elongated
features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have
wings.
CREATING A HALF-DRAGON
“Half-dragon” is
an inherited template that can be added to any living, corporeal creature
(referred to hereafter as the base creature).
A half-dragon uses
all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to dragon.
Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice: Increase base creature’s racial HD by one
die size, to a maximum of d12. Do not increase class HD.
Speed: A half-dragon that is Large or larger has
wings and can fly at twice its base land speed (maximum 120 ft.) with average
maneuverability. A half-dragon that is Medium or smaller does not have wings.
Armor Class: Natural armor improves by +4.
Attack: A half-dragon has two claw attacks and a
bite attack, and the claws are the primary natural weapon. If the base creature
can use weapons, the half-dragon retains this ability. A half-dragon fighting
without weapons uses a claw when making an attack action. When it has a weapon,
it usually uses the weapon instead.
Full Attack: A half-dragon fighting without weapons
uses both claws and its bite when making a full attack. If armed with a weapon,
it usually uses the weapon as its primary attack and its bite as a natural
secondary attack. If it has a hand free, it uses a claw as an additional
natural secondary attack.
Damage: Half-dragons have bite and claw attacks.
If the base creature does not have these attack forms, use the damage values in
the table below. Otherwise, use the values below or the base creature’s damage
values, whichever are greater.
Size |
Bite Damage |
Claw Damage |
Fine |
1 |
— |
Diminutive |
1d2 |
1 |
Tiny |
1d3 |
1d2 |
Small |
1d4 |
1d3 |
Medium |
1d6 |
1d4 |
Large |
1d8 |
1d6 |
Huge |
2d6 |
1d8 |
Gargantuan |
3d6 |
2d6 |
Colossal |
4d6 |
3d6 |
Special
Attacks: A half-dragon
retains all the special attacks of the base creature and gains a breath weapon
based on the dragon variety (see the table below), usable once per day. A
half-dragon’s breath weapon deals 6d8 points of damage. A successful Reflex
save (DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s Con modifier) reduces
damage by half.
Dragon Variety |
Breath Weapon |
Black |
60-foot line of
acid |
Blue |
60-foot ine of
lightning |
Green |
30-foot cone of
corrosive (acid) gas |
Red |
30-foot cone of
fire |
White |
30-foot cone of
cold |
Brass |
60-foot line of
fire |
Bronze |
60-foot line of
lightning |
Copper |
60-foot line of
acid |
Gold |
30-foot cone of
fire |
Silver |
30-foot cone of
cold |
Special
Qualities: A half-dragon
has all the special qualities of the base creature, plus darkvision out to 60
feet and low-light vision. A half-dragon has immunity to sleep and
paralysis effects, and an additional immunity based on its dragon variety.
Dragon
Variety |
Immunity |
Dragon
Variety |
Immunity |
Black |
Acid |
Brass |
Fire |
Blue |
Electricity |
Bronze |
Electricity |
Green |
Acid |
Copper |
Acid |
Red |
Fire |
Gold |
Fire |
White |
Cold |
Silver |
Cold |
Abilities: Increase from the base creature as
follows: Str +8, Con +2, Int +2, Cha +2.
Skills: A half-dragon gains skill points as a
dragon and has skill points equal to (6 + Int modifier) x (HD + 3). Do not
include Hit Dice from class levels in this calculation—the half-dragon gains
dragon skill points only for its racial Hit Dice, and gains the normal amount
of skill points for its class levels. Treat skills from the base creature’s
list as class skills, and other skills as cross-class.
Environment: Same as either the base creature or the
dragon variety.
Challenge
Rating: Same as the base
creature + 2 (minimum 3).
Alignment: Same as the dragon variety.
Level
Adjustment: Same as base
creature +3.
HALF-FIEND
No matter its
form, a half-fiend is always hideous to behold, having dark scales, horns,
glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it
is tainted with evil.
CREATING A HALF-FIEND
“Half-fiend” is an
inherited template that can be added to any living, corporeal creature with an
Intelligence score of 4 or more and nongood alignment (referred to hereafter as
the base creature).
A half-fiend uses
all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do
not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.
Half-fiends are normally native outsiders.
Speed: A half-fiend has bat wings. Unless the
base creature has a better fly speed, the creature can fly at the base
creature’s base land speed (average maneuverability).
Armor Class: Natural armor improves by +1 (this stacks
with any natural armor bonus the base creature has).
Attack: A half-fiend has two claw attacks and a
bite attack, and the claws are the primary natural weapon. If the base creature
can use weapons, the half-fiend retains this ability. A half-fiend fighting
without weapons uses a claw when making an attack action. When it has a weapon,
it usually uses the weapon instead.
Full Attack: A half-fiend fighting without weapons uses
both claws and its bite when making a full attack. If armed with a weapon, it
usually uses the weapon as its primary attack and its bite as a natural
secondary attack. If it has a hand free, it uses a claw as an additional
natural secondary attack.
Damage: Half-fiends have bite and claw attacks. If
the base creature does not have these attack forms, use the damage values in
the table below. Otherwise, use the values below or the base creature’s damage
values, whichever are greater.
Size |
Bite Damage |
Claw Damage |
Fine |
1 |
— |
Diminutive |
1d2 |
1 |
Tiny |
1d3 |
1d2 |
Small |
1d4 |
1d3 |
Medium |
1d6 |
1d4 |
Large |
1d8 |
1d6 |
Huge |
2d6 |
1d8 |
Gargantuan |
3d6 |
2d6 |
Colossal |
4d6 |
3d6 |
Special
Attacks: A half-fiend
retains all the special attacks of the base creature and 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
(maximum of +20) against a good foe.
Spell-Like
Abilities: A half-fiend with an Intelligence or Wisdom score of 8 or higher has
spell-like abilities depending on its Hit Dice, as indicated on the table
below. The abilities are cumulative. Unless otherwise noted, an ability
is usable once per day. Caster level equals the creature’s HD, and the save DC
is Charisma-based.
HD |
Abilities |
1–2 |
Darkness 3/day |
3–4 |
Desecrate |
5–6 |
Unholy blight |
7–8 |
Poison 3/day |
9–10 |
Contagion |
11–12 |
Blasphemy |
13–14 |
Unholy aura 3/day, unhallow |
15–16 |
Horrid
wilting |
17–18 |
Summon
monster IX (fiends only) |
19–20 |
Destruction |
Special
Qualities: A half-fiend
has all the special qualities of the base creature, plus the following special
qualities.
—Darkvision out to
60 feet.
—Immunity to
poison.
—Resistance to
acid 10, cold 10, electricity 10, and fire 10.
—Damage reduction:
5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A half-fiend’s
natural weapons are treated as magic weapons for the purpose of overcoming
damage reduction.
—Spell resistance
equal to creature’s HD + 10 (maximum 35).
Abilities: Increase from the base creature as
follows: Str +4, Dex +4, Con +2, Int +4, Cha +2.
Skills: A half-fiend gains skill points as an
outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include Hit Dice from class
levels in this calculation—the half-fiend gains outsider skill points only for
its racial Hit Dice, and gains the normal amount of skill points for its class
levels. Treat skills from the base creature’s list as class skills, and other
skills as cross-class.
Challenge
Rating: HD 4 or less, as
base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base
creature +3.
Alignment: Always evil (any).
Level
Adjustment: +4.
HALFLING
|
Halfling, 1st-Level Warrior |
|
Small Humanoid
(Halfling) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
16 (+1 size, +1
Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15 |
Base
Attack/Grapple: |
+1/–3 |
Attack: |
Longsword +3
melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20) |
Full Attack: |
Longsword +3
melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Halfling traits |
Special
Qualities: |
Halfling traits |
Saves: |
Fort +4, Ref +2,
Will +0 |
Abilities: |
Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 8 |
Skills: |
Climb +2, Hide
+4, Jump –4, Listen +3, Move Silently +1 |
Feats: |
Weapon Focus
(longsword) |
Environment: |
Warm plains (Deep halfling:
Warm hills) (Tallfellow:
Temperate forests) |
Organization: |
Company (2–4),
squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or
band (30–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults,
5 5th-level lieutenants, 3 7th-level captains, 6–10 dogs, and 2–5 riding
dogs) |
Challenge
Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
By character
class |
Level
Adjustment: |
+0 |
Halflings stand
about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown
or black eyes. Halfling men often have long sideburns, but beards are rare
among them and mustaches almost unseen. Halflings prefer simple, comfortable,
and practical clothes. Unlike members of most races, they prefer actual comfort
to shows of wealth. Halflings reach adulthood in their early twenties and
generally live into the middle of their second century. Halflings speak
Halfling and Common.
Most halflings
encountered outside their home are warriors; the information in the statistics
block is for one of 1st level.
COMBAT
Halflings prefer
to fight defensively, usually hiding and launching ranged attacks as the foe
approaches. Their tactics are very much like those of elves but place more
emphasis on cover and concealment and less on mobility.
Halfling Traits
(Ex): Halflings possess
the following racial traits.
— +2 Dexterity,
–2 Strength.
—Small size. +1
bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4
penalty on grapple checks, lifting and carrying limits 3/4 those of Medium
characters.
—A halfling’s base
land speed is 20 feet.
— +2 racial bonus
on Climb, Jump, and Move Silently checks.
— +1 racial bonus
on all saving throws.
— +2 morale bonus
on saving throws against fear. This bonus stacks with the halfling’s +1 bonus
on saving throws in general.
— +1 racial bonus
on attack rolls with thrown weapons and
slings.
— +2 racial bonus
on Listen checks.
—Automatic
Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin,
Orc.
—Favored Class:
Rogue.
The halfling
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 information
above is for the lightfoot halfling, the most common halfling variety. There
are two other major halfling subraces, which differ from lightfoot halflings as
follows.
Tallfellows are
somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and
weigh between 30 and 35 pounds. They generally speak Elven in addition to Common
and Halfling.
Tallfellow
Traits (Ex): These traits
are in addition to the lightfoot halfling traits, except where noted.
— +2 racial
bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely
passes within 5 feet of a secret or concealed door is entitled to a Search
check as though actively looking for it. This trait replaces the lightfoot’s +2
bonus on Listen checks.
—Tallfellows are
less athletic than lightfoot halflings and do not have a racial bonus on Climb,
Jump, and Move Silently checks.
These halflings
are shorter and stockier than the more common lightfeet.
Deep halflings are
about 2-1/2 tall and weigh between 30 and 35 pounds. Deep halflings speak
Dwarven fluently.
Deep Halfling
Traits (Ex): These traits
are in addition to the lightfoot halfling traits, except where noted.
—Darkvision out to
60 feet.
—Stonecunning:
Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual
stonework. Something that isn’t stone but that is disguised as stone also
counts as unusual stonework. A deep halfling who merely comes within 10 feet of
unusual stonework can make a check as though actively searching and can use the
Search skill to find stonework traps as a rogue can. A deep halfling can also
intuit depth, sensing the approximate distance underground as naturally as a
human can sense which way is up.
— +2 racial bonus
on Appraise checks and Craft checks that are related to stone or metal.
—Deep halflings
are less athletic than lightfoot halflings and do not have a racial bonus on
Climb, Jump, and Move Silently checks.
HARPY
|
Harpy |
Harpy Archer, 7th-Level Fighter |
|
Medium Monstrous
Humanoid |
Medium
Monstrous Humanoid |
Hit Dice: |
7d8 (31 hp) |
7d8
+ 7d10 + 28 (103 hp) |
Initiative: |
+2 |
+9 |
Speed: |
20 ft. (4
squares), fly 80 ft. (average) |
20
ft. (4 squares), fly 80 ft. (average) |
Armor Class: |
13 (+2 Dex, +1
natural), touch 12, flat-footed 11 |
AC
23 (+5 Dex, +1 natural, +6 +3 studded leather, +1 ring of
protection +1), touch 16, flat-footed 18 |
Base
Attack/Grapple: |
+7/+7 |
+14/+15 |
Attack: |
Club +7 melee
(1d6) |
+1
frost composite longbow (+1 Str bonus) +22 ranged (1d8+4/19–20/×3 plus 1d6 cold) or
claw +15 melee (1d3+1) |
Full Attack: |
Club +7/+2 melee
(1d6) and 2 claws +2 melee (1d3) |
+1
frost composite longbow (+1 Str bonus) +22/+17/+12 ranged (1d8+4/19–20/×3 plus 1d6
cold) or 2 claws +15 melee (1d3+1) |
Space/Reach: |
5 ft./5 ft. |
5
ft./5 ft. |
Special
Attacks: |
Captivating song |
Captivating
song |
Special
Qualities: |
Darkvision 60
ft. |
Darkvision
60 ft. |
Saves: |
Fort +2, Ref +7,
Will +6 |
Fort
+11, Ref +14, Will +11 |
Abilities: |
Str 10, Dex 15,
Con 10, Int 7, Wis 12, Cha 17 |
Str
12, Dex 20, Con 14, Int 6, Wis 11, Cha 19 |
Skills: |
Bluff +11,
Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3 |
Bluff
+11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5 |
Feats: |
Dodge, Flyby
Attack, Persuasive |
Alertness,
Improved Critical (composite longbow), Improved Initiative, Iron Will,
Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow),
Weapon Specialization (composite longbow) |
Environment: |
Temperate
marshes |
Temperate
marshes |
Organization: |
Solitary, pair,
or flight (7–12) |
Solitary |
Challenge
Rating: |
4 |
11 |
Treasure: |
Standard |
Standard
(including equipment) |
Alignment: |
Usually chaotic
evil |
Usually
chaotic evil |
Advancement: |
By character
class |
By
character class |
Level
Adjustment: |
+3 |
+3 |
Harpies like to
entrance hapless travelers with their magical songs and lead them to
unspeakable torments. Only when a harpy has finished playing with its new
“toys” will it release them from suffering by killing and consuming them.
COMBAT
When a harpy engages
in battle, it prefers to use Flyby Attack and strike with a melee weapon.
Captivating
Song (Su): The most
insidious ability of the harpy is its song. When a harpy sings, all creatures
(other than harpies) within a 300-foot spread must succeed on a DC 16 Will save
or become captivated. This is a sonic mind-affecting charm effect. A creature
that successfully saves cannot be affected again by the same harpy’s song for
24 hours. The save DC is Charisma-based.
A captivated
victim walks toward the harpy, taking the most direct route available. If the
path leads into a dangerous area (through flame, off a cliff, or the like),
that creature gets a second saving throw. Captivated creatures can take no
actions other than to defend themselves. (Thus, a fighter cannot run away or
attack but takes no defensive penalties.) A victim within 5 feet of the harpy
stands there and offers no resistance to the monster’s attacks. The effect
continues for as long as the harpy sings and for 1 round thereafter. A bard’s
countersong ability allows the captivated creature to attempt a new Will save.
Skills: Harpies have a +4 racial bonus on Bluff
and Listen checks.
HARPY ARCHER
A cruel hunter and roaming brigand, the harpy archer
has trained as a fighter specializing in ranged combat. Harpy archers often
become mercenaries, selling their services to the highest bidder. When not
employed, they make ends meet as highway robbers, forcing merchant caravans to
pay protection money.
COMBAT
Captivating Song (Su): Will DC 17 negates.
Possessions: +3 studded leather, +1 frost composite
longbow (+1 Str bonus), 10
cold iron arrows, 10 silvered arrows, 5 +2 arrows, lesser bracers of
archery, potion of cure moderate wounds, potion of cat’s grace, cloak of
resistance +2, ring of protection +1. (Different harpy archers may have
different possessions.)
HELL HOUND
|
Hellhound |
Nessian
Warhound |
|
Medium Outsider
(Evil, Extraplanar, Fire, Lawful) |
Large
Outsider (Evil, Extraplanar, Fire, Lawful) |
Hit Dice: |
4d8+4 (22 hp) |
12d8+60
(114 hp) |
Initiative: |
+5 |
+6 |
Speed: |
40 ft. (8
squares) |
40
ft. (8 squares) |
Armor Class: |
16 (+1 Dex, +5
natural), touch 11, flat-footed 15 |
24
(–1 size, +2 Dex, +7 natural, +6 +2 chain shirt barding), touch 11,
flat-footed 22 |
Base
Attack/Grapple: |
+4/+5 |
+12/+24 |
Attack: |
Bite +5 melee
(1d8+1 plus 1d6 fire) |
Bite
+20 melee (2d6+12/19–20 plus 1d8 fire) |
Full Attack: |
Bite +5 melee
(1d8+1 plus 1d6 fire) |
Bite
+20 melee (2d6+12/19–20 plus 1d8 fire) |
Space/Reach: |
5 ft./5 ft. |
10
ft./10 ft. |
Special
Attacks: |
Breath weapon,
fiery bite |
Breath
weapon, fiery bite |
Special
Qualities: |
Darkvision 60
ft., immunity to fire, scent, vulnerability to cold |
Darkvision
60 ft., immunity to fire, scent, vulnerability to cold |
Saves: |
Fort +5, Ref +5,
Will +4 |
Fort
+13, Ref +10, Will +9 |
Abilities: |
Str 13, Dex 13,
Con 13, Int 6, Wis 10, Cha 6 |
Str
26, Dex 14, Con 20, Int 4, Wis 12, Cha 6 |
Skills: |
Hide +13, Jump
+12, Listen +7, Move Silently +13, Spot +7, Survival +7* |
Hide
+17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8*, Tumble
+3 |
Feats: |
Improved
Initiative, Run, TrackB |
Alertness,
Improved Critical (bite), Improved Initiative, Track, Weapon Focus (bite) |
Environment: |
A lawful evil-aligned plane |
A
lawful evil plane |
Organization: |
Solitary, pair,
or pack (5–12) |
Solitary,
pair, or pack (1–2 Nessian warhounds and 5–12 hell hounds) |
Challenge
Rating: |
3 |
9 |
Treasure: |
None |
+2
chain shirt barding |
Alignment: |
Always lawful
evil |
Always
lawful evil |
Advancement: |
5–8 HD (Medium);
9–12 HD (Large) |
13–17
HD (Large); 18–24 HD (Huge) |
Level
Adjustment: |
+3 (cohort) |
+4
(cohort) |
A typical hell
hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.
Hell hounds do not
speak but understand Infernal.
COMBAT
Hell hounds are
efficient hunters. A favorite pack tactic is to surround prey quietly, then
attack with one or two hounds, driving it toward the rest with their fiery
breath. If the prey doesn’t run, the pack closes in. Hell hounds track fleeing
prey relentlessly.
A hell hound’s
natural weapons, as well as any weapons it wields, are treated as evil-aligned
and lawful-aligned
for the purpose of overcoming damage reduction.
Breath Weapon
(Su): 10-foot cone, once
every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is
Constitution-based.
Fiery Bite
(Su): A hell hound deals
an extra 1d6 points of fire damage every time it bites an opponent, as if its
bite were a flaming weapon.
Skills: Hell hounds have a +5 racial bonus on Hide
and Move Silently checks.
*They also receive
a +8 racial bonus on Survival checks when tracking by scent, due to their keen
sense of smell.
NESSIAN WARHOUND
Nessian warhounds are coalblack
mastiffs the size of draft horses, often fitted with shirts of infernal
chainmail.
Nessian warhounds resemble hell
hounds, except as otherwise noted.
Breath Weapon (Su): 10-foot cone, once every
2d4 rounds, damage 3d6 fire, Reflex DC 21 half. The save DC is Constitution-
based.
Fiery
Bite (Su): A
Nessian warhound deals an extra 1d8 points of fire d a m a g e every time it
bites an opponent, as if its bite were a flaming weapon.
HIPPOGRIFF
|
Large Magical
Beast |
Hit Dice: |
3d10+9 (25 hp) |
Initiative: |
+2 |
Speed: |
50 ft. (10
squares), fly 100 ft. (average) |
Armor Class: |
15 (–1 size, +2
Dex, +4 natural), touch 11, flat-footed 13 |
Base
Attack/Grapple: |
+3/+11 |
Attack: |
Claw +6 melee
(1d4+4) |
Full Attack: |
2 claws +6 melee
(1d4+4) and bite +1 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft., low-light vision, scent |
Saves: |
Fort +6, Ref +5,
Will +2 |
Abilities: |
Str 18, Dex 15,
Con 16, Int 2, Wis 13, Cha 8 |
Skills: |
Listen +4, Spot
+8 |
Feats: |
Dodge, Wingover |
Environment: |
Temperate hills |
Organization: |
Solitary, pair,
or flight (7–12) |
Challenge
Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4–6 HD (Large);
7–9 HD (Huge) |
Level
Adjustment: |
— |
Hippogriffs are
aggressive flying creatures that combine features of horses and giant eagles.
Voracious omnivores, hippogriffs will hunt humanoids as readily as any other
meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and
weighs 1,000 pounds.
COMBAT
Hippogriffs dive
at their prey and strike with their clawed forelegs. When they cannot dive,
they slash with claws and beak. Mated pairs and flights of these creatures
attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs
fight to the death to defend their nests and their hatchlings, which are prized
as aerial mounts and fetch a handsome price in many civilized areas.
Skills: Hippogriffs have a +4 racial bonus on Spot
checks.
TRAINING A HIPPOGRIFF
A hippogriff requires
training before it can bear a rider in combat.
Training a
hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a
hippogriff requires an exotic saddle. A hippogriff can fight while carrying a
rider, but the rider cannot also attack unless he or she succeeds on a Ride
check.
Hippogriff eggs
are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp
each. Professional trainers charge 1,000 gp to rear or train a hippogriff.
Carrying
Capacity: A light load for
a hippogriff is up to 300 pounds; a medium load, 301–600 pounds; and a heavy
load, 601–900 pounds.
HOBGOBLIN
|
Hobgoblin,
1st-Level Warrior |
|
Medium Humanoid
(Goblinoid) |
Hit Dice: |
1d8+2 (6 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+1 Dex, +3
studded leather, +1 light shield), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+1/+2 |
Attack: |
Longsword +2
melee (1d8+1/19–20) or javelin +2 ranged (1d6+1) |
Full Attack: |
Longsword +2
melee (1d8+1/19–20) or javelin +2 ranged (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +4, Ref +1,
Will –1 |
Abilities: |
Str 13, Dex 13,
Con 14, Int 10, Wis 9, Cha 8 |
Skills: |
Hide +3, Listen
+2, Move Silently +3, Spot +2 |
Feats: |
Alertness |
Environment: |
Warm hills |
Organization: |
Gang (4–9), band
(10–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1
leader of 4th–6th level), warband (10–24), or tribe (30–300 plus 50%
noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of
4th or 5th level, 1 leader of 6th–8th level, 2–4 dire wolves, and 1–4 ogres
or 1–2 trolls) |
Challenge
Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually lawful
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+1 |
Hobgoblins are
larger cousins of goblins. Hobgoblins’ hair color ranges from dark
reddish-brown to dark gray. They have dark orange or red-orange skin. Large
males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown,
while their teeth are yellow. Their garments tend to be brightly colored, often
blood red with black-tinted leather. Their weaponry is kept polished and in
good repair. Hobgoblins speak Goblin and Common. Most hobgoblins encountered
outside their homes are warriors; the information in the statistics block is
for one of 1st level.
COMBAT
These creatures
have a strong grasp of strategy and tactics and are capable of carrying out
sophisticated battle plans. Under the leadership of a skilled strategist or
tactician, their discipline can prove a deciding factor. Hobgoblins hate elves
and attack them first, in preference to other opponents.
Skills: Hobgoblins have a +4 racial bonus on Move
Silently checks.
The hobgoblin
warrior presented here had the following ability scores before racial
adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
HOBGOBLIN CHARACTERS
Hobgoblin
characters possess the following racial traits.
— +2 Dexterity, +2
Constitution.
—A hobgoblin’s
base land speed is 30 feet.
—Darkvision out to
60 feet.
— +4 racial bonus
on Move Silently checks.
—Automatic
Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant,
Orc.
—Favored Class:
Fighter.
—Level adjustment
+1.
HOMUNCULUS
|
Tiny Construct |
Hit Dice: |
2d10 (11 hp) |
Initiative: |
+2 |
Speed: |
20 ft. (4
squares), fly 50 ft. (good) |
Armor Class: |
14 (+2 Dex, +2
size), touch 14, flat-footed 12 |
Base
Attack/Grapple: |
+1/–8 |
Attack: |
Bite +2 melee
(1d4–1 plus poison) |
Full Attack: |
Bite +2 melee
(1d4–1 plus poison) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special
Attacks: |
Poison |
Special
Qualities: |
Construct
traits, darkvision 60 ft., low-light vision |
Saves: |
Fort +0, Ref +4,
Will +1 |
Abilities: |
Str 8, Dex 15,
Con —, Int 10, Wis 12, Cha 7 |
Skills: |
Hide +14, Listen
+4, Spot +4 |
Feats: |
Lightning
Reflexes |
Environment: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
1 |
Treasure: |
None |
Alignment: |
Any (same as
creator) |
Advancement: |
3–6 HD (Tiny) |
Level
Adjustment: |
— |
A homunculus is a
miniature servant created by a wizard. These creatures are weak combatants but
make effective spies, messengers, and scouts. A homunculus’s creator determines
its precise features. Homunculi are little more than tools designed to carry
out assigned tasks. They are extensions of their creators, sharing the same
alignment and basic nature. A homunculus cannot speak, but the process of
creating one links it telepathically with its creator.
It knows what its
master knows and can convey to him or her everything it sees and hears, out to
a distance of 1,500 feet. A homunculus never travels beyond this range
willingly, though it can be removed forcibly. If this occurs, the creature does
everything in its power to regain contact with its master. An attack that
destroys a homunculus deals 2d10 points of damage to its master.
If the creature’s
master is slain, the homunculus also dies, and its body swiftly melts away into
a pool of ichor.
COMBAT
Homunculi land on
their victims and bite with their venomous fangs.
Poison (Ex): Injury, Fortitude DC 13, initial damage
sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC
is Constitution-based and includes a +2 racial bonus.
CONSTRUCTION
A homunculus is
shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint
of the creator’s own blood. The materials cost 50 gp. The creature’s master may
assemble the body or hire someone else to do the job. Creating the body
requires a DC 12 Craft (sculpting) check or a DC 12 Craft (pottery) check.
After the body is
sculpted, it is animated through an extended magical ritual that requires a
specially prepared laboratory or workroom, similar to an alchemist’s laboratory
and costing 500 gp to establish. If the creator is personally constructing the
creature’s body, the building and ritual can be performed together.
A homunculus with
more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp
to the cost to create.
Craft Construct, arcane
eye, mirror image, mending, caster must be at least 4th level; Price —
(never sold); Cost 1,050 gp + 78 XP.
HOWLER
|
Large Outsider
(Chaotic, Evil, Extraplanar) |
Hit Dice: |
6d8+12 (39 hp) |
Initiative: |
+7 |
Speed: |
60 ft. (12
squares) |
Armor Class: |
17 (–1 size, +3
Dex, +5 natural), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+6/+15 |
Attack: |
Bite +10 melee
(2d8+5) |
Full Attack: |
Bite +10 melee
(2d8+5) and 1d4 quills +5 melee (1d6+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Quills, howl |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +7, Ref +8,
Will +7 |
Abilities: |
Str 21, Dex 17,
Con 15, Int 6, Wis 14, Cha 8 |
Skills: |
Climb +14, Hide
+8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4
following tracks) |
Feats: |
Alertness,
Combat Reflexes, Improved Initiative |
Environment: |
A
chaotic-aligned plane |
Organization: |
Solitary, gang
(2–4), or pack (6–10) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always chaotic
evil |
Advancement: |
7–9 HD (Large);
11–18 HD (Huge) |
Level
Adjustment: |
+3 (cohort) |
Howlers live on
planes where chaos and evil hold sway. A howler is about 8 feet long and weighs
about 2,000 pounds. Although they are surprisingly intelligent, howlers do not
speak—they only howl. If there is a language within the howls, as some have suggested,
even spells cannot decipher it. Howlers understand Abyssal.
COMBAT
Howlers attack in
groups, for they are cowardly and cruel. They prefer to charge into combat,
race out, and then charge in again. A howler’s natural weapons, as well as any
weapons it wields, are treated as chaotic-aligned and evil-aligned for the
purpose of overcoming damage reduction.
Quills (Ex): A howler’s neck bristles with long quills.
While biting, the creature thrashes about, striking with 1d4 of them. An
opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save or
have the quill break off in his or her flesh. Lodged quills impose a –1 penalty
on attacks, saves, and checks per quill. The save DC is Dexterity-based.
A quill can be
removed safely with a DC 20 Heal check; otherwise, removing a quill deals an
extra 1d6 points of damage.
Howl (Ex): All beings other than outsiders that hear
the creature’s howling for an hour or longer are subject to its effect, though
it does not help the howler in combat. Anyone within hearing range of a howler
for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom
damage. The save DC is Charisma-based. The save must be repeated for each hour
of exposure. This is a sonic mind-affecting effect.
TRAINING A HOWLER
Although
intelligent, a howler requires training before it can bear a rider in combat.
To be trained, a howler must have a friendly attitude toward the trainer (this
can be achieved through a successful Diplomacy check). Training a friendly
howler requires six weeks of work and a DC 25 Handle Animal check. Riding a
howler requires an exotic saddle. A howler can fight while carrying a rider,
but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying
Capacity: A light load for
a howler is up to 460 pounds; a medium load, 461–920 pounds; and a heavy load,
921–1,380 pounds. A howler can drag 6,900 pounds.
HYDRA
|
Five-Headed
Hydra |
Six-Headed
Hydra |
Seven-Headed
Hydra |
|
Huge Magical
Beast |
Huge Magical
Beast |
Huge Magical
Beast |
Hit Dice: |
5d10+28 (55 hp) |
6d10+33 (66 hp) |
7d10+38 (77 hp) |
Initiative: |
+1 |
+1 |
+1 |
Speed: |
20 ft. (4
squares), swim 20 ft. |
20 ft. (4
squares), swim 20 ft. |
20 ft. (4
squares), swim 20 ft. |
Armor Class: |
15 (–2 size, +1
Dex, +6 natural), touch 9, flat-footed 14 |
16 (–2 size, +1
Dex, +7 natural), touch 9, flat-footed 15 |
17 (–2 size, +1
Dex, +8 natural), touch 9, flat-footed 16 |
Base
Attack/Grapple: |
+5/+16 |
+6/+17 |
+7/+19 |
Attack: |
5 bites +6 melee
(1d10+3) |
6 bites +8 melee
(1d10+3) |
7 bites +10
melee (1d10+4) |
Full Attack: |
5 bites +6 melee
(1d10+3) |
6 bites +8 melee
(1d10+3) |
7 bites +10
melee (1d10+4) |
Space/Reach: |
15 ft./10 ft. |
15 ft./10 ft. |
15 ft./10 ft. |
Special
Attacks: |
— |
— |
— |
Special
Qualities: |
Darkvision 60
ft., fast healing 15, low-light vision, scent |
Darkvision 60
ft., fast healing 16, low-light vision, scent |
Darkvision 60
ft., fast healing 17, low-light vision, scent |
Saves: |
Fort +9, Ref +5,
Will +3 |
Fort +10, Ref
+6, Will +4 |
Fort +10, Ref
+6, Will +4 |
Abilities: |
Str 17, Dex 12,
Con 20, Int 2, Wis 10, Cha 9 |
Str 17, Dex 12,
Con 20, Int 2, Wis 10, Cha 9 |
Str 19, Dex 12,
Con 20, Int 2, Wis 10, Cha 9 |
Skills: |
Listen +6, Spot
+6, Swim +11 |
Listen +6, Spot
+7, Swim +11 |
Listen +7, Spot
+7, Swim +12 |
Feats: |
Combat ReflexesB,
Iron Will, Toughness |
Combat ReflexesB,
Iron Will, Toughness, Weapon Focus (bite) |
Combat ReflexesB , Iron Will, Toughness, Weapon Focus (bite) |
Environment: |
Temperate
marshes (Pyro: Warm
marshes) (Cryo: Cold
marshes) |
Temperate
marshes (Pyro: Warm
marshes) (Cryo: Cold
marshes) |
Temperate
marshes (Pyro: Warm
marshes) (Cryo: Cold
marshes) |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
4 (normal); 6 (pyro- or
cryo-) |
5 (normal); 7 (pyro- or
cryo-) |
6 (normal); 8 (pyro- or
cryo-) |
Treasure: |
1/10 coins; 50%
goods; 50% items |
1/10 coins; 50%
goods; 50% items |
1/10 coins; 50%
goods; 50% items |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
— |
— |
— |
Level
Adjustment: |
— |
— |
— |
|
Eight-Headed
Hydra |
Nine-Headed
Hydra |
Ten-Headed
Hydra |
|
Huge Magical
Beast |
Huge Magical
Beast |
Huge Magical
Beast |
Hit Dice: |
8d10+43 (87 hp) |
9d10+48 (97 hp) |
10d10+53 (108
hp) |
Initiative: |
+1 |
+1 |
+1 |
Speed: |
20 ft. (4
squares), swim 20 ft. |
20 ft. (4
squares), swim 20 ft. |
20 ft. (4
squares), swim 20 ft. |
Armor Class: |
18 (–2 size, +1
Dex, +9 natural), touch 9, flat-footed 17 |
19 (–2 size, +1
Dex, +10 natural), touch 9, flat-footed 18 |
20 (–2 size, +1
Dex, +11 natural), touch 9, flat-footed 19 |
Base
Attack/Grapple: |
+8/+20 |
+9/+22 |
+10/+23 |
Attack: |
8 bites +11
melee (1d10+4) |
9 bites +13
melee (1d10+5) |
10 bites +14
melee (1d10+5) |
Full Attack: |
8 bites +11
melee (1d10+4) |
9 bites +13
melee (1d10+5) |
10 bites +14
melee (1d10+5) |
Space/Reach: |
15 ft./10 ft. |
15 ft./10 ft. |
15 ft./10 ft. |
Special
Attacks: |
— |
— |
— |
Special
Qualities: |
Darkvision 60
ft., fast healing 18, low-light vision, scent |
Darkvision 60
ft., fast healing 19, low-light vision, scent |
Darkvision 60
ft., fast healing 20, low-light vision, scent |
Saves: |
Fort +11, Ref
+7, Will +4 |
Fort +11, Ref
+7, Will +5 |
Fort +12, Ref
+8, Will +3 |
Abilities: |
Str 19, Dex 12,
Con 20, Int 2, Wis 10, Cha 9 |
Str 21, Dex 12,
Con 20, Int 2, Wis 10, Cha 9 |
Str 21, Dex 12,
Con 20, Int 2, Wis 10, Cha 9 |
Skills: |
Listen +7, Spot
+8, Swim +12 |
Listen +8, Spot
+8, Swim +13 |
Listen +8, Spot
+9, Swim +13 |
Feats: |
Combat ReflexesB , Iron Will, Toughness, Weapon Focus (bite) |
Blind-Fight,
Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) |
Blind-Fight,
Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) |
Environment: |
Temperate
marshes (Pyro: Warm
marshes) (Cryo: Cold
marshes) |
Temperate
marshes (Pyro: Warm
marshes) (Cryo: Cold
marshes) |
Temperate
marshes (Pyro: Warm
marshes) (Cryo: Cold
marshes) |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
7 (normal); 9 (pyro- or
cryo-) |
8 (normal); 10 (pyro- or
cryo-) |
9 (normal); 11 (pyro- or
cryo-) |
Treasure: |
1/10 coins; 50%
goods; 50% items |
1/10 coins; 50%
goods; 50% items |
1/10 coins; 50%
goods; 50% items |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
— |
— |
— |
Level
Adjustment: |
— |
— |
— |
|
Eleven-Headed
Hydra |
Twelve-Headed
Hydra |
|
Huge Magical
Beast |
Huge Magical
Beast |
Hit Dice: |
11d10+58 (118
hp) |
12d10+63 (129
hp) |
Initiative: |
+1 |
+1 |
Speed: |
20 ft. (4
squares), swim 20 ft. |
20 ft. (4
squares), swim 20 ft. |
Armor Class: |
21 (–2 size, +1
Dex, +12 natural), touch 9, flat-footed 20 |
22 (–2 size, +1
Dex, +13 natural), touch 9, flat-footed 21 |
Base
Attack/Grapple: |
+11/+25 |
+12/+26 |
Attack: |
11 bites +16
melee (1d10+6) |
12 bites +17
melee (2d8+6) |
Full Attack: |
11 bites +16
melee (1d10+6) |
12 bites +17
melee (2d8+6) |
Space/Reach: |
15 ft./10 ft. |
15 ft./10 ft. |
Special
Attacks: |
— |
— |
Special
Qualities: |
Darkvision 60
ft., fast healing 21, low-light vision, scent |
Darkvision 60
ft., fast healing 22, low-light vision, scent |
Saves: |
Fort +12, Ref
+8, Will +5 |
Fort +13, Ref
+9, Will +6 |
Abilities: |
Str 23, Dex 12,
Con 20, Int 2, Wis 10, Cha 9 |
Str 23, Dex 12,
Con 20, Int 2, Wis 10, Cha 9 |
Skills: |
Listen +9, Spot
+9, Swim +14 |
Listen +9, Spot
+10, Swim +14 |
Feats: |
Blind-Fight,
Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) |
Blind-Fight,
Combat ReflexesB , Improved Natural Attack (bite), Iron
Will, Toughness, Weapon Focus (bite) |
Environment: |
Temperate
marshes (Pyro: Warm
marshes) (Cryo: Cold
marshes) |
Temperate
marshes (Pyro: Warm
marshes) (Cryo: Cold
marshes) |
Organization: |
Solitary |
Solitary |
Challenge
Rating: |
10 (normal); 12 (pyro- or
cryo-) |
11 (normal); 13 (pyro- or
cryo-) |
Treasure: |
1/10 coins; 50%
goods; 50% items |
1/10 coins; 50%
goods; 50% items |
Alignment: |
Usually neutral |
Usually neutral |
Advancement: |
— |
— |
Level
Adjustment: |
— |
— |
Hydras are
reptile-like monsters with multiple heads. A hydra is gray-brown to dark brown,
with a light yellow or tan underbelly. The eyes are amber and the teeth are
yellow-white. It is about 20 feet long and weighs about 4,000 pounds. Hydras do
not speak.
COMBAT
Hydras can attack
with all their heads at no penalty, even if they move or charge during the
round.
A hydra can be
killed either by severing all its heads or by slaying its body. To sever a
head, an opponent must make a successful sunder attempt with a slashing weapon.
(The player should declare where the attack is aimed before making the attack
roll.) Making a sunder attempt provokes an attack of opportunity unless the foe
has the Improved Sunder feat. An opponent can strike at a hydra’s heads from
any position in which he could strike at the hydra itself, because the hydra’s
head writhe and whip about in combat. An opponent can ready an action to
attempt to sunder a hydra’s head when the creature bites at him. Each of a
hydra’s heads has hit points equal to the creature’s full normal hit point
total, divided by its original number of heads. Losing a head deals damage to
the body equal to half the head’s full normal hit points. A natural reflex
seals the neck shut to prevent further blood loss. A hydra can no longer attack
with a severed head but takes no other penalties.
Each time a head
is severed, two new heads spring from the stump in 1d4 rounds. A hydra can
never have more than twice its original number of heads at any one time, and
any extra heads it gains beyond its original number wither and die within a
day. To prevent a severed head from growing back into two heads, at least 5
points of fire or acid damage must be dealt to the stump (a touch attack to
hit) before the new heads appear. A flaming weapon (or similar effect) deals
its energy damage to the stump in the same blow in which a head is severed.
Fire or acid damage from an area effect may burn multiple stumps in addition to
dealing damage to the hydra’s body. A hydra does not die from losing its heads
until all its heads have been cut off and the stumps seared by fire or acid.
A hydra’s body can
be slain just like any other creature’s, but hydras possess fast healing (see
below) and are difficult to defeat in this fashion. Any attack that is not (or
cannot be) an attempt to sunder a head affects the body.
Targeted magical
effects cannot sever a hydra’s heads (and thus must be directed at the body)
unless they deal slashing damage and could be used to make sunder attempts.
Fast Healing (Ex): Each round, a hydra heals damage equal to
10 + the number of its original heads.
Skills: Hydras have a +2 racial bonus on Listen and
Spot checks, thanks to their multiple heads.
A hydra 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.
Feats: A hydra’s Combat Reflexes feat allows it
to use all its heads for attacks of opportunity.
PYROHYDRA
Huge Magical Beast
(Fire)
These reddish
hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long.
All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire
damage per head. A successful Reflex save halves the damage. The save DC is 10
+ 1/2 hydra’s original number of heads + hydra’s Con modifier.
Fire attacks
cannot prevent a pyrohydra’s stump from growing new heads (since a pyrohydra
has immunity to fire), but 5 points of cold damage does.
CRYOHYDRA
Huge Magical Beast
(Cold)
These purplish
hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long.
All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold
damage per head. A successful Reflex save halves the damage. The save DC is 10
+ 1/2 hydra’s original number of heads + hydra’s Con modifier.
Cold attacks
cannot prevent a cryohydra’s stump from growing new heads (since a cryohydra
has immunity to cold), but 5 points of fire damage does.
INEVITABLE
Inevitables are
constructs whose sole aim is to enforce the natural laws of the universe.
Each type of
inevitable is designed to find and punish a particular kind of transgression,
hunting down a person or group that has violated a fundamental principle. When
an inevitable is created, it receives its first mission, then finds the
transgressors and metes out appropriate punishment. The sentence is usually
death, although some inevitables insist on compensation to the wronged party
instead, using geas and mark of justice to ensure compliance.
From its first step, an inevitable focuses totally on its target. It continues
its efforts no matter how cold the trail or hopeless the task. Inevitables are
single-minded in pursuit of their quarry, but they are under orders to leave
innocents alone. Accomplices to their prey are fair game, however, which sometimes
creates conflicts within their programming.
Inevitables
gladly sacrifice themselves to complete a mission, but they aren’t suicidal.
Faced with impending defeat, they are likely to withdraw and seek a way to even
the odds. They are determined but patient foes. They ally with others if that
helps accomplish their mission, but they have a hard time keeping allies for
long.
Inevitables tend
to stick out in a crowd while they’re in observation mode, but they seem
oblivious to the attention. Their forms vary, but all inevitables are
gold-and-silver clockwork creatures, with gears and pistons where muscles would
be on flesh-and-blood creatures. Their eyes glow with a golden radiance.
Note that unlike
most constructs, inevitables have an Intelligence score and can think, learn,
and remember.
Inevitables speak
Abyssal, Celestial, Infernal, and the native language of their first target.
COMBAT
Unless their very
existence is threatened, inevitables focus completely on the transgressor
they’ve been assigned to, ignoring other combatants completely. An inevitable
might attack anyone who hinders its progress, but it won’t tarry beyond the
point where it can reengage its quarry. Inevitables take self-defense very
seriously; anyone who attacks an inevitable with what the creature perceives as
deadly force is met with deadly force in return.
An inevitable’s
natural weapons, as well as any weapons it wields, are treated as
lawful-aligned for the purpose of overcoming damage reduction.
Fast Healing
(Ex): An inevitable heals
a certain amount of damage each round (specified in each variety’s description)
as long as it has at least 1 hit point. However, damage dealt by chaotic
weapons heals at the normal rate.
KOLYARUT
|
Medium Construct (Extraplanar, Lawful) |
Hit Dice: |
13d10+20 (91 hp) |
Initiative: |
+1 |
Speed: |
20 ft. in banded
mail (4 squares); base speed 30 ft. |
Armor Class: |
27 (+1 Dex, +10
natural, +6 banded mail) touch 11, flat-footed 26 |
Base
Attack/Grapple: |
+9/+11 |
Attack: |
Vampiric touch
+11 melee touch (5d6) or enervation ray +10 ranged touch (as spell) or +2
longsword +13 melee (1d8+5/19–20) or slam +11 melee (1d6+3) |
Full Attack: |
Vampiric touch
+11/+6 melee touch (5d6) or enervation ray +10 ranged touch (as spell) or +2
longsword +13/+8 melee (1d8+5/19–20) or slam +11/+6 melee (1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Enervation ray,
spell-like abilities, vampiric touch |
Special
Qualities: |
Construct
traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5,
low-light vision, spell resistance 22 |
Saves: |
Fort +6, Ref +7,
Will +7 |
Abilities: |
Str 14, Dex 13,
Con —, Int 10, Wis 17, Cha 16 |
Skills: |
Diplomacy +5,
Disguise +12, Gather Information +12, Listen +11, Search +5, Sense Motive
+12, Spot +11, Survival +3 (+5 following tracks) |
Feats: |
Alertness,
Combat Casting, Great Fortitude, Lightning Reflexes, Quickened Spell-Like
Ability (suggestion) |
Environment: |
A lawful-aligned
plane |
Organization: |
Solitary |
Challenge
Rating: |
12 |
Treasure: |
None |
Alignment: |
Always lawful
neutral |
Advancement: |
14–22 HD
(Medium); 23–39 HD (Large) |
Level
Adjustment: |
— |
Kolyaruts mete
out punishment to those who break bargains and oaths.
Before beginning
a mission against a deal-breaker, a kolyarut learns as much about the contract
or oath as possible. It’s not interested in those who break deals accidentally
or against their will— only those who willingly break contracts violate the
principle that kolyaruts are created to uphold. If a written contract was
broken, the kolyarut typically carries a copy of the contract with it.
Kolyaruts are the
most talkative of the inevitables, making credible attempts at social niceties
such as proper greetings before getting down to the matter at hand. They can
use disguise self to appear as almost any kind of humanoid—useful if
they need to go undercover to catch their quarry.
Combat
Like all
inevitables, a kolyarut is patient enough to study a target before striking. It
has a good idea of the deal-breaker’s abilities and defenses before it enters
battle. When it fights, it tries to get the conflict over as soon as possible,
minimizing excess bloodshed and mayhem. It doesn’t let concern for innocents
delay or endanger its mission, however.
A kolyarut’s
favorite tactic is to use invisibility or disguise self to sneak
close, then eliminate the quarry with its vampiric touch ability before it can
react. A kolyarut has no compunctions about using its vampiric touch ability on
allies to increase its own power, if doing so helps it complete its mission.
A kolyarut’s
natural weapons, as well as any weapons it wields, are treated as
lawful-aligned for the purpose of overcoming damage reduction.
Enervation Ray
(Su): A kolyarut can fire
a black enervation ray at targets within 200 feet. The effect is identical with
the enervation spell (caster level 13th).
Spell-Like
Abilities: At will—discern
lies (DC 17), disguise self, fear (DC 17), hold person (DC
16), invisibility, locate creature, suggestion (DC 16); 1/day—hold
monster (DC 17), mark of justice; 1/week— geas/quest. Caster
level 13th. The save DCs are Charisma-based.
Vampiric Touch
(Su): As a melee touch
attack, a kolyarut can steal life force from its foe, as the vampiric touch spell
(caster level 13th).
Skills: A kolyarut has a +4 racial bonus on
Disguise, Gather Information, and Sense Motive checks.
MARUT
|
Large Construct
(Extraplanar, Lawful) |
Hit Dice: |
15d10+30 (112
hp) |
Initiative: |
+1 |
Speed: |
30 ft. in full
plate armor (6 squares); base speed 40 ft. |
Armor Class: |
34 (–1 size, +1
Dex, +16 natural, +8 full plate armor), touch 10, flat-footed 33 |
Base
Attack/Grapple: |
+11/+27 |
Attack: |
Slam +22 melee
(2d6+12 plus 3d6 sonic or 3d6 electricity) |
Full Attack: |
2 slams +22
melee (2d6+12 plus 3d6 sonic or 3d6 electricity) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Fists of thunder
and lightning, spell-like abilities |
Special
Qualities: |
Construct
traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10,
low-light vision, spell resistance 25 |
Saves: |
Fort +7, Ref +6,
Will +8 |
Abilities: |
Str 35, Dex 13,
Con —, Int 12, Wis 17, Cha 18 |
Skills: |
Concentration
+13, Diplomacy +6, Knowledge (religion) +10, Listen +16, Search +10, Sense
Motive +12, Spot +16, Survival +3 (+5 following tracks) |
Feats: |
Ability Focus
(fists), Awesome Blow, Combat Casting, Great Fortitude, Improved Bull Rush,
Power Attack |
Environment: |
A lawful-aligned
plane |
Organization: |
Solitary |
Challenge
Rating: |
15 |
Treasure: |
None |
Alignment: |
Always lawful
neutral |
Advancement: |
16–28 HD
(Large); 29–45 HD (Huge) |
Level
Adjustment: |
— |
Maruts confront
those who would try to deny the grave itself.
Any who use
unnatural means to extend their life span could be targeted by a marut. Those
who take extraordinary measures to cheat death in some other way might be
labeled transgressors as well. Those who use magic to reverse death aren’t
worthy of a marut’s attention unless they do so repeatedly or on a massive
scale.
When a marut has
identified its target, it walks surely and implacably toward the foe, never
resting.
Combat
Once it has found
its target, a marut brings it the death it has been trying to avoid. Those who
defile death through necromancy may instead receive a geas and/or mark
of justice to enforce proper respect. It typically uses wall of force to
shut off any escape routes, then opens up with chain lightning while it
closes to melee range. Once there, it strikes with its massive fists, using circle
of death if beset by numbers of defenders. It hits spellcasting opponents
with repeated uses of greater dispel magic, and it uses dimension
door and locate creature to track down foes who flee.
A marut’s natural
weapons, as well as any weapons it wields, are treated as lawful-aligned for
the purpose of overcoming damage reduction.
Fists of
Thunder and Lightning (Su):
A marut’s left fist delivers a loud thunderclap whenever it hits something,
dealing an extra 3d6 points of sonic damage and causing the target to be
deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist
delivers a shock for an extra 3d6 points of electricity damage, and the flash
of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31
negates the blindness). The save DCs are Strength-based and include the marut’s
Ability Focus feat.
Spell-Like
Abilities: At will—air
walk, dimension door, fear (DC 18), greater command (DC 19),
greater dispel magic, mass inflict light wounds (DC 19), locate
creature, true seeing; 1/day—chain lightning (DC 20), circle of
death (DC 20), mark of justice, wall of force; 1/week— earthquake
(DC 22), geas/quest, plane shift (DC 21). Caster level 14th.
The save DCs are Charisma-based.
Skills: A marut has a +4 racial bonus on
Concentration, Listen, and Spot checks.
ZELEKHUT
|
Large Construct
(Extraplanar, Lawful) |
Hit Dice: |
8d10+30 (74 hp) |
Initiative: |
+0 |
Speed: |
35 ft. in plate
barding (7 squares), fly 40 ft. (average) in plate barding (8 squares); base
speed 50 ft., fly 60 ft. (average) |
Armor Class: |
27 (–1 size, +10
natural, +8 plate barding), touch 9, flat-footed 27 |
Base
Attack/Grapple: |
+6/+15 |
Attack: |
Spiked chain +10
melee (2d6+5 plus 1d6 electricity) |
Full Attack: |
2 spiked chains
+10 melee (2d6+5 plus 1d6 electricity) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Spell-like
abilities |
Special
Qualities: |
Construct
traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5,
low-light vision, spell resistance 20 |
Saves: |
Fort +4, Ref +2,
Will +5 |
Abilities: |
Str 21, Dex 11,
Con —, Int 10, Wis 17, Cha 15 |
Skills: |
Diplomacy +4,
Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following
tracks) |
Feats: |
Great Fortitude,
Ride-By Attack, Spirited Charge |
Environment: |
A lawful-aligned
plane |
Organization: |
Solitary |
Challenge
Rating: |
9 |
Treasure: |
None |
Alignment: |
Always lawful
neutral |
Advancement: |
9–16 HD (Large);
17–24 HD (Huge) |
Level
Adjustment: |
+7 |
Zelekhuts are
charged with hunting down those who would deny justice—especially those who
flee to escape punishment. Expert trackers, they use a combination of natural
skill and magic to find fugitives wherever they may hide.
A zelekhut may
initially appear rather non-threatening—but when it is about to enter combat,
it can cause two spiked chains to spring forth from its forearms as a free
action. In similar fashion, it can cause a pair of golden metallic wings to
emerge from its back. Retracting the chains or the wings is also a free action.
Combat
Once it has found
its fugitive, a zelekhut uses its speed and its spell-like abilities to cover
the most likely escape routes. Then it immobilizes any defenders while
attempting to protect any innocent bystanders. Finally, it apprehends the
fugitive with its spiked chains, tripping or disarming the foe as needed.
A zelekhut’s
natural weapons, as well as any weapons it wields, are treated as
lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like
Abilities: At will—clairaudience/clairvoyance,
dimensional anchor, dispel magic, fear (DC 16), hold person (DC 15),
locate creature, true seeing; 3/day—hold monster (DC 17), mark of
justice; 1/week— lesser geas (DC 16). Caster level 8th. The
save DCs are Charisma-based.
Skills: A zelekhut has a +4 racial bonus on Search
and Sense Motive checks.
Feats: Due to its centaur-like construction, a
zelekhut qualifies for feats as if it had the Mounted Combat feat.
INVISIBLE STALKER
|
Large Elemental
(Air, Extraplanar) |
Hit Dice: |
8d8+16 (52 hp) |
Initiative: |
+8 |
Speed: |
30 ft. (6
squares), fly 30 ft. (perfect) |
Armor Class: |
17 (–1 size, +4
Dex, +4 natural), touch 13, flat-footed 13 |
Base
Attack/Grapple: |
+6/+14 |
Attack: |
Slam +10 melee
(2d6+4) |
Full Attack: |
2 slams +10
melee (2d6+4) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft., elemental traits, natural invisibility, improved tracking |
Saves: |
Fort +4, Ref
+10, Will +4 |
Abilities: |
Str 18, Dex 19,
Con 14, Int 14, Wis 15, Cha 11 |
Skills: |
Listen +13, Move
Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks) |
Feats: |
Combat Reflexes,
Improved Initiative, Weapon Focus (slam) |
Environment: |
Elemental Plane
of Air |
Organization: |
Solitary |
Challenge
Rating: |
7 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
9–12 HD (Large);
13–24 HD (Huge) |
Level
Adjustment: |
— |
Invisible stalkers
are creatures native to the Elemental Plane of Air. They sometimes serve
wizards and sorcerers, who summon them to perform specific tasks.
A summoned
invisible stalker undertakes whatever task the summoner commands, even if the
task sends it hundreds or thousands of miles away. The creature follows a
command until the task is completed and obeys only the summoner. However, it
resents protracted missions or complex tasks and seeks to pervert its
instructions accordingly.
Invisible stalkers
have an amorphous form. A see invisibility spell shows only a dim
outline of a cloud, while a true seeing spell reveals a roiling cloud of
vapor.
These creatures
speak only Auran but can understand Common.
COMBAT
An invisible
stalker attacks by using the air itself as a weapon. It creates a sudden,
intense blast of wind that pounds a single target on the same plane as the
creature.
An invisible
stalker can be killed only when it is on the Elemental Plane of Air. When
performing a task elsewhere, it automatically returns to its home plane when it
takes damage sufficient to destroy it.
Natural
Invisibility (Su): This
ability is constant, allowing a stalker to remain invisible even when
attacking. This ability is inherent and not subject to the invisibility
purge spell.
Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.