This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (O-R)
OGRE
|
Ogre |
Ogre, 4th-Level Barbarian |
|
Large Giant |
Large
Giant |
Hit Dice: |
4d8+11 (29 hp) |
4d8+19
plus 4d12+16 (79 hp) |
Initiative: |
–1 |
+0 |
Speed: |
30 ft. in hide
armor (6 squares); base speed 40 ft. |
40
ft. in hide armor (8 squares); base speed 50 ft. |
Armor Class: |
16 (–1 size, –1
Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16 |
19 (–1 size, +5
natural, +4 +1 hide armor, ring of protection +1), touch 10,
flat-footed 19 |
Base
Attack/Grapple: |
+3/+12 |
+7/+19 |
Attack: |
Greatclub +8
melee (2d8+7) or javelin +1 ranged (1d8+5) |
+1
greatclub +16
melee (2d8+13) or javelin +6 ranged (1d8+8) |
Full Attack: |
Greatclub +8 melee
(2d8+7) or javelin +1 ranged (1d8+5) |
+1
greatclub +16/+11
melee (2d8+13) or javelin +6 ranged (1d8+8) |
Space/Reach: |
10 ft./10 ft. |
10
ft./10 ft. |
Special
Attacks: |
— |
Rage
2/day |
Special
Qualities: |
Darkvision 60
ft., low-light vision |
Darkvision
60 ft., low-light vision, trap sense +1, uncanny dodge |
Saves: |
Fort +6, Ref +0,
Will +1 |
Fort
+12, Ref +2, Will +2 |
Abilities: |
Str 21, Dex 8,
Con 15, Int 6, Wis 10, Cha 7 |
Str
26, Dex 11, Con 18, Int 8, Wis 10, Cha 4 |
Skills: |
Climb +5, Listen
+2, Spot +2 |
Climb
+13, Hide –6, Jump +17, Listen +6, Spot +2 |
Feats: |
Toughness,
Weapon Focus (greatclub) |
Power
Attack, Toughness, Weapon Focus (greatclub) |
Environment: |
Temperate hills
(Merrow: Temperate aquatic) |
Temperate
hills |
Organization: |
Solitary, pair,
gang (3–4), or band (5–8) |
Solitary,
pair, gang (1 plus 1–3 ogres), or band (1 plus 4–7 ogres) |
Challenge
Rating: |
3 |
7 |
Treasure: |
Standard |
Standard
(including +1 hide armor, +1 greatclub, and ring of protection +1) |
Alignment: |
Usually chaotic
evil |
Usually
chaotic evil |
Advancement: |
By character
class |
By
character class |
Level
Adjustment: |
+2 |
+2 |
Adult ogres stand
9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from
dull yellow to dull brown. Their clothing consists of poorly cured furs and
hides, which add to their naturally repellent odor.
Ogres speak Giant,
and those specimens who boast Intelligence scores of at least 10 also speak
Common.
COMBAT
Ogres favor
overwhelming odds, sneak attacks, and ambushes over a fair fight. They are
intelligent enough to fire ranged weapons first to soften up their foes before
closing, but ogre gangs and bands fight as unorganized individuals.
OGRE BARBARIAN
Their inherent bent toward chaos
combines with their size and strength to make ogres natural barbarians. Indeed,
their leaders are almost always barbarians of low to middle level, monstrous
brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an
inspiration to other ogres.
COMBAT
Marginally more intelligent than his
brutish fellows, an ogre barbarian is slightly more likely to enter a fair
fight, but in general prefers the brutish tactics common to all its kind.
Rage (Ex): Twice per day, an ogre
barbarian can enter a state of fierce rage that last for 9 rounds. The
following changes are in effect as long as he rages: AC 17 (touch 8,
flat-footed 17); hp 95; Atk +18/+13 melee (2d6+16, +1 greatclub); SV
Fort +14, Will +4; Str 30, Con 22; Climb +15, Jump +16. At the end of his rage,
the ogre barbarian is fatigued for the duration of the encounter.
Trap Sense (Ex): An ogre barbarian has a
+1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC
against attacks by traps.
Uncanny Dodge (Ex): An ogre barbarian retains
his Dex bonus to AC regardless of being caught flat-footed or attacked by an
invisible opponent. His Dex bonus to AC is +0, but this means that he is not
subject to a rogue’s sneak attack in these circumstances.
MERROW
These cousins of
the ogre have the aquatic subtype.
They dwell in
freshwater lakes and rivers. They have a base land speed of 30 feet and a swim
speed of 40 feet and are found only in aquatic environments.
Instead of the
typical ogre’s greatclub, they prefer to use longspears in melee (attack +8
melee, damage 1d8+7).
OGRES AS CHARACTERS
Ogre characters
possess the following racial traits.
— +10 Strength, –2
Dexterity, +4 Constitution, –4 Intelligence, –4 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.
—An ogre’s base
land speed is 40 feet.
—Darkvision out to
60 feet.
—Racial Hit Dice:
An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base
attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will
+1.
—Racial Skills: An
ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier,
minimum 1). Its class skills are Climb, Listen, and Spot.
—Racial Feats: An
ogre’s giant levels give it two feats.
—Weapon and Armor
Proficiency: An ogre is automatically proficient with simple weapons, martial
weapons, light and medium armor, and shields.
— +5 natural armor
bonus.
—Automatic
Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran.
—Favored Class:
Barbarian.
—Level adjustment
+2.
OGRE MAGE
|
Large Giant |
Hit Dice: |
5d8+15 (37 hp) |
Initiative: |
+4 |
Speed: |
40 ft. (8
squares), fly 40 ft. (good) |
Armor Class: |
18 (–1 size, +5
natural, +4 chain shirt), touch 9, flat-footed 18 |
Base
Attack/Grapple: |
+3/+12 |
Attack: |
Greatsword +7
melee (3d6+7/19–20) or longbow +2 ranged (2d6/x3) |
Full Attack: |
Greatsword +7
melee (3d6+7/19–20) or longbow +2 ranged (2d6/x3) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Spell-like
abilities |
Special
Qualities: |
Darkvision 90
ft., low-light vision, regeneration 5, spell resistance 19 |
Saves: |
Fort +7, Ref +1,
Will +3 |
Abilities: |
Str 21, Dex 10,
Con 17, Int 14, Wis 14, Cha 17 |
Skills: |
Concentration
+11, Listen +10, Spellcraft +10, Spot +10 |
Feats: |
Combat
Expertise, Improved Initiative |
Environment: |
Cold hills |
Organization: |
Solitary, pair,
or troupe (1–2 plus 2–4 ogres) |
Challenge
Rating: |
8 |
Treasure: |
Double standard |
Alignment: |
Usually lawful
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+7 |
The ogre mage is a
more intelligent and dangerous variety of its mundane cousin.
An ogre mage
stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color
from light green to light blue, and its hair is black or very dark brown. Ogre
mages favor loose, comfortable clothing and lightweight armor.
Ogre mages speak
Giant and Common.
Combat
Ogre mages rely on
their spell-like abilities, resorting to physical combat only when necessary.
When faced with obviously superior forces, they prefer to retreat using gaseous
form rather than fight a losing battle.
Spell-Like
Abilities: At will—darkness,
invisibility; 1/day— charm person (DC 14), cone of cold (DC
18), gaseous form, polymorph, sleep (DC 14). Caster level 9th.
The save DCs are Charisma-based.
Flight (Su): An ogre mage can cease or resume flight as
a free action. While using gaseous form it can fly at its normal speed
and has perfect maneuverability.
Regeneration
(Ex): Fire and acid deal
normal damage to an ogre mage.
An ogre mage
that loses a limb or body part can reattach it by holding the severed member to
the stump. Reattachment takes 1 minute. If the head or some other vital organ
is severed, it must be reattached within 10 minutes or the creature dies. An
ogre mage cannot regrow lost body parts.
OGRE MAGES AS CHARACTERS
Ogre mage
characters possess the following racial traits.
— +10 Strength, +6
Constitution, +4 Intelligence, +4 Wisdom, +6 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.
—An ogre mage’s
base land speed is 40 feet. It also has a fly speed of 40 feet (good).
—Darkvision: Ogre
mages can see in the dark up to 60 feet.
—Racial Hit Dice:
An ogre mage begins with five levels of giant, which provide 5d8 Hit Dice, a
base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and
Will +1.
—Racial Skills: An
ogre mage’s giant levels give it skill points equal to 8 x (2 + Int modifier
[minimum 1]). Its class skills are Concentration, Listen, Spellcraft, and Spot.
—Racial Feats: An
ogre mage’s giant levels give it two feats.
— +5 natural armor
bonus.
—Special Attacks
(see above): Spell-like abilities.
—Special Qualities
(see above): Regeneration 5, spell resistance 19.
—Automatic
Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Orc.
—Favored Class:
Sorcerer.
—Level adjustment
+7.
OOZE
Oozes are
amorphous creatures that live only to eat. They inhabit underground areas
throughout the world, scouring caverns, ruins, and dungeons in search of
organic matter—living or dead.
COMBAT
Oozes attack any
creatures they encounter. They lash out with pseudopods or simply engulf
opponents with their bodies, which secrete acids that help them catch or digest
their prey.
Blindsight
(Ex): An ooze’s entire
body is a primitive sensory organ that can ascertain prey by scent and
vibration within 60 feet.
BLACK PUDDING
|
Black Pudding |
Elder
Black Pudding |
|
Huge Ooze |
Gargantuan
Ooze |
Hit Dice: |
10d10+60 (115
hp) |
20d10+180
(290 hp) |
Initiative: |
–5 |
–5 |
Speed: |
20 ft. (4
squares), climb 20 ft. |
20
ft. (4 squares), climb 20 ft. |
Armor Class: |
3 (–2 size, –5
Dex), touch 3, flat-footed 3 |
1
(–4 size, –5 Dex), touch 1, flat-footed 1 |
Base
Attack/Grapple: |
+7/+18 |
+15/+35 |
Attack: |
Slam +8 melee
(2d6+4 plus 2d6 acid) |
Slam
+19 melee (3d6+12 plus 3d6 acid) |
Full Attack: |
Slam +8 melee
(2d6+4 plus 2d6 acid) |
Slam
+19 melee (3d6+12 plus 3d6 acid) |
Space/Reach: |
15 ft./10 ft. |
20
ft./20 ft. |
Special
Attacks: |
Acid, constrict
2d6+4 plus 2d6 acid, improved grab |
Acid,
constrict 2d8+12 plus 2d6 acid, improved grab |
Special
Qualities: |
Blindsight 60
ft., split, ooze traits |
Blindsight
60 ft., split, ooze traits |
Saves: |
Fort +9, Ref –2,
Will –2 |
Fort
+15, Ref +1, Will +1 |
Abilities: |
Str 17, Dex 1,
Con 22, Int —, Wis 1, Cha 1 |
Str
26, Dex 1, Con 28, Int —, Wis 1, Cha 1 |
Skills: |
Climb +11 |
Climb
+16 |
Feats: |
— |
— |
Environment: |
Underground |
Underground |
Organization: |
Solitary |
Solitary |
Challenge
Rating: |
7 |
12 |
Treasure: |
None |
None |
Alignment: |
Always neutral |
Always
neutral |
Advancement: |
11–15 HD (Huge);
16–30 HD (Gargantuan) |
— |
Level
Adjustment: |
— |
— |
The typical black
pudding measures 15 feet across and 2 feet thick. It weighs about 18,000
pounds.
Combat
A black pudding
attacks by grabbing and squeezing their prey.
Acid (Ex): The creature secretes a digestive acid
that dissolves organic material and metal quickly, but does not affect stone.
Any melee hit or constrict attack deals acid damage, and the opponent’s armor
and clothing dissolve and become useless immediately unless they succeed on DC
21 Reflex saves. A metal or wooden weapon that strikes a black pudding also
dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs
are Constitution-based.
The pudding’s
acidic touch deals 21 points of damage per round to wooden or metal objects,
but the ooze must remain in contact with the object for 1 full round to deal
this damage.
Constrict (Ex):
A black pudding deals
automatic slam and acid damage with a successful grapple check. The opponent’s
clothing and armor take a –4 penalty on Reflex saves against the acid.
Improved Grab
(Ex): To use this ability,
a black pudding 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.
Split (Ex): Slashing and piercing weapons deal no
damage to a black pudding. Instead the creature splits into two identical
puddings, each with half of the original’s current hit points (round down). A
pudding with 10 hit points or less cannot be further split and dies if reduced
to 0 hit points.
Skills: A black pudding has a +8 racial bonus on
Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
ELDER BLACK PUDDING
The most ancient black puddings are
vast pools of inky death.
COMBAT
The save DC for the elder black
pudding’s acid attack (DC 29) is adjusted for its additional Hit Dice and
higher Constitution score.
GELATINOUS CUBE
|
Huge Ooze |
Hit Dice: |
4d10+32 (54 hp) |
Initiative: |
–5 |
Speed: |
15 ft. (3
squares) |
Armor Class: |
3 (–2 size, –5
Dex), touch 3, flat-footed 3 |
Base
Attack/Grapple: |
+3/+11 |
Attack: |
Slam +1 melee
(1d6 plus 1d6 acid) |
Full Attack: |
Slam +1 melee
(1d6 plus 1d6 acid) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Acid, engulf,
paralysis |
Special
Qualities: |
Blindsight 60
ft., immunity to electricity, ooze traits, transparent |
Saves: |
Fort +9, Ref –4,
Will –4 |
Abilities: |
Str 10, Dex 1,
Con 26, Int —, Wis 1, Cha 1 |
Skills: |
— |
Feats: |
— |
Environment: |
Underground |
Organization: |
Solitary |
Challenge
Rating: |
3 |
Treasure: |
1/10th coins,
50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone) |
Alignment: |
Always neutral |
Advancement: |
5–12 HD (Huge);
13–24 HD (Gargantuan) |
Level
Adjustment: |
— |
The nearly
transparent gelatinous cube travels slowly along dungeon corridors and cave
floors, absorbing carrion, creatures, and trash. Inorganic material remains
trapped and visible inside the cube’s body.
A typical
gelatinous cube is 15 feet on a side and weighs about 50,000 pounds, though
much larger specimens are not unknown.
Combat
A gelatinous cube
attacks by slamming its body into its prey. It is capable of lashing out with a
pseudopod, but usually engulfs foes.
Acid (Ex): A gelatinous cube’s acid does not harm
metal or stone.
Engulf (Ex): Although it moves slowly, a gelatinous
cube can simply mow down Large or smaller creatures as a standard action. It
cannot make a slam attack during a round in which it engulfs. The gelatinous
cube merely has to move over the opponents, affecting as many as it can cover.
Opponents can make opportunity attacks against the cube, but if they do so they
are not entitled to a saving throw. Those who do not attempt attacks of
opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success,
they are pushed back or aside (opponent’s choice) as the cube moves forward.
Engulfed creatures are subject to the cube’s paralysis and acid, and are
considered to be grappled and trapped within its body. The save DC is
Strength-based and includes a +1 racial bonus.
Paralysis (Ex):
A gelatinous cube secretes
an anesthetizing slime. A target hit by a cube’s melee or engulf attack must
succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can
automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent
(Ex): Gelatinous cubes are
hard to see, even under ideal conditions, and it takes a DC 15 Spot check to
notice one. Creatures who fail to notice a cube and walk into it are
automatically engulfed.
GRAY OOZE
|
Medium Ooze |
Hit Dice: |
3d10+15 (31 hp) |
Initiative: |
–5 |
Speed: |
10 ft. (2
squares) |
Armor Class: |
5 (–5 Dex),
touch 5, flat-footed 5 |
Base
Attack/Grapple: |
+2/+3 |
Attack: |
Slam +3 melee
(1d6+1 plus 1d6 acid) |
Full Attack: |
Slam +3 melee
(1d6+1 plus 1d6 acid) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Acid, constrict
1d6+1 plus 1d6 acid, improved grab |
Special
Qualities: |
Blindsight 60
ft., immunity to cold and fire, ooze traits, transparent |
Saves: |
Fort +6, Ref –4,
Will –4 |
Abilities: |
Str 12, Dex 1,
Con 21, Int —, Wis 1, Cha 1 |
Skills: |
— |
Feats: |
— |
Environment: |
Cold marshes |
Organization: |
Solitary |
Challenge
Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4–6 HD (Medium);
7–9 HD (Large) |
Level
Adjustment: |
— |
A gray ooze can
grow to a diameter of up to 10 feet and a thickness of about 6 inches. A
typical specimen weighs about 700 pounds.
Combat
A gray ooze
strikes like a snake, slamming opponents with its body.
Acid (Ex): A gray ooze secretes a digestive acid that
quickly dissolves organic material and metal, but not stone. Any melee hit or
constrict attack deals acid damage. Armor or clothing dissolves and becomes
useless immediately unless it succeeds on a DC 16 Reflex save. A metal or
wooden weapon that strikes a gray ooze also dissolves immediately unless it
succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.
The ooze’s acidic
touch deals 16 points of damage per round to wooden or metal objects, but the
ooze must remain in contact with the object for 1 full round to deal this
damage.
Constrict (Ex): A gray ooze deals automatic slam and acid
damage with a successful grapple check. The opponent’s clothing and armor take
a –4 penalty on Reflex saves against the acid.
Improved Grab
(Ex): To use this ability,
a gray ooze 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.
Transparent
(Ex): A gray ooze is hard to
identify, even under ideal conditions, and it takes a DC 15 Spot check to
notice one. Creatures who fail to notice a gray ooze and walk into it are
automatically hit with a melee attack for slam and acid damage.
OCHRE JELLY
|
Large Ooze |
Hit Dice: |
6d10+36 (69 hp) |
Initiative: |
–5 |
Speed: |
10 ft. (2
squares), climb 10 ft. |
Armor Class: |
4 (–1 size, –5
Dex), touch 4, flat-footed 4 |
Base
Attack/Grapple: |
+4/+10 |
Attack: |
Slam +5 melee
(2d4+3 plus 1d4 acid) |
Full Attack: |
Slam +5 melee
(2d4+3 plus 1d4 acid) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Acid, constrict
2d4+3 plus 1d4 acid, improved grab |
Special
Qualities: |
Blindsight 60
ft., split, ooze traits |
Saves: |
Fort +8, Ref –3,
Will –3 |
Abilities: |
Str 15, Dex 1,
Con 22, Int —, Wis 1, Cha 1 |
Skills: |
Climb +10 |
Feats: |
— |
Environment: |
Temperate
marshes |
Organization: |
Solitary |
Challenge
Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
7–9 HD (Large);
10–18 HD (Huge) |
Level
Adjustment: |
— |
An ochre jelly can
grow to a diameter of about 15 feet and a thickness of about 6 inches, but can
compress its body to fit into cracks as small as 1 inch wide. A typical
specimen weighs about 5,600 pounds.
Combat
An ochre jelly
attempts to envelop and squeeze its prey.
Acid (Ex): An ochre jelly secretes a digestive acid
that dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex):
An ochre jelly deals
automatic slam and acid damage with a successful grapple check.
Improved Grab
(Ex): To use this ability,
an ochre jelly 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.
Split (Ex): Slashing and piercing weapons and
electricity attacks deal no damage to an ochre jelly. Instead the creature
splits into two identical jellies, each with half of the original’s current hit
points (round down). A jelly with 10 hit points or less cannot be further split
and dies if reduced to 0 it points.
Skills: An ochre jelly has a +8 racial bonus on
Climb checks and can always choose to take 10 on a Climb check, even if rushed
or threatened.
|
Orc, 1st-Level
Warrior |
|
Medium Humanoid
(Orc) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
13 (+3 studded
leather armor), touch 10, flat-footed 13 |
Base
Attack/Grapple: |
+1/+4 |
Attack: |
Falchion +4
melee (2d4+4/18–20) or javelin +1 ranged (1d6+3) |
Full Attack: |
Falchion +4
melee (2d4+4/18–20) or javelin +1 ranged (1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft., light sensitivity |
Saves: |
Fort +3, Ref +0,
Will –2 |
Abilities: |
Str 17, Dex 11,
Con 12, Int 8, Wis 7, Cha 6 |
Skills: |
Listen +1, Spot
+1 |
Feats: |
Alertness |
Environment: |
Temperate hills |
Organization: |
Gang (2–4),
squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or
band (30–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults,
5 5th-level lieutenants, and 3 7th-level captains) |
Challenge
Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Often chaotic
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+0 |
An orc’s hair
usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing
vivid colors that many humans would consider unpleasant, such as blood red,
mustard yellow, yellow-green, and deep purple. Their equipment is dirty and
unkempt. An adult male orc is a little over 6 feet tall and weighs about 210
pounds.
Females are
slightly smaller.
The language an
orc speaks varies slightly from tribe to tribe, but any orc is understandable
by someone else who speaks Orc. Some orcs know Goblin or Giant as well.
Most orcs
encountered away from their homes are warriors; the information in the
statistics block is for one of 1st level.
COMBAT
Orcs are
proficient with all simple weapons, preferring those that cause the most damage
in the least time. Many orcs who take up the warrior or fighter class also gain
proficiency with the falchion or the greataxe as a martial weapon. They enjoy
attacking from concealment and setting ambushes, and they obey the rules of war
(such as honoring a truce) only as long as it is convenient for them.
Light
Sensitivity (Ex): Orcs are
dazzled in bright sunlight or within the radius of a daylight spell.
ORCS AS CHARACTERS
Orc Traits
(Ex): Orcs possess the
following racial traits.
— +4 Strength, –2
Intelligence, –2 Wisdom, –2 Charisma.
—An orc’s base
land speed is 30 feet.
—Darkvision out to
60 feet.
—Light
Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight
spell.
—Automatic
Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin,
Undercommon.
—Favored Class:
Barbarian.
The orc warrior
presented here had the following ability scores before racial adjustments: Str
13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
HALF-ORCS
These orc–human
crossbreeds can be found in either orc or human society (where their status
varies according to local sentiments), or in communities of their own.
Half-orcs usually inherit a good blend of the physical characteristics of their
parents. They are as tall as humans and a little heavier, thanks to their
muscle. They have greenish pigmentation, sloping foreheads, jutting jaws,
prominent teeth, and coarse body hair. Half-orcs who have lived among or near
orcs have scars, in keeping with orcish tradition.
Half-Orc Traits
(Ex): Half-orcs possess
the following racial traits.
— +2 Strength, –2
Intelligence, –2 Charisma.
—Medium size.
—A half-orc’s base
land speed is 30 feet.
—Darkvision:
Half-orcs can see in the dark up to 60 feet.
—Orc Blood: For
all effects related to race, a half-orc is considered an orc.
—Automatic
Languages: Common, Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin,
Abyssal.
—Favored Class:
Barbarian.
OTYUGH
|
Large Aberration |
Hit Dice: |
6d8+9 (36 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
17 (–1 size, +8
natural), touch 9, flat-footed 17 |
Base
Attack/Grapple: |
+4/+8 |
Attack: |
Tentacle +4
melee (1d6) |
Full Attack: |
2 tentacles +4
melee (1d6) and bite –2 melee (1d4) |
Space/Reach: |
10 ft./10 ft.
(15 ft. with tentacle) |
Special
Attacks: |
Constrict 1d6,
disease, improved grab |
Special
Qualities: |
Darkvision 60
ft., scent |
Saves: |
Fort +3, Ref +2,
Will +6 |
Abilities: |
Str 11, Dex 10,
Con 13, Int 5, Wis 12, Cha 6 |
Skills: |
Hide –1*, Listen
+6, Spot +6 |
Feats: |
Alertness,
Toughness, Weapon Focus (tentacle) |
Environment: |
Underground |
Organization: |
Solitary, pair,
or cluster (3–4) |
Challenge
Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
7–8 HD (Large);
9–18 HD (Huge) |
Level
Adjustment: |
— |
A typical otyugh
has a body 8 feet in diameter and weighs about 500 pounds.
Otyughs speak
Common.
COMBAT
An otyugh attacks
living creatures if it feels threatened or if it is hungry; otherwise it is
content to remain hidden. Otyughs slash and squeeze opponents with their
tentacles, which they also use to drag prey into their mouths.
Constrict (Ex): An otyugh deals automatic tentacle damage
with a successful grapple check.
Disease (Ex): Filth fever—bite, Fortitude DC 14,
incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is
Constitution-based.
Improved Grab
(Ex): To use this ability,
an otyugh must hit with a tentacle 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.
Skills: *An otyugh has a +8 racial bonus on Hide
checks when in its lair, due to its natural coloration.
OWL, GIANT
|
Large Magical
Beast |
Hit Dice: |
4d10+4 (26 hp) |
Initiative: |
+3 |
Speed: |
10 ft. (2
squares), fly 70 ft. (average) |
Armor Class: |
15 (–1 size, +3
Dex, +3 natural), touch 12, flat-footed 12 |
Base
Attack/Grapple: |
+4/+12 |
Attack: |
Claw +7 melee
(1d6+4) |
Full Attack: |
2 claws +7 melee
(1d6+4) and bite +2 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Superior
lowlight vision |
Saves: |
Fort +5, Ref +7,
Will +3 |
Abilities: |
Str 18, Dex 17,
Con 12, Int 10, Wis 14, Cha 10 |
Skills: |
Knowledge
(nature) +2, Listen +17, Move Silently +8*, Spot +10 |
Feats: |
Alertness,
Wingover |
Environment: |
Temperate
forests |
Organization: |
Solitary, pair,
or company (3–5) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Usually neutral
good |
Advancement: |
5–8 HD (Large);
9–12 HD (Huge) |
Level
Adjustment: |
+2 (cohort) |
Giant owls are
nocturnal birds of prey, feared for their ability to hunt and attack in near
silence. They are intelligent, and though naturally suspicious, sometimes
associate with good creatures. A
typical giant owl stands about 9 feet tall, has a wingspan of up to 20 feet,
and resembles its smaller cousins in nearly every way except size.
Giant owls speak
Common and Sylvan.
COMBAT
A giant owl
attacks by gliding silently just a few feet above its prey and plunging to
strike when directly overhead.
Superior
Low-Light Vision (Ex): A
giant owl can see five times as far as a human can in dim light.
Skills: Giant owls have a +8 racial bonus on
Listen checks and a +4 racial bonus on Spot checks.
*When in flight,
giant owls gain a +8 bonus on Move Silently checks.
TRAINING A GIANT OWL
Although
intelligent, a giant owl requires training before it can bear a rider in
combat. To be trained, a giant owl must have a friendly attitude toward the
trainer (this can be achieved through a successful Diplomacy check). Training a
friendly giant owl requires six weeks of work and a DC 25 Handle Animal check.
Riding a giant owl requires an exotic saddle. A giant owl can fight while
carrying a rider, but the rider cannot also attack unless he or she succeeds on
a Ride check.
Giant owl eggs are
worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each.
Professional trainers charge 1,000 gp to rear or train a giant owl.
Carrying
Capacity: A light load for
a giant owl is up to 300 pounds; a medium load, 301–600 pounds; and a heavy
load, 601–900 pounds.
|
Large Magical
Beast |
Hit Dice: |
5d10+25 (52 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (–1 size, +1
Dex, +5 natural), touch 10, flat-footed 14 |
Base
Attack/Grapple: |
+5/+14 |
Attack: |
Claw +9 melee
(1d6+5) |
Full Attack: |
2 claws +9 melee
(1d6+5) and bite +4 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Improved grab |
Special
Qualities: |
Scent |
Saves: |
Fort +9, Ref +5,
Will +2 |
Abilities: |
Str 21, Dex 12,
Con 21, Int 2, Wis 12, Cha 10 |
Skills: |
Listen +8, Spot
+8 |
Feats: |
Alertness, Track |
Environment: |
Temperate
forests |
Organization: |
Solitary, pair,
or pack (3–8) |
Challenge
Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
6–8 HD (Large);
9–15 HD (Huge) |
Level
Adjustment: |
— |
An owlbear’s coat
ranges in color from brown-black to yellowish brown; its beak is a dull ivory
color. A full-grown male can stand as tall as 8 feet and weigh up to 1,500
pounds. Adventurers who have survived encounters with the creature often speak
of the bestial madness they glimpsed in its red-rimmed eyes.
COMBAT
Owlbears attack
prey—any creature bigger than a mouse—on sight, always fighting to the death.
They slash with claws and beak, trying to grab their prey and rip it apart.
Improved Grab
(Ex): To use this ability,
an owlbear must hit with a claw attack. It can then attempt to start a grapple
as a free action without provoking an attack of opportunity.
|
Large Magical
Beast |
Hit Dice: |
4d10+12 (34 hp) |
Initiative: |
+2 |
Speed: |
60 ft. (12
squares), fly 120 ft. (average) |
Armor Class: |
14 (–1 size, +2
Dex, +3 natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+4/+12 |
Attack: |
Hoof +7 melee
(1d6+4) |
Full Attack: |
2 hooves +7
melee (1d6+4) and bite +2 melee (1d3+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft., low-light vision, scent, spell-like abilities |
Saves: |
Fort +7, Ref +6,
Will +4 |
Abilities: |
Str 18, Dex 15,
Con 16, Int 10, Wis 13, Cha 13 |
Skills: |
Diplomacy +3,
Listen +8, Sense Motive +9, Spot +8 |
Feats: |
Flyby Attack,
Iron Will |
Environment: |
Temperate
forests |
Organization: |
Solitary, pair,
or herd (6–10) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Usually chaotic
good |
Advancement: |
5–8 HD (Large) |
Level
Adjustment: |
+2 (cohort) |
The pegasus is a
magnificent winged horse that sometimes serves the cause of good. Though highly
prized as aerial steeds, pegasi are wild and shy creatures not easily tamed.
A typical pegasus
stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of
20 feet. Pegasi cannot speak, but they understand Common.
COMBAT
Spell-Like
Abilities: At will—detect
good and detect evil within a 60-foot radius. Caster level 5th.
Skills: Pegasi have a +4 racial bonus on Listen
and Spot checks.
TRAINING A PEGASUS
Although
intelligent, a pegasus requires training before it can bear a rider in combat.
To be trained, a pegasus must have a friendly attitude toward the trainer (this
can be achieved through a successful Diplomacy check). Training a friendly pegasus
requires six weeks of work and a DC 25 Handle Animal check. Riding a pegasus
requires an exotic saddle. A pegasus can fight while carrying a rider, but the
rider cannot also attack unless he or she succeeds on a Ride check.
Pegasus eggs are
worth 2,000 gp each on the open market, while young are worth 3,000 gp per
head. Pegasi mature at the same rate as horses. Professional trainers charge
1,000 gp to rear or train a pegasus, which serves a good or neutral master with
absolute faithfulness for life.
Carrying
Capacity: A light load for
a pegasus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load,
601–900 pounds.
PHANTOM FUNGUS
|
Medium Plant |
Hit Dice: |
2d8+6 (15 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
14 (+4 natural),
touch 10, flat-footed 14 |
Base
Attack/Grapple: |
+1/+3 |
Attack: |
Bite +3 melee
(1d6+3) |
Full Attack: |
Bite +3 melee
(1d6+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light
vision, plant traits, greater invisibility |
Saves: |
Fort +6, Ref +0,
Will +0 |
Abilities: |
Str 14, Dex 10,
Con 16, Int 2, Wis 11, Cha 9 |
Skills: |
Listen +4, Move
Silently +6, Spot +4 |
Feats: |
Alertness |
Environment: |
Underground |
Organization: |
Solitary |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
3–4 HD (Medium);
5–6 HD (Large) |
Level
Adjustment: |
— |
This creature
looks like a brown and greenish-brown mass with a cluster of nodules atop the
main mass, though it is visible only when dead. A cluster of nodules atop the
main mass serve as sensory organs. The creature feeds and attacks with a gaping
maw lined with rows of teeth. Four stumpy legs support the creature and allow
it to move about. This ambulatory fungus is naturally invisible, making it a feared
predator among subterranean inhabitants.
COMBAT
A phantom fungus
usually roams quietly, hunting for prey. It attacks lone individuals almost
anywhere, but when tackling groups it prefers an open space where it has a
better chance .
Greater
Invisibility (Su): This
ability is constant, allowing a phantom fungus to remain invisible even when
attacking. It works like greater invisibility (caster level 12th) and
lasts as long as the phantom fungus is alive. This ability is not subject to
the invisibility purge spell. A phantom fungus becomes visible 1 minute
after it is killed.
Skills: A phantom fungus has a +5 racial bonus on
Move Silently checks.
|
Large Magical
Beast |
Hit Dice: |
5d10+15 (42 hp) |
Initiative: |
+7 |
Speed: |
40 ft. (8
squares), climb 20 ft. |
Armor Class: |
15 (–1 size, +3
Dex, +3 natural), touch 12, flat-footed 12 |
Base
Attack/Grapple: |
+5/+12 |
Attack: |
Bite +7 melee
(1d6+4 plus poison) |
Full Attack: |
Bite +7 melee
(1d6+4 plus poison) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Poison |
Special
Qualitiy: |
Darkvision 60
ft., ethereal jaunt, low-light vision |
Saves: |
Fort +7, Ref +7,
Will +2 |
Abilities: |
Str 17, Dex 17,
Con 16, Int 7, Wis 13, Cha 10 |
Skills: |
Climb +11, Move
Silently +11, Spot +4 |
Feats: |
Ability Focus
(poison), Improved Initiative |
Environment: |
Warm hills |
Organization: |
Solitary or
cluster (2–5) |
Challenge
Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
6–8 HD (Large);
9–15 HD (Huge) |
Level
Adjustment: |
— |
Phase spiders are
aggressive predators that can move quickly from the Ethereal Plane to attack
opponents on the Material Plane.
A typical phase
spider’s body is 8 feet long. It weighs about 700 pounds.
Phase spiders
cannot speak.
COMBAT
Phase spiders
dwell and hunt on the Material Plane. Once a spider locates prey, however, it
shifts to the Ethereal Plane to attack, attempting to catch its victim
flat-footed. The spider shifts in, bites its victim, and retreats quickly back
to the Ethereal Plane.
Ethereal Jaunt
(Su): A phase spider can
shift from the Ethereal Plane to the Material Plane as a free action, and shift
back again as a move action (or during a move action). The ability is otherwise
identical with ethereal jaunt (caster level 15th).
Poison (Ex): Injury, Fortitude DC 17, initial and
secondary damage 1d8 Con. The save DC is Constitution-based.
Skills: A phase spider has a +8 racial bonus on
Climb checks and can always choose to take 10 on a Climb check, even if rushed
or threatened.
PHASM
|
Medium Aberration (Shapechanger) |
Hit Dice: |
15d8+30 (97 hp) |
Initiative: |
+6 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
17 (+2 Dex, +5
natural), touch 12, flat-footed 15 |
Base
Attack/Grapple: |
+11/+12 |
Attack: |
Slam +12 melee
(1d3+1) |
Full Attack: |
Slam +12 melee
(1d3+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Alternate form,
amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft. |
Saves: |
Fort +11, Ref
+11, Will +11 |
Abilities: |
Str 12, Dex 15,
Con 15, Int 16, Wis 15, Cha 14 |
Skills: |
Bluff +20, Climb
+7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*,
Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8 |
Feats: |
Alertness,
Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility |
Environment: |
Underground |
Organization: |
Solitary |
Challenge
Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
neutral |
Advancement: |
15–21 HD (Huge);
22–45 HD (Gargantuan) |
Level
Adjustment: |
— |
A phasm is an
amorphous creature that can assume the guise of almost any other creature or
object. A phasm in its natural form is about 5 feet in diameter and 2 feet high
at the center. Swirls of color indicate sensory organs. In this form, a phasm
slithers about like an ooze and can attack with a pseudopod. It weighs about
400 pounds.
Phasms can speak
Common but prefer telepathic communication.
COMBAT
When faced with
potential danger, a phasm is equally likely to retreat, parley, or attack, as
its fancy strikes.
If pursued or
harassed, a phasm transforms into the most fearsome creature it knows and
attacks. When seriously hurt, it changes to some fast or agile form and tries
to escape.
Amorphous (Ex):
A phasm in its natural
form has immunity to poison, sleep, paralysis, polymorph, and stunning
effects. It is not subject to critical hits and, having no clear front or back,
cannot be flanked.
Resilient (Ex):
A phasm has a +4 racial
bonus on Fortitude and Reflex saves (included in the statistics block).
Alternate Form
(Su): A phasm can assume any form of Large size or smaller as a standard
action. This ability functions as a polymorph spell cast on itself
(caster level 15th), except that the phasm does not regain hit points for
changing form. A phasm can remain in its alternate form until it chooses to
assume a new one or return to its natural form.
Tremorsense
(Ex): A phasm can
automatically sense the location of anything within 60 feet that is in contact
with the ground, so long as it is touching the ground itself.
Skills: *When using shapechange, a phasm gains a
+10 circumstance bonus on Disguise checks.
Planetouched is a
general word to describe someone who can trace his or her bloodline back to an
outsider, usually a fiend or celestial.
The effects of
having a supernatural being in one’s heritage last for many generations.
Although not as dramatically altered as a half-celestial or a half-fiend,
planetouched still retain some special qualities.
The two
planetouched varieties described here are the most common. Aasimars are humans
with some trace of celestial blood in their veins, and tieflings have some
fiendishness in their family tree.
AASIMAR
|
Aasimar,
1st-Level Warrior |
|
Medium Outsider
(Native) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+4 |
Speed: |
20 ft. in scale
mail (4 squares); base speed 30 ft. |
Armor Class: |
16 (+4 scale
mail, +2 heavy shield), touch 10, flat-footed 16 |
Base
Attack/Grapple: |
+1/+2 |
Attack: |
Longsword +2
melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20) |
Full Attack: |
Longsword +2
melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Daylight |
Special
Qualities: |
Darkvision 60
ft., resistance to acid 5, cold 5, and electricity 5 |
Saves: |
Fort +3, Ref +0,
Will +0 |
Abilities: |
Str 13, Dex 11,
Con 12, Int 10, Wis 11, Cha 10 |
Skills: |
Heal +4,
Knowledge (religion) +1, Listen +3, Ride +1, Spot +3 |
Feats: |
Improved
Initiative |
Environment: |
Temperate plains |
Organization: |
Solitary, pair,
or team (3–4) |
Challenge
Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually good
(any) |
Advancement: |
By character
class |
Level
Adjustment: |
+1 |
Aasimars are
usually tall, good-looking, and generally pleasant. Some have a minor physical
trait suggesting their heritage, such as silver hair, golden eyes, or an
unnaturally intense stare.
Most aasimars are
decidedly good-aligned. They fight against evil causes and attempt to sway
others to do the right thing. Occasionally they take on the vengeful,
judgmental aspect of their celestial ancestor, but this is rare. Combat
Aasimars usually
like a fair, straightforward contest. Against a particularly evil foe, however,
they fight with utter conviction and to the death.
Daylight (Sp): An aasimar can use daylight once per day as a
1st-level caster or a caster of his class levels, whichever is higher.
Skills: An aasimar has a +2 racial bonus on Spot
and Listen checks.
The aasimar
warrior presented here had the following ability scores before racial
adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Aasimar as
Characters
Aasimar characters
possess the following racial traits.
— +2 Wisdom, +2
Charisma.
—Medium size.
—An aasimar’s base
land speed is 30 feet.
—Darkvision:
Aasimars can see in the dark up to 60 feet.
—Racial Skills:
Aasimars have a +2 racial bonus on Spot and Listen checks.
—Racial Feats: An
aasimar gains feats according to its class levels.
—Special Attacks
(see above): Daylight.
—Special Qualities
(see above): Resistance to acid 5, cold 5, and electricity 5.
—Automatic
Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome,
Halfling,
Sylvan.
—Favored Class:
Paladin.
—Level adjustment
+1.
TIEFLING
|
Tiefling,
1st-Level Warrior |
|
Medium Outsider
(Native) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+1 Dex, +3
studded leather, +1 light shield), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+1/+2 |
Attack: |
Rapier +3 melee
(1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20) |
Full Attack: |
Rapier +3 melee
(1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Darkness |
Special
Qualities: |
Darkvision 60
ft., resistance to cold 5, electricity 5, and fire 5 |
Saves: |
Fort +3, Ref +1,
Will –1 |
Abilities: |
Str 13, Dex 13,
Con 12, Int 12, Wis 9, Cha 6 |
Skills: |
Bluff +4, Hide
+5, Move Silently +1, Sleight of Hand +1 |
Feats: |
Weapon Focus
(rapier) |
Environment: |
Temperate plains |
Organization: |
Solitary, pair,
or gang (3–4) |
Challenge
Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually evil
(any) |
Advancement: |
By character
class |
Level
Adjustment: |
+1 |
Many tieflings are
indistinguishable from humans. Others have small horns, pointed teeth, red
eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings
are the same.
Combat
Tieflings are
sneaky, subtle, and generally conniving. They prefer to strike from ambush and
usually avoid a fair fight if they can.
Darkness (Sp): A tiefling can use darkness once per day
(caster level equal to class levels).
Skills: A tiefling has a +2 racial bonus on Bluff
and Hide checks.
The tiefling
warrior presented here had the following ability scores before racial
adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Tieflings as
Characters
Tiefling
characters possess the following racial traits.
— +2 Dexterity, +2
Intelligence, –2 Charisma.
—Medium size.
—A tiefling’s base
land speed is 30 feet.
—Darkvision out to
60 feet.
—Racial Skills:
Tieflings have a +2 racial bonus on Bluff and Hide checks.
—Racial Feats: A
tiefling gains feats according to its class levels.
—Special Attacks
(see above): Darkness.
—Special Qualities
(see above): Resistance to cold 5, electricity 5, and fire 5.
—Automatic
Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome,
Goblin, Halfling, Orc.
—Favored Class:
Rogue.
—Level adjustment
+1.
PSEUDODRAGON
|
Tiny Dragon |
Hit Dice: |
2d12+2 (15 hp) |
Initiative: |
+2 |
Speed: |
15 ft. (3
squares), fly 60 ft. (good) |
Armor Class: |
18 (+2 size, +2
Dex, +4 natural), touch 14, flat-footed 16 |
Base
Attack/Grapple: |
+2/–8 |
Attack: |
Sting +4 melee
(1d3–2 plus poison) |
Full Attack: |
Sting +4 melee
(1d3–2 plus poison) and bite –1 melee (1) |
Space/Reach: |
2-1/2 ft./0 ft.
(5 ft. with tail) |
Special
Attacks: |
Poison |
Special
Qualities: |
Blindsense 60
ft., darkvision 60 ft., immunity to sleep and paralysis, low-light
vision, spell resistance 19, telepathy 60 ft. |
Saves: |
Fort +4, Ref +5,
Will +4 |
Abilities: |
Str 6, Dex 15,
Con 13, Int 10, Wis 12, Cha 10 |
Skills: |
Diplomacy +2,
Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3
following tracks) |
Feats: |
Weapon Finesse |
Environment: |
Temperate
forests |
Organization: |
Solitary, pair,
or clutch (3–5) |
Challenge
Rating: |
1 |
Treasure: |
None |
Alignment: |
Always neutral
good |
Advancement: |
3–4 HD (Tiny) |
Level
Adjustment: |
+3 |
A pseudodragon has
a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.
A pseudodragon can
communicate telepathically and can also vocalize animal noises.
COMBAT
A pseudodragon can
deliver a vicious bite, but its principal weapon is its sting-equipped tail.
Poison (Ex): Injury, Fortitude DC 14, initial damage
sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is
Constitution-based and includes a +2 racial bonus.
Blindsense
(Ex): A pseudodragon can
locate creatures within 60 feet by nonvisual means (mostly hearing and scent,
but also by noticing vibration and other environmental clues). Opponents the
pseudodragon can’t actually see still have total concealment against the
pseudodragon.
Telepathy (Su): Pseudodragons can communicate
telepathically with creatures that speak Common or Sylvan, provided they are
within 60 feet.
Skills: Pseudodragons have a chameleonlike ability
that grants them a +4 racial bonus on Hide checks. *In forests or overgrown
areas, this bonus improves to +8.
PURPLE WORM
|
Gargantuan
Magical Beast |
Hit Dice: |
16d10+112 (200
hp) |
Initiative: |
–2 |
Speed: |
20 ft. (4
squares), burrow 20 ft., swim 10 ft. |
Armor Class: |
19 (–4 size, –2
Dex, +15 natural), touch 4, flat-footed 19 |
Base
Attack/Grapple: |
+16/+40 |
Attack: |
Bite +25 melee
(2d8+12) |
Full Attack: |
Bite +25 melee
(2d8+12) and sting +20 melee (2d6+6 plus poison) |
Space/Reach: |
20 ft./15ft. |
Special
Attacks: |
Improved grab,
swallow whole, poison |
Special
Qualities: |
Tremorsense 60
ft. |
Saves: |
Fort +17, Ref
+8, Will +4 |
Abilities: |
Str 35, Dex 6,
Con 25, Int 1, Wis 8, Cha 8 |
Skills: |
Listen +18, Swim
+20 |
Feats: |
Awesome Blow,
Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus
(sting) |
Environment: |
Underground |
Organization: |
Solitary |
Challenge
Rating: |
12 |
Treasure: |
No coins, 50%
goods (stone only), no items |
Alignment: |
Always neutral |
Advancement: |
16–32 HD
(Gargantuan); 33–48 HD (Colossal) |
Level
Adjustment: |
— |
The body of a
mature purple worm is 5 feet in diameter and 80 feet long, weighing about
40,000 pounds. The creature has a poisonous stinger in its tail.
COMBAT
In battle, a
purple worm forms into a coil 20 feet in diameter, biting and stinging anything
within reach.
Improved Grab
(Ex): To use this ability,
a purple worm 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 attempt to swallow the foe the
following round.
Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6
Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Swallow Whole
(Ex): A purple worm can
try to swallow a grabbed opponent of a smaller size than itself by making a
successful grapple check. Once inside, the opponent takes 2d8+12 points of
crushing damage plus 8 points of acid damage per round from the worm’s gizzard.
A swallowed creature can cut its way out by using a light slashing or piercing
weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature
exits, muscular action closes the hole; another swallowed opponent must cut its
own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small,
128 Tiny, or 512 Diminutive or smaller opponents.
Skills: A purple worm 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.
RAKSHASA
|
Medium Outsider (Native) |
Hit Dice: |
7d8+21 (52 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
21 (+2 Dex, +9
natural), touch 12, flat-footed 19 |
Base
Attack/Grapple: |
+7/+8 |
Attack: |
Claw +8 melee
(1d4+1) |
Full Attack: |
2 claws +8 melee
(1d4+1) and bite +3 melee (1d6) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Detect thoughts,
spells |
Special
Qualities: |
Change shape,
damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27 |
Saves: |
Fort +8, Ref +7,
Will +6 |
Abilities: |
Str 12, Dex 14,
Con 16, Int 13, Wis 13, Cha 17 |
Skills: |
Bluff +17*,
Concentration +13, Diplomacy +7, Disguise +17 (+19 acting)*, Intimidate +5,
Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11,
Spellcraft +11, Spot +11 |
Feats: |
Alertness,
Combat Casting, Dodge |
Environment: |
Warm marshes |
Organization: |
Solitary |
Challenge
Rating: |
10 |
Treasure: |
Standard coins;
double goods; standard items |
Alignment: |
Always lawful
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+7 |
A closer look at a
rakshasa reveals that the palms of its hands are where the backs of the hands
would be on a human.
A rakshasa is
about the same height and weight as a human.
Rakshasas speak
Common, Infernal, and Undercommon.
COMBAT
In close combat,
which a rakshasa disdains as ignoble, it employs its sharp claws and powerful
bite. Whenever possible, it uses its other abilities to make such encounters
unnecessary.
Detect Thoughts
(Su): A rakshasa can
continuously use detect thoughts as the spell (caster level 18th; Will DC 15
negates). It can suppress or resume this ability as a free action. The save DC
is Charisma-based.
Spells: A rakshasa casts spells as a 7th-level
sorcerer.
Typical
Sorcerer Spells Known (6/7/7/5;
save DC 13 + spell level): 0—detect magic, light, mage hand, message, read
magic, resistance, touch of fatigue; 1st—charm person, mage armor, magic
missile, shield, silent image; 2nd—bear’s endurance, invisibility, acid
arrow; 3rd—haste, suggestion.
Change Shape
(Su): A rakshasa can
assume any humanoid form, or revert to its own form, as a standard action. In
humanoid form, a rakshasa loses its claw and bite attacks (although it often
equips itself with weapons and armor instead). A rakshasa remains in one form
until it chooses to assume a new one. A change in form cannot be dispelled, but
the rakshasa reverts to its natural form when killed. A true seeing spell
reveals its natural form.
Skills: A rakshasa has a +4 racial bonus on Bluff
and Disguise checks. *When using change shape, a rakshasa gains an additional
+10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its
circumstance bonus on Bluff and Disguise checks increases by a further +4.
RAKSHASAS AS CHARACTERS
Rakshasa
characters possess the following racial traits.
— +2 Strength, +4
Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
—Medium size.
—A rakshasa’s base
land speed is 40 feet.
—Darkvision out to
60 feet.
—Racial Hit Dice:
A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a
base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and
Will +5.
—Racial Skills: A
rakshasa’s outsider levels give it skill points equal to 10 x (8 + Int
modifier). Its class skills are Bluff, Disguise, Listen, Move Silently,
Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and
Disguise checks, and it can gain further bonuses by using change shape (+10 on
Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
—Racial Feats: A
rakshasa’s outsider levels give it three feats.
— +9 natural armor
bonus.
—Natural Weapons:
Bite (1d6) and 2 claws (1d4).
—Detect Thoughts
(Su): The save DC is 13 + the character’s Cha modifier.
—Spells: A
rakshasa character casts spells as a 7th-level sorcerer. If the character takes
additional levels of sorcerer, these levels stack with the rakshasa’s base
spellcasting ability for spells known, spells per day, and other effects dependent
on caster level. A rakshasa character likewise uses the sum of its
racial
spellcasting levels and class levels to determine the abilities
of its familiar.
—Special Qualities
(see above): Change shape, damage reduction 15/good and piercing, spell resistance
equal to 27 + class levels.
—Automatic
Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
—Favored Class:
Sorcerer.
—Level adjustment
+7.
|
Medium Outsider
(Extraplanar, Fire) |
Hit Dice: |
4d8+7 (25 hp) |
Initiative: |
+5 |
Speed: |
5 ft. (1
square), fly 60 ft. (good) |
Armor Class: |
15 (+1 Dex, +4
natural), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+4/+6 |
Attack: |
Claw +6 melee
(1d4+2) or bite +6 melee (1d8+3) |
Full Attack: |
4 claws +6 melee
(1d4+2) or bite +6 melee (1d8+3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Paralyzing gaze,
improved grab, blood drain |
Special
Qualities: |
Darkvision 60
ft., flight, immunity to fire, vulnerability to cold |
Saves: |
Fort +5, Ref +5,
Will +5 |
Abilities: |
Str 14, Dex 12,
Con 13, Int 3, Wis 13, Cha 12 |
Skills: |
Hide +8, Listen
+8, Move Silently +8, Spot +8 |
Feats: |
Improved
Initiative, Toughness |
Environment: |
Elemental Plane
of Fire |
Organization: |
Solitary, pair,
or cluster (3–6) |
Challenge
Rating: |
5 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
5–6 HD (Medium);
7–12 HD (Large) |
Level
Adjustment: |
— |
A rast has
anywhere from ten to fifteen claws, though it can only use four at once.
A rast has a body
about the size of a large dog’s, with a head almost as large as the body. It
weighs about 200 pounds.
COMBAT
Rasts paralyze
as many of their foes as possible, then attack any that are still moving. A
rast can claw or bite, but cannot do both during the same round.
Paralyzing Gaze
(Su): Paralysis for 1d6
rounds, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based.
Improved Grab
(Ex): To use this ability,
a rast must hit with its bite attack. It can then attempt to start a grapple as
a free action without provoking an attack of opportunity.
Blood Drain
(Ex): A rast drains blood
from a grabbed opponent, dealing 1 point of Constitution damage each round it
maintains the hold.
Flight (Su): A rast can cease or resume flight as a free
action. A rast that loses this ability falls and can perform only a single
action (either a move action or an attack action) each round.
RAVID
|
Medium Outsider
(Extraplanar) |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+4 |
Speed: |
20 ft. (4
squares), fly 60 ft. (perfect) |
Armor Class: |
25 (+15
natural), touch 10, flat-footed 25 |
Base
Attack/Grapple: |
+3/+4 |
Attack: |
Tail slap +4
melee (1d6+1 plus positive energy) or tail touch +4 melee touch (positive
energy) |
Full Attack: |
Tail slap +4
melee (1d6+1 plus positive energy) and claw +2 melee (1d4 plus positive
energy); or tail touch +4 melee touch (positive energy) and claw touch +2
melee touch (positive energy) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Positive energy
lash, animate objects |
Special
Qualities: |
Darkvision 60
ft., flight, immunity to fire |
Saves: |
Fort +4, Ref +3,
Will +4 |
Abilities: |
Str 13, Dex 10,
Con 13, Int 7, Wis 12, Cha 14 |
Skills: |
Escape Artist
+6, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +7, Use Rope +0
(+2 with bindings) |
Feats: |
Improved
Initiative, Multiattack |
Environment: |
Positive Energy
Plane |
Organization: |
Solitary (1 plus
at least 1 animated object) |
Challenge
Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
4 HD (Medium);
5–9 HD (Large) |
Level
Adjustment: |
— |
Ravids are
creatures from the Positive Energy Plane. These bizarre entities imbue
creatures with energy by their touch and animate lifeless objects around them.
Ravids that make their way to the Material Plane wander about aimlessly,
followed by the objects to which they have given life.
A ravid is about 7
feet long and weighs about 75 pounds.
COMBAT
Ravids fight only
in self-defense. A ravid itself is not very powerful but is always accompanied
by at least one animated object that defends it.
Positive Energy
Lash (Su): A ravid can
make a touch attack or hit with a claw or tail slap attack to infuse a target
with positive energy. The energy produces an unpleasant tingle in living
creatures, and against undead foes (even incorporeal ones) it deals 2d10 points
of damage.
Animate Objects
(Su): Once per round, a random object within 20 feet of a ravid animates as
though by the spell animate objects (caster level 20th). These objects
defend the ravid to the best of their ability, but the ravid isn’t intelligent
enough to employ elaborate tactics with them.
Flight (Su): A ravid can cease or resume flight as a
free action. A rast that loses this ability falls and can perform only a single
action (either a move action or an attack action) each round.
Feats: A ravid has the Multiattack feat even
through it does not have the requisite three natural weapons.
REMORHAZ
|
Huge Magical
Beast |
Hit Dice: |
7d10+35 (73 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares), burrow 20 ft. |
Armor Class: |
20 (–2 size, +1
Dex, +11 natural), touch 9, flat-footed 19 |
Base
Attack/Grapple: |
+7/+23 |
Attack: |
Bite +13 melee
(2d8+12) |
Full Attack: |
Bite +13 melee
(2d8+12) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Improved grab,
swallow whole |
Special
Qualities: |
Darkvision 60
ft., heat, low-light vision, tremorsense 60 ft. |
Saves: |
Fort +10, Ref
+6, Will +3 |
Abilities: |
Str 26, Dex 13,
Con 21, Int 5, Wis 12, Cha 10 |
Skills: |
Listen +8, Spot
+8 |
Feats: |
Awesome Blow,
Improved Bull Rush, Power Attack |
Environment: |
Cold desert |
Organization: |
Solitary |
Challenge
Rating: |
7 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
8–14 HD (Huge);
15–21 HD (Gargantuan) |
Level
Adjustment: |
— |
A remorhaz is
whitish-blue in color but pulses with a reddish glow from the heat its body
produces. The creature is a little more than 20 feet long, with a body about 5
feet wide. It weighs about 10,000 pounds.
Remorhazes cannot
speak.
COMBAT
Remorhazes hide
under the snow and ice until they hear movement above them, then attack from
below and surprise prey.
Improved Grab
(Ex): To use this ability,
a remorhaz must hit an opponent least one size category smaller than itself
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 attempt to swallow the opponent the following round.
Swallow Whole
(Ex): When a remorhaz
begins its turn with a grappled opponent in its mouth, it can swallow that
opponent with a successful grapple check. Once inside, the opponent takes
2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round
from the remorhaz’s gizzard. A swallowed creature can cut its way out by using
a light slashing or piercing weapon to deal 25 points of damage to the gizzard
(AC 15). Once the creature exits, muscular action closes the hole; another
swallowed opponent must cut its own way out. A Huge remorhaz’s interior can
hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or
smaller opponents.
Heat (Ex): An enraged remorhaz generates heat so
intense that anything touching its body takes 8d6 points of fire damage.
Creatures striking a remorhaz with natural attacks or unarmed attacks are
subject to this damage, but creatures striking with melee weapons do not take
damage from the remorhaz’s heat. This heat can melt or char weapons; any weapon
that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction.
The save DC is Constitution-based. Skills: Remorhazes have a +4 racial bonus on
Listen checks.
ROC
|
Gargantuan
Animal |
Hit Dice: |
18d8+126 (207
hp) |
Initiative: |
+2 |
Speed: |
20 ft. (4
squares), fly 80 ft. (average) |
Armor Class: |
17 (–4 size, +2
Dex, +9 natural), touch 8, flatfooted 15 |
Base
Attack/Grapple: |
+13/+37 |
Attack: |
Talon +21 melee
(2d6+12) |
Full Attack: |
2 talons +21
melee (2d6+12) and bite +19 melee (2d8+6) |
Space/Reach: |
20 ft./15 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Low-light vision |
Saves: |
Fort +18, Ref
+13, Will +9 |
Abilities: |
Str 34, Dex 15,
Con 24, Int 2, Wis 13, Cha 11 |
Skills: |
Hide –3, Listen
+10, Spot +14 |
Feats: |
Alertness, Flyby
Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover |
Environment: |
Warm mountains |
Organization: |
Solitary or pair |
Challenge
Rating: |
9 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
19–32 HD
(Gargantuan); 33–54 (Colossal) |
Level
Adjustment: |
— |
A roc’s plumage is
either dark brown or golden from head to tail. These enormous creatures are 30
feet long from the beak to the base of the tail, with wingspans as wide as 80
feet. A roc weighs about 8,000 pounds.
COMBAT
A roc attacks
from the air, swooping earthward to snatch prey in its powerful talons and
carry it off for itself and its young to devour. A solitary roc is typically
hunting and will attack any Medium or larger creature that appears edible. A
mated pair of rocs attack in concert, fighting to the death to defend their
nests or hatchlings.
Skills: Rocs have a +4 racial bonus on Spot
checks.
ROPER
|
Large Magical
Beast |
Hit Dice: |
10d10+30 (85 hp) |
Initiative: |
+5 |
Speed: |
10 ft. (2
squares) |
Armor Class: |
24 (–1 size, +1
Dex, +14 natural), touch 10, flat-footed 23 |
Base
Attack/Grapple: |
+10/+18 |
Attack: |
Strand +11
ranged touch (drag) or bite +13 melee (2d6+6) |
Full Attack: |
6 strands +11
ranged touch (drag) and bite +13 melee (2d6+6) |
Space/Reach: |
10 ft./10 ft.
(50 ft. with strand) |
Special
Attacks: |
Drag, strands,
weakness |
Special
Qualities: |
Darkvision 60
ft., immunity to electricity, low-light vision, resistance to cold 10, spell
resistance 30, vulnerability to fire |
Saves: |
Fort +10, Ref
+8, Will +8 |
Abilities: |
Str 19, Dex 13,
Con 17, Int 12, Wis 16, Cha 12 |
Skills: |
Climb +12, Hide
+10*, Listen +13, Spot +13 |
Feats: |
Alertness,
Improved Initiative, Iron Will, Weapon Focus (strand) |
Environment: |
Underground |
Organization: |
Solitary, pair,
or cluster (3–6) |
Challenge
Rating: |
12 |
Treasure: |
No coins; 50%
goods (stone only); no items |
Alignment: |
Usually chaotic
evil |
Advancement: |
11–15 HD
(Large); 16–30 HD (Huge) |
Level
Adjustment: |
— |
A roper stands
some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot
across at the top. It weighs 2,200 pounds. A roper’s coloration and temperature
change to match the features of the surrounding cave.
Ropers speak
Terran and Undercommon.
COMBAT
A roper hunts by
standing very still and imitating a bit of rock. This tactic often allows it to
attack with surprise. When prey comes within reach, it lashes out with its
strands. In melee, it bites adjacent opponents with its powerful maw.
Drag (Ex): If a roper hits with a strand attack, the
strand latches onto the opponent’s body. This deals no damage but drags the
stuck opponent 10 feet closer each subsequent round (provoking no attack of
opportunity) unless that creature breaks free, which requires a DC 23 Escape
Artist check or a DC 19 Strength check. The check DCs are Strength-based, and
the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature
within 10 feet of itself and bite with a +4 attack bonus in the same round. A
strand has 10 hit points and can be attacked by making a successful sunder
attempt. However, attacking a roper’s strand does not provoke an attack of
opportunity. If the strand is currently attached to a target, the roper takes a
–4 penalty on its opposed attack roll to resist the sunder attempt. Severing a
strand deals no damage to a roper.
Strands (Ex): Most encounters with a roper begin when it
fires strong, sticky strands. The creature can have up to six strands at once,
and they can strike up to 50 feet away (no range increment). If a strand is
severed, the roper can extrude a new one on its next turn as a free action.
Weakness (Ex): A roper’s strands can sap an opponent’s
strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or
take 2d8 points of Strength damage. The save DC is Constitution-based.
Skills: *Ropers have a +8 racial bonus on Hide
checks in stony or icy areas.
|
Medium
Aberration |
Hit Dice: |
5d8+5 (27 hp) |
Initiative: |
+3 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
18 (+3 Dex, +5
natural), touch 13, flat-footed 15 |
Base
Attack/Grapple: |
+3/+3 |
Attack: |
Antennae touch
+3 melee (rust) |
Full Attack: |
Antennae touch
+3 melee (rust) and bite –2 melee (1d3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Rust |
Special
Qualities: |
Darkvision,
scent |
Saves: |
Fort +2, Ref +4,
Will +5 |
Abilities: |
Str 10, Dex 17,
Con 13, Int 2, Wis 13, Cha 8 |
Skills: |
Listen +7, Spot
+7 |
Feats: |
Alertness, Track |
Environment: |
Underground |
Organization: |
Solitary or pair |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
6–8 HD (Medium);
9–15 HD (Large) |
Level
Adjustment: |
— |
The hide of these
creatures varies in color from a yellowish tan underside to a rust-red upper
back. A rust monster’s prehensile antennae can rust metals on contact.
The typical rust
monster measures 5 feet long and 3 feet high, weighing 200 pounds.
COMBAT
A rust monster can
scent a metal object from up to 90 feet away. When it detects one, it dashes
toward the source and attempts to strike it with its antennae. The creature is
relentless, chasing characters over long distances if they still possess intact
metal objects but usually ceasing its attacks to devour a freshly rusted meal.
The creature
targets the largest metal object available, striking first at armor, then at
shields and smaller items. It prefers ferrous metals (steel or iron) over
precious metals (such as gold or silver) but will devour the latter if given
the opportunity.
Rust (Ex): A rust monster that makes a successful
touch attack with its antennae causes the target metal to corrode, falling to
pieces and becoming useless immediately. The touch can destroy up to a 10-foot
cube of metal instantly. Magic armor and weapons, and other magic items made of
metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is
Constitution-based and includes a +4 racial bonus.
A metal weapon
that deals damage to a rust monster corrodes immediately. Wooden, stone, and
other nonmetallic weapons are unaffected.