This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
Each monster
description is organized in the same general format, as outlined below.
STATISTICS BLOCK
This portion of a
monster description contains basic game information on the creature.
This is the name
by which the creature is generally known. The descriptive text may provide
other names.
This line
describes the creature’s size. A size modifier applies to the creature’s Armor
Class (AC) and attack bonus, as well as to certain skills. A creature’s size
also determines how far it can reach to make a melee attack and how much space
it occupies in a fight (see Space/Reach, below).
The size and type
line continues with the creature’s type. Type determines how magic affects a
creature. Type determines certain features, such as Hit Dice size, base attack
bonus, base saving throw bonuses, and skill points.
This line gives
the creature’s number and type of Hit Dice, and lists any bonus hit points. A
parenthetical note gives the average hit points for a creature of the indicated
number of Hit Dice. A creature’s Hit Dice total is also treated as its level
for determining how spells affect the creature, its rate of natural healing,
and its maximum ranks in a skill.
This line gives
the creature’s modifier on initiative checks.
This line gives
the creature’s tactical speed on land (the amount of distance it can cover in
one move action). If the creature wears armor that reduces its speed, the
creature’s base land speed follows.
If the creature
has other modes of movement, these are given after (or in place of) the land
speed. Unless noted otherwise, modes of movement are natural (not magical).
The Armor Class
line gives the creature’s AC for normal combat and includes a parenthetical
mention of the modifiers contributing to it (usually size, Dexterity, and
natural armor). The creature’s touch and flat-footed ACs follow the
combat-ready AC.
A creature’s armor
proficiencies (if it has any) depend on its type, but in general a creature is
automatically proficient with any kind of armor it is described as wearing
(light, medium, or heavy), and with all lighter kinds of armor.
The number before
the slash on this line is the creature’s base attack bonus (before any
modifiers are applied). This number won’t often be used, but it can be handy
sometimes, especially if the creature has the Power Attack or Combat Expertise
feats.
The number after
the slash is the creature’s grapple bonus, which is used when the creature
makes a grapple attack or when someone tries to grapple the creature. The
grapple bonus includes all modifiers that apply to the creature’s grapple
checks (base attack bonus, Strength modifier, special size modifier, and any
other applicable modifier, such as a racial bonus on grapple checks).
This line shows
the single attack the creature makes with an attack action. In most cases, this
is also the attack the creature uses when making an attack of opportunity as
well. The attack line provides the weapon used (natural or manufactured),
attack bonus, and form of attack (melee or ranged). The attack bonus given
includes modifications for size and Strength (for melee attacks) or Dexterity
(for ranged attacks). A creature with the Weapon Finesse feat can use its
Dexterity modifier on melee attacks. If the creature uses natural attacks, the
natural weapon given here is the creature’s primary natural weapon. If the
creature has several different weapons at its disposal, the alternatives are
shown, with each different attack separated by the word “or.” A creature can
use one of its secondary natural weapons when making an attack action, but if
it does it takes an attack penalty, as noted in the Full Attack section below.
The damage that each attack deals is noted parenthetically. Damage from an
attack is always at least 1 point, even if a subtraction from a die roll
reduces the result to 0 or lower.
This line shows
all the physical attacks the creature makes when it uses a full-round action to
make a full attack. It gives the number of attacks along with the weapon,
attack bonus, and form of attack (melee or ranged). The first entry is for the
creature’s primary weapon, with an attack bonus including modifications for
size and Strength (for melee attacks) or Dexterity (for ranged attacks). A
creature with the Weapon Finesse feat can use its Dexterity modifier on melee
attacks. The remaining weapons are secondary, and attacks with them are made
with a –5 penalty to the attack roll, no matter how many there are. Creatures
with the Multiattack feat take only a –2 penalty on secondary attacks. The
damage that each attack deals is noted parenthetically. Damage from an attack
is always at least 1 point, even if a subtraction from a die roll reduces the
result to 0 or lower.
A creature’s
primary attack damage includes its full Strength modifier (1-1/2 times its
Strength bonus if the attack is with the creature’s sole natural weapon) and is
given first. Secondary attacks add only 1/2 the creature’s Strength bonus and
are given second in the parentheses.
If any attacks
also have some special effect other than damage, that information is given
here.
Unless noted
otherwise, creatures using natural weapons deal double damage on critical hits.
Manufactured
Weapons: Creatures that
use swords, bows, spears, and the like follow the same rules as characters do.
The bonus for attacks with two-handed weapons is 1-1/2 times the creature’s
Strength modifier (if it is a bonus), and is given first. Offhand weapons add
only 1/2 the Strength bonus and are given second in the parentheses.
This line
describes how much space the creature takes up on the battle grid and thereby
needs to fight effectively, as well as how close it has to be to threaten an
opponent. The number before the slash is the creature’s space, or how many feet
one side of the creature occupies. The number after the slash is the creature’s
natural reach. If the creature has exceptional reach due to a weapon, tentacle,
or the like, the extended reach and its source are noted in parentheses at the
end of the line.
Many creatures
have unusual abilities. A monster entry breaks these abilities into special
attacks and special qualities. The latter category includes defenses,
vulnerabilities, and other special abilities that are not modes of attack. A
special ability is either extraordinary (Ex), spell-like (Sp), or supernatural
(Su). Additional information (when needed) is provided in the creature’s
descriptive text.
When a special
ability allows a saving throw, the kind of save and the save DC is noted in the
descriptive text. Most saving throws against special abilities have DCs
calculated as follows: 10 + 1/2 the attacker’s racial Hit Dice + the relevant
ability modifier.
The save DC is
given in the creature’s description along with the ability on which the DC is
based.
This line gives
the creature’s Fortitude, Reflex, and Will save modifiers.
This line
lists the creature’s ability scores, in the customary order: Str, Dex, Con,
Int, Wis, Cha. Except where noted otherwise, each creature is assumed to have
the standard array of ability scores before racial adjustments (all 11s and
10s). To determine any creature’s racial ability adjustments, subtract 10 from
any even-numbered ability score and subtract 11 from any odd-numbered score.
(Exceptions are noted in the Combat section of a creature’s descriptive text.)
Strength: Quadrupeds can carry heavier loads than
bipeds can. Any creature with four or more motive limbs can carry a load as a
quadruped, even if it does not necessarily use all the limbs at once.
Intelligence: A creature can speak all the languages
mentioned in its description, plus one additional language per point of
Intelligence bonus. Any creature with an Intelligence score of 3 or higher
understands at least one language (Common, unless noted otherwise).
Nonabilities: Some creatures lack certain ability
scores. These creatures do not have an ability score of 0—they lack the ability
altogether. The modifier for a nonability is +0.
This line gives
the creature’s skills, along with each skill’s modifier (including adjustments
for ability scores, armor check penalties, and any bonuses from feats or racial
traits). All listed skills are class skills, unless the creature has a
character class (noted in the entry). A creature’s type and Intelligence score
determine the number of skill points it has.
The Skills section
of the creature’s description recaps racial bonuses and other adjustments to
skill modifiers for the sake of clarity; these bonuses should not be added to
the listed skill modifiers.
An asterisk (*)
beside the relevant score and in the Skills section of the descriptive text
indicates a conditional adjustment, one that applies only in certain
situations.
Natural
Tendencies: Some creatures
simply aren’t made for certain types of physical activity. If it seems clear
that a particular creature simply is not made for a particular physical
activity, that creature takes a –8 penalty on skill checks that defy its
natural tendencies.
In extreme
circumstances the creature fails the check automatically.
The line gives the
creature’s feats. A monster gains feats just as a character does. Sometimes a
creature has one or more bonus feats, marked with a superscript B (B).
Creatures often do not have the prerequisites for a bonus feat. If this is so,
the creature can still use the feat. If you wish to customize the creature with
new feats, you can reassign its other feats, but not its bonus feats. A
creature cannot have a feat that is not a bonus feat unless it has the feat’s
prerequisites.
This line gives a
type of climate and terrain where the creature is typically found. This
describes a tendency, but is not exclusionary.
This line
describes the kinds of groups the creature might form. A range of numbers in
parentheses indicates how many combat-ready adults are in each type of group.
Many groups also have a number of noncombatants, expressed as a percentage of
the fighting population. Noncombatants can include young, the infirm, slaves,
or other individuals who are not inclined to fight. If the organization line
contains the term “domesticated,” the creature is generally found only in the
company of other creatures, whom it serves in some capacity.
This shows the
average level of a party of adventurers for which one creature would make an encounter
of moderate difficulty.
This line reflects
how much wealth the creature owns. In most cases, a creature keeps
valuables in its home or lair and has no treasure with it when it travels.
Intelligent creatures that own useful, portable treasure (such as magic items)
tend to carry and use these, leaving bulky items at home.
This line gives
the alignment that the creature is most likely to have. Every entry includes a
qualifier that indicates how broadly that alignment applies to the species as a
whole.
The monster entry
usually describes only the most commonly encountered version of a creature. The
advancement line shows how tough a creature can get, in terms of extra Hit
Dice. (This is not an absolute limit, but exceptions are extremely rare.)
Often, intelligent creatures advance by gaining a level in a character class
instead of just gaining a new Hit Die.
This line is
included in the entries of creatures suitable for use as player characters or
as cohorts (usually creatures with Intelligence scores of at least 3 and
possessing opposable thumbs). Add this number to the creature’s total Hit Dice,
including class levels, to get the creature’s effective character level (ECL).
A character’s ECL affects the experience the character earns, the amount of
experience the character must have before gaining a new level, and the
character’s starting equipment.
ABOLETH
|
Aboleth |
Aboleth Mage, 10th-Level Wizard |
|
Huge Aberration
(Aquatic) |
Huge Aberration (Aquatic) |
Hit Dice: |
8d8+40 (76 hp) |
8d8+56
plus 10d4+70 (177 hp) |
Initiative: |
+1 |
+7 |
Speed: |
10 ft. (2
squares), swim 60 ft. |
10
ft. (2 squares), swim 60 ft. |
Armor Class: |
16 (–2 size, +1
Dex, +7 natural), touch 9, flat-footed 15 |
18
(–2 size, +3 Dex, +7 natural), touch 11, flat-footed 15 |
Base
Attack/Grapple: |
+6/+22 |
+11/+28 |
Attack: |
Tentacle +12
melee (1d6+8 plus slime) |
Tentacle
+18 melee (1d6+9 plus slime) |
Full Attack: |
4 tentacles +12
melee (1d6+8 plus slime) |
4
tentacles +18 melee (1d6+9 plus slime) |
Space/Reach: |
15 ft./10 ft. |
15
ft./10 ft. |
Special
Attacks: |
Enslave,
psionics, slime |
Enslave,
psionics, slime, spells |
Special
Qualities: |
Aquatic subtype,
darkvision 60 ft., mucus cloud |
Aquatic
subtype, darkvision 60 ft., mucus cloud, summon familiar |
Saves: |
Fort +7, Ref +3,
Will +11 |
Fort
+15, Ref +10, Will +15 |
Abilities: |
Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha
17 |
Str
28, Dex 16, Con 24, Int 20, Wis 16, Cha 14 |
Skills: |
Concentration
+16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8 |
Bluff
+13, Concentration +25, Decipher Script +15, Diplomacy +6, Disguise +2 (+4
acting), Intimidate +4, Knowledge (arcana) +15, Knowledge (dungeoneering)
+25, Knowledge (history) +15, Knowledge (the planes) +15, Listen +15, Search
+10, Sense Motive +15, Spellcraft +20, Spot +17, Survival +3 (+5 following
tracks, on other planes, and underground), Swim +8 |
Feats: |
Alertness,
Combat Casting, Iron Will |
Combat
Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved
Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (illusion), Spell
Focus (enchantment), Spell Penetration |
Environment |
Underground |
Underground |
Organization: |
Solitary, brood
(2–4),or slaver brood (1d3+1 plus 7–12 skum) |
Solitary |
Challenge
Rating: |
7 |
17 |
Treasure: |
Double standard |
Double
standard |
Alignment: |
Usually lawful
evil |
Usually
lawful evil |
Advancement: |
9–16 HD (Huge);
17–24 HD (Gargantuan) |
By
character class |
Level
Adjustment: |
— |
— |
The aboleth is a
revolting fishlike amphibian found primarily in subterranean lakes and rivers.
An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom
of its body and secrete gray slime that smells like rancid grease. It uses its
tail for propulsion in the water and drags itself along with its tentacles on
land. An aboleth weighs about 6,500 pounds.
Aboleths speak
their own language, as well as Undercommon and Aquan.
COMBAT
An aboleth attacks
by flailing with its long, slimy tentacles, though it prefers to fight from a
distance using its illusion powers.
Enslave (Su): Three times per day, an aboleth can attempt
to enslave any one living creature within 30 feet. The target must succeed on a
DC 17 Will save or be affected as though by a dominate person spell
(caster level 16th). An enslaved creature obeys the aboleth’s telepathic
commands until freed by remove curse, and can attempt a new Will save
every 24 hours to break free. The control is also broken if the aboleth dies or
travels more than 1 mile from its slave. The save DC is Charisma-based.
Psionics (Sp): At will—hypnotic pattern (DC 15), illusory
wall (DC 17), mirage arcana (DC 18), persistent image (DC
18), programmed image (DC 19), project image (DC 20), veil (DC
19). Effective caster level 16th. The save DCs are Charisma-based.
Slime (Ex): A blow from an aboleth’s tentacle can
cause a terrible affliction. A creature hit by a tentacle must succeed on a DC
19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin
gradually becoming a clear, slimy membrane. An afflicted creature must remain
moistened with cool, fresh water or take 1d12 points of damage every 10
minutes. The slime reduces the creature’s natural armor bonus by 1 (but never
to less than 0). The save DC is Constitution-based.
A remove
disease spell cast before the transformation is complete will restore an
afflicted creature to normal. Afterward, however, only a heal or mass
heal spell can reverse the affliction.
Mucus Cloud
(Ex): An aboleth
underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick.
Any creature coming into contact with and inhaling this substance must succeed
on a DC 19 Fortitude save or lose the ability to breathe air for the next 3
hours. An affected creature suffocates in 2d6 minutes if removed from the
water. Renewed contact with the mucus cloud and failing another Fortitude save continues
the effect for another 3 hours. The save DC is Constitution-based.
Skills: An aboleth 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.
ABOLETH MAGE
COMBAT
The save DC for the aboleth mage’s transformation
tentacle attack (DC 21) and its mucus cloud (DC 21) are adjusted for its higher
Constitution score. The save DC for its enslave ability (DC 16) is adjusted for
its lower Charisma score, as are the save DCs for its psionic abilities: Hypnotic
pattern (DC 14), illusory wall (DC 16), mirage arcana (DC
17), persistent image (DC 17), programmed image (DC 18), project
image (DC 19), veil (DC 18). Effective caster level 16th.
The aboleth mage uses a number of spells, such as displacement,
greater invisibility, and wall of force, to protect itself while
seizing control of its foes with spells and innate abilities.
Typical Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level): 0—daze,
detect magic (2), resistance; 1st—alarm, charm person, color
spray, mage armor, magic missile (2); 2nd—blur, bull’s strength,
darkness, fox’s cunning, see invisibilty; 3rd—dispel magic,
displacement, fly, lightning bolt; 4th—greater invisibility, phantasmal
killer, scrying, stoneskin; 5th—hold monster, empowered lightning
bolt, wall of force.
ACHAIERAI
|
Large Outsider
(Evil, Extraplanar, Lawful) |
Hit Dice: |
6d8+12 (39 hp) |
Initiative: |
+1 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
20 (–1 size, +1
Dex, +10 natural), touch 10, flat-footed 19 |
Base
Attack/Grapple: |
+6/+14 |
Attack: |
Claw +9 melee
(2d6+4) |
Full Attack: |
2 claws +9 melee
(2d6+4) and bite +4 melee (4d6+2) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Black cloud |
Special
Qualities: |
Darkvision 60
ft., spell resistance 19 |
Saves: |
Fort +7, Ref +6,
Will +7 |
Abilities: |
Str 19, Dex 13,
Con 14, Int 11, Wis 14, Cha 16 |
Skills: |
Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11 |
Feats: |
Dodge, Mobility,
Spring Attack |
Environment: |
A
lawful-aligned plane |
Organization: |
Solitary or
flock (5–8) |
Challenge
Rating: |
5 |
Treasure: |
Double standard |
Alignment: |
Always lawful
evil |
Advancement: |
7–12 HD (Large);
13–18 HD (Huge) |
Level
Adjustment: |
— |
Achaierais are
massive, 15-foot-tall flightless birds that inhabit lawful planes of battle and
are only occasionally encountered elsewhere.
Achaierais speak
Infernal. They weigh about 750 pounds.
COMBAT
In close combat,
an achaierai lashes out with two of its four legs and snaps with its powerful
beak. It makes frequent use of its Spring Attack feat to strike quickly and
then retreat out of range before an enemy can counterattack.
An achaierai’s
natural weapons, as well as any weapons it wields, are treated as evil-aligned
and lawfulaligned for the purpose of overcoming damage reduction.
Black Cloud
(Ex): Up to three times
per day an achaierai can release a choking, toxic black cloud.
Those other than
achaierai within 10 feet instantly take 2d6 points of damage. They must also
succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity
spell (caster level 16th). The save DC is Constitution-based.
|
Medium Undead
(Incorporeal) |
Hit Dice: |
4d12 (26 hp) |
Initiative: |
+5 |
Speed: |
Fly 30 ft.
(perfect) (6 squares) |
Armor Class: |
15 (+1 Dex, +4
deflection), touch 15, flat-footed 14 |
Base
Attack/Grapple: |
+2/— |
Attack: |
Incorporeal
touch +3 melee (1d4 Wisdom drain) |
Full Attack: |
Incorporeal
touch +3 melee (1d4 Wisdom drain) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Babble, madness,
Wisdom drain |
Special
Qualities: |
Darkvision 60
ft., incorporeal traits, +2 turn resistance, undead traits |
Saves: |
Fort +1, Ref +4,
Will +4 |
Abilities: |
Str —, Dex 12,
Con —, Int 11, Wis 11, Cha 18 |
Skills: |
Hide +8,
Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following
tracks) |
Feats: |
Improved
Initiative, Lightning Reflexes |
Environment: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral
evil |
Advancement: |
5–12 HD (Medium) |
Level
Adjustment: |
— |
An allip is the
spectral remains of someone driven to suicide by a madness that afflicted it in
life. It craves only revenge and unrelentingly pursues those who tormented it
in life and pushed it over the brink.
An allip cannot
speak intelligibly.
COMBAT
An allip is unable
to cause physical harm, although it doesn’t appear to know that. It keeps
flailing away at enemies, yet it inflicts no wounds.
Babble (Su): An allip constantly mutters and whines to
itself, creating a hypnotic effect. All sane creatures within 60 feet of the
allip must succeed on a DC 16 Will save or be affected as though by a hypnotism
spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.
Creatures that
successfully save cannot be affected by the same allip’s babble for 24 hours.
The save DC is Charisma-based.
Madness (Su): Anyone targeting an allip with a thought
detection, mind control, or telepathic ability makes direct contact with its
tortured mind and takes 1d4 points of Wisdom damage.
Wisdom Drain
(Su): An allip causes 1d4
points of Wisdom drain each time it hits with its incorporeal touch attack. On
each such successful attack, it gains 5 temporary hit points.
ANGEL
Angels are a
race of celestials, beings who live on the good-aligned Outer Planes.
Angels can be of
any good alignment. Regardless of their alignment, angels never lie, cheat, or
steal. They are impeccably honorable in all their dealings and often prove the
most trustworthy and diplomatic of all the celestials.
All angels are
blessed with comely looks, though their actual appearances vary widely.
Angels speak
Celestial, Infernal, and Draconic, though they can speak with almost any
creature because of their tongues ability.
COMBAT
In combat, most
angels make full use of their mobility and their ability to attack at a
distance.
Angel Traits: An angel possesses the following traits
(unless otherwise noted in a creature’s entry).
—Darkvision out to
60 feet and low-light vision.
—Immunity to acid,
cold, and petrification.
—Resistance to
electricity 10 and fire 10.
— +4 racial bonus
on saves against poison.
—Protective
Aura (Su): Against attacks made or effects created by evil creatures, this
ability provides a +4 deflection bonus to AC and a +4 resistance bonus on
saving throws to anyone within 20 feet of the angel. Otherwise, it functions as
a magic circle against evil effect and a lesser globe of
invulnerability, both with a radius of 20 feet (caster level equals angel’s
HD). This aura can be dispelled, but the angel can create it again as a free
action on its next turn. (The defensive benefits from the circle are not
included in an angel’s statistics block.)
—Tongues (Su): All
angels can speak with any creature that has a language, as though using a tongues
spell (caster level equal to angel’s Hit Dice). This ability is always
active.
ANGEL, ASTRAL DEVA
|
Medium Outsider
(Angel, Extraplanar, Good) |
Hit Dice: |
12d8+48 (102 hp) |
Initiative: |
+8 |
Speed: |
50 ft. (10
squares), fly 100 ft. (good) |
Armor Class: |
29 (+4 Dex, +15
natural), touch 14, flat-footed 25 |
Base
Attack/Grapple: |
+12/+18 |
Attack: |
+3 heavy mace
of disruption +21 melee
(1d8+12 plus stun) or slam +18 melee (1d8+9) |
Full Attack: |
+3 heavy mace
of disruption +21/+16/+11
melee (1d8+12 plus stun) or slam +18 melee (1d8+9) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, stun |
Special
Qualities: |
Damage reduction
10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and
petrification, protective aura, resistance to electricity 10 and fire 10,
spell resistance 30, tongues, uncanny dodge |
Saves: |
Fort +14 (+18
against poison), Ref +12, Will +12 |
Abilities: |
Str 22, Dex 18,
Con 18, Int 18, Wis 18, Cha 20 |
Skills: |
Concentration
+19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19,
Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19,
Spot +23, Use Rope +4 (+6 with bindings) |
Feats: |
Alertness,
Cleave, Great Fortitude, Improved Initiative, Power Attack |
Environment: |
Any good-aligned
plane |
Organization: |
Solitary, pair,
or squad (3–5) |
Challenge
Rating: |
14 |
Treasure: |
No coins; double
goods; standard items |
Alignment: |
Always good
(any) |
Advancement: |
13–18 HD
(Medium); 19–36 HD (Large) |
Level
Adjustment: |
+8 |
An astral deva is
about 7-1/2 feet tall and weighs about 250 pounds.
An astral deva is
not afraid to enter melee combat. It takes a fierce joy in bashing evil foes
with its powerful +3 heavy mace of disruption.
An astral deva’s
natural weapons, as well as any weapons it wields, are treated as good-aligned
for the purpose of overcoming damage reduction.
Spell-Like
Abilities: At will—aid,
continual flame, detect evil, discern lies (DC 19), dispel evil (DC
20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy
word (DC 22), invisibility (self only), plane shift (DC 22), polymorph
(self only), remove curse (DC 18), remove disease (DC 18), remove
fear (DC 16); 7/day—cure light wounds (DC 16), see invisibility; 1/day—blade
barrier (DC 21), heal (DC 21). Caster level 12th. The save DCs are
Charisma-based.
Stun (Su): If an astral deva strikes an opponent
twice in one round with its mace, that creature must succeed on a DC 22
Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.
Uncanny Dodge
(Ex): An astral deva
retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked
except by a rogue of at least 16th level. It can flank characters with the
uncanny dodge ability as if it were a 12th-level rogue.
ANGEL, PLANETAR
|
Large Outsider (Angel, Extraplanar, Good) |
Hit Dice: |
14d8+70 (133 hp) |
Initiative: |
+8 |
Speed: |
30 ft. (6
squares), fly 90 ft. (good) |
Armor Class: |
32 (–1 size, +4
Dex, +19 natural), touch 13, flat-footed 28 |
Base
Attack/Grapple: |
+14/+25 |
Attack: |
+3 greatsword
+23 melee (3d6+13/19–20)
or slam +20 melee (2d8+10) |
Full Attack: |
+3 greatsword
+23/+18/+13 melee
(3d6+13/19–20) or slam +20 melee (2d8+10) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Spell-like
abilities, spells |
Special
Qualities: |
Damage reduction
10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and
petrification, protective aura, regeneration 10, resistance to electricity 10
and fire 10, spell resistance 30, tongues |
Saves: |
Fort +14 (+18
against poison), Ref +13, Will +15 |
Abilities: |
Str 25, Dex 19,
Con 20, Int 22, Wis 23, Cha 22 |
Skills: |
Concentration
+22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21,
Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23,
Search +23, Spot +23, Use Rope +4 (+6 with bindings) |
Feats: |
Blind-Fight,
Cleave, Improved Initiative, Improved Sunder, Power Attack |
Environment: |
Any good-aligned
plane |
Organization: |
Solitary or pair |
Challenge
Rating: |
16 |
Treasure: |
No coins; double
goods; standard items |
Alignment: |
Always good
(any) |
Advancement: |
15–21 HD
(Large); 22–42 HD (Huge) |
Level
Adjustment: |
— |
A planetar is
nearly 9 feet tall and weighs about 500 pounds.
Despite their vast
array of magical powers, planetars are likely to wade into melee with their +3
greatswords. They particularly enjoy fighting fiends.
A planetar’s
natural weapons, as well as any weapons it wields, are treated as good-aligned
for the purpose of overcoming damage reduction.
Regeneration: A planetar takes damage from evil-aligned
weapons and from spells and effects with the evil descriptor.
Spell-Like
Abilities: At will—continual
flame, dispel magic, holy smite (DC 20), invisibility (self only), lesser
restoration (DC 18), remove curse (DC 19), remove disease (DC
19), remove fear (DC 17), speak with dead (DC 19); 3/day—blade
barrier (DC 22), flame strike (DC 21), polymorph (self only),
power word stun, raise dead, waves of fatigue; 1/day—earthquake
(DC 24), greater restoration (DC 23), mass charm monster (DC
24), waves of exhaustion. Caster level 17th. The save DCs are
Charisma-based.
The following
abilities are always active on the planetar’s person, as the spells (caster
level 17th): detect evil, detect snares and pits, discern lies (DC 20), see
invisibility, and true seeing. They can be dispelled, but the
planetar can reactivate them as a free action.
Spells: Planetars can cast divine spells as
17th-level clerics. A planetar has access to two of the following domains: Air,
Destruction, Good, Law, or War (plus any others from its deity). The save DCs
are Wisdom-based.
Typical Cleric
Spells Prepared (6/8/8/7/7/6/6/4/3/2;
save DC 16 + spell level): 0—create water, detect magic, guidance, resistance
(2), virtue; 1st—bless (2), cause fear, divine favor (2),
entropic shield, inflict light wounds*, shield of faith; 2nd—aid*,
align weapon, bear ’s endurance, bull’s strength (2), consecrate,
eagle’s splendor, hold person; 3rd—contagion*, daylight, invisibility
purge, prayer (2), summon monster III, wind wall; 4th— death
ward, dismissal, inflict critical wounds*, neutralize
poison (2), summon monster IV; 5th— break enchantment, circle of
doom*, dispel evil, mark of justice, plane shift, righteous might; 6th—banishment,
greater dispel magic, harm*, heal, heroes’ feast, mass cure moderate wounds; 7th—
dictum, disintegrate*, holy word, regenerate; 8th—holy aura*,
mass cure critical wounds, shield of law; 9th—implosion, summon monster
IX (good)*.
*Domain spell.
Domains: Destruction and Good.
ANGEL, SOLAR
|
Large Outsider
(Angel, Extraplanar, Good) |
Hit Dice: |
22d8+110 (209
hp) |
Initiative: |
+9 |
Speed: |
50 ft. (10
squares), fly 150 ft. (good) |
Armor Class: |
35 (–1 size, +5
Dex, +21 natural), touch 14, flat-footed 30 |
Base
Attack/Grapple: |
+22/+35 |
Attack: |
+5 dancing
greatsword +35 melee
(3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28 ranged
(2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) |
Full Attack: |
+5 dancing
greatsword +35/+30/+25/+20
melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus)
+28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Spell-like
abilities, spells |
Special
Qualities: |
Damage reduction
15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid,
cold, and petrification, protective aura, regeneration 15, resistance to
electricity 10 and fire 10, spell resistance 32, tongues |
Saves: |
Fort +18 (+22
against poison), Ref +18, Will +20 |
Abilities: |
Str 28, Dex 20,
Con 20, Int 23, Wis 25, Cha 25 |
Skills: |
Concentration
+30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30,
Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32,
Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7
with bindings) |
Feats: |
Cleave, Dodge,
Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack,
Track |
Environment: |
Any good-aligned
plane |
Organization: |
Solitary or pair |
Challenge
Rating: |
23 |
Treasure: |
No coins; double
goods; standard items |
Alignment: |
Always good
(any) |
Advancement: |
23–33 HD
(Large); 34–66 HD (Huge) |
Level
Adjustment: |
— |
A solar has a deep
and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.
Solars are
puissant champions of good. Only the most powerful fiends approach their power.
Even more fearsome
than their +5 dancing greatswords are their +2 composite longbows that
create any sort of slaying arrow when drawn.
A solar’s natural
weapons, as well as any weapons it wields, are treated as good-aligned and epic
for the purpose of overcoming damage reduction.
Regeneration
(Ex): A solar takes normal
damage from epic evil-aligned weapons, and from spells or effects with the evil
descriptor.
Spell-Like
Abilities: At will—aid,
animate objects, commune, continual flame, dimensional anchor, greater dispel
magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self
only), lesser restoration (DC 19), polymorph (self only) power
word stun, remove curse (DC 20), remove disease (DC 20), remove
fear (DC 18), resist energy, summon monster VII, speak with dead (DC
20), waves of fatigue; 3/day—blade barrier (DC 23), earthquake
(DC 25), heal (DC 23), mass charm monster (DC 25), permanency,
resurrection, waves of exhaustion; 1/day—greater restoration (DC
24), power word blind, power word kill, power word stun,
prismatic spray (DC 24), wish. Caster level 20th. The save DCs are
Charisma-based.
The following
abilities are always active on a solar’s person, as the spells (caster level
20th): detect evil, detect snares and pits, discern lies (DC 21), see
invisibility, true seeing. They can be dispelled, but the solar can
reactivate them as a free action.
Spells: Solars can cast divine spells as
20th-level clerics. A solar has access to two of the following domains: Air,
Destruction, Good, Law, or War (plus any others from its deity). The save DCs
are Wisdom-based.
Typical Cleric
Spells Prepared (6/8/8/8/7/7/6/6/5/5;
save DC 17 + spell level): 0—create water, detect magic, guidance (2), resistance
(2); 1st—bless (2), cause
fear, divine favor (2), entropic shield, obscuring mist*, shield
of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength
(2), consecrate, eagle’s splendor, spiritual weapon*; 3rd—daylight,
invisibility purge, magic circle against evil, magic vestment*, prayer (2),
protection from energy, wind wall; 4th—death ward (2), dismissal
(2), divine power*, neutralize poison (2); 5th—break
enchantment, control winds*, dispel evil, plane shift, righteous might (2),
symbol of pain; 6th—banishment, chain lightning*, heroes’
feast, mass cure moderate wounds, undeath to death, word of recall; 7th—control
weather*, destruction, dictum, ethereal jaunt, holy word, regenerate; 8th—fire
storm, holy aura, mass cure critical wounds (2), whirlwind*; 9th— etherealness,
elemental swarm (air)*, mass heal, miracle, storm of vengeance.
*Domain spell.
Domains: Air and War.
ANIMATED OBJECT
|
Animated
Object, Tiny |
Animated
Object, Small |
Animated
Object, Medium |
|
Tiny Construct |
Small Construct |
Medium Construct |
Hit Dice: |
1/2 d10 (2 hp) |
1d10+10 (15 hp) |
2d10+20 (31 hp) |
Initiative: |
+2 |
+1 |
+0 |
Speed: |
40 ft. (8
squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels |
30 ft. (6
squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels |
30 ft. (6
squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels |
Armor Class: |
14 (+2 size, +2
Dex), touch 14, flat-footed 12 |
14 (+1 size, +1
Dex, +2 natural), touch 12, flat-footed 13 |
14 (+4 natural),
touch 10, flat-footed 14 |
Base
Attack/Grapple: |
+0/–9 |
+0/–4 |
+1/+2 |
Attack: |
Slam +1 melee
(1d3–1) |
Slam +1 melee
(1d4) |
Slam +2 melee
(1d6+1) |
Full Attack: |
Slam +1 melee
(1d3–1) |
Slam +1 melee
(1d4) |
Slam +2 melee
(1d6+1) |
Space/Reach: |
2-1/2 ft./0 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
See text |
See text |
See text |
Special
Qualities: |
Construct
traits, darkvision 60 ft., low-light vision; also see text |
Construct
traits, darkvision 60 ft., low-light vision; also see text |
Construct
traits, darkvision 60 ft., low-light vision; also see text |
Saves: |
Fort +0, Ref +2,
Will –5 |
Fort +0, Ref +1,
Will –5 |
Fort +0, Ref +0,
Will –5 |
Abilities: |
Str 8, Dex 14,
Con —, Int —, Wis 1, Cha 1 |
Str 10, Dex 12,
Con —, Int —, Wis 1, Cha 1 |
Str 12, Dex 10,
Con —, Int —, Wis 1, Cha 1 |
Skills: |
— |
— |
— |
Feats: |
— |
— |
— |
Environment: |
Any |
Any |
Any |
Organization: |
Group (4) |
Pair |
Solitary |
Challenge
Rating: |
1/2 |
1 |
2 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
— |
— |
— |
Level
Adjustment: |
— |
— |
— |
|
Animated
Object, Large |
Animated
Object, Huge |
Animated
Object, Gargantuan |
|
Large Construct |
Huge Construct |
Gargantuan
Construct |
Hit Dice: |
4d10+30 (52 hp) |
8d10+40 (84 hp) |
16d10+60 (148
hp) |
Initiative: |
+0 |
–1 |
–2 |
Speed: |
20 ft. (4
squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels |
20 ft. (4
squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels |
10 ft. (2
squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels |
Armor Class: |
14 (–1 size, +5
natural), touch 9, flat-footed 14 |
13 (–2 size, –1
Dex, +6 natural), touch 7, flat-footed 13 |
12 (–4 size, –2
Dex, +8 natural), touch 4, flat-footed 12 |
Base
Attack/Grapple: |
+3/+10 |
+6/+19 |
+12/+31 |
Attack: |
Slam +5 melee
(1d8+4) |
Slam +9 melee
(2d6+7) |
Slam +15 melee
(2d8+10) |
Full Attack: |
Slam +5 melee
(1d8+4) |
Slam +9 melee
(2d6+7) |
Slam +15 melee
(2d8+10) |
Space/Reach: |
10 ft./5 ft.
(long) 10 ft./10 ft.
(tall) |
15 ft./10 ft.
(long) 15 ft./15 ft.
(tall) |
20 ft./15 ft.
(long) 20 ft./20 ft.
(tall) |
Special
Attacks: |
See text |
See text |
See text |
Special
Qualities: |
Construct
traits, darkvision 60 ft., low-light vision; also see text |
Construct
traits, darkvision 60 ft., low-light vision; also see text |
Construct
traits, darkvision 60 ft., low-light vision; also see text |
Saves: |
Fort +1, Ref +1,
Will –4 |
Fort +2, Ref +1,
Will –3 |
Fort +5, Ref +3,
Will +0 |
Abilities: |
Str 16, Dex 10,
Con —, Int —, Wis 1, Cha 1 |
Str 20, Dex 8,
Con —, Int —, Wis 1, Cha 1 |
Str 24, Dex 6,
Con —, Int —, Wis 1, Cha 1 |
Skills: |
— |
— |
— |
Feats: |
— |
— |
— |
Environment: |
Any |
Any |
Any |
Organization: |
Solitary |
Solitary |
Solitary |
Challenge
Rating: |
3 |
5 |
7 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
— |
— |
— |
Level
Adjustment: |
— |
— |
— |
|
Animated
Object, Colossal |
|
Colossal
Construct |
Hit Dice: |
32d10+80 (256
hp) |
Initiative: |
–3 |
Speed: |
10 ft. (2
squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels |
Armor Class: |
11 (–8 size, –3
Dex, +12 natural), touch –1, flat-footed 11 |
Base
Attack/Grapple: |
+24/+49 |
Attack: |
Slam +25 melee
(4d6+13) |
Full Attack: |
Slam +25 melee
(4d6+13) |
Space/Reach: |
30 ft./20 ft.
(long) 30 ft./30 ft. (tall) |
Special
Attacks: |
See text |
Special
Qualities: |
Construct
traits, darkvision 60 ft., low-light vision; also see text |
Saves: |
Fort +10, Ref
+7, Will +5 |
Abilities: |
Str 28, Dex 4,
Con —, Int —, Wis 1, Cha 1 |
Skills: |
— |
Feats: |
— |
Environment: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
10 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
— |
Level
Adjustment: |
— |
Animated objects
come in all sizes, shapes, and colors. They owe their existence as creatures to
spells such as animate objects or similar supernatural abilities.
COMBAT
Animated objects
fight only as directed by the animator. They follow orders without question and
to the best of their abilities. Since they do not need to breathe and never
tire, they can be extremely capable minions.
An animated object
can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a
carpet or tapestry can grapple an opponent up to three sizes larger than
itself. The object makes a normal grapple check. If it wins, it wraps itself
around the opponent’s head, causing that creature to be blinded until removed.
Constrict (Ex):
A flexible animated object
such as a rope, vine, or rug deals damage equal to its slam damage value plus
1- 1/2 times its Strength bonus with a successful grapple check against a
creature up to one size larger than itself.
An object of at
least Large size can make constriction attacks against multiple creatures at
once, if they all are at least two sizes smaller than the object and can fit
under it.
Hardness (Ex): An animated object has the same hardness it
had before it was animated.
Improved Speed
(Ex): The base land speed
given in the statistics block assume that an animated object lurches, rocks, or
slithers along.
Objects with two
legs (statues, ladders) or a similar shape that allows faster movement have a
+10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20
foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have
additional modes of movement. A wooden object can float and has a swim speed
equal to half its land speed. A rope or similar sinuous object has a climb
speed equal to half its land speed. A sheetlike object can fly (clumsy
maneuverability) at half its normal speed.
Trample (Ex): An animated object of at least Large size
and with a hardness of at least 10 can trample creatures two or more sizes
smaller than itself, dealing damage equal to the object’s slam damage + 1-1/2
times its Strength bonus. Opponents who do not make attacks of opportunity
against the object can attempt Reflex saves (DC 10 + 1/2 object’s HD + object’s
Str modifier) to halve the damage.
ANKHEG
|
Large Magical
Beast |
Hit Dice: |
3d10+12 (28 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares), burrow 20 ft. |
Armor Class: |
18 (–1 size, +9
natural), touch 9, flat-footed 18 |
Base
Attack/Grapple: |
+3/+12 |
Attack: |
Bite +7 melee
(2d6+7 plus 1d4 acid) |
Full Attack: |
Bite +7 melee
(2d6+7 plus 1d4 acid) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Improved grab,
spit acid |
Special
Qualities: |
Darkvision 60
ft., low-light vision, tremorsense 60 ft. |
Saves: |
Fort +6, Ref +3,
Will +2 |
Abilities: |
Str 21, Dex 10,
Con 17, Int 1, Wis 13, Cha 6 |
Skills: |
Climb +8, Listen
+6, Spot +3 |
Feats: |
Alertness,
Toughness |
Environment: |
Warm plains |
Organization: |
Solitary or
cluster (2–4) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4 HD (Large);
5–9 HD (Huge) |
Level
Adjustment: |
— |
The ankheg is a
burrowing monster with a taste for fresh meat. An ankheg has six legs, and some
specimens are yellow rather than brown. It is about 10 feet long and weighs
about 800 pounds.
An ankheg burrows
with legs and mandibles. A burrowing ankheg usually does not make a usable
tunnel, but can construct a tunnel; it burrows at half speed when it does so.
It often digs a winding tunnel up to 40 feet below the surface in the rich soil
of forests or farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150
feet long ([1d10 + 5] x 10).
COMBAT
An ankheg usually
lies 5 to 10 feet below the surface until its antennae detect the approach of
prey. It then burrows up to attack. (Treat this as a charge, even though the
ankheg does not need to move 10 feet before attacking.)
Clusters of
ankhegs share the same territory but do not cooperate.
Improved Grab
(Ex): To use this ability,
an ankheg must hit with its bite attack. It can then attempt to start a grapple
as a free action without provoking an attack of opportunity. If the ankheg is
damaged after grabbing its prey, it retreats backward down its tunnel at its
land speed (not its burrow speed), dragging the victim with it.
Spit Acid (Ex): 30-ft. line, once every 6 hours; damage
4d4 acid, Reflex DC 14 half. One such attack depletes the ankheg’s acid supply
for 6 hours. It cannot spit acid or deal acid damage during this time. The save
DC is Constitution-based.
An ankheg does not
use this ability unless it is desperate or frustrated. It most often spits acid
when reduced to fewer than half its full normal hit points or when it has not
successfully grabbed an opponent.
ARANEA
|
Medium Magical
Beast (Shapechanger) |
Hit Dice: |
3d10+6 (22 hp) |
Initiative: |
+6 |
Speed: |
50 ft. (10
squares), climb 25 ft. |
Armor Class: |
13 (+2 Dex, +1
natural), touch 12, flat-footed 11 |
Base
Attack/Grapple: |
+3/+3 |
Attack: |
Bite +5 melee
(1d6 plus poison) or web +5 ranged |
Full Attack: |
Bite +5 melee
(1d6 plus poison) or web +5 ranged |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Poison, spells,
web |
Special
Qualities: |
Change shape,
darkvision 60 ft., low-light vision |
Saves: |
Fort +5, Ref +5,
Will +4 |
Abilities: |
Str 11, Dex 15,
Con 14, Int 14, Wis 13, Cha 14 |
Skills: |
Climb +14,
Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6 |
Feats: |
Improved
Initiative, Iron WillB, Weapon Finesse |
Environment: |
Temperate
forests |
Organization: |
Solitary or
colony (3–6) |
Challenge
Rating: |
4 |
Treasure: |
Standard coins;
double goods; standard items |
Alignment: |
Usually neutral |
Advancement: |
By character
class |
Level
Adjustment: |
+4 |
An aranea is an
intelligent, shapechanging spider with sorcerous powers. In its natural form,
an aranea resembles a big spider, with a humpbacked body a little bigger than a
human torso. It has fanged mandibles like a normal spider. Two small arms, each
about 2 feet long, lie below the mandibles. Each arm has a hand with four
many-jointed fingers and a double-jointed thumb.
An aranea weighs
about 150 pounds. The hump on its back houses its brain.
Araneas speak
Common and Sylvan.
COMBAT
An aranea avoids
physical combat and uses its webs and spells when it can. In a battle, it tries
to immobilize or distract the most aggressive opponents first. Araneas often
subdue opponents for ransom.
Poison (Ex): Injury, Fortitude DC 13, initial damage
1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spells: An aranea casts spells as a 3rd-level
sorcerer. It prefers illusions and enchantments and avoids fire spells.
Typical
Sorcerer Spells Known (6/6;
save DC 12 + spell level): 0— daze, detect magic, ghost sound, light,
resistance; 1st—mage armor, silent image, sleep.
Web (Ex): In spider or hybrid form (see below), an
aranea can throw a web up to six 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 Large 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.
Change Shape
(Su): An aranea’s natural
form is that of a Medium monstrous spider. It can assume two other forms. The
first is a unique Small or Medium humanoid; an aranea in its humanoid form
always assumes the same appearance and traits, much as a lycanthrope would. In
humanoid form, an aranea cannot use its bite attack, webs, or poison.
The second form is
a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium
humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs
and spinnerets. The aranea retains its bite attack, webs, and poison in this
form, and can also wield weapons or wear armor. When in hybrid form, an
aranea’s speed is 30 feet (6 squares).
An aranea remains
in one form until it chooses to assume a new one. A change in form cannot be
dispelled, nor does an aranea revert to its natural form when killed. A true
seeing spell, however, reveals its natural form if it is in humanoid or
hybrid form.
Skills: Araneas have a +2 racial bonus on Jump,
Listen, 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.
Archons are
celestials from a lawful good-aligned plane.
Archons speak
Celestial, Infernal, and Draconic, but can speak with almost any creature
because of their tongues ability.
COMBAT
Archons generally
prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they
do what they can to even the odds (usually by employing hit-and run tactics or
standing off and engaging a foe with magic before moving into melee).
Archon Traits: An archon possesses the following traits
(unless otherwise noted in a creature’s entry).
—Darkvision out to
60 feet and low-light vision.
—Aura of Menace
(Su): A righteous aura surrounds archons that fight or get angry. Any
hostile creature within a 20-foot radius of an archon must succeed on a Will
save to resist its effects. The save DC varies with the type of archon, is
Charisma-based, and includes a +2 racial bonus. Those who fail take a –2
penalty on attacks, AC, and saves for 24 hours or until they successfully hit
the archon that generated the aura. A creature that has resisted or broken the
effect cannot be affected again by the same archon’s aura for 24 hours.
—Immunity to
electricity and petrification.
— +4 racial bonus
on saves against poison.
—Magic Circle
against Evil (Su): A magic circle against evil effect always surrounds an
archon (caster level equals the archon’s Hit Dice). (The defensive benefits
from the circle are not included in an archon’s statistics block.)
—Teleport (Su):
Archons can use greater teleport at will, as the spell (caster level 14th),
except that the creature can transport only itself and up to 50 pounds of
objects.
—Tongues (Su): All
archons can speak with any creature that has a language, as though using a tongues
spell (caster level 14th). This ability is always active.
LANTERN ARCHON
|
Small Outsider
(Archon, Extraplanar, Good, Lawful) |
Hit Dice : |
1d8 (4 hp) |
Initiative : |
+4 |
Speed : |
Fly 60 ft.
(perfect) (12 squares) |
Armor Class : |
15 (+1 size, +4
natural), touch 11, flat-footed 15 |
Base
Attack/Grapple : |
+1/–8 |
Attack : |
Light ray +2
ranged touch (1d6) |
Full Attack : |
2 light rays +2
ranged touch (1d6) |
Space/Reach : |
5 ft./5 ft. |
Special
Attacks : |
Spell-like
abilities |
Special
Qualities : |
Aura of menace,
damage reduction 10/evil and magic, darkvision 60 ft., immunity to
electricity and petrification, magic circle against evil, teleport, tongues |
Saves : |
Fort +2 (+6
against poison), Ref +2, Will +2 |
Abilities : |
Str 1, Dex 11,
Con 10, Int 6, Wis 11, Cha 10 |
Skills : |
Concentration
+4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot
+4 |
Feats : |
Improved
Initiative |
Environment
: |
A
lawful good-aligned plane |
Organization
: |
Solitary, pair,
or squad (3–5) |
Challenge
Rating : |
2 |
Treasure : |
None |
Alignment : |
Always lawful
good |
Advancement : |
2–4 HD (Small) |
Level
Adjustment: |
— |
Lantern archons
appear as floating balls of light that glow about as brightly as a torch. Only
their destruction can extinguish the glow, though they can try to hide it.
A lantern archon
has little reason to get within melee range. It usually hovers just close
enough to bring the enemy within its aura of menace, then blasts away with its
light rays. Lantern archons prefer to concentrate on a single opponent, seeking
to reduce enemy numbers quickly.
Aura of Menace
(Su): Will DC 12 negates.
Light Ray (Ex): A lantern archon’s light rays have a range
of 30 feet. This attack overcomes damage reduction of any type.
Spell-Like
Abilities: At will—aid,
detect evil, continual flame. Caster level 3rd.
HOUND ARCHON
|
Hound
Archon |
Hound Archon Hero, 11th-Level
Paladin
|
|
Medium
Outsider (Archon, Extraplanar, Good, Lawful) |
Medium
Outsider (Archon, Extraplanar, Good, Lawful) |
Hit
Dice: |
6d8+6
(33 hp) |
6d8+18
plus 11d10+33 (143 hp) |
Initiative: |
+4 |
+4 |
Speed: |
40
ft. (8 squares) |
30
ft. in full plate armor (6 squares); base speed 40 ft. |
Armor
Class: |
19
(+9 natural), touch 10, flat-footed 19 |
30
(+9 natural, +11 +3 full plate armor), touch 10, flat-footed 30 |
Base
Attack/Grapple: |
+6/+8 |
+17/+22 |
Attack: |
Bite
+8 melee (1d8+2) or greatsword +8 melee (2d6+3/19–20) |
+2
cold iron greatsword +25 melee (2d6+9/19–20) or bite +22 melee (1d8+5) |
Full
Attack: |
Bite
+8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee
(2d6+3/19–20) and bite +3 melee (1d8+1) |
+2
cold iron greatsword +25/+20/+15/+10 melee (2d6+9/19–20) and bite +17 melee
(1d8+2); or bite +22 melee (1d8+5) and slam +17 melee (1d4+2) |
Space/Reach: |
5
ft./5 ft. |
5
ft./5 ft. |
Special
Attacks: |
Spell-like
abilities |
Smite
evil, spells, spell-like abilities, turn undead 6/day |
Special
Qualities: |
Aura
of menace, change shape, damage reduction 10/evil, darkvision 60 ft.,
immunity to electricity and petrification, magic circle against evil, scent,
spell resistance 16, teleport, tongues |
Aura
of menace, change shape, damage reduction 10/evil, darkvision 60 ft.,
immunity to electricity and petrification, magic circle against evil, paladin
abilities, scent, spell resistance 27, teleport, tongues |
Saves: |
Fort
+6 (+10 against poison), Ref +5, Will +6 |
Fort
+18 (+22 against poison), Ref +11, Will +13 |
Abilities: |
Str
15, Dex 10, Con 13, Int 10, Wis 13, Cha 12 |
Str
21, Dex 10, Con 16, Int 8, Wis 14, Cha 16 |
Skills: |
Concentration
+10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense
Motive +10, Spot +10, Survival +10* (+12 following tracks) |
Concentration
+20, Diplomacy +19, Hide +2*, Jump +0, Listen +10, Ride +14, Sense Motive
+19, Spot +10, Survival +2* |
Feats: |
Improved
Initiative, Power Attack, Track |
Improved
Initiative, Leadership, Mounted Combat, Ride-By Attack, Track, Weapon Focus
(greatsword) |
Environment |
A
lawful good-aligned plane |
A
lawful good-aligned plane |
Organization: |
Solitary,
pair, or squad (3–5) |
Solitary
or with juvenile bronze dragon |
Challenge
Rating: |
4 |
16 |
Treasure: |
No
coins; double goods; standard items |
Standard |
Alignment: |
Always
lawful good |
Always
lawful good |
Advancement: |
7–9
HD (Medium); 10–18 HD (Large) |
By
character class |
Level
Adjustment: |
+5 |
+5 |
Hound
archons look like well-muscled humans with canine heads.
Hound
archons prefer to attack with their natural weapons but occasionally use
greatswords.
A
hound archon’s natural weapons, as well as any weapons it wields, are treated
as good-aligned and lawful-aligned for the purpose of overcoming damage
reduction.
Spell-Like
Abilities:
At will—aid, continual flame, detect evil, message. Caster level 6th.
Aura
of Menace (Su): Will
DC 16 negates.
Change
Shape (Su):
A hound archon can assume any canine form of Small to Large size. While in
canine form, the hound archon loses its bite, slam, and greatsword attacks, but
gains the bite attack of the form it chooses. For the purposes of this ability,
canines include any doglike or wolflike animal of the animal type.
Skills:
*While in
canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival
checks.
HOUND ARCHON HERO
The hound archon hero is a mighty
champion of justice, devoted to the pursuit and destruction of evil in all its
forms.
COMBAT
Hound archon heroes have over time
developed a love for their weapons. They prefer to use their holy
greatswords over their bite and slam attacks.
Spell-Like Abilities: At will—aid, continual
flame, detect evil, message. Caster level 6th.
Aura of Menace (Su): The save DC for the hound
archon hero’s aura of menace (DC 18) is adjusted for its higher Charisma score.
Smite Evil (Su): Three times per day a
hound archon hero can make a normal melee attack with a +3 bonus that deals an
extra 11 points of damage against an evil foe.
Change Shape (Su): A hound archon hero can assume any canine form of
Small to Large size. While in canine form, the hound archon loses its bite,
slam, and greatsword attacks, but gains the bite attack of the form it chooses. For
the purposes of this ability, canines include any doglike or wolflike animal of
the animal type.
Skills: *While in canine form, a hound
archon hero gains a +4 circumstance bonus on Hide and Survival checks.
Paladin Abilities: Aura of courage, aura of
good, detect evil, divine grace, divine health, lay on hands (33
points/day), remove disease 2/week, special mount (juvenile bronze
dragon).
Typical Paladin Spells Prepared (2/2; save DC 12 + spell
level): 1st— divine favor, protection from evil; 2nd—bull’s
strength, eagle’s splendor.
Possessions: +3 full plate armor, +2
cold iron greatsword.
HOUND ARCHON HERO MOUNTS
In the course of their adventures,
many hound archon heroes befriend bronze dragons, which may come to serve as
their mounts. The relationship between these mounts and their celestial riders
goes beyond even the special bond between paladin and mount. The dragon and the
archon are naturally allies and friends, as can be expected of two powerful
servants of cosmic justice. The juvenile bronze dragon mount gains 2 additional
HD, 4 points of Strength, an additional 4 points of natural armor, improved
evasion, and +10 feet to speed in all its movement forms. The dragon cannot,
however, command other creatures of its type as other kinds of paladin mounts
can.
HOUND ARCHONS AS CHARACTERS
Hound archon characters possess the
following racial traits.
— +4 Strength, +2 Constitution, +2
Wisdom, +2 Charisma.
—Medium size.
—A hound archon’s base land speed is
40 feet.
—Racial Hit Dice: A hound archon
begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack
bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
—Racial Skills: A hound archon’s outsider
levels give it skill points equal to 9 × (8 + Int modifier). Its class skills
are Concentration, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, and
Survival.
—Racial Feats: A hound archon’s
outsider levels give it three feats.
— +9 natural armor bonus.
—Natural Weapons: Bite (1d8) and slam
(1d4).
—Archon Traits (see page 16):
Darkvision 60 ft., low-light vision, aura of menace (Will DC 15 + character’s
Cha modifier), immunity to electricity and petrification, +4 racial bonus on
saves against poison, magic circle against evil, teleport, tongues.
—Special Attacks: Spell-like
abilities.
—Special Qualities: Change shape,
damage reduction 10/evil, scent, spell resistance equal to 16 + class levels.
—Automatic Languages: Celestial.
Bonus Languages: Common, Draconic, Infernal.
—Favored class: Ranger.
—Level adjustment +5.
TRUMPET ARCHON
|
Medium Outsider
(Archon, Extraplanar, Good, Lawful) |
Hit Dice: |
12d8+72 (126 hp) |
Initiative: |
+7 |
Speed: |
40 ft. (8
squares), fly 90 ft. (good) |
Armor Class: |
27 (+3 Dex, +14
natural), touch 13, flat-footed 24 |
Base
Attack/Grapple: |
+12/+17 |
Attack: |
+4 greatsword
+21 melee (2d6+11/19–20) |
Full Attack: |
+4 greatsword
+21/+16/+11 melee
(2d6+11/19–20) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, spells, trumpet |
Special
Qualities: |
Aura of menace,
damage reduction 10/evil, darkvision 60 ft., immunity to electricity and
petrification, magic circle against evil, spell resistance 29, teleport,
tongues |
Saves: |
Fort +14 (+18
against poison), Ref +11, Will +11 |
Abilities: |
Str 20, Dex 17,
Con 23, Int 16, Wis 16, Cha 16 |
Skills: |
Concentration
+21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one)
+18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20,
Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings) |
Feats: |
Blind-Fight,
Cleave, Combat Reflexes, Improved Initiative, Power Attack |
Environment: |
A
lawful good-aligned plane |
Organization: |
Solitary, pair,
or squad (3–5) |
Challenge
Rating: |
14 |
Treasure: |
No coins; double
goods; standard items |
Alignment: |
Always lawful
good |
Advancement: |
13–18 HD
(Medium); 19–36 HD (Large) |
Level
Adjustment: |
+8 |
Each Trumpet
Archon carries a gleaming silver trumpet about 6 feet long.
COMBAT
A trumpet archon
usually disdains physical combat, preferring to obliterate foes with spells
quickly and return to its duties. If forced into an extended battle, it sounds
its trumpet and attacks with a vengeance.
A trumpet archon’s
natural weapons, as well as any weapons it wields, are treated as good-aligned
and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like
Abilities: At will—detect
evil, continual flame, message. Caster level 12th.
Aura of Menace
(Su): Will DC 21 negates.
Spells: Trumpet archons can cast divine spells as
14th-level clerics. A trumpet archon has access to two of the following
domains: Air, Destruction, Good, Law, or War (plus any others from its deity).
The save DCs are Wisdom-based.
Typical Cleric
Spells Prepared (6/7/7/6/5/4/4/3;
DC 13 + spell level): 0—detect magic, light, purify food and drink, read
magic, resistance (2); 1st—bless (2), divine favor (2), protection
from chaos*, sanctuary, shield of faith; 2nd—aid*, bull’s strength (2),
consecrate, lesser restoration, owl’s wisdom (2); 3rd—daylight,
invisibility purge, magic circle against chaos*, magic vestment, protection
from energy (2); 4th— dismissal, divine power, holy smite*, neutralize
poison, spell immunity; 5th—dispel evil*, mass cure light wounds, plane
shift, raise dead; 6th— blade barrier*, banishment, heal, undeath to
death; 7th—dictum*, holy word, mass cure serious wounds.
*Domain spell.
Domains: Good and Law.
Trumpet (Su): An archon’s trumpet produces music of utter
clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe.
All creatures except archons within 100 feet of the blast must succeed on a DC
19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is
Charisma-based. The archon can also command its trumpet to become a +4
greatsword as a free action.
If a trumpet is
ever stolen, it becomes a chunk of useless metal until the owner can recover
it. Woe betide any thief caught with one.
ARROWHAWK
|
Juvenile
Arrowhawk |
Adult
Arrowhawk |
Elder
Arrowhawk |
|
Small Outsider
(Air, Extraplanar) |
Medium Outsider
(Air, Extraplanar) |
Large Outsider
(Air, Extraplanar) |
Hit Dice: |
3d8+3 (16 hp) |
7d8+7 (38 hp) |
15d8+45 (112 hp) |
Initiative: |
+5 |
+5 |
+5 |
Speed: |
Fly 60 ft.
(perfect) (12 squares) |
Fly 60 ft.
(perfect) (12 squares) |
Fly 60 ft.
(perfect) (12 squares) |
Armor Class: |
20 (+1 size, +5
Dex, +4 natural), touch 16, flat-footed 15 |
21 (+5 Dex, +6
natural), touch 15, flat-footed 16 |
22 (–1 size, +5
Dex, +8 natural), touch 14, flat-footed 17 |
Base
Attack/Grapple: |
+3/+0 |
+7/+9 |
+15/+25 |
Attack: |
Electricity ray
+9 ranged touch (2d6) or bite +9 melee (1d6+1) |
Electricity ray
+12 ranged touch (2d8) or bite +12 melee (1d8+3) |
Electricity ray
+19 ranged touch (2d8) or bite +21 melee (2d6+9) |
Full Attack: |
Electricity ray
+9 ranged touch (2d6) or bite +9 melee (1d6+1) |
Electricity ray
+12 ranged touch (2d8) or bite +12 melee (1d8+3) |
Electricity ray
+19 ranged touch (2d8) or bite +20 melee (2d6+9) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./5 ft. |
Special
Attacks: |
Electricity ray |
Electricity ray |
Electricity ray |
Special
Qualities: |
Darkvision 60
ft., immunity to acid, electricity, and poison, resistance to cold 10 and
fire 10 |
Darkvision 60
ft., immunity to acid, electricity, and poison, resistance to cold 10 and
fire 10 |
Darkvision 60
ft., immunity to acid, electricity, and poison, resistance to cold 10 and
fire 10 |
Saves: |
Fort +4, Ref +8,
Will +4 |
Fort +6, Ref
+10, Will +6 |
Fort +12, Ref
+14, Will +10 |
Abilities: |
Str 12, Dex 21,
Con 12, Int 10, Wis 13, Cha 13 |
Str 14, Dex 21,
Con 12, Int 10, Wis 13, Cha 13 |
Str 22, Dex 21,
Con 16, Int 10, Wis 13, Cha 13 |
Skills: |
Diplomacy +3,
Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11,
Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9
Plane of Air), Use Rope +5 (+7 with bindings) |
Diplomacy +3,
Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15,
Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks,
+13 Plane of Air), Use Rope +5 (+7 with bindings) |
Diplomacy +3,
Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23,
Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks,
+21 Plane of Air), Use Rope +5 (+7 involving bindings) |
Feats: |
Dodge, Weapon
Finesse |
Dodge, Flyby
Attack, Weapon Finesse |
Alertness,
Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon
Focus (bite)B |
Environment |
Elemental Plane
of Air |
Elemental Plane
of Air |
Elemental Plane
of Air |
Organization: |
Solitary or
clutch (2–4) |
Solitary or
clutch (2–4) |
Solitary or
clutch (2–4) |
Challenge
Rating: |
3 |
5 |
8 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
4–6 HD (Small) |
8–14 HD (Medium) |
16–24 HD
(Large); 25–32 HD (Gargantuan) |
Level
Adjustment: |
— |
— |
— |
An arrowhawk is a
predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence
of its wingbeats, an arrowhawk can fly at top speed in any direction. A
juvenile arrowhawk (1 to 10 years old) is about 5 feet long from beak to tail,
with the body accounting for about one-third of that length. Its wingspan is
about 7 feet, and it weighs about 20 pounds. An adult (11 to 40 years old) is
about 10 feet long from beak to tail, with a wingspan of about 15 feet and a
weight of about 100 pounds. An elder arrowhawk (41 to 75 years old) is about 20
feet long with a wingspan of 30 feet and a weight of about 800 pounds.
Arrowhawks speak
Auran, but they are not usually talkative creatures.
COMBAT
Arrowhawks are
extremely territorial and always hungry. They attack almost any other creature
they meet, seeking a meal or trying to drive away a rival. The primary mode of
attack is an electricity ray, fired from the tail. The creature also bites, but
it prefers to stay out of reach.
Electricity Ray
(Su): An arrowhawk can
fire this ray once per round, with a range of 50 feet.
ASSASSIN VINE
|
Large Plant |
Hit Dice: |
4d8+12 (30 hp) |
Initiative: |
+0 |
Speed: |
5 ft. (1 square) |
Armor Class: |
15 (–1 size, +6
natural), touch 9, flat-footed 15 |
Base
Attack/Grapple: |
+3/+12 |
Attack: |
Slam +7 melee
(1d6+7) |
Full Attack: |
Slam +7 melee
(1d6+7) |
Space/Reach: |
10 ft./10 ft.
(20 ft. with vine) |
Special
Attacks: |
Constrict 1d6+7,
entangle, improved grab |
Special
Qualities: |
Blindsight 30
ft., camouflage, immunity to electricity, low-light vision, plant traits,
resistance to cold 10 and fire 10 |
Saves: |
Fort +7, Ref +1,
Will +2 |
Abilities: |
Str 20, Dex 10,
Con 16, Int —, Wis 13, Cha 9 |
Environment: |
Temperate
forests |
Organization: |
Solitary or
patch (2–4) |
Challenge
Rating: |
3 |
Treasure: |
1/10th coins;
50% goods; 50% items |
Alignment: |
Always neutral |
Advancement: |
5–16 HD (Huge);
17–32 HD (Gargantuan); 33+ HD (Colossal) |
Level
Adjustment: |
— |
The assassin vine
is a semi-mobile plant that collects its own grisly fertilizer by grabbing and
crushing animals and depositing the carcasses near its roots.
A mature plant
consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long
branch off from the main vine about every 6 inches. These small vines bear
clusters of leaves, and in late summer they produce bunches of small fruits
that resemble wild grapes. The fruit is tough and has a hearty but bitter
flavor. Assassin vine berries make a heady wine.
An assassin vine
can move about, albeit very slowly, but usually stays put unless it needs to
seek prey in a new vicinity.
A subterranean
version of the assassin vine grows near hot springs, volcanic vents, and other
sources of thermal energy. These plants have thin, wiry stems and gray leaves
shot through with silver, brown, and white veins so that they resemble mineral
deposits. An assassin vine growing underground usually generates enough offal
to support a thriving colony of mushrooms and other fungi, which spring up
around the plant and help conceal it.
COMBAT
An assassin vine
uses simple tactics:
It lies still
until prey comes within reach, then attacks. It uses its entangle ability both
to catch prey and to deter counterattacks.
Constrict (Ex): An assassin vine deals 1d6+7 points of
damage with a successful grapple check.
Entangle (Su): An assassin vine can animate plants within
30 feet of itself as a free action (Ref DC 13 partial).
The effect lasts
until the vine dies or decides to end it (also a free action). The save DC is
Wisdom-based. The ability is otherwise similar to entangle (caster level
4th).
Improved Grab
(Ex): To use this ability,
an assassin vine must hit with its slam attack.
It can then
attempt to start a grapple as a free action without provoking an attack of
opportunity.
If it wins the
grapple check, it establishes a hold and can constrict.
Blindsight
(Ex): Assassin vines have
no visual organs but can ascertain all foes within 30 feet using sound, scent,
and vibration.
Camouflage
(Ex): Since an assassin
vine looks like a normal plant when at rest, it takes a DC 20 Spot check to
notice it before it attacks.
Anyone with ranks
in Survival or Knowledge (nature) can use one of those skills instead of Spot
to notice the plant. Dwarves can use stonecunning to notice the subterranean
version.
ATHACH
|
Huge Aberration |
Hit Dice: |
14d8+70 (133 hp) |
Initiative: |
+1 |
Speed: |
35 ft. in hide
armor (7 squares); base speed 50 ft. |
Armor Class: |
20 (–2 size, +1
Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19 |
Base
Attack/Grapple: |
+10/+26
Attack:Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8) |
Full Attack: |
Morningstar
+12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12
melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged
(2d6+4) |
Space/Reach: |
15 ft./15 ft. |
Special
Attacks: |
Poison |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +9, Ref +5,
Will +10 |
Abilities: |
Str 26, Dex 13,
Con 21, Int 7, Wis 12, Cha 6 |
Skills: |
Climb +9, Jump
+18, Listen +7, Spot +7 |
Feats: |
Alertness,
Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite) |
Environment: |
Temperate hills |
Organization: |
Solitary, gang
(2–4), or tribe (7–12) |
Challenge
Rating: |
8 |
Treasure: |
1/2 coins;
double goods; standard items |
Alignment: |
Often chaotic
evil |
Advancement: |
15–28 HD (Huge) |
Level
Adjustment: |
+5 |
The athach is a
hulking, misshapen biped. An adult stands some 18 feet tall and weighs about
4,500 pounds. Athachs speak a crude dialect of Giant.
COMBAT
Athachs charge
into melee combat unless their opponents are out of reach, in which case they
throw rocks. They sometimes try to overrun armored opponents to reach unarmored
opponents in back ranks. With its first few melee attacks, an athach tends to
flail about indiscriminately. After a few rounds, it concentrates on foes that
have been hitting it most often and uses its bite on whoever has dealt it the
most damage.
Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6
Str, secondary damage 2d6 Str. The save DC is Constitution-based.
AVORAL
|
Medium Outsider
(Extraplanar, Good) |
Hit Dice: |
7d8+35 (66 hp) |
Initiative: |
+6 |
Speed: |
40 ft. (8
squares), fly 90 ft. (good) |
Armor Class: |
24 (+6 Dex, +8
natural), touch 16, flat-footed 18 |
Base
Attack/Grapple: |
+7/+9 |
Attack: |
Claw +13 melee
(2d6+2) or wing +13 melee (2d8+2) |
Full Attack: |
2 claws +13
melee (2d6+2) or 2 wings +13 melee (2d8+2) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, fear aura |
Special
Qualities: |
Damage reduction
10/evil or silver, darkvision 60 ft., immunity to electricity and
petrification, lay on hands, low-light vision, resistance to cold 10 and
sonic 10, speak with animals, spell resistance 25, true seeing |
Saves: |
Fort +10 (+14
against poison), Ref +11, Will +8 |
Abilities: |
Str 15, Dex 23,
Con 20, Int 15, Wis 16, Cha 16 |
Skills: |
Bluff +13,
Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13,
Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently
+16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21 |
Feats: |
Empower
Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse |
Environment: |
A
good-aligned plane. |
Organization: |
Solitary, pair,
or squad (3–5) |
Challenge
Rating: |
9 |
Treasure: |
No coins; double
goods; standard items |
Alignment: |
Always neutral
good |
Advancement: |
8–14 HD
(Medium); 15–21 HD (Large) |
Level
Adjustment: |
— |
An avoral’s bones
are strong but hollow, so even the largest specimens weigh no more than 120
pounds. An avoral is about 7 feet tall. Each of an avoral’s wings has a small
hand at the midpoint. When the wings are folded, these appendages are about
where human hands would be and can do nearly anything hands can do.
An avoral’s visual
acuity is virtually unmatched: It can see detail on objects up to 10 miles away
and is said to be able to discern the color of a creature’s eyes at 200 paces.
Avorals speak
Celestial, Infernal, and Draconic, but can speak with almost any creature,
thanks to their tongues ability.
COMBAT
On the ground, an
avoral can lash out with its wings to deliver punishing blows. However, it
prefers to meet its foes in the air, where it can employ its talons and make
full use of its aerial speed and agility. It can’t make wing attacks while
flying, however.
An avoral’s
natural weapons, as well as any weapons it wields, are treated as good-aligned
for the purpose of overcoming damage reduction.
Spell-Like
Abilities: At will—aid,
blur (self only), command (DC 14), detect magic, dimension door,
dispel magic, gust of wind (DC 15), hold person (DC 16), light,
magic circle against evil (self only), magic missile, see invisibility; 3/day—lightning
bolt (DC 16). Caster level 8th. The save DCs are Charisma-based.
Fear Aura (Su): Once per day an avoral can create an aura
of fear in a 20-foot radius. It is otherwise identical with fear from an
8th-level caster (save DC 17). The save DC is Charisma-based.
Lay on Hands
(Su): As the paladin class
feature, except that each day, an avoral can heal an amount of damage equal to
its full normal hit points.
Speak with
Animals (Su): This ability
works like speak with animals (caster level 8th) but is a free action
and does not require sound.
True Seeing
(Su): This ability is
identical with true seeing (caster level 14th), except that it has
personal range and the avoral must concentrate for 1 full round before it takes
effect. Thereafter the ability remains in effect as long as the avoral
concentrates on it.
Skills: An avoral’s sharp eyes give it a +8 racial
bonus on Spot checks.
AZER
|
Medium Outsider
(Extraplanar, Fire) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+1 |
Speed: |
20 ft. in scale
mail (4 squares); base speed 30 ft. |
Armor Class: |
23 (+1 Dex, +6
natural, +4 scale mail, +2 heavy |
shield),
touch 11, flat-footed 22 |
|
Base
Attack/Grapple: |
+2/+3 |
Attack: |
Warhammer +3
melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire) |
Full Attack: |
Warhammer +3
melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Heat |
Special
Qualities: |
Darkvision 60
ft., immunity to fire, spell resistance 13, vulnerability to cold |
Saves: |
Fort +4, Ref +4,
Will +4 |
Abilities: |
Str 13, Dex 13,
Con 13, Int 12, Wis 12, Cha 9 |
Skills: |
Appraise +6,
Climb +0, Craft (any two) +6, Hide +0, Jump –6, Listen +6, Search +6, Spot +6 |
Feats: |
Power Attack |
Environment: |
Elemental Plane
of Fire |
Organization: |
Solitary, pair,
team (3–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th
level), or clan (30–100 plus 50% noncombatants plus 1 3rd-level sergeant per
20 adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Challenge
Rating: |
2 |
Treasure: |
Standard coins;
double goods (nonflammables only); standard items (nonflammables only) |
Alignment: |
Always lawful
neutral |
Advancement: |
By character
class |
Level
Adjustment: |
+4 |
Azers are
dwarflike beings native to the Elemental Plane of Fire. They wear kilts of
brass, bronze, or copper, and speak Ignan and Common.
COMBAT
Azers use
broad-headed spears or well-crafted hammers in combat. When unarmed, they
attempt to grapple foes.
Although
unfriendly and taciturn, azers rarely provoke a fight except to relieve a foe
of gems, which they love. If threatened, they fight to the death, but they see
the value of taking prisoners themselves.
Heat (Ex): An azer’s body is intensely hot, so its
unarmed attacks deal extra fire damage. Its metallic weapons also conduct this
heat.
AZERS AS CHARACTERS
Azer characters
possess the following racial traits.
— +2 Strength, +2
Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, –2 Charisma.
—Medium size.
—An azer’s base
land speed is 30 feet.
—Darkvision: Azers
can see in the dark up to 60 feet.
—Racial Hit Dice:
An azer begins with two levels of outsider, which provide 2d8 Hit Dice, a base
attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will
+3.
—Racial Skills: An
azer’s outsider levels give it skill points equal to 5 x (8 + Int modifier).
Its class skills are Appraise, Climb, Craft, Hide, Jump, Listen, Search, and
Spot.
—Racial Feats: An
azer’s outsider levels give it one feat.
— +6 natural armor
bonus.
—Special Attacks
(see above): Heat.
—Special Qualities
(see above): Immunity to fire, spell resistance equal to 13 + class levels,
vulnerability to cold.
—Automatic
Languages: Common, Ignan. Bonus Languages: Abyssal, Aquan, Auran, Celestial,
Infernal, Terran.
—Favored Class:
Fighter.
—Level adjustment +4.