This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (M-N)
MAGMIN
|
Small Elemental
(Fire, Extraplanar) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
17 (+1 size, +6
natural), touch 11, flat-footed 17 |
Base
Attack/Grapple: |
+1/–1 |
Attack: |
Burning touch +4
melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus
combustion) |
Full Attack: |
Burning touch +4
melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus
combustion) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Combustion,
fiery aura |
Special
Qualities: |
Damage reduction
5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons,
vulnerability to cold |
Saves: |
Fort +3, Ref +3,
Will +0 |
Abilities: |
Str 15, Dex 11,
Con 13, Int 8, Wis 10, Cha 10 |
Skills: |
Climb +4, Spot
+3 |
Feats: |
Great Fortitude |
Environment: |
Elemental Plane
of Fire |
Organization: |
Solitary, gang
(2–4), or squad (6–10) |
Challenge
Rating: |
3 |
Treasure: |
Standard coins;
standard goods (nonflammables only); standard items (nonflammables only) |
Alignment: |
Always chaotic
neutral |
Advancement: |
3–4 HD (Small);
5–6 HD (Medium) |
Level
Adjustment: |
— |
Magmins are small,
human-shaped beings from the Elemental Plane of Fire that radiate intense heat
and are wreathed in an aura of searing flames. A typical magmin is 4 feet tall
and weighs 400 pounds.
Magmins speak
Ignan.
COMBAT
Although small,
magmins are dangerous opponents. Their touch is effective against those who
lack protection or immunity from heat and flames, but if faced with opponents
who have immunity to fire, magmins rely on their slam attack. In any case,
magmins are not valiant fighters. They usually flee if injured, although often
only far enough to set up a fiery ambush for their enemies.
A magmin’s natural
weapons are treated as magic weapons for the purpose of overcoming damage
reduction.
Combustion
(Ex): Anyone a magmin
touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire
damage as clothes ignite or armor becomes searing hot. The damage continues for
another 1d4+2 rounds after the magmin’s last successful attack. Magmins can
also ignite flammable materials with a touch. The save DC is
Constitution-based.
Fiery Aura
(Ex): Anyone within 20
feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of
heat damage per round from the intense heat. The save DC is Constitution-based.
Melt Weapons
(Ex): Any metal weapon
that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into
slag. The save DC is Constitution-based.
MANTICORE
|
Large Magical
Beast |
Hit Dice: |
6d10+24 (57 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares), fly 50 ft. (clumsy) |
Armor Class: |
17 (–1 size, +2
Dex, +6 natural), touch 11, flat-footed 15 |
Base
Attack/Grapple: |
+6/+15 |
Attack: |
Claw +10 melee
(2d4+5) or 6 spikes +8 ranged (1d8+2/19–20) |
Full Attack: |
2 claws +10
melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19–20) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Spikes |
Special
Qualities: |
Darkvision 60
ft., low-light vision, scent |
Saves: |
Fort +9, Ref +7,
Will +3 |
Abilities: |
Str 20, Dex 15,
Con 19, Int 7, Wis 12, Cha 9 |
Skills: |
Listen +5, Spot
+9, Survival +1 |
Feats: |
Flyby Attack,
Multiattack, TrackB, Weapon Focus (spikes) |
Environment: |
Warm marshes |
Organization: |
Solitary, pair,
or pride (3–6) |
Challenge
Rating: |
5 |
Treasure: |
Standard |
Alignment: |
Usually lawful
evil |
Advancement: |
7–16 HD (Large);
17–18 HD (Huge) |
Level
Adjustment: |
+3 (cohort) |
A typical
manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak
Common.
COMBAT
A manticore begins
most attacks with a volley of spikes, then closes. In the outdoors, it often
uses its powerful wings to stay aloft during battle.
Spikes (Ex): With a snap of its tail, a manticore can
loose a volley of six spikes as a standard action (make an attack roll for each
spike). This attack has a range of 180 feet with no range increment. All
targets must be within 30 feet of each other. The creature can launch only
twenty-four spikes in any 24-hour period.
Skills: *Manticores have a +4 racial bonus on Spot
checks.
MEDUSA
|
Medium Monstrous
Humanoid |
Hit Dice: |
6d8+6 (33 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+2 Dex, +3
natural), touch 12, flat-footed 13 |
Base
Attack/Grapple: |
+6/+6 |
Attack: |
Shortbow +8
ranged (1d6/x3) or dagger +8 melee (1d4/19–20) or snakes +8 melee (1d4 plus
poison) |
Full Attack: |
Shortbow +8/+3
ranged (1d6/x3); or dagger +8/+3 melee (1d4/19–20) and snakes +3 melee (1d4
plus poison) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Petrifying gaze,
poison |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +3, Ref +7,
Will +6 |
Abilities: |
Str 10, Dex 15,
Con 12, Int 12, Wis 13, Cha 15 |
Skills: |
Bluff +9,
Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot
+8 |
Feats: |
Point Blank
Shot, Precise Shot, Weapon Finesse |
Environment: |
Temperate
marshes |
Organization: |
Solitary or
covey (2–4) |
Challenge
Rating: |
7 |
Treasure: |
Double standard |
Alignment: |
Usually lawful
evil |
Advancement: |
By character
class |
Level
Adjustment: |
— |
A medusa is
indistinguishable from a normal human at distances greater than 30 feet (or
closer, if its face is concealed). The creature often wears garments that
enhance its body while hiding
its face behind a
hood or veil.
A typical medusa
is 5 to 6 feet tall and about the same weight as a human.
Medusas speak
Common.
COMBAT
A medusa tries to
disguise its true nature until the intended victim is within range of its
petrifying gaze, using subterfuge and bluffing games to convince the target
that there is no danger. It uses normal weapons to attack those who avert their
eyes or survive its gaze, while its poisonous snakes strike at adjacent
opponents.
Petrifying Gaze
(Su): Turn to stone
permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 14, initial damage
1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
MEPHIT
Mephits are minor
creatures from the elemental planes.
All mephits appear
as small, winged creatures with more or less humanoid features. While they are
often described as impish, their elemental origins are apparent at first
glance.
COMBAT
All mephits fight
by biting and clawing or by using a breath weapon, the nature and effects of
which vary from creature to creature.
A mephit’s natural
weapons are treated as magic weapons for the purpose of overcoming damage
reduction.
Breath Weapon
(Su): A mephit can use its
breath weapon once every 1d4 rounds as a standard action. See the individual
descriptions for details.
Spell-Like
Abilities: All mephits
have one or more spell-like abilities (save DC 12 + spell level). See the
individual descriptions for details.
Summon
Mephit (Sp): Once per day, a mephit can attempt to
summon another mephit of the same variety, much as though casting a summon
monster spell, but with only a 25% chance of success. Roll d%: On a
failure, no creature answers the summons that day. A mephit that has just been
summoned cannot use its own summon ability for 1 hour. This ability is the
equivalent of a 2nd-level spell.
Fast Healing
(Ex): Mephits heal 2
points of damage each round, provided they are still alive and certain other
conditions are met. See the individual descriptions for details.
AIR MEPHIT
|
Small Outsider
(Air, Extraplanar) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+7 |
Speed: |
30 ft. (6
squares), fly 60 ft. (perfect) |
Armor Class: |
17 (+1 size, +3
Dex, +3 natural), touch 14, flat-footed 14 |
Base
Attack/Grapple: |
+3/–1 |
Attack: |
Claw +4 melee
(1d3) |
Full Attack: |
2 claws +4 melee
(1d3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Breath weapon,
spell-like abilities, summon mephit |
Special
Qualities: |
Damage reduction
5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +3, Ref +6,
Will +3 |
Abilities: |
Str 10, Dex 17,
Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape
Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4,
Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings) |
Feats: |
Dodge, Improved
Initiative |
Environment: |
Elemental Plane
of Air |
Organization: |
Solitary (1),
gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
4–6 HD (Small);
7–9 HD (Medium) |
Level
Adjustment: |
+3 (cohort) |
Air mephits come
from the Elemental Plane of Air. An air mephit is about 4 feet tall and weighs
about 1 pound.
Air mephits speak
Common and Auran.
Combat
Breath Weapon
(Su): 15-foot cone of dust
and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and
includes a +1 racial bonus.
Spell-Like
Abilities: Once per hour
an air mephit can surround itself with vapor, duplicating the effect of a blur
spell (caster level 3rd). Once per day it can use gust of wind (DC
14, caster level 6th) . The save DC is Charisma-based.
Fast Healing
(Ex): An air mephit heals
only if exposed to moving air, be it a breeze, a draft, a spell effect, or even
the mephit fanning itself.
DUST MEPHIT
|
Small Outsider (Air, Extraplanar) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+7 |
Speed: |
30 ft. (6
squares), fly 50 ft. (perfect) |
Armor Class: |
17 (+1 size, +3
Dex, +3 natural), touch 14, flat-footed 14 |
Base
Attack/Grapple: |
+3/–1 |
Attack: |
Claw +4 melee
(1d3) |
Full Attack: |
2 claws +4 melee
(1d3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Breath weapon,
spell-like abilities, summon mephit |
Special
Qualities: |
Damage reduction
5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +3, Ref +6,
Will +3 |
Abilities: |
Str 10, Dex 17,
Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape
Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4,
Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings) |
Feats: |
Dodge, Improved
Initiative |
Environment: |
Elemental Plane
of Air |
Organization: |
Solitary (1),
gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
4–6 HD (Small);
7–9 HD (Medium) |
Level
Adjustment: |
+3 (cohort) |
Dust mephits come
from the Elemental Plane of Air.
A dust mephit is
about 4 feet tall and weighs about 2 pounds.
Dust mephits speak
Common and Auran.
Combat
Breath Weapon
(Su): 10-foot cone of
irritating particles, damage 1d4, Reflex DC 12 half. Living creatures that fail
their saves are tormented by itching skin and burning eyes. This effect imposes
a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC
is Constitution-based and includes a +1 racial bonus.
Spell-Like
Abilities: Once per hour,
a dust mephit can surround itself with a plume of dust, duplicating the effect
of a blur spell (caster level 3rd). Once per day it can create a mass of
roiling dust that duplicates the effect of wind wall (DC 15, caster
level 6th). The save DC is Charisma-based.
Fast Healing
(Ex): A dust mephit heals
only if in an arid, dusty environment.
EARTH MEPHIT
|
Small Outsider
(Earth, Extraplanar) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
–1 |
Speed: |
30 ft. (6
squares), fly 40 ft. (average) |
Armor Class: |
16 (+1 size, –1
Dex, +6 natural), touch 10, flat-footed 16 |
Base
Attack/Grapple: |
+3/+2 |
Attack: |
Claw +7 melee
(1d3+3) |
Full Attack: |
2 claws +7 melee
(1d3+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Breath weapon,
spell-like abilities, summon mephit |
Special
Qualities: |
Change size,
damage reduction 5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +4, Ref +2,
Will +3 |
Abilities: |
Str 17, Dex 8,
Con 13, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape
Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4,
Listen +6, Move Silently +5, Spot +6, Use Rope –1 (+1 with bindings) |
Feats: |
Power Attack,
Toughness |
Environment: |
Elemental Plane
of Earth |
Organization: |
Solitary (1),
gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
4–6 HD (Small);
7–9 HD (Medium) |
Level
Adjustment: |
+3 (cohort) |
Earth mephits come
from the Elemental Plane of Earth.
An earth mephit is
about 4 feet tall and weighs about 80 pounds.
Earth mephits
speak Common and Terran.
Combat
Breath Weapon
(Su): 15-foot cone of rock
shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is
Constitution-based and includes a +1 racial bonus.
Spell-Like
Abilities: 1/day—soften earth and stone. Caster level 6th.
Change Size (Sp): Once per hour, an earth mephit can magically change
its size. This works just like an enlarge person spell, except that the
power works only on the earth mephit. This is the equivalent of a 2nd-level
spell.
Fast Healing
(Ex): An earth mephit
heals only if it is underground or buried up to its waist in earth.
FIRE MEPHIT
|
Small Outsider
(Extraplanar, Fire) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6
squares), fly 50 ft. (average) |
Armor Class: |
16 (+1 size, +1
Dex, +4 natural), touch 12, flat-footed 15 |
Base
Attack/Grapple: |
+3/–1 |
Attack: |
Claw +4 melee
(1d3 and 1d4 fire) |
Full Attack: |
2 claws +4 melee
(1d3 and 1d4 fire) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Breath weapon,
spell-like abilities, summon mephit |
Special
Qualities: |
Damage reduction
5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability
to cold |
Saves: |
Fort +3, Ref +4,
Will +3 |
Abilities: |
Str 10, Dex 13,
Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape
Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move
Silently +7, Spot +6, Use Rope +1 (+3 with bindings) |
Feats: |
Dodge, Improved
Initiative |
Environment: |
Elemental Plane
of Fire |
Organization: |
Solitary (1),
gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
4–6 HD (Small);
7–9 HD (Medium) |
Level
Adjustment: |
+3 (cohort) |
Fire mephits come
from the Elemental Plane of Fire.
A fire mephit is
about 4 feet tall and weighs about 1 pound.
Fire mephits speak
Common and Ignan.
Combat
Breath Weapon
(Su): 15-foot cone, damage
1d8 fire, Reflex half DC 12. The save DC is Constitution-based and includes a
+1 racial adjustment.
Spell-Like
Abilities: 1/hour—scorching
ray (DC 14) as the spell cast by a 3rd-level sorcerer; 1/day—heat metal (DC
14). Caster level 6th. The save DC is Charisma-based.
Fast Healing
(Ex): A fire mephit heals
only if it is touching a flame at least as large as a torch.
ICE MEPHIT
|
Small Outsider (Air, Cold, Extraplanar) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+7 |
Speed: |
30 ft. (6
squares), fly 50 ft. (perfect) |
Armor Class: |
18 (+1 size, +3
Dex, +4 natural), touch 14, flat-footed 15 |
Base
Attack/Grapple: |
+3/–1 |
Attack: |
Claw +4 melee
(1d3 plus 1d4 cold) |
Full Attack: |
2 claws +4 melee
(1d3 plus 1d4 cold) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Breath weapon,
spell-like abilities, summon mephit |
Special
Qualities: |
Damage reduction
5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability
to fire |
Saves: |
Fort +3, Ref +6,
Will +3 |
Abilities: |
Str 10, Dex 17,
Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape
Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move
Silently +9, Spot +6, Use Rope +3 (+5 with bindings) |
Feats: |
Dodge, Improved
Initiative |
Environment: |
Elemental Plane
of Air |
Organization: |
Solitary (1),
gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
4–6 HD (Small);
7–9 HD (Medium) |
Level
Adjustment: |
+3 (cohort) |
Ice mephits come
from the Elemental Plane of Air.
Ice mephits have a
cold, aloof demeanor. Each one is about 4 feet tall and weighs about 30 pounds.
Ice mephits speak
Common and Auran.
Combat
Breath Weapon
(Su): 10-foot cone of ice
shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their
saves are tormented by frostbitten skin and frozen eyes unless they have
immunity to cold or are otherwise protected. This effect imposes a –4 penalty
to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is
Constitution-based and includes a +1 racial bonus.
Spell-Like
Abilities: 1/hour—magic
missile (caster level 3rd); 1/day—chill metal (DC 14, caster level
6th). The save DC is Charisma-based.
Fast Healing
(Ex): An ice mephit heals
only if it is touching a piece of ice of at least Tiny size or if the ambient
temperature is 32°F. or below.
MAGMA MEPHIT
|
Small Outsider (Fire, Extraplanar) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6
squares), fly 50 ft. (average) |
Armor Class: |
16 (+1 size, +1
Dex, +4 natural), touch 12, flat-footed 15 |
Base
Attack/Grapple: |
+3/–1 |
Attack: |
Claw +4 melee
(1d3 plus 1d4 fire) |
Full Attack: |
2 claws +4 melee
(1d3 plus 1d4 fire) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Breath weapon,
spell-like abilities, summon mephit |
Special
Qualities: |
Damage reduction
5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability
to cold |
Saves: |
Fort +3, Ref +4,
Will +3 |
Abilities: |
Str 10, Dex 13,
Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape
Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move
Silently +7, Spot +6, Use Rope +1 (+3 with bindings) |
Feats: |
Dodge, Improved
Initiative |
Environment: |
Elemental Plane
of Fire |
Organization: |
Solitary (1),
gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
4–6 HD (Small);
7–9 HD (Medium) |
Level
Adjustment: |
+3 (cohort) |
Magma mephits come
from the Elemental Plane of Fire. Magma mephits are slow-witted and brutish.
Each one is about 4 feet tall and weighs about 60 pounds.
Magma mephits
speak Common and Ignan.
Combat
Breath Weapon
(Su): 10-foot cone of
magma, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their
saves are tormented by burned skin and seared eyes unless they have immunity to
fire or are otherwise protected. This effect imposes a –4 penalty to AC and a
–2 penalty on attack rolls for 3 rounds. The save DC is onstitution-based and includes a +1 racial
bonus.
Spell-Like
Abilities: Once per hour,
a magma mephit can use shapechange to take the form of a pool of lava 3
feet in diameter and 6 inches deep. The mephit’s damage reduction improves to
20/magic when in this form. The mephit can’t attack while in lava form but can
use other spell-like abilities. It can move at a speed of 10 feet, but it can’t
run. In this form the mephit can pass through small holes or narrow openings,
even mere cracks. The pool’s touch ignites flammable materials such as paper,
straw, or dry wood.
Once per day a
magma mephit can use pyrotechnics (DC 14). It can use itself as the fire
source without harm. Caster level 6th. The save DC is Charisma-based.
Fast Healing
(Ex): A magma mephit heals
only if it is touching magma, lava, or a flame at least as large as a torch.
OOZE MEPHIT
|
Small Outsider (Extraplanar, Water) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares), fly 40 ft. (average), swim 30 ft. |
Armor Class: |
16 (+1 size, +5
natural), touch 11, flat-footed 16 |
Base
Attack/Grapple: |
+3/+1 |
Attack: |
Claw +6 melee
(1d3+2) |
Full Attack: |
2 claws +6 melee
(1d3+2) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Breath weapon,
spell-like abilities, summon mephit |
Special
Qualities: |
Damage reduction
5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +4, Ref +3,
Will +3 |
Abilities: |
Str 14, Dex 10,
Con 13, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape
Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move
Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings) |
Feats: |
Power Attack,
Toughness |
Environment: |
Elemental Plane
of Water |
Organization: |
Solitary (1),
gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
4–6 HD (Small);
7–9 HD (Medium) |
Level
Adjustment: |
+3 (cohort) |
Ooze mephits come
from the Elemental Plane of Water. An ooze mephit is about 4 feet tall and
weighs about 30 pounds.
Ooze mephits speak
Common and Aquan.
Combat
Breath Weapon
(Su): 10-foot cone of
caustic liquid, damage 1d4 acid, Reflex DC 13 half. Living creatures that fail
their saves are tormented by itching skin and burning eyes unless they have
immunity to acid or are otherwise protected. This effect imposes a –4 penalty
to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is
Constitution-based and includes a +1 racial bonus.
Spell-Like
Abilities: Once per hour
an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a
mass of smelly fog that duplicates the effect of stinking cloud (DC 15,
caster level 6th). The save DC is Charisma-based.
Fast Healing
(Ex): An ooze mephit heals
only if in a wet or muddy environment.
Skills: An ooze mephit 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.
SALT MEPHIT
|
Small Outsider
(Earth, Extraplanar) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
–1 |
Speed: |
30 ft. (6
squares), fly 40 ft. (average) |
Armor Class: |
16 (+1 size, –1
Dex, +6 natural), touch 10, flat-footed 16 |
Base
Attack/Grapple: |
+3/+2 |
Attack: |
Claw +7 melee
(1d3+3) |
Full Attack: |
2 claws +7 melee
(1d3+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Breath weapon,
spell-like abilities, summon mephit |
Special
Qualities: |
Damage reduction
5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +4, Ref +2,
Will +3 |
Abilities: |
Str 17, Dex 8,
Con 13, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape
Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move
Silently +5, Spot +6, Use Rope –1 (+1 with bindings) |
Feats: |
Power Attack,
Toughness |
Environment: |
Elemental Plane
of Earth |
Organization: |
Solitary (1),
gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
4–6 HD (Small);
7–9 HD (Medium) |
Level
Adjustment: |
+3 (cohort) |
Salt mephits come
from the Elemental Plane of Earth.
Salt mephits are
sarcastic creatures who loathe water and moisture of any kind. Each one is
about 4 feet tall and weighs about 80 pounds.
Salt mephits speak
Common and Terran.
Combat
Breath Weapon
(Su): 10-foot cone of salt
crystals, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves
are tormented by itching skin and burning eyes. This effect imposes a –4
penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is
Constitution-based and includes a +1 racial bonus.
Spell-Like
Abilities: Once per hour a
salt mephit can use glitterdust (DC 14, caster level 3rd).
Once per day it
can draw the moisture from an area in a 20-foot radius centered on itself.
Living creatures within range take 2d8 points of damage (Fortitude DC 14 half;
caster level 6th). This effect is especially devastating to plant creatures and
aquatic creatures, which take a –2 penalty on their saving throws. This ability
is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.
Fast Healing
(Ex): A salt mephit heals
only if in an arid environment.
STEAM MEPHIT
|
Small Outsider (Extraplanar, Fire) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+5 |
Speed: |
30 ft. (6
squares), fly 50 ft. (average) |
Armor Class: |
16 (+1 size, +1
Dex, +4 natural), touch 12, flat-footed 15 |
Base
Attack/Grapple: |
+3/–1 |
Attack: |
Claw +4 melee
(1d3 plus 1d4 fire) |
Full Attack: |
2 claws +4 melee
(1d3 plus 1d4 fire) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Breath weapon,
spell-like abilities, summon mephit |
Special
Qualities: |
Damage reduction
5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability
to cold |
Saves: |
Fort +3, Ref +4,
Will +3 |
Abilities: |
Str 10, Dex 13,
Con 10, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape
Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move
Silently +7, Spot +6, Use Rope +1 (+3 with bindings) |
Feats: |
Dodge, Improved
Initiative |
Environment: |
Elemental Plane
of Fire |
Organization: |
Solitary (1),
gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
4–6 HD (Small);
7–9 HD (Medium) |
Level
Adjustment: |
+3 (cohort) |
Steam mephits come
from the Elemental Plane of Fire.
Steam mephits are
bossy creatures who consider themselves the lords of all their kind. Each one
is about 4 feet tall and weighs about 2 pounds.
Steam mephits
speak Common and Ignan.
Combat
Unlike other mephits,
steam mephits rush into combat eagerly, driven by an oversized ego.
Breath Weapon
(Su): 10-foot cone of
steam, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their
saves are tormented by burned skin and seared eyes unless they have immunity to
fire or are otherwise protected. This effect imposes a –4 penalty to AC and a
–2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and
includes a +1 racial bonus.
Spell-Like
Abilities: Once per hour a
steam mephit can surround itself with a plume of vapor, duplicating the effect
of a blur spell (caster level 3rd). Once per day it can create a
rainstorm of boiling water that affects a 20-foot-square area. Living creatures
caught in the storm take 2d6 points of fire damage (Reflex DC 14 half; caster
level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs
are Charisma-based.
Fast Healing
(Ex): A steam mephit heals
only if it is touching boiling water or is in a hot, humid area.
WATER MEPHIT
|
Small Outsider (Extraplanar, Water) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares), fly 40 ft. (average) , swim 30 ft. |
Armor Class: |
16 (+1 size, +5
natural), touch 11, flat-footed 16 |
Base
Attack/Grapple: |
+3/+1 |
Attack: |
Claw +6 melee
(1d3+2) |
Full Attack: |
2 claws +6 melee
(1d3+2) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Breath weapon,
spell-like abilities, summon mephit |
Special
Qualities: |
Damage reduction
5/magic, darkvision 60 ft., fast healing 2 |
Saves: |
Fort +4, Ref +3,
Will +3 |
Abilities: |
Str 14, Dex 10,
Con 13, Int 6, Wis 11, Cha 15 |
Skills: |
Bluff +8, Escape
Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move
Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings) |
Feats: |
Power Attack,
Toughness |
Environment: |
Elemental Plane
of Water |
Organization: |
Solitary (1),
gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) |
Challenge
Rating: |
3 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
4–6 HD (Small);
7–9 HD (Medium) |
Level
Adjustment: |
+3 (cohort) |
Water mephits come
from the Elemental Plane of Water.
Water mephits are
jaunty creatures with an unflagging sense of humor who quickly get on the
nerves of everyone around them. Each one is about 4 feet tall and weighs about
30 pounds.
Water mephits
speak Common and Aquan.
Combat
Breath Weapon
(Su): 15-foot cone of
caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is
Constitution-based and includes a +1 racial bonus.
Spell-Like
Abilities: Once per hour a
water mephit can hurl an acidic blob that functions like acid arrow (caster
level 3rd). Once per day it
can create a mass of smelly fog that duplicates the effect of a stinking
cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.
Fast Healing
(Ex): A water mephit heals
only if it is exposed to rain or submerged up to its waist in water.
Skills: A water mephit 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.
MERFOLK
|
Merfolk,
1st-Level Warrior |
|
Medium Humanoid
(Aquatic) |
Hit Dice: |
1d8+2 (6 hp) |
Initiative: |
+1 |
Speed: |
5 ft. (1
square), swim 50 ft. |
Armor Class: |
13 (+1 Dex, +2
leather), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+1/+2 |
Attack: |
Trident +2 melee
(1d8+1) or heavy crossbow +2 ranged (1d10/19–20) |
Full Attack: |
Trident +2 melee
(1d8+1) or heavy crossbow +2 ranged (1d10/19–20) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Amphibious,
low-light vision |
Saves: |
Fort +4, Ref +1,
Will –1 |
Abilities: |
Str 13, Dex 13,
Con 14, Int 10, Wis 9, Cha 10 |
Skills: |
Listen +3, Spot
+3, Swim +9 |
Feats: |
Alertness |
Environment: |
Temperate
aquatic |
Organization: |
Company (2–4),
patrol (11–20 plus 2 3rd-level lieutenants and 1 leader of 3rd–6th level), or
band (30–60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants,
3 7th-level captains, and 10 porpoises) |
Challenge
Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
By character
class |
Level
Adjustment: |
+1 |
A merfolk is about
8 feet long from the top of the head to the end of the tail, and weighs about
400 pounds.
Merfolk speak
Common and Aquan.
Most merfolk
encountered outside their home are warriors; the information in the statistics
block is for one of 1st level.
COMBAT
Merfolk favor
heavy crossbows of shell and coral that fire bolts fashioned from blowfish
spines, with an underwater range increment of 30 feet. Merfolk often barrage
their enemies before closing, when they resort to tridents.
Amphibious
(Ex): Merfolk can breathe
both air and water, although they rarely travel more than a few feet from the
water’s edge.
Skills: A merfolk 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.
The merfolk
warrior presented here had the following ability scores before racial
adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
MERFOLK CHARACTERS
A merfolk’s
favored class is bard.
MIMIC
|
Large Aberration
(Shapechanger) |
Hit Dice: |
7d8+21 (52 hp) |
Initiative: |
+1 |
Speed: |
10 ft. (2
squares) |
Armor Class: |
15 (–1 size, +1
Dex, +5 natural), touch 10, flat-footed 15 |
Base
Attack/Grapple: |
+5/+13 |
Attack: |
Slam +9 melee
(1d8+4) |
Full Attack: |
2 slams +9 melee
(1d8+4) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Adhesive, crush |
Special
Qualities: |
Darkvision 60
ft., immunity to acid, mimic shape |
Saves: |
Fort +5, Ref +5,
Will +6 |
Abilities: |
Str 19, Dex 12,
Con 17, Int 10, Wis 13, Cha 10 |
Skills: |
Climb +9,
Disguise +13, Listen +8, Spot +8 |
Feats: |
Alertness,
Lightning Reflexes, Weapon Focus (slam) |
Environment: |
Underground |
Organization: |
Solitary |
Challenge
Rating: |
4 |
Treasure: |
1/10th coins;
50% goods; 50% items |
Alignment: |
Usually neutral |
Advancement: |
8–10 HD (Large);
11–21 HD (Huge) |
Level
Adjustment: |
— |
A mimic can have
almost any dimensions, but usually is not more than 10 feet long. A typical
mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs
about 4,500 pounds.
Mimics speak
Common.
COMBAT
A mimic often
surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The
creature does not necessarily fight to the death if it can succeed in extorting
treasure or food from a party.
Adhesive (Ex): A mimic exudes a thick slime that acts as a
powerful adhesive, holding fast any creatures or items that touch it. An
adhesive-covered mimic automatically grapples any creature it hits with its
slam attack. Opponents so grappled cannot get free while the mimic is alive
without removing the adhesive first.
A weapon that
strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a
DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.
Strong alcohol
dissolves the adhesive, but the mimic still can grapple normally. A mimic can
dissolve its adhesive at will, and the substance breaks down 5 rounds after the
creature dies.
Crush (Ex): A mimic deals 1d8+4 points of damage with a
successful grapple check.
Mimic Shape
(Ex): A mimic can assume
the general shape of any object that fills roughly 150 cubic feet (5 feet by 5
feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame.
The creature cannot substantially alter its size, though. A mimic’s body is
hard and has a rough texture, no matter what appearance it might present.
Anyone who examines the mimic can detect the ruse with a successful Spot check
opposed by the mimic’s Disguise check. Of course, by this time it is generally
far too late.
Skills: A mimic has a +8 racial bonus on Disguise
checks.
MINOTAUR
|
Large Monstrous
Humanoid |
Hit Dice: |
6d8+12 (39 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
14 (–1 size, +5
natural), touch 9, flat-footed — (see text) |
Base
Attack/Grapple: |
+6/+14 |
Attack: |
Greataxe +9
melee (3d6+6/x3) or gore +9 melee (1d8+4) |
Full Attack: |
Greataxe +9/+4
melee (3d6+6/x3) and gore +4 melee (1d8+2) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Powerful charge
4d6+6 |
Special
Qualities: |
Darkvision 60
ft., natural cunning, scent |
Saves: |
Fort +6, Ref +5,
Will +5 |
Abilities: |
Str 19, Dex 10,
Con 15, Int 7, Wis 10, Cha 8 |
Skills: |
Intimidate +2,
Listen +7, Search +2, Spot +7 |
Feats: |
Great Fortitude,
Power Attack, Track |
Environment: |
Underground |
Organization: |
Solitary, pair,
or gang (3–4) |
Challenge
Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
Evil |
Advancement: |
By character
class |
Level
Adjustment: |
+2 |
A minotaur stands
more than 7 feet tall and weighs about 700 pounds.
Minotaurs speak
Giant.
COMBAT
Minotaurs prefer
melee combat, where their great strength serves them well.
Powerful Charge
(Ex): A minotaur typically
begins a battle by charging at an opponent, lowering its head to bring its
mighty horns into play. In addition to the normal benefits and hazards of a
charge, this allows the beast to make a single gore attack with a +9 attack
bonus that deals 4d6+6 points of damage.
Natural Cunning
(Ex): Although minotaurs
are not especially intelligent, they possess innate cunning and logical
ability. This gives them immunity to maze spells, prevents them from
ever becoming lost, and enables them to track enemies. Further, they are never
caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on
Search, Spot, and Listen checks.
MINOTAURS AS CHARACTERS
Minotaur
characters possess the following racial traits.
— +8 Strength, +4
Constitution, –4 Intelligence (minimum 3), –2 Charisma.
—Large size. –1
penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks,
+4 bonus on grapple checks, lifting and carrying limits double those of Medium
characters.
—Space/Reach: 10
feet/10 feet.
—A minotaur’s base
land speed is 30 feet.
—Darkvision out to
60 feet.
—Racial Hit Dice:
A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit
Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref
+5, and Will +5.
—Racial Skills: A
minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class
skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4
racial bonus on Search, Spot, and Listen checks.
—Racial Feats: A
minotaur’s monstrous humanoid levels give it three feats.
—Weapon
Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
— +5 natural armor
bonus.
—Natural Weapons:
Gore (1d8).
—Special Attacks
(see above): Powerful charge.
—Special Qualities
(see above): Natural cunning, scent.
—Automatic
Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
—Favored Class:
Barbarian.
—Level adjustment
+2.
MOHRG
|
Medium Undead |
Hit Dice: |
14d12 (91 hp) |
Initiative: |
+9 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
23 (+4 Dex, +9
natural), touch 14, flat-footed 14 |
Base
Attack/Grapple: |
+7/+12 |
Attack: |
Slam +12 melee
(1d6+7) or tongue +12 melee touch (paralysis) |
Full Attack: |
Slam +12 melee
(1d6+7) and tongue +12 melee touch (paralysis) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Improved grab,
paralyzing touch, create spawn |
Special
Qualities: |
Darkvision 60
ft., undead traits |
Saves: |
Fort +4, Ref
+10, Will +9 |
Abilities: |
Str 21, Dex 19,
Con —, Int 11, Wis 10, Cha 10 |
Skills: |
Climb +13, Hide
+21, Listen +11, Move Silently +21, Spot +15, Swim +9 |
Feats: |
Alertness,
Dodge, Improved Initiative, Lightning Reflexes, Mobility |
Environment: |
Any |
Organization: |
Solitary, gang
(2–4), or mob (2–4 plus 5–10 zombies) |
Challenge
Rating: |
8 |
Treasure: |
None |
Alignment: |
Always chaotic
evil |
Advancement: |
15–21 HD
(Medium); 22–28 HD (Large) |
Level
Adjustment: |
— |
Mohrgs are the
animated corpses of mass murderers or similar villains who died without atoning
for their crimes. Most mohrgs are 5 to 6 feet tall and weigh about 120 pounds.
COMBAT
Like zombies,
mohrgs attack by slamming enemies with their fists. They often catch opponents
flat-footed, for they move much faster than zombies.
Improved Grab
(Ex): To use this ability,
a mohrg must hit a creature of its size or smaller with its slam attack. It can
then attempt to start a grapple as a free action without provoking an attack of
opportunity.
Paralyzing
Touch (Su): A mohrg lashes
out with its tongue in combat. An opponent the tongue touches must succeed on a
DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is
Charisma-based. Create Spawn (Su): Creatures killed by a mohrg rise
after 1d4 days as zombies under the morhg’s control. They do not possess any of
the abilities they had in life.
|
Mummy |
Mummy Lord, 10th-Level Cleric
|
|
Medium Undead |
Medium
Undead |
Hit Dice: |
8d12+3 (55 hp) |
8d12
plus 10d8 (97 hp) |
Initiative: |
+0 |
+5 |
Speed: |
20 ft. (4
squares) |
15
ft. in half-plate armor (3 squares); base speed 20 ft. |
Armor Class: |
20 (+10
natural), touch 10, flat-footed 20 |
30
(+1 Dex, +10 natural, +9 +2 half-plate armor), touch 11, flat-footed
29 |
Base
Attack/Grapple: |
+4/+11 |
+11/+19 |
Attack: |
Slam +11 melee
(1d6+10 plus mummy rot) |
Slam
+20 melee (1d6+12/19–20 plus mummy rot) |
Full Attack: |
Slam +11 melee
(1d6+10 plus mummy rot) |
Slam
+20 melee (1d6+12/19–20 plus mummy rot) |
Space/Reach: |
5 ft./5 ft. |
5
ft./5 ft. |
Special
Attacks: |
Despair, mummy
rot |
Despair,
mummy rot, rebuke undead, spells |
Special
Qualities: |
Damage reduction
5/–, darkvision 60 ft., undead traits, vulnerability to fire |
Damage
reduction 5/–, darkvision 60 ft., resistance to fire 10, undead traits,
vulnerability to fire |
Saves: |
Fort +4, Ref +2,
Will +8 |
Fort
+13, Ref +8, Will +20 |
Abilities: |
Str 24, Dex 10,
Con —, Int 6, Wis 14, Cha 15 |
Str
26, Dex 12, Con —, Int 8, Wis 20, Cha 17 |
Skills: |
Hide +7, Listen
+8, Move Silently +7, Spot +8 |
Concentration
+8, Knowledge (religion) +4, Listen +18, Move Silently +5, Spot +18 |
Feats: |
Alertness, Great
Fortitude, Toughness |
Alertness,
Combat Casting, Great Fortitude, Improved Critical (slam), Improved
Initiative, Weapon Focus (slam) |
Environment: |
Any |
Any |
Organization: |
Solitary, warden
squad (2–4), or guardian detail (6–10) |
Solitary
or tomb guard (1 mummy lord and 6–10 mummies) |
Challenge
Rating: |
5 |
15 |
Treasure: |
Standard |
Standard
plus possessions noted below |
Alignment: |
Usually lawful
evil |
Usually
lawful evil |
Advancement: |
9–16 HD
(Medium); 17–24 HD (Large) |
By
character class |
Level
Adjustment: |
— |
— |
Mummies are
preserved corpses animated through the auspices of dark desert gods best
forgotten.
Most mummies are 5
to 6 feet tall and weigh about 120 pounds.
Mummies can speak
Common, but seldom bother to do so.
COMBAT
Despair (Su): At the mere sight of a mummy, the viewer
must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds.
Whether or not the save is successful, that creature cannot be affected again
by the same mummy’s despair ability for 24 hours. The save DC is
Charisma-based.
Mummy Rot (Su): Supernatural disease—slam, Fortitude DC
16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is
Charisma-based.
Unlike normal
diseases, mummy rot continues until the victim reaches Constitution 0 (and
dies) or is cured as described below.
Mummy rot is a
powerful curse, not a natural disease. A character attempting to cast any
conjuration (healing) spell on a creature afflicted with mummy rot must succeed
on a DC 20 caster level check, or the spell has no effect on the afflicted
character.
To eliminate mummy
rot, the curse must first be broken with break enchantment or remove
curse (requiring a DC 20 caster level check for either spell), after which
a caster level check is no longer necessary to cast healing spells on the victim,
and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
MUMMY LORD
Unusually powerful or evil
individuals preserved as mummies sometimes rise as greater mummies after death.
A mummy lord resembles its lesser fellows, but often wears or carries equipment
it used in life.
Mummy lords are often potent
spellcasters. They are found as guardians of the tombs of high lords, priests,
and mages. Most are sworn to defend for eternity the resting place of those
whom they served in life, but in some cases a mummy lord’s unliving state is
the result of a terrible curse or rite designed to punish treason, infidelity,
or crimes of an even more abhorrent nature. A mummy lord of this sort is
usually imprisoned in a tomb that is never meant to be opened again.
Despair (Su): The save DC against this
mummy lord’s despair is 17.
Mummy Rot (Su): The save DC against this
mummy lord’s mummy rot is 17.
Typical Cleric Spells Prepared (6/7/6/5/5/4; save DC 15 +
spell level): 0—detect magic (2), guidance, read magic, resistance,
virtue; 1st—bane, command, deathwatch, divine favor, doom, sanctuary*,
shield of faith; 2nd—bull’s strength, death knell*, hold person, resist
energy, silence, spiritual weapon; 3rd—animate dead*, deeper darkness,
dispel magic, invisibility purge, searing light; 4th—air walk,
dismissal, divine power, giant vermin, spell immunity*; 5th—insect
plague, slay living*, spell resistance, symbol of pain.
*Domain
Spell. Domains: Death and Protection.
Possessions: +2 half-plate armor, cloak of resistance
+2, ring of minor elemental resistance (fire), brooch of shielding. (Different
mummy lords may have different possessions.)
All nagas have
long, snakelike bodies covered with glistening scales, and more or less human
faces. They range in length from 10 to 20 feet and weigh from 200 to 500
pounds. The eyes of a naga are bright and intelligent, burning with an almost
hypnotic inner light.
COMBAT
Nagas favor spells
over other forms of combat. Because they are almost always found in the lairs
they guard and know well, they can arrange most encounters to suit their
wishes.
DARK NAGA
|
Large Aberration |
Hit Dice: |
9d8+18 (58 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
14 (–1 size, +2
Dex, +3 natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+6/+12 |
Attack: |
Sting +7 melee
(2d4+2 plus poison) |
Full Attack: |
Sting +7 melee
(2d4+2 plus poison) and bite +2 melee (1d4+1) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Poison, spells |
Special
Qualities: |
Darkvision 60
ft., detect thoughts, guarded thoughts, immunity to poison, resistance to
charm |
Saves: |
Fort +5, Ref +7,
Will +8 |
Abilities: |
Str 14, Dex 15,
Con 14, Int 16, Wis 15, Cha 17 |
Skills: |
Bluff +9,
Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5,
Listen +11, Sense Motive +8, Spellcraft +12, Spot +11 |
Feats: |
Alertness,
Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes |
Environment: |
Temperate hills |
Organization: |
Solitary or nest
(2–4) |
Challenge
Rating: |
8 |
Treasure: |
Standard |
Alignment: |
Usually lawful
evil |
Advancement: |
10–13 HD
(Large); 14–27 HD (Huge) |
Level
Adjustment: |
— |
Dark nagas speak
Common and Infernal.
Combat
Dark nagas prefer
to fight from an elevated position where they get a good view of the
battlefield while also staying out of reach.
Poison (Ex): Injury, Fortitude DC 16 or lapse into a
nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.
Spells: Dark nagas cast spells as 7th-level
sorcerers.
Typical
Sorcerer Spells Known (6/7/7/5;
save DC 13 + spell level): 0—daze, detect magic, light, mage hand,
open/close, ray of frost, read magic; 1st—expeditious retreat, magic
missile, ray of enfeeblement, shield, silent image; 2nd—cat’s grace,
invisibility, scorching ray; 3rd—displacement, lightning bolt.
Resistance to Charm:
Dark nagas have a +2
racial bonus on saving throws against all charm effects (not included in
the statistics block).
Detect Thoughts
(Su): A dark naga can
continuously use detect thoughts as the spell (caster level 9th; Will DC 15
negates). This ability is always active. The save DC is Charisma-based.
Guarded
Thoughts (Ex): Dark nagas
are immune to any form of mind reading.
GUARDIAN NAGA
|
Large Aberration |
Hit Dice: |
11d8+44 (93 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
18 (–1 size, +2
Dex, +7 natural), touch 11, flat-footed 16 |
Base
Attack/Grapple: |
+8/+17 |
Attack: |
Bite +12 melee
(2d6+7 plus poison) or spit +9 ranged touch (poison) |
Full Attack: |
Bite +12 melee
(2d6+7 plus poison) or spit +9 ranged touch (poison) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Poison, spit,
spells |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +7, Ref +7,
Will +11 |
Abilities: |
Str 21, Dex 14,
Con 19, Int 16, Wis 19, Cha 18 |
Skills: |
Bluff +18,
Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting),
Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13 |
Feats: |
Alertness,
Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes |
Environment: |
Temperate plains |
Organization: |
Solitary or nest
(2–4) |
Challenge
Rating: |
10 |
Treasure: |
Standard |
Alignment: |
Usually lawful
good |
Advancement: |
12–16 HD
(Large); 17–33 HD (Huge) |
Level
Adjustment: |
— |
Guardian nagas
speak Celestial and Common.
Combat
Guardian nagas
usually warn off intruders before attacking. If the warning is ignored, they
may begin a spell assault or spit poison.
Poison (Ex): Injury or contact, Fortitude DC 19, initial
and secondary damage 1d10 Con. The save DC is Constitution-based.
Spit (Ex): A guardian naga can spit its venom up to
30 feet as a standard action. This is a ranged touch attack with no range
increment. Opponents hit by this attack must make successful saves (see above)
to avoid the effect.
Spells: Guardian nagas cast spells as 9th-level
sorcerers, and can also cast spells from the cleric list and from the Good and
Law domains. The cleric spells and domain spells are considered arcane spells
for a guardian naga, meaning that the creature does not need a divine focus to
cast them.
Typical Spells
Known (6/7/7/7/5; save DC
14 + spell level): 0— cure minor wounds, daze, detect magic, light, mage
hand, open/close, ray of frost, read magic; 1st—cure light wounds,
divine favor, expeditious retreat, mage armor, magic missile; 2nd—detect
thoughts, lesser restoration, see invisibility, scorching ray; 3rd—cure
serious wounds, dispel magic, lightning bolt; 4th—divine power, greater
invisibility.
SPIRIT NAGA
|
Large Aberration |
Hit Dice: |
9d8+36 (76 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
16 (–1 size, +1
Dex, +6 natural), touch 10, flat-footed 15 |
Base
Attack/Grapple: |
+6/+14 |
Attack: |
Bite +9 melee
(2d6+6 plus poison) |
Full Attack: |
Bite +9 melee
(2d6+6 plus poison) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Charming gaze,
poison, spells |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +7, Ref +6,
Will +9 |
Abilities: |
Str 18, Dex 13,
Con 18, Int 12, Wis 17, Cha 17 |
Skills: |
Concentration
+13, Listen +14, Spellcraft +10, Spot +14 |
Feats: |
Ability Focus
(charming gaze), Alertness, Combat Casting, Eschew MaterialsB,
Lightning Reflexes |
Environment: |
Temperate
marshes |
Organization: |
Solitary or nest
(2–4) |
Challenge
Rating: |
9 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
10–13 HD
(Large); 14–27 HD (Huge) |
Level
Adjustment: |
— |
Spirit nagas speak
Abyssal and Common.
Combat
Spirit nagas meet
foes boldly so as to use their gaze attacks to best effect. They quickly
slither forward to bite foes that avert their eyes.
Charming Gaze
(Su): As charm person, 30
feet, Will DC 19 negates. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 18, initial and
secondary damage 1d8 Con. The save DC is Constitution-based.
Spells: Spirit nagas cast spells as 7th-level
sorcerers, and can also cast spells from the cleric spell list and from the
Chaos and Evil domains as arcane spells. The cleric spells and domain spells
are considered arcane spells for a spirit naga, meaning that the creature does
not need a divine focus to cast them.
Typical Spells
Known (6/7/7/5; save DC 13
+ spell level): 0—cure minor wounds, daze, detect magic, mage hand,
open/close, ray of frost, read magic; 1st—charm person, cure light
wounds, divine favor, magic missile, shield of faith; 2nd—cat’s grace,
invisibility, summon swarm; 3rd—displacement, fireball.
WATER NAGA
|
Large Aberration
(Aquatic) |
Hit Dice: |
7d8+28 (59 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares), swim 50 ft. |
Armor Class: |
15 (–1 size, +1
Dex, +5 natural), touch 10, flat-footed 14 |
Base
Attack/Grapple: |
+5/+12 |
Attack: |
Bite +7 melee
(2d6+4 plus poison) |
Full Attack: |
Bite +7 melee
(2d6+4 plus poison) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Poison, spells |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +6, Ref +5,
Will +8 |
Abilities: |
Str 16, Dex 13,
Con 18, Int 10, Wis 17, Cha 15 |
Skills: |
Concentration
+12, Listen +7, Spellcraft +8, Spot +7, Swim +11 |
Feats: |
Alertness,
Combat Casting, Eschew MaterialsB, Lightning Reflexes |
Environment: |
Temperate
aquatic |
Organization: |
Solitary, pair,
or nest (3–4) |
Challenge
Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
8–10 HD (Large);
11–21 HD (Huge) |
Level
Adjustment: |
— |
Water nagas speak
Aquan and Common.
Combat
Water nagas prefer
to stay mostly concealed in a body of water while they launch a spell attack.
Poison (Ex): Injury, Fortitude DC 17, initial and
secondary damage 1d8 Con. The save DC is Constitution-based.
Spells: Water nagas cast spells as 7th-level
sorcerers but never use fire spells.
Typical
Sorcerer Spells Known (6/7/7/4;
save DC 12 + spell level): 0—acid splash, daze, detect magic, light, mage
hand, open/close, read magic; 1st—expeditious retreat, magic missile,
obscuring mist, shield, true strike; 2nd—invisibility, acid arrow,
mirror image; 3rd—protection from energy, suggestion.
Skills: A water naga 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.
|
Medium Outsider
(Evil, Extraplanar) |
Hit Dice: |
8d8+32 (68 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
22 (+1 Dex, +11
natural), touch 11, flat-footed 21 |
Base
Attack/Grapple: |
+8/+12 |
Attack: |
Bite +12 melee
(2d6+6 plus disease) |
Full Attack: |
Bite +12 melee
(2d6+6 plus disease) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, dream haunting |
Special
Qualities: |
Damage reduction
10/cold iron and magic, immunity to fire, cold, charm, sleep, and
fear, spell resistance 25 |
Saves: |
Fort +12*, Ref
+9*, Will +10* |
Abilities: |
Str 19, Dex 12,
Con 18, Int 11, Wis 15, Cha 12 |
Skills: |
Bluff +12,
Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14,
Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15 |
Feats: |
Alertness,
Combat Casting, Mounted Combat |
Environment: |
A evil-aligned
plane |
Organization: |
Solitary,
mounted (1, on nightmare), or covey (3, on nightmares) |
Challenge
Rating: |
9 |
Treasure: |
Standard |
Alignment: |
Always neutral
evil |
Advancement: |
9–16 HD (Medium) |
Level
Adjustment: |
— |
A night hag is
about the same height and weight as a female human.
Night hags speak
Abyssal, Celestial, Common, and Infernal.
COMBAT
Night hags attack
good creatures on sight if the odds of success seem favorable.
These creatures
rip through armor and flesh with their deadly teeth. They love to use sleep and
then strangle those who are overcome by it.
A night hag’s
natural weapons, as well as any weapons it wields, are treated as evil-aligned
for the purpose of overcoming damage reduction. Its natural weapons are treated
as magic weapons for the purpose of overcoming damage reduction.
Disease (Ex): Demon fever—bite, Fortitude DC 18,
incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed
save, an afflicted creature must immediately succeed on another DC 18 Fortitude
save or take 1 point of Constitution drain. The save DC is Constitution based.
Spell-Like
Abilities: At will—detect
chaos, detect evil, detect good, detect law, detect magic, magic missile,
polymorph (self only), ray of enfeeblement (DC 12), sleep (DC
12). Caster level 8th. A night hag can use etherealness at will
(caster level 16th) so long as it possesses its heartstone (see below).
The save DCs are Charisma-based.
Dream Haunting
(Su): Night hags can visit
the dreams of chaotic or evil individuals by using a special periapt known as a
heartstone to become ethereal, then hovering over the creature. Once a
hag invades someone’s dreams, it rides on the victim’s back until dawn. The
sleeper suffers from tormenting dreams and takes 1 point of Constitution drain
upon awakening. Only another ethereal being can stop these nocturnal
intrusions, by confronting and defeating the night hag.
HEARTSTONE
All night hags
carry a periapt known as a heartstone, which instantly cures any disease
contracted by the holder. In addition, a heartstone provides a +2 resistance
bonus on all saving throws (this bonus is included in the statistics block). A
night hag that loses this charm can no longer use etherealness until it
can manufacture another (which takes one month). Creatures other than the hag
can benefit from the heartstone’s powers, but the periapt shatters after
ten uses (any disease cured or saving throw affected
counts as a use)
and it does not bestow etherealness to a bearer that is not a night hag.
If sold, an intact heartstone brings 1,800 gp.
NIGHTMARE
|
Nightmare |
Nightmare, Cauchemar
|
|
Large Outsider
(Evil, Extraplanar) |
Huge
Outsider (Evil, Extraplanar) |
Hit Dice: |
6d8+18 (45 hp) |
15d8+105
(172 hp) |
Initiative: |
+6 |
+6 |
Speed: |
40 ft. (8
squares), fly 90 ft. (good) |
40
ft. (8 squares), fly 90 ft. (good) |
Armor Class: |
24 (–1 size, +2
Dex, +13 natural), touch 11, flat-footed 22 |
26
(–2 size, +2 Dex, +16 natural), touch 10, flat-footed 24 |
Base
Attack/Grapple: |
+6/+14 |
+15/+33 |
Attack: |
Hoof +9 melee
(1d8+4 plus 1d4 fire) |
Hoof
+23 melee (2d6+10 plus 1d4 fire) |
Full Attack: |
2 hooves +9
melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2) |
2
hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5) |
Space/Reach: |
10 ft./5 ft. |
15
ft./10 ft. |
Special
Attacks: |
Flaming hooves,
smoke |
Flaming
hooves, smoke |
Special
Qualities: |
Astral
projection, darkvision 60 ft., etherealness |
Astral
projection, darkvision 60 ft., etherealness |
Saves: |
Fort +8, Ref +7,
Will +6 |
Fort
+16, Ref +11, Will +10 |
Abilities: |
Str 18, Dex 15,
Con 16, Int 13, Wis 13, Cha 12 |
Str
31, Dex 14, Con 24, Int 16, Wis 12, Cha 12 |
Skills: |
Concentration
+12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12,
Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12
on other planes and following tracks) |
Bluff
+19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate
+21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move
Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on
other planes and following tracks) |
Feats: |
Alertness,
Improved Initiative, Run |
Alertness,
Cleave, Improved Initiative, Power Attack, Run, Track |
Environment: |
A evil-aligned
plane |
A
neutral evil plane |
Organization: |
Solitary
Solitary |
Solitary |
Challenge
Rating: |
5 |
11 |
Treasure: |
None |
None |
Alignment: |
Always neutral
evil |
Always
neutral evil |
Advancement: |
7–10 HD (Large);
11–18 HD (Huge) |
— |
Level
Adjustment: |
+4 (cohort) |
+4 (cohort) |
A nightmare is
about the size of a light war horse.
COMBAT
A nightmare can
fight while carrying a rider, but the rider cannot also fight unless he or she
succeeds on a Ride check.
A nightmare’s
natural weapons, as well as any weapons it wields, are treated as evil-aligned
for the purpose of overcoming damage reduction.
Flaming Hooves
(Su): A blow from a
nightmare’s hooves sets combustible materials alight.
Smoke (Su): During the excitement of battle, a
nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with
a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone
must succeed on a DC 16 Fortitude save or take a –2 penalty on all attack and
damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round,
and the nightmare uses it once as a free action during its turn each round. The
save DC is Constitution-based.
Because of the
smoke it gives off, a nightmare has concealment against creatures 5 feet away
and total concealment against creatures 10 feet or farther away. The smoke does
not obscure the nightmare’s vision at all.
Astral
Projection and Etherealness (Su): These abilities function just like the spells of the same names
(caster level 20th); a nightmare can use either at will.
Carrying
Capacity: A light load for
a nightmare is up to 300 pounds; a medium load, 301–600 pounds; and a heavy
load, 601–900 pounds.
CAUCHEMAR
The
cauchemar is a horrible, especially malevolent version of a nightmare. The
sight of one of these great horrors bearing down is enough to shake the heart
of the boldest champion.
COMBAT
The save DC for the cauchemar’s smoke
attack (DC 24) is adjusted for its greater number of Hit Dice and higher
Constitution score.
Carrying Capacity: A light load for a
cauchemar is up to 612 pounds; a medium load, 613–1,224 pounds; and a heavy
load, 1,225–1,840 pounds.
NIGHTSHADE
Nightshades are
powerful undead composed of equal parts darkness and absolute evil.
Nightshades can
read and understand all forms of communication; however, they communicate with
others by telepathy.
COMBAT
Each of the three
known varieties of nightshade is a terrible creature with unique powers and
abilities. Their tactics vary according to their abilities, but they all make
liberal use of haste.
Nightshade
Abilities
All nightshades
have the following special abilities.
Aversion to
Daylight (Ex): If exposed
to natural daylight (not merely a daylight spell), nightshades take a –4
penalty on all attack rolls, saving throws, and skill checks.
Desecrating
Aura (Su): All nightshades
give off a 20-footradius emanation of utter desecration, imbuing their
surroundings with negative energy. This ability works much like a desecrate spell,
except that the nightshade’s evil is so great that it is treated as the shrine
of an evil power. All undead within 20 feet of the nightshade (including the
creature itself ) gain a +2 profane bonus on attack rolls, damage rolls, and
saving throws, and +2 hit points per HD. (The nightshade Hit Dice, attack, and
save entries given here include these profane bonuses.) Charisma checks made to
turn undead within this area take a –6 penalty.
A nightshade’s
desecrating aura cannot be dispelled except by a dispel evil spell or
similar effect. If the effect is dispelled, the nightshade can resume it as a
free action on its next turn. Its desecrating aura is suppressed if a
nightshade enters a consecrated or hallowed area, but the
nightshade’s presence also suppresses the consecrated or hallowed effect
for as long as it remains in the area.
NIGHTCRAWLER
|
Gargantuan
Undead (Extraplanar) |
Hit Dice: |
25d12+50 (212
hp) |
Initiative: |
+4 |
Speed: |
30 ft. (6
squares), burrow 60 ft. |
Armor Class: |
35 (–4 size, +29
natural), touch 6, flat-footed 35 |
Base
Attack/Grapple: |
+12/+45 |
Attack: |
Bite +29 melee
(4d6+21) |
Full Attack: |
Bite +29 melee
(4d6+21/19–20) and sting +24 melee (2d8+11/19–20 plus poison) |
Space/Reach: |
20 ft./15 ft. |
Special
Attacks: |
Desecrating
aura, energy drain, spell-like abilities, poison, summon undead, swallow
whole |
Special
Qualities: |
Aversion to
daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity
to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead
traits |
Saves: |
Fort +12, Ref
+10, Will +23 |
Abilities: |
Str 48, Dex 10,
Con —, Int 20, Wis 20, Cha 18 |
Skills: |
Concentration
+32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move
Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33,
Survival +5 (+7 following tracks) |
Feats: |
Blind-Fight,
Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical
(sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like
Ability (cone of cold) |
Environment: |
Plane of Shadow |
Organization: |
Solitary or pair |
Challenge
Rating: |
18 |
Treasure: |
Standard |
Alignment: |
Always chaotic
evil |
Advancement: |
26–50 HD
(Colossal) |
Level
Adjustment: |
— |
A nightcrawler is
a massive behemoth similar to a purple worm, though utterly black in color.
A nightcrawler
measures about 7 feet in diameter and is 100 feet long from its toothy maw to
the tip of its stinging tail. It weighs about 55,000 pounds.
Combat
A nightcrawler
attacks by burrowing through the ground and emerging to strike.
A nightcrawler’s
natural weapons are treated as magic weapons for the purpose of overcoming
damage reduction.
Energy Drain
(Su): Living creatures
inside a nightcrawler’s gizzard gain one negative level each round. The DC is
26 for the Fortitude save to remove a negative level. The save DC is
Charisma-based.
For each such
negative level bestowed, the nightcrawler gains 5 temporary hit points.
Improved Grab
(Ex): To use this ability,
a nightcrawler must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins
the grapple check, it establishes a hold and can try to swallow the opponent in
the following round.
Poison (Ex): Injury, Fortitude DC 22, initial and
secondary damage 2d6 Str. The save DC is Constitution-based.
Spell-Like
Abilities: At will—contagion
(DC 18), deeper darkness, detect magic, greater dispel magic, haste,
invisibility, see invisibility, unholy blight (DC 18); 3/day—cone of
cold (DC 19), confusion (DC 18), hold monster (DC 19); 1/day—finger
of death (DC 21), mass hold monster (DC 23), plane shift (DC
21). Caster level 25th. The save DCs are Charisma-based.
Summon Undead
(Su): A nightcrawler can
summon undead creatures once per night: 9–16 shadows, 3–6 greater shadows, or
2–4 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or
until released.
Swallow Whole
(Ex): A nightcrawler can
try to swallow a grabbed opponent of Huge or smaller size by making a
successful grapple check. Once inside, the opponent takes 2d8+12 points of
bludgeoning damage plus 12 points of acid damage per round from the
nightcrawler’s gizzard and is subject to the creature’s energy drain. A
swallowed creature can cut its way out by using a light slashing or piercing
weapon to deal 35 points of damage to the gizzard (AC 21). Once the creature
exits, muscular action closes the hole; another swallowed opponent must cut its
own way out. A nightcrawler’s interior can hold 2 Huge, 8 Large, 32 Medium, 128
Small, 512 Tiny or smaller opponents.
NIGHTWALKER
|
Huge Undead
(Extraplanar) |
Hit Dice: |
21d12+42 (178
hp) |
Initiative: |
+6 |
Speed: |
40 ft (8
squares)., fly 20 ft. (poor) |
Armor Class: |
32 (–2 size, +2
Dex, +22 natural), touch 10, flat-footed 30 |
Base
Attack/Grapple: |
+10/+34 |
Attack: |
Slam +24 melee
(2d6+16) |
Full Attack: |
2 slams +24
melee (2d6+16) |
Space/Reach: |
15 ft./15 ft. |
Special
Attacks: |
Crush item,
desecrating aura, evil gaze, spell-like abilities, summon undead |
Special
Qualities: |
Aversion to
daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity
to cold, spell resistance 29, telepathy 100 ft., undead traits |
Saves: |
Fort +11, Ref
+11, Will +19 |
Abilities: |
Str 38, Dex 14,
Con —, Int 20, Wis 20, Cha 18 |
Skills: |
Concentration
+28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move
Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29,
Survival +5 (+7 following tracks) |
Feats: |
Cleave, Combat
Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved
Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight) |
Environment: |
Plane of Shadow |
Organization: |
Solitary, pair,
or gang (3–4) |
Challenge
Rating: |
16 |
Treasure: |
Standard |
Alignment: |
Always chaotic
evil |
Advancement: |
22–31 HD (Huge);
32–42 HD (Gargantuan) |
Level
Adjustment: |
— |
Nightwalkers are
human-shaped horrors that haunt the darkness.
A nightwalker is
about 20 feet tall and weighs about 12,000 pounds.
Combat
Nightwalkers lurk
in dark areas where they can almost always surprise the unwary.
A nightwalker’s
natural weapons are treated as magic weapons for the purpose of overcoming
damage reduction.
Crush Item
(Su): A nightwalker can
destroy any weapon or item of Large size or smaller (even magic ones, but not
artifacts) by picking it up and crushing it between its hands. The nightwalker
must make a successful disarm attempt to grab an item held by an opponent. The
item is entitled to a DC 34 Fortitude save to resist destruction. The save DC
is Strength-based.
Evil Gaze (Su): Fear, 30 feet. A creature that meets the
nightwalker’s gaze must succeed on a DC 24 Will save or be paralyzed with fear
for 1d8 rounds. Whether or not the save is successful, that creature cannot be
affected again by the same nightshade’s gaze for 24 hours. This is a
mind-affecting fear effect. The save DC is Charisma-based.
Spell-Like
Abilities: At will—contagion
(DC 18), deeper darkness, detect magic, greater dispel magic, haste, see
invisibility, and unholy blight (DC 18); 3/day—confusion (DC
18), hold monster (DC 19), invisibility; 1/day—cone of cold (DC
19), finger of death (DC 21), plane shift (DC 21). Caster level
21st. The save DCs are Charisma-based.
Summon Undead
(Su): A nightwalker can
summon undead creatures once per night: 7–12 shadows, 2–5 greater shadows, or
1–2 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or
until released.
Skills: *When hiding in a dark area, a nightwalker
gains a +8 racial bonus on Hide checks.
Tactics
Round-by-Round
The nightwalker is
an exceedingly intelligent foe that makes the best use of all its abilities. It
favors using its spell-like abilities to divide and disable its enemies, then
closing to melee with opponents it has isolated from their allies.
Prior to
combat: The nightwalker
keeps its see invisibility power active most of the time. It uses haste
and invisibility to prepare for battle.
Round 1: Move to within 30 feet to make use of gaze
attack and strike with confusion or hold monster, coupled with a
quickened unholy blight.
Round 2: Hit a spellcaster with finger of death and
another quickened unholy blight.
Round 3: Move up to engage the enemy and attempt to
disarm an enemy fighter.
Round 4: Crush the disarmed weapon (or use gaze
attack if disarm attempt failed).
Round 5: Full attack against the unarmed foe (or on
a nearby spellcaster).
NIGHTWING
|
Huge Undead
(Extraplanar) |
Hit Dice: |
17d12+34 (144
hp) |
Initiative: |
+8 |
Speed: |
20 ft. (4
squares), fly 60 ft. (good) |
Armor Class: |
30 (–2 size, +4
Dex, +18 natural) touch 12, flat-footed 26 |
Base
Attack/Grapple: |
+8/+28 |
Attack: |
Bite +18 melee
(2d6+17/19–20 plus magic drain) |
Full Attack: |
Bite +18 melee
(2d6+17/19–20 plus magic drain) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Desecrating
aura, magic drain, spell-like abilities, summon undead |
Special
Qualities: |
Aversion to
daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity
to cold, spell resistance 27, telepathy 100 ft., undead traits |
Saves: |
Fort +9, Ref
+11, Will +17 |
Abilities: |
Str 31, Dex 18,
Con —, Int 18, Wis 20, Cha 18 |
Skills: |
Concentration
+24, Diplomacy +6, Hide +16*, Listen +25, Move Silently +24, Search +24,
Sense Motive +25, Spellcraft +24, Spot +25, Survival +5 (+7 following tracks) |
Feats: |
Combat Reflexes,
Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved
Initiative |
Environment: |
Plane of Shadow |
Organization: |
Solitary, pair,
or flock (3–6) |
Challenge
Rating: |
14 |
Treasure: |
Standard |
Alignment: |
Always chaotic
evil |
Advancement: |
18–25 HD (Huge);
26–34 HD (Gargantuan) |
Level
Adjustment: |
— |
Nightwings are
batlike flyers that hunt on the wing.
A nightwing has a
wingspan of about 40 feet and weighs about 4,000 pounds.
Combat
Nightwings prowl
the night sky and dive onto their victims. They are all but invisible,
detectable only because of the stars they obscure in their passing.
A nightwing’s
natural weapons are treated as magic weapons for the purpose of overcoming
damage reduction.
Magic Drain
(Su): A nightwing can
weaken magic armor, weapons, and shields by making a successful touch attack.
The targeted item must succeed on a DC 22 Fortitude save or lose 1 point of its
enhancement bonus. The save DC is Charisma-based. An item that loses its entire
enhancement bonus becomes merely a masterwork item and loses any special
abilities (such as flaming) as well. Casting dispel evil upon the item
reverses the effect of the magic drain, provided this occurs within a number of
days after the attack equal to the caster’s level and the caster succeeds on a
DC 29 caster level check.
Spell-Like
Abilities: At will—contagion
(DC 18), deeper darkness, detect magic, haste, see invisibility, unholy
blight (DC 18); 3/day—confusion (DC 18), greater dispel magic,
hold monster (DC 19), invisibility; 1/day—cone of cold (DC
19), finger of death (DC 21), plane shift (DC 21). Caster level
17th. The save DCs are Charisma-based.
Summon Undead
(Su): A nightwing can
summon undead creatures once per night: 5–12 shadows, 2–4 greater shadows, or 1
dread wraith. The undead arrive in 1d10 rounds and serve for 1 hour or until
released.
Skills: *When hiding in a dark area or flying in a
dark sky, a nightwing gains a +8 racial bonus on Hide checks.
NYMPH
|
Medium Fey |
Hit Dice: |
6d6+6 (27 hp) |
Initiative: |
+3 |
Speed: |
30 ft. (6
squares), swim 20 ft. |
Armor Class: |
17 (+3 Dex, +4
deflection), touch 17, flat-footed 14 |
Base
Attack/Grapple: |
+3/+3 |
Attack: |
Dagger +6 melee
(1d4/19–20) |
Full Attack: |
Dagger +6 melee
(1d4/19–20) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Blinding beauty,
spells, spell-like abilities, stunning glance |
Special
Qualities: |
Damage reduction
10/cold iron, low-light vision, unearthly grace, wild empathy |
Saves: |
Fort +7, Ref
+12, Will +12 |
Abilities: |
Str 10, Dex 17,
Con 12, Int 16, Wis 17, Cha 19 |
Skills: |
Concentration
+10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12,
Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8,
Use Rope +3 (+5 with bindings) |
Feats: |
Combat Casting,
Dodge, Weapon Finesse |
Environment: |
Temperate
forests |
Organization: |
Solitary |
Challenge
Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
good |
Advancement: |
7–12 HD (Medium) |
Level
Adjustment: |
+7 |
A nymph is about
the height and weight of a female elf.
Nymphs speak
Sylvan and Common.
COMBAT
Blinding Beauty
(Su): This ability affects
all humanoids within 30 feet of a nymph. Those who look directly at a nymph
must succeed on a DC 17 Fortitude save or be blinded permanently as though by
the blindness spell. A nymph can suppress or resume this ability as a
free action.
The save DC is
Charisma-based.
Spell-Like
Abilities: 1/day—dimension
door. Caster level 7th.
Spells: A nymph casts divine spells as a 7th-level
druid.
Typical Druid
Spells Prepared (6/5/4/3/1,
save DC 13 + spell level): 0—cure minor wounds, detect magic, flare,
guidance, light, resistance; 1st—calm animal, cure light wounds,
entangle, longstrider, speak with animals; 2nd—barkskin, heat metal,
lesser restoration, tree shape; 3rd— call lightning, cure moderate
wounds, protection from energy; 4th—rusting grasp.
Stunning Glance
(Su): As a standard
action, a wrathful nymph can stun a creature within 30 feet with a look. The
target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4
rounds. The save DC is Charisma-based.
Unearthly Grace
(Su): A nymph adds her
Charisma modifier as a bonus on all her saving throws, and as a deflection
bonus to her Armor Class. (The statistics block already reflects these
bonuses).
Wild Empathy
(Ex): This power works
like the druid’s wild empathy class feature, except that a nymph has a +6
racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.