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MONSTERS (S)
SAHUAGIN
|
Medium Monstrous
Humanoid (Aquatic) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares), swim 60 ft. |
Armor Class: |
16 (+1 Dex, +5
natural), touch 11, flat-footed 15 |
Base
Attack/Grapple: |
+2/+4 |
Attack: |
Talon +4 melee
(1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +3 ranged (1d10/19–20) |
Full Attack: |
Trident +4 melee
(1d8+3) and bite +2 melee (1d4+1); or 2 talons +4 melee (1d4+2) and bite +2
melee (1d4+1); or heavy crossbow +3 ranged (1d10/19–20) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Blood frenzy,
rake 1d4+1 |
Special
Qualities: |
Blindsense 30
ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with
sharks, water dependent |
Saves: |
Fort +3, Ref +4,
Will +4 |
Abilities: |
Str 14, Dex 13,
Con 12, Int 14, Wis 13, Cha 9 |
Skills: |
Handle Animal
+4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*,
Survival +1* |
Feats: |
Great Fortitude,
MultiattackB |
Environment: |
Warm aquatic |
Organization: |
Solitary, pair,
team (5–8), patrol (11–20 plus 1 3rd-level lieutenant and 1–2 sharks), band
(20–80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level
chieftain per 20 adults plus 1–2 sharks), or tribe (70–160 plus 100%
noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level
chieftain per 40 adults, 9 4th-level guards, 1–4 underpriestesses of 3rd–6th
level, 1 7th-level priestess, and 1 baron of 6th–8th level plus 5–8 sharks) |
Challenge
Rating: |
2 |
Treasure: |
Standard |
Alignment: |
Usually lawful
evil |
Advancement: |
3–5 HD (Medium),
6–10 HD (Large), or by character class |
Level
Adjustment: |
+2 (+3 if
four-armed) |
Most sahuagin
feature green coloration, darker along the back and lighter on the belly. Many
have dark stripes, bands, or spots, but these tend to fade with age. An adult
male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.
Sahuagin are the
natural enemy of aquatic elves. The two cannot coexist peacefully: Wars between
them are prolonged, bloody affairs that sometimes interfere with shipping and
maritime trade. Sahuagin have an only slightly less vehement hatred for
tritons.
Sahuagin speak
their own language, Sahuagin. Thanks to their high Intelligence scores, most
sahuagin also speak two bonus languages, usually Common and Aquan.
COMBAT
Sahuagin are
savage fighters, asking for and giving no quarter. When swimming, a sahuagin
tears with its feet as it strikes with its talons or a weapon. About half of
any group of sahuagin are also armed with nets.
Blindsense
(Ex): A sahuagin can
locate creatures underwater within a 30-foot radius. This ability works only
when the sahuagin is underwater.
Blood Frenzy: Once per day a sahuagin that takes damage
in combat can fly into a frenzy in the following round, clawing and biting
madly until either it or its opponent is dead. It gains +2 Constitution and +2
Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its
frenzy voluntarily.
Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A
sahuagin also gains two rake attacks when it attacks while swimming.
Freshwater
Sensitivity (Ex): A
sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save
or become fatigued. Even on a success, it must repeat the save attempt every 10
minutes it remains immersed.
Light Blindness
(Ex): Abrupt exposure to
bright light (such as sunlight or a daylight spell) blinds sahuagin for
round. On subsequent rounds, they are dazzled while operating in bright light.
Speak with
Sharks (Ex): Sahuagin can
communicate telepathically with sharks up to 150 feet away. The communication
is limited to fairly simple concepts such as “food,” “danger,” and “enemy.”
Sahuagin can use the Handle Animal skill to befriend and train sharks.
Water Dependent
(Ex): Sahuagin can survive
out of the water for 1 hour per 2 points of Constitution (after that, refer to
the drowning rules on page 304 of the Dungeon Master ’s Guide).
Skills: A sahuagin 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.
*Underwater, a
sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.
*A sahuagin has a
+4 racial bonus on Survival and Profession (hunter) checks within 50 miles of
its home.
*A sahuagin has a
+4 racial bonus on Handle Animal checks when working with sharks.
SAHUAGIN MUTANTS
About one in two
hundred sahuagin has four arms. Such creatures can make four claw attacks or
use extra weapons, in addition to the claw and bite attacks.
If a community of
aquatic elves is located within 100 miles of a sahuagin community, about one in
one hundred sahuagin looks just like an aquatic elf. These creatures, called
malenti, have a swim speed of 40 feet, can remain out of water for 1 hour per
point of Constitution, and have freshwater sensitivity and light sensitivity
(dazzled in bright light). Malenti have no natural attacks. They are otherwise
identical with sahuagin.
SALAMANDER
|
Flamebrother
Salamander |
Average
Salamander |
Noble
Salamander |
|
Small Outsider
(Extraplanar, Fire) |
Medium Outsider
(Extraplanar, Fire) |
Large Outsider
(Extraplanar, Fire) |
Hit Dice: |
4d8+8 (26 hp) |
9d8+18 (58 hp) |
15d8+45 (112 hp) |
Initiative: |
+1 |
+1 |
+1 |
Speed: |
20 ft. (4
squares) |
20 ft. (4
squares) |
20 ft. (4
squares) |
Armor Class: |
19 (+1 size, +1
Dex, +7 natural), touch 12, flat-footed 18 |
18 (+1 Dex, +7
natural), touch 11, flat-footed 17 |
18 (–1 size, +1
Dex, +8 natural), touch 10, flat-footed 17 |
Base
Attack/Grapple: |
+4/+1 |
+9/+11 |
+15/+25 |
Attack: |
Spear +6 melee
(1d6+1/x3 plus 1d6 fire) |
Spear +11 melee
(1d8+3/x3 plus 1d6 fire) |
+3 longspear +23 melee (1d8+9/x3 plus 1d8 fire) |
Full Attack: |
Spear +6 melee
(1d6+1/x3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire) |
Spear +11/+6
melee (1d8+3/x3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire) |
+3 longspear +23/+18/+13 melee (1d8+9/x3 plus 1d8
fire) and tail slap +18 melee (2d8+3 plus 1d8 fire) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. (10
ft. with tail) |
10 ft./10 ft.
(20 ft. with tail or longspear) |
Special
Attacks: |
Constrict 1d4
plus 1d6 fire, heat, improved grab |
Constrict 2d6+1
plus 1d6 fire, heat, improved grab |
Constrict 2d8+3
plus 1d8 fire, heat, improved grab, spell-like abilities |
Special
Qualities: |
Darkvision 60
ft., immunity to fire, vulnerability to cold |
Damage reduction
10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold |
Damage reduction
15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold |
Saves: |
Fort +6, Ref +5,
Will +6 |
Fort +8, Ref +7,
Will +8 |
Fort +12, Ref
+10, Will +11 |
Abilities: |
Str 12, Dex 13,
Con 14, Int 14, Wis 15, Cha 13 |
Str 14, Dex 13,
Con 14, Int 14, Wis 15, Cha 13 |
Str 22, Dex 13,
Con 16, Int 16, Wis 15, Cha 15 |
Skills: |
Craft
(blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11 |
Bluff +11, Craft
(blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11,
Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8 |
Bluff +19, Craft
(blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move
Silently +17, Spot +13 |
Feats: |
Alertness,
Multiattack |
Alertness,
Multiattack, Power Attack |
Alertness,
Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft
[blacksmithing]) |
Environment: |
Elemental Plane
of Fire |
Elemental Plane
of Fire |
Elemental Plane
of Fire |
Organization: |
Solitary, pair,
or cluster (3–5) |
Solitary, pair,
or cluster (3–5) |
Solitary, pair,
or noble party (9–14) |
Challenge
Rating: |
3 |
6 |
10 |
Treasure: |
Standard
(nonflammables only) |
Standard
(nonflammables only) |
Double standard
(nonflammables only) and +3 longspear |
Alignment: |
Usually evil
(any) |
Usually evil
(any) |
Usually evil
(any) |
Advancement: |
4–6 HD (Small) |
8–14 HD (Medium) |
16–21 HD
(Large); 22–45 HD (Huge) |
Level
Adjustment: |
+4 |
+5 |
— |
Salamanders speak
Ignan. Some average salamanders and all nobles also speak Common.
COMBAT
If a salamander
has damage reduction, its natural weapons are treated as magic weapons for the
purpose of overcoming damage reduction.
Constrict (Ex):
A salamander deals
automatic tail slap damage (including fire damage) with a successful grapple
check. A noble salamander can constrict multiple creatures simultaneously,
provided they are all at least two sizes smaller than it.
Heat (Ex): A salamander generates so much heat that
its mere touch deals additional fire damage. Salamanders’ metallic weapons also
conduct this heat.
Improved Grab
(Ex): To use this ability,
a salamander must hit a creature of up to one size larger than itself with its
tail slap 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.
Spell-Like
Abilities: (Noble
salamanders only) 3/day—burning hands (DC 13), fireball (DC 15), flaming
sphere (DC 14), wall of fire (DC 16); 1/day—dispel magic, summon
monster VII (Huge fire elemental). Caster level 15th. The save DCs are
Charisma-based.
Skills: Salamanders have a +4 racial bonus on
Craft (blacksmithing) checks.
Feats: Salamanders have the Multiattack feat even
though they do not have the requisite three natural weapons.
SATYR
|
Medium Fey |
Hit Dice: |
5d6+5 (22 hp) |
Initiative: |
+1 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
15 (+1 Dex, +4
natural), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+2/+2 |
Attack: |
Head butt +2
melee (1d6) or shortbow +3 ranged (1d6/x3) |
Full Attack: |
Head butt +2
melee (1d6) and dagger –3 melee (1d4/19–20); or shortbow +3 ranged (1d6/x3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Pipes |
Special
Qualities: |
Damage reduction
5/cold iron, low-light vision |
Saves: |
Fort +2, Ref +5,
Will +5 |
Abilities: |
Str 10, Dex 13,
Con 12, Int 12, Wis 13, Cha 13 |
Skills: |
Bluff +9,
Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge
(nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9,
Spot +15, Survival +1 (+3 aboveground) |
Feats: |
AlertnessB,
Dodge, Mobility |
Environment: |
Temperate
forests |
Organization: |
Solitary, pair,
band (3–5), or troop (6–11) |
Challenge
Rating: |
2 (without
pipes) or 4 (with pipes) |
Treasure: |
Standard |
Alignment: |
Usually chaotic
neutral |
Advancement: |
6–10 HD (Medium) |
Level
Adjustment: |
+2 |
A satyr’s hair is
red or chestnut brown, while its hooves and horns are jet black. A satyr is
about as tall and heavy as a half-elf.
Satyrs speak
Sylvan, and most also speak Common.
COMBAT
The keen senses
of a satyr make it almost impossible to surprise one in the wild. Conversely,
with their own natural grace and agility, satyrs can sneak up on travelers who
are not carefully watching the surrounding wilderness. Once engaged in battle,
an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is
likely to be armed with a bow and a dagger and typically looses arrows from
hiding, weakening an enemy before closing.
Pipes (Su): Satyrs can play a variety of magical tunes
on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays,
all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13
Will save or be affected by charm person, sleep, or fear (caster
level 10th; the satyr chooses the tune and its effect).
In the hands of
other beings, these pipes have no special powers. A creature that successfully
saves against any of the pipe’s effects cannot be affected by the same set of
pipes for 24 hours. The save DC is Charisma-based.
Skills: Satyrs have a +4 racial bonus on Hide,
Listen, Move Silently, Perform, and Spot checks.
SATYRS AS CHARACTERS
Satyr characters
possess the following racial traits.
— +2 Dexterity, +2
Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
—Medium size.
—A satyr’s base
land speed is 40 feet.
—Low-light vision.
—Racial Hit Dice:
A satyr begins with five levels of fey, which provide 5d8 Hit Dice, a base
attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will
+4.
—Racial Skills: A
satyr’s fey levels give it skill points equal to 8 x (6 + Int modifier). Its
class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently,
Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move
Silently, Perform, and Spot checks.
—Racial Feats: A
satyr’s fey levels give it two feats. A satyr receives Alertness as a bonus
feat.
— +4 natural armor
bonus.
—Natural Weapons:
Head butt (1d6).
—Special Attacks
(see above): Pipes.
—Special Qualities
(see above): Damage reduction 5/cold iron.
—Automatic
Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.
—Favored Class:
Bard.
—Level adjustment
+2.
SEA CAT
|
Large Magical
Beast |
Hit Dice: |
6d10+18 (51 hp) |
Initiative: |
+1 |
Speed: |
10 ft. (2
squares), swim 40 ft. |
Armor Class: |
18 (–1 size, +1
Dex, +8 natural), touch 10, flat-footed 17 |
Base
Attack/Grapple: |
+6/+14 |
Attack: |
Claw +9 melee
(1d6+4) |
Full Attack: |
2 claws +9 melee
(1d6+4) and bite +4 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Rend 2d6+6 |
Special
Qualities: |
Darkvision 60
ft., hold breath, low-light vision, scent |
Saves: |
Fort +8, Ref +6,
Will +5 |
Abilities: |
Str 19, Dex 12,
Con 17, Int 2, Wis 13, Cha 10 |
Skills: |
Listen +8, Spot
+7, Swim +12 |
Feats: |
Alertness,
Endurance, Iron Will |
Environment: |
Temperate
aquatic |
Organization: |
Solitary, pair,
or pride (5–12) |
Challenge
Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
7–9 HD (Large);
10–18 HD (Huge) |
Level
Adjustment: |
— |
A typical sea cat
is 12 feet long and weighs 800 pounds.
COMBAT
Sea cats attack on
sight, either for food or to defend their territory, and use both claws and
teeth to grab and rend their prey. They display tremendous courage, always
fighting to the death, even against creatures many times their size. Pairs and
prides of sea cats attack in concert, trying to wear the opponent down until
one beast can dispatch it.
Hold Breath
(Ex): A sea cat can hold
its breath for a number of rounds equal to 6 × its Constitution score before it
risks drowning.
Rend (Ex): A sea cat that hits with both claw attacks
latches onto the opponent’s body and tears the flesh. This automatically deals
an extra 2d6+6 points of damage.
Skills: A sea cat 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.
SHADOW
|
Shadow |
Greater Shadow
|
|
Medium Undead
(Incorporeal) |
Medium
Undead (Incorporeal) |
Hit Dice: |
3d12 (19 hp) |
9d12
(58 hp) |
Initiative: |
+2 |
+2 |
Speed: |
Fly 40 ft.
(good) (8 squares) |
Fly
40 ft. (good) (8 squares) |
Armor Class: |
13 (+2 Dex, +1
deflection), touch 13, flat-footed 11 |
14
(+2 Dex, +2 deflection), touch 14, flat-footed 12 |
Base
Attack/Grapple: |
+1/— |
+4/— |
Attack: |
Incorporeal
touch +3 melee (1d6 Str) |
Incorporeal
touch +6 melee (1d8 Str) |
Full Attack: |
Incorporeal
touch +3 melee (1d6 Str) |
Incorporeal
touch +6 melee (1d8 Str) |
Space/Reach: |
5 ft./5 ft. |
5
ft./5 ft. |
Special
Attacks: |
Create spawn,
strength damage |
Create
spawn, strength damage |
Special
Qualities: |
Darkvision 60
ft., incorporeal traits, +2 turn resistance, undead traits |
Darkvision
60 ft., incorporeal traits, +2 turn resistance, undead traits |
Saves: |
Fort +1, Ref +3,
Will +4 |
Fort
+3, Ref +5, Will +7 |
Abilities: |
Str —, Dex 14,
Con —,Int 6, Wis 12, Cha 13 |
Str
—, Dex 15, Con —, Int 6, Wis 12, Cha 14 |
Skills: |
Hide +8*, Listen
+7, Search +4, Spot +7 |
Hide
+14*, Listen +9, Search +6, Spot +9 |
Feats: |
Alertness, Dodge
|
Alertness,
Dodge, Mobility, Spring Attack |
Environment: |
Any |
Any |
Organization: |
Solitary, gang
(2–5), or swarm (6–11) |
Solitary |
Challenge
Rating: |
3 |
8 |
Treasure: |
None |
None |
Alignment: |
Always chaotic
evil |
Always
chaotic evil |
Advancement: |
4–9 HD (Medium) |
— |
Level
Adjustment: |
— |
— |
A shadow can be
difficult to see in dark or gloomy areas but stands out starkly in brightly
illuminated places.
A shadow is 5 to 6
feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in
dark places, waiting for living prey to happen by.
Strength Damage
(Su): The touch of a
shadow deals 1d6 points of Strength damage to a living foe. A creature reduced
to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn
(Su): Any humanoid reduced
to Strength 0 by a shadow becomes a shadow under the control of its killer
within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen
and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4
racial bonus on Hide checks in areas of shadowy illumination. In brightly lit
areas, it takes a –4 penalty on Hide checks.
GREATER SHADOW
Although no more intelligent than an
average shadow, a greater shadow is more fearsome because of its increased
damage and its hit-and-run tactics.
COMBAT
Strength Damage (Su): The touch of a greater
shadow deals 1d8 points of Strength damage to a living foe.
SHADOW MASTIFF
|
Medium Outsider
(Extraplanar) |
Hit Dice: |
4d8+12 (30 hp) |
Initiative: |
+5 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
14 (+1 Dex, +3
natural), touch 11, flat-footed 13 |
Base
Attack/Grapple: |
+4/+7 |
Attack: |
Bite +7 melee
(1d6+4) |
Full Attack: |
Bite +7 melee
(1d6+4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Bay, trip |
Special
Qualities: |
Darkvision 60
ft., shadow blend, scent |
Saves: |
Fort +7, Ref +5,
Will +5 |
Abilities: |
Str 17, Dex 13,
Con 17, Int 4, Wis 12, Cha 13 |
Skills: |
Hide +8, Listen
+8, Move Silently +8, Spot +8, Survival +8* |
Feats: |
Dodge, Improved
Initiative, TrackB |
Environment: |
Plane of Shadow |
Organization: |
Solitary, pair,
or pack (5–12) |
Challenge
Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral
evil |
Advancement: |
5–6 HD (Medium);
7–12 HD (Large) |
Level
Adjustment: |
+3 (cohort) |
This creature has
the body of a large dog, with a smooth black coat and a mouth full of sharp
teeth.
A shadow mastiff
is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.
Shadow mastiffs
cannot speak, but they understand Common.
COMBAT
Shadow mastiffs
prefer fighting in shadows or dark conditions, which gives them a great
advantage.
If a magical light
source negates the shadows around them, shadow mastiffs are cunning enough to
either move out of the light or back off and break up the opposition with their
baying. They have been known to seize and carry off items enspelled with daylight
spells.
Bay (Su): When a shadow mastiff howls or barks, all
creatures except evil outsiders within a 300-foot spread must succeed on a DC
13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting
fear effect. Whether or not the save is successful, an affected creature is
immune to the same mastiff ’s bay for 24 hours. The save DC is Charisma-based.
Trip (Ex): A shadow mastiff that hits with its bite
attack can attempt to trip the opponent as a free action (+3 check modifier)
without making a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the shadow mastiff.
Shadow Blend
(Su): In any condition of
illumination other than full daylight, a shadow mastiff can disappear into the
shadows, giving it total concealment. Artificial illumination, even a light or
continual flame spell, does not negate this ability. A daylight spell,
however, will.
Skills: *A shadow mastiff has a +4 racial bonus on
Survival checks when tracking by scent.
SHAMBLING MOUND
|
Large Plant |
Hit Dice: |
8d8+24 (60 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4
squares), swim 20 ft. |
Armor Class: |
20 (–1 size, +11
natural), touch 9, flat-footed 20 |
Base
Attack/Grapple: |
+6/+15 |
Attack: |
Slam +11 melee
(2d6+5) |
Full Attack: |
2 slams +11
melee (2d6+5) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Improved grab,
constrict 2d6+7 |
Special
Qualities: |
Darkvision 60
ft., immunity to electricity, low-light vision, plant traits, resistance to
fire 10 |
Saves: |
Fort +9, Ref +2,
Will +4 |
Abilities: |
Str 21, Dex 10,
Con 17, Int 7, Wis 10, Cha 9 |
Skills: |
Hide +3*, Listen
+8, Move Silently +8 |
Feats: |
Iron Will, Power
Attack, Weapon Focus (slam) |
Environment: |
Temperate
marshes |
Organization: |
Solitary |
Challenge
Rating: |
6 |
Treasure: |
1/10th coins;
50% goods; 50% items |
Alignment: |
Usually neutral |
Advancement: |
9–12 HD (Large);
13–24 HD (Huge) |
Level
Adjustment: |
+6 |
Shambling mounds,
also called shamblers, appear to be heaps of rotting vegetation. They are
actually intelligent, carnivorous plants.
A shambler’s brain
and sensory organs are located in its upper body.
A shambler’s body
has an 8-foot girth and is about 6 feet tall when the creature stands erect. It
weighs about 3,800 pounds.
COMBAT
A shambling mound
batters or constricts its opponents with two huge, armlike appendages.
Improved Grab
(Ex): To use this ability,
a shambler must hit with both slam attacks. 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.
Constrict (Ex): A shambler deals 2d6+7 points of damage
with a successful grapple check.
Immunity to
Electricity (Ex): Shamblers
take no damage from electricity. Instead, any electricity attack used against a
shambler temporarily grants it 1d4 points of Constitution. The shambler loses
these points at the rate of 1 per hour.
Skills: Shamblers
have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a
+12 racial bonus on Hide checks when in a swampy or forested area.
SHIELD GUARDIAN
|
Large Construct |
Hit Dice: |
15d10+30 (112
hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
24 (–1 size, +15
natural), touch 9, flat-footed 24 |
Base
Attack/Grapple: |
+11/+21 |
Attack: |
Slam +16 melee
(1d8+6) |
Full Attack: |
2 slams +16
melee (1d8+6) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Construct
traits, darkvision 60 ft., fast healing 5, find master, guard, low-light
vision, shield other, spell storing |
Saves: |
Fort +5, Ref +5,
Will +5 |
Abilities: |
Str 22, Dex 10,
Con —, Int —, Wis 10, Cha 1 |
Environment: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
8 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
16–24 HD
(Large); 25–45 HD (Huge) |
Level
Adjustment: |
— |
Created by
spellcasters to be bodyguards, shield guardians are constructs that protect their
masters with spells and stamina. When it is fashioned, a shield guardian is
keyed to a particular magical amulet. Henceforth, it regards the wearer of that
amulet to be its master, protecting and following that individual everywhere
(unless specifically commanded not to do so).
A shield guardian
obeys its master’s verbal commands to the best of its ability, although it is
not good for much beyond combat and possibly simple manual labor. It can also
be keyed to perform specific tasks at specific times or when certain conditions
are met. The wearer of the amulet can call the shield guardian from any
distance, and it will come as long as it is on the same plane.
A shield guardian
is some 9 feet tall and weighs more than 1,200 pounds.
Shield guardians
cannot speak, but they understand commands given in any language.
COMBAT
Shield guardians
are straightforward in battle, bashing with their heavy stone fists. They are
made for defense and are not particularly impressive on offense.
Find Master
(Su): As long as a shield
guardian and its amulet are on the same plane, the shield guardian can find the
amulet wearer (or just the amulet, if it is removed after the guardian is
called).
Guard (Ex): If ordered to do so, a shield guardian
moves swiftly to defend the wearer of its amulet, blocking blows and disrupting
foes. All attacks against the amulet wearer take a –2 penalty when the shield
guardian is adjacent to its master.
Shield Other
(Sp): The wearer of a shield guardian’s amulet
can activate this defensive ability if within 100 feet of the shield guardian.
Just as the spell of the same name, this ability transfers to the shield
guardian half the damage that would be dealt to the amulet wearer (this ability
does not provide the spell’s AC or save bonuses).
Spell Storing
(Sp): A shield guardian can store one spell of
4th level or lower that is cast into it by another creature. It “casts” this
spell when commanded to do so or when a predefined situation arises. Once this
spell is used, the shield guardian can store another spell (or the same spell
again).
CONSTRUCTION
A shield
guardian is built from wood, bronze, stone, and steel. The materials cost 5,000
gp.
The creature’s
master may assemble the body or hire someone else to do the job. Creating the
body requires a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The
keyed amulet is fashioned at the same time, and its cost (20,000 gp) is
included in the cost of the guardian. After the body is sculpted, the shield
guardian is animated through an extended magical ritual that requires a
specially prepared laboratory or workroom, similar to an alchemist’s laboratory
and costing 500 gp to establish. If the creator is personally constructing the
creature’s body, the building and the ritual can be performed together. A
shield guardian with more than 15 Hit Dice can be created, but each additional
Hit Die adds +5,000 gp to the market price, and the price increases by +20,000
gp if the creature’s size increases to Huge, modifying the cost to create
accordingly.
CL 15th; Craft
Construct, limited wish, discern location, shield, shield other, caster
must be at least 15th level; Price 120,000 gp; Cost 65,000 gp + 4,600 XP.
AMULET
If a shield
guardian’s amulet is destroyed, the guardian ceases to function until a new one
is created. If the wearer dies but the amulet is intact, the shield guardian
carries out the last command it was given.
SHOCKER LIZARD
|
Small Magical
Beast |
Hit Dice: |
2d10+2 (13 hp) |
Initiative: |
+6 |
Speed: |
40 ft. (8
squares), climb 20 ft., swim 20 ft. |
Armor Class: |
16 (+1 size, +2
Dex, +3 natural), touch 13, flat-footed 14 |
Base
Attack/Grapple: |
+2/–2 |
Attack: |
Bite +3 melee
(1d4) |
Full Attack: |
Bite +3 melee
(1d4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Stunning shock,
lethal shock |
Special
Qualities: |
Darkvision 60
ft., electricity sense, immunity to electricity, low-light vision |
Saves: |
Fort +4, Ref +5,
Will +1 |
Abilities: |
Str 10, Dex 15,
Con 13, Int 2, Wis 12, Cha 6 |
Skills: |
Climb +11, Hide
+11, Jump +7, Listen +4, Spot +4, Swim +10 |
Feats: |
Improved
Initiative |
Environment: |
Warm marshes |
Organization: |
Solitary, pair,
clutch (3–5), or colony (6–11) |
Challenge
Rating: |
2 |
Treasure: |
1/10 coins; 50%
goods; 50% items |
Alignment: |
Always neutral |
Advancement: |
3–4 HD (Small);
5–6 HD (Medium) |
Level
Adjustment: |
— |
A shocker lizard
has a pale gray or blue underside, shading to a darker hue on its back. It has
blue-black markings along its back and tail. A shocker lizard is about 1 foot
tall at the shoulder and weighs about 25 pounds.
COMBAT
A shocker lizard
relies on its electricity abilities in combat. A lizard tends to bite only
after its shock has rendered an opponent unconscious or when the shock seems to
have no effect at all. A solitary lizard flees once it delivers its shocks, but
if other shocker lizards are nearby, they all home in on their comrade’s
discharges and attempt to administer their shocks to the foe.
Stunning Shock
(Su): Once per round, a
shocker lizard can deliver an electrical shock to a single opponent within 5
feet. This attack deals 2d8 points of nonlethal damage to living opponents
(Reflex DC 12 half ). The save DC is Constitution-based.
Lethal Shock
(Su): Whenever two or more
shocker lizards are within 20 feet of each other, they can work together to
create a lethal shock. This effect has a radius of 20 feet, centered on any one
contributing lizard. The shock deals 2d8 points of electricity damage for each
lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number
of lizards contributing) reduces the damage by half.
Electricity
Sense (Ex): Shocker
lizards automatically detect any electrical discharges within 100 feet.
Skills: Shocker lizards have a +4 racial bonus on
Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on
Listen and Spot checks.
Shocker lizards
use their Dexterity modifier instead of their Strength modifier for Climb and
Jump checks.
A shocker lizard
has a +8 racial bonus on Climb checks and can always choose to take 10 on a
Climb check, even if rushed or threatened.
A shocker lizard
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.
SKELETON
Skeletons are the
animated bones of the dead, mindless automatons that obey the orders of their
evil masters.
A skeleton is
seldom garbed in anything more than the rotting remnants of any clothing or
armor it was wearing when slain. A skeleton does only what it is ordered to do.
It can draw no conclusions of its own and takes no initiative. Because of this
limitation, its instructions must always be simple. A skeleton attacks until
destroyed.
CREATING A SKELETON
“Skeleton” is an
acquired template that can be added to any corporeal creature (other than an
undead) that has a skeletal system (referred to hereafter as the base
creature).
Size and Type: The creature’s type changes to undead. It
retains any subtype except for alignment subtypes (such as good) and subtypes
that indicate kind. It does not gain the augmented subtype. It uses all the
base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice gained from class levels
(to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has
more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell.
Speed: Winged skeletons can’t use their wings to fly.
If the base creature flew magically, so can the skeleton.
Armor Class: Natural armor bonus changes to a number
based on the skeleton’s size:
Tiny or smaller |
+0 |
Small |
+1 |
Medium or Large |
+2 |
Huge |
+3 |
Gargantuan |
+6 |
Colossal |
+10 |
Attacks: A skeleton retains all the natural
weapons, manufactured weapon attacks, and weapon proficiencies of the base
creature, except for attacks that can’t work without flesh. A creature with
hands gains one claw attack per hand; the skeleton can strike with each of its
claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal
to 1/2 its Hit Dice.
Damage: Natural and manufactured weapons deal
damage normally. A claw attack deals damage depending on the skeleton’s size.
(If the base creature already had claw attacks with its hands, use the skeleton
claw damage only if it’s better.)
Diminutive or
Fine |
1 |
Tiny |
1d2 |
Small |
1d3 |
Medium |
1d4 |
Large |
1d6 |
Huge |
1d8 |
Gargantuan |
2d6 |
Colossal |
2d8 |
Special
Attacks: A skeleton
retains none of the base creature’s special attacks.
Special
Qualities: A skeleton
loses most special qualities of the base creature. It retains any extraordinary
special qualities that improve its melee or ranged attacks. A skeleton gains
the following special qualities.
Immunity to
Cold (Ex): Skeletons are
not affected by cold.
Damage
Reduction 5/Bludgeoning: Skeletons
lack flesh or internal organs.
Saves: Base save bonuses are Fort +1/3 HD, Ref
+1/3 HD, and Will +1/2 HD + 2.
Abilities: A skeleton’s Dexterity increases by +2, it
has no Constitution or Intelligence score, its Wisdom changes to 10, and its
Charisma changes to 1.
Skills: A skeleton has no skills.
Feats: A skeleton loses all feats of the base
creature and gains Improved Initiative.
Environment: Any, usually same as base creature.
Organization: Any.
Challenge
Rating: Depends on Hit
Dice, as follows:
Hit Dice |
Challenge Rating |
1/2 |
1/6 |
1 |
1/3 |
2–3 |
1 |
4–5 |
2 |
6–7 |
3 |
8–9 |
4 |
10–11 |
5 |
12–14 |
6 |
15–17 |
7 |
18–20 |
8 |
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature (or — if the base creature
advances by character class).
Level
Adjustment: —.
|
Human Warrior
Skeleton |
Wolf Skeleton
|
Owlbear
Skeleton |
|
Medium Undead |
Medium Undead |
Large Undead |
Hit Dice: |
1d12 (6 hp) |
2d12 (13 hp) |
5d12 (32 hp) |
Initiative: |
+5 |
+7 |
+6 |
Speed: |
30 ft. (6
squares) |
50 ft. (10
squares) |
30 ft. (6
squares) |
Armor Class: |
15 (+1 Dex, +2
natural, +2 heavy steel shield), touch 11, flat-footed 14 |
15 (+3 Dex, +2
natural), touch 13, flat-footed 12 |
13 (–1 size, +2
Dex, +2 natural), touch 11, flat-footed 11 |
Base
Attack/Grapple: |
+0/+1 |
+1/+2 |
+2/+11 |
Attack: |
Scimitar +1
melee (1d6+1/18–20) or claw +1 melee (1d4+1) |
Bite +2 melee
(1d6+1) |
Claw +6 melee
(1d6+5) |
Full Attack: |
Scimitar +1
melee (1d6+1/18–20) or 2 claws +1 melee (1d4+1) |
Bite +2 melee
(1d6+1) |
2 claws +6 melee
(1d6+5) and bite +1 melee (1d8+2) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./5 ft. |
Special
Attacks: — |
— |
— |
|
Special
Qualities: |
Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Saves: |
Fort +0, Ref +1,
Will +2 |
Fort +0, Ref +3,
Will +3 |
Fort +1, Ref +3,
Will +4 |
Abilities:
Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1 |
Str 13, Dex 17,
Con —, Int —, Wis 10, Cha 1 |
Str 21, Dex 14,
Con —, Int —, Wis 10, Cha 1 |
|
Feats: |
Improved
Initiative |
Improved
Initiative |
Improved
Initiative |
Environment: |
Temperate plains |
Temperate
forests |
Temperate
forests |
Organization: |
Any |
Any |
Any |
Challenge
Rating: |
1/3 |
1 |
2 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral
evil |
Always neutral
evil |
Always neutral
evil |
Advancement: |
— |
3 HD (Medium);
4–6 HD (Large) |
6–8 HD (Large);
9–15 HD (Huge) |
Level
Adjustment: |
— |
— |
— |
|
Troll
Skeleton |
Chimera
Skeleton |
Ettin
Skeleton |
|
Large Undead |
Large Undead |
Large Undead |
Hit Dice: |
6d12 (39 hp) |
9d12 (58 hp) |
10d12 (65 hp) |
Initiative: |
+7 |
+6 |
+4 |
Speed: |
30 ft. (6
squares) |
30 ft. (6
squares) |
40 ft. (8
squares) |
Armor Class: |
14 (+3 Dex, –1
size, +2 natural), touch 12, flat-footed 11 |
13 (+2 Dex., –1
size, +2 natural), touch 11, flat-footed 11 |
11 (–1 size, +2
natural), touch 9, flat-footed 11 |
Base
Attack/Grapple: |
+3/+13 |
+4/+12 |
+5/+15 |
Attack: |
Claw +8 melee
(1d6+6) |
Bite +7 melee
(2d6+4) |
Morningstar +10
melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6) |
Full Attack: |
2 claws +8 melee
(1d6+6) and bite +3 melee (1d6+3) |
Bite +7 melee
(2d6+4) and bite+7 melee (1d8+4) and gore +7 melee (1d8+4) and 2 claws +2
melee (1d6+2) |
2 morningstars
+10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged
(1d8+6) |
Space/Reach: |
10 ft./10 ft |
10 ft./5 ft |
10 ft./10 ft. |
Special
Attacks: |
— |
— |
— |
Special
Qualities: |
Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Damage reduction
5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold,
superior twoweapon |
Saves: |
Fort +2, Ref +5,
Will +5 |
Fort +3, Ref +5,
Will +6 |
Fort +3, Ref +3,
Will +7 |
Abilities: |
Str 23, Dex 16,
Con —, Int —, Wis 10, Cha 1 |
Str 19, Dex 15,
Con —, Int —, Wis 10, Cha 1 |
Str 23, Dex 10,
Con —, Int —, Wis 10, Cha 1 |
Feats: |
Improved
Initiative |
Improved
Initiative |
Improved
Initiative |
Environment: |
Cold mountains |
Temperate hills |
Cold hills |
Organization: |
Any |
Any |
Any |
Challenge
Rating: |
3 |
4 |
5 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral
evil |
Always neutral
evil |
Always neutral
evil |
Advancement: |
— |
10–13 HD
(Large); 14–27 HD (Huge) |
— |
Level
Adjustment: |
— |
— |
— |
|
Advanced
Megaraptor Skeleton |
Cloud Giant
Skeleton |
Young Adult
Red Dragon Skeleton |
|
Huge Undead |
Huge Undead |
Huge Undead
(Fire) |
Hit Dice: |
12d12 (78 hp) |
17d12 (110 hp) |
19d12 (123 hp) |
Initiative: |
+7 |
+6 |
+5 |
Speed: |
60 ft. (12
squares) |
50 ft. (10
squares) |
40 ft. (8
squares) |
Armor Class: |
14 (–2 size, +3
Dex, +3 natural), touch 11, flat-footed 11 |
13 (–2 size, +2
Dex, +3 natural), touch 10, flat-footed 11 |
12 (–2 size, +1
Dex, +3 natural), touch 9, flat-footed 11 |
Base
Attack/Grapple: |
+6/+19 |
+8/+28 |
+9/+27 |
Attack: |
Talons +9 melee
(2d8+5) |
Gargantuan
morningstar +18 melee (4d6+18) or claw +18 melee (1d8+12) or rock +8 ranged
(2d8+12) |
Bite +17 melee
(2d8+10) |
Full Attack: |
Talons +9 melee
(2d8+5) and 2 claws +4 melee (1d8+2) and bite +4 melee (2d6+2) |
Gargantuan
morningstar +18/+13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8
ranged (2d8+12) |
Bite +17 melee
(2d8+10) and 2 claws +12 melee (2d6+5) and 2 wings +12 melee (1d8+5) and tail
slap +12 melee (2d6+15) |
Space/Reach: |
15 ft./10 ft. |
15 ft./15 ft. |
15 ft./10 ft. |
Special
Attacks: |
— |
— |
— |
Special
Qualities: |
Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead
traits |
Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits |
Saves: |
Fort +4, Ref +7,
Will +8 |
Fort +5, Ref +7,
Will +10 |
Fort +6, Ref +7,
Will +8 |
Abilities: |
Str 21, Dex 17,
Con —, Int —, Wis 10, Cha 1 |
Str 35, Dex 15,
Con —, Int —, Wis 10, Cha 1 |
Str 31, Dex 12,
Con —, Int —, Wis 10, Cha 1 |
Feats: |
Improved
Initiative |
Improved
Initiative |
Improved
Initiative |
Environment: |
Warm forests |
Temperate
mountains |
Warm mountains |
Organization: |
Any |
Any |
Any |
Challenge
Rating: |
6 |
7 |
8 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral
evil |
Always neutral
evil |
Always neutral
evil |
Advancement: |
13–16 HD (Huge);
17–20 HD (Gargantuan) |
— |
20 HD (Huge) |
Level
Adjustment: |
— |
— |
— |
SKUM
|
Medium
Aberration (Aquatic) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4
squares), swim 40 ft. |
Armor Class: |
13 (+1 Dex, +2
natural), touch 11, flat-footed 12 |
Base
Attack/Grapple: |
+1/+5 |
Attack: |
Bite +5 melee
(2d6+4) |
Full Attack: |
Bite +5 melee
(2d6+4) and 2 claws +0 melee (1d4+2) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Rake 1d6+2 |
Special
Qualities: |
Darkvision 60
ft., amphibious |
Saves: |
Fort +1, Ref +1,
Will +3 |
Abilities: |
Str 19, Dex 13,
Con 13, Int 10, Wis 10, Cha 6 |
Skills: |
Hide +6*, Listen
+7*, Move Silently +6, Spot +7*, Swim +12 |
Feats: |
Alertness |
Environment: |
Underground |
Organization: |
Brood (2–5) or
pack (6–15) |
Challenge
Rating: |
2 |
Treasure: |
None |
Alignment: |
Usually lawful
evil |
Advancement: |
3–4 HD (Medium);
5–6 HD (Large) |
Level
Adjustment: |
+3 |
A skum is about
the same height and weight as a human. Skum speak Aquan.
COMBAT
Rake (Ex): Attack bonus +0 melee, damage 1d6+2. A
skum also gains two rake attacks when it attacks while swimming.
Skills: *Skum have a +4 racial bonus on Hide,
Listen, and Spot checks underwater.
A skum 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.
SPECTRE
|
Medium Undead (Incorporeal) |
Hit Dice: |
7d12 (45 hp) |
Initiative: |
+7 |
Speed: |
40 ft. (8
squares), fly 80 ft. (perfect) |
Armor Class: |
15 (+3 Dex, +2
deflection), touch 15, flat-footed 13 |
Base
Attack/Grapple: |
+3/— |
Attack: |
Incorporeal
touch +6 melee (1d8 plus energy drain) |
Full Attack: |
Incorporeal
touch +6 melee (1d8 plus energy drain) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Energy drain,
create spawn |
Special
Qualities: |
Darkvision 60
ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead
traits, unnatural aura |
Saves: |
Fort +2, Ref +5,
Will +7 |
Abilities: |
Str —, Dex 16,
Con —, Int 14, Wis 14, Cha 15 |
Skills: |
Hide +13,
Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14,
Survival +2 (+4 following tracks) |
Feats: |
Alertness,
Blind-Fight, Improved Initiative |
Environment: |
Any land and
underground |
Organization: |
Solitary, gang
(2–4), or swarm (6–11) |
Challenge
Rating: |
7 |
Treasure: |
None |
Alignment: |
Always lawful
evil |
Advancement: |
8–14 HD (Medium) |
Level
Adjustment: |
— |
A spectre looks
much as it did in life and can be easily recognized by those who knew the
individual or have seen the individual’s face in a painting or a drawing. In
many cases, the evidence of a violent death is visible on its body. A spectre
is roughly human-sized and is weightless.
COMBAT
In close combat a
spectre attacks with its numbing, life-draining touch. It makes full use of its
incorporeal nature, moving through walls, ceilings, and floors as it attacks.
Energy Drain
(Su): Living creatures hit
by a spectre’s incorporeal touch attack gain two negative levels. The DC is 15
for the Fortitude save to remove a negative level. The save DC is
Charisma-based. For each such negative level bestowed, the spectre gains 5
temporary hit points.
Create Spawn
(Su): Any humanoid slain
by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of
the spectre that created them and remain enslaved until its death. They do not
possess any of the abilities they had in life.
Unnatural Aura
(Su): Animals, whether
wild or domesticated, can sense the unnatural presence of a spectre at a
distance of 30 feet. They do not willingly approach nearer than that and panic
if forced to do so; they remain panicked as long as they are within that range.
Sunlight
Powerlessness (Ex): Spectres
are powerless in natural sunlight (not merely a daylight spell) and flee
from it. A spectre caught in sunlight cannot attack and can take only a single
move or attack action in a round.
SPHINX
Sphinxes are
enigmatic creatures with great, feathery wings and leonine bodies. All sphinxes
are territorial, but the more intelligent ones can differentiate between
deliberate intrusion and temporary or inadvertent trespass.
A typical sphinx
is about 10 feet long and weighs about 800 pounds.
Sphinxes speak
Sphinx, Common, and Draconic.
Combat
Most sphinxes
fight on the ground, using their wings to help them pounce much as lions do. If
outnumbered by earthbound creatures, a sphinx takes wing and attacks on the
fly.
Pounce (Ex): If a sphinx charges a foe, it can make a
full attack, including two rake attacks.
Rake (Ex): A sphinx that pounces onto a creature can
make two rake attacks with its hind legs. Each sphinx’s description provides
its attack bonus and damage.
ANDROSPHINX
|
Large Magical
Beast |
Hit Dice: |
12d10+48 (114
hp) |
Initiative: |
+0 |
Speed: |
50 ft. (10
squares), fly 80 ft. (poor) |
Armor Class: |
22 (–1 size, +13
natural), touch 9, flat-footed 22 |
Base
Attack/Grapple: |
+12/+23 |
Attack: |
Claw +18 melee
(2d4+7) |
Full Attack: |
2 claws +18
melee (2d4+7) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Pounce, rake
2d4+3, roar, spells |
Special
Qualities: |
Darkvision 60
ft., low-light vision |
Saves: |
Fort +12, Ref
+8, Will +7 |
Abilities: |
Str 25, Dex 10,
Con 19, Int 16, Wis 17, Cha 17 |
Skills: |
Intimidate +17,
Knowledge (any one) +18, Listen +18, Spot +18, Survival +18 |
Feats: |
Alertness,
Cleave, Great Cleave, Flyby Attack, Power Attack, Track |
Environment: |
Warm deserts |
Organization: |
Solitary |
Challenge
Rating: |
9 |
Treasure: |
Standard |
Alignment: |
Always chaotic
good |
Advancement: |
13–18 HD
(Large); 19–36 HD (Huge) |
Level
Adjustment: |
+5 (cohort) |
These sphinxes are
always male. Androsphinxes are clever and generally good-natured, but they can
be savage opponents.
Combat
In battle, an
androsphinx rips apart enemies with its razor-sharp claws. It relies on its
natural weapons in a fight, employing its spells for defense or healing.
Rake (Ex): Attack bonus +18 melee, damage 2d4+3.
Roar (Su): Three times per day an androsphinx can
loose a mighty roar. The first time it does this, all creatures within 500 feet
must succeed on a DC 19 Will save or be affected as though by a fear spell
for 2d6 rounds.
If the sphinx
roars a second time during the same encounter, all creatures within 250 feet
must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds, and all
those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third
time during the same encounter, all those within 250 feet must succeed on a DC
19 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In
addition, any Medium or smaller creature within 90 feet must succeed on a DC 19
Fortitude save or be thrown to the ground and take 2d8 points of damage. The
force of this roar is so great that it deals 50 points of damage to any stone
or crystalline object within 90 feet. Magic items and held or carried items can
avoid damage with a DC 19 Reflex save. Other androsphinxes are immune to these
effects. The save DCs are Charisma-based.
Spells: An androsphinx casts divine spells as a
6th-level cleric from the cleric spell list and from the Good, Healing, and
Protection domains.
Typical Cleric
Spells Prepared (5/5/5/4;
save DC 13 + spell level): 0—cure minor wounds, detect magic, guidance,
light, resistance; 1st—divine favor, protection from evil*, shield of
faith, remove fear, summon monster I; 2nd—bull’s strength, remove
paralysis, resist energy, shield other*, summon monster II; 3rd—cure
serious wounds*, daylight, invisibility purge, searing light.
*Domain spell.
Domains: Good and Healing.
CRIOSPHINX
|
Large Magical
Beast |
Hit Dice: |
10d10+30 (85 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares), fly 60 ft. (poor) |
Armor Class: |
20 (–1 size, +11
natural), touch 9, flat-footed 20 |
Base
Attack/Grapple: |
+10/+20 |
Attack: |
Gore +15 melee
(2d6+6) |
Full Attack: |
Gore +15 melee
(2d6+6) and 2 claws +10 melee (1d6+3) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Pounce, rake
1d6+3 |
Special
Qualities: |
Darkvision 60
ft., low-light vision |
Saves: |
Fort +10, Ref
+7, Will +3 |
Abilities: |
Str 23, Dex 10,
Con 17, Int 10, Wis 11, Cha 11 |
Skills: |
Intimidate +8,
Listen +11, Spot +1 |
Feats: |
Alertness,
Cleave, Flyby Attack, Power Attack |
Environment: |
Warm deserts |
Organization: |
Solitary |
Challenge
Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Always neutral |
Advancement: |
11–15 HD
(Large); 16–30 HD (Huge) |
Level
Adjustment: |
+3 (cohort) |
These sphinxes are
always male. Neither good nor evil, they lack the intelligence of the
androsphinx.
Combat
Criosphinxes
attack with their claws, as do their kin, but they can also butt with their
horns. They don’t cast spells and employ only the most simple battle tactics.
Rake (Ex): Attack bonus +15 melee, damage 1d6+3.
GYNOSPHINX
|
Large Magical
Beast |
Hit Dice: |
8d10+8 (52 hp) |
Initiative: |
+5 |
Speed: |
40 ft. (8
squares), fly 60 ft. (poor) |
Armor Class: |
21 (–1 size, +1
Dex, +11 natural), touch 10, flat-footed 20 |
Base
Attack/Grapple: |
+8/+16 |
Attack: |
Claw +11 melee
(1d6+4) |
Full Attack: |
2 claws +11
melee (1d6+4) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Pounce, rake
1d6+2, spell-like abilities |
Special
Qualities: |
Darkvision 60
ft., low-light vision |
Saves: |
Fort +7, Ref +7,
Will +8 |
Abilities: |
Str 19, Dex 12,
Con 13, Int 18, Wis 19, Cha 19 |
Skills: |
Bluff +15,
Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13,
Listen +17, Sense Motive +15, Spot +17 |
Feats: |
Combat Casting,
Improved Initiative, Iron Will |
Environment: |
Warm deserts |
Organization: |
Solitary or
covey (2–4) |
Challenge
Rating: |
8 |
Treasure: |
Double standard |
Alignment: |
Always neutral |
Advancement: |
9–12 HD (Large);
13–24 HD (Huge) |
Level
Adjustment: |
+4 (cohort) |
These sphinxes are
the female counterparts of androsphinxes.
Combat
In close combat,
gynosphinxes use their powerful claws to flay the flesh from their enemies.
Despite their deadly nature, they prefer to avoid combat whenever possible.
Rake (Ex): Attack bonus +11 melee, damage 1d6+2.
Spell-Like
Abilities: 3/day—clairaudience/clairvoyance,
detect magic, read magic, see invisibility; 1/day—comprehend languages,
locate object, dispel magic, remove curse (DC 18), legend lore.
Caster level 14th. The save DC is Charisma-based.
Once per week a
gynosphinx can create a symbol of death, a symbol of fear, a symbol
of insanity, a symbol of pain, a symbol of persuasion, a symbol
of sleep, and a symbol of stunning as the spells (caster level
18th), except that all save DCs are 22 and each symbol remains a maximum of one
week once scribed. The save DCs are Charisma-based.
HIERACOSPHINX
|
Large Magical
Beast |
Hit Dice: |
9d10+18 (67 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares), fly 90 ft. (poor) |
Armor Class: |
19 (–1 size, +2
Dex, +8 natural), touch 11, flat-footed 17 |
Base
Attack/Grapple: |
+9/+18 |
Attack: |
Bite +13 melee
(1d10+5) |
Full Attack: |
Bite +13 melee
(1d10+5) and 2 claws +8 melee (1d6+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Pounce, rake
1d6+2 |
Special
Qualities: |
Darkvision 60
ft., lowlight vision |
Saves: |
Fort +8, Ref +8,
Will +5 |
Abilities: |
Str 21, Dex 14,
Con 15, Int 6, Wis 15, Cha 10 |
Skills: |
Listen +10, Spot
+14 |
Feats: |
Alertness,
Cleave, Flyby Attack, Power Attack |
Environment: |
Warm deserts |
Organization: |
Solitary, pair,
or flock (4–7) |
Challenge
Rating: |
5 |
Treasure: |
None |
Alignment: |
Always chaotic
evil |
Advancement: |
10–14 HD
(Large); 15–27 HD (Huge) |
Level
Adjustment: |
+3 (cohort) |
Combat
Hieracosphinxes
can make short work of even the most dangerous opponents with their claws. They
are not particularly intelligent, but are cunning enough to dive at their
enemies from above with their flying ability.
Rake (Ex): Attack bonus +13 melee, damage 1d6+2.
Skills: Hieracosphinxes have a +4 racial bonus on
Spot checks.
SPIDER EATER
|
Large Magical
Beast |
Hit Dice: |
4d10+20 (42 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares), fly 60 ft. (good) |
Armor Class: |
14 (–1 size, +1
Dex, +4 natural), touch 10, flatfooted 13 |
Base
Attack/Grapple: |
+4/+13 |
Attack: |
Sting +8 melee
(1d8+5 plus poison) |
Full Attack: |
Sting +8 melee
(1d8+5 plus poison) and bite +3 melee (1d8+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Implant, poison |
Special
Qualities: |
Darkvision 60
ft., freedom of movement, lowlight vision, scent |
Saves: |
Fort +9, Ref +5,
Will +2 |
Abilities: |
Str 21, Dex 13,
Con 21, Int 2, Wis 12, Cha 10 |
Skills: |
Listen +10, Spot
+11 |
Feats: |
Alertness, Dodge |
Environment: |
Temperate
forests |
Organization: |
Solitary |
Challenge
Rating: |
5 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
5–12 HD (Huge) |
Level
Adjustment: |
— |
A spider eater is
about 10 feet long and 4 feet high, and has a wingspan of about 20 feet. It
weighs about 4,000 pounds.
COMBAT
A spider eater
attacks with its venomous sting and powerful mandibles. Its usual tactic is to
deliver a sting, then back off, hovering out of reach until the venom takes
effect.
Implant (Ex): Female spider eaters lay their eggs inside
paralyzed creatures of Large or larger size. The young emerge about six weeks
later, literally devouring the host from inside.
Poison (Ex): Injury, Fortitude DC 17, initial damage
none, secondary damage paralysis for 1d8+5 weeks. The save DC is
Constitution-based.
Freedom of
Movement (Su): Spider
eaters have a continuous freedom of movement ability as the spell (caster level
12th). When the spider eater serves as a mount, this effect does not extend to
its rider.
Skills: Spider eaters have a +4 racial bonus on
Listen and Spot checks.
TRAINING A SPIDER EATER
A spider eater
requires training before it can bear a rider in combat.
Training a spider
eater requires six weeks of work and a DC 25 Handle Animal check. Riding a
spider eater requires an exotic saddle. A spider eater can fight while carrying
a rider, but the rider cannot also attack unless he or she succeeds on a Ride
check.
Spider eater eggs
are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp
each. Professional trainers charge 3,000 gp to rear or train a spider eater.
Carrying
Capacity: A light load for
a spider eater is up to 306 pounds; a medium load, 307–612 pounds; and a heavy
load, 613–920 pounds.
SPRITE
Sprites are
reclusive fey. They go out of their way to fight evil and ugliness and to
protect their homelands. Combat
Sprites fight
their opponents with spell-like abilities and pintsized weaponry. They prefer
ambushes and other trickery over direct confrontation.
Skills: All sprites have a +2 racial bonus on
Search, Spot, and Listen checks.
GRIG
|
Tiny Fey |
Hit Dice: |
1/2 d6+1 (2 hp) |
Initiative: |
+4 |
Speed: |
20 ft. (4
squares), fly 40 ft. (poor) |
Armor Class: |
18 (+2 size, +4
Dex, +2 natural), touch 16, flat-footed 16 |
Base
Attack/Grapple: |
+0/–11 |
Attack: |
Short sword +6
melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3) |
Full Attack: |
Short sword +6
melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special
Attacks: |
Spell-like
abilities, fiddle |
Special
Qualities: |
Damage reduction
5/cold iron, low-light vision, spell resistance 17 |
Saves: |
Fort +1, Ref +6,
Will +3 |
Abilities: |
Str 5, Dex 18,
Con 13, Int 10, Wis 13, Cha 14 |
Skills: |
Craft (any one)
+4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*,
Perform (string instruments) +6, Search +2, Spot +3 |
Feats: |
DodgeB,
Weapon Finesse |
Environment: |
Temperate
forests |
Organization: |
Gang (2–4), band
(6–11), or tribe (20–80) |
Challenge
Rating: |
1 |
Treasure: |
No coins; 50%
goods; 50% items |
Alignment: |
Always neutral
good |
Advancement: |
1–3 HD (Tiny) |
Level
Adjustment: |
+3 |
Grigs can leap
great distances. They have light blue skin, forest-green hair, and brown hairy
legs, and usually wear tunics or brightly colored vests with buttons made from
tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak
Sylvan. Some also speak Common.
Combat
Grigs are fierce
by sprite standards, attacking opponents fearlessly with bow and dagger.
Spell-Like
Abilities: 3/day—disguise
self, entangle (DC 13), invisibility (self only), pyrotechnics (DC
14), ventriloquism (DC 13). Caster level 9th. The save DCs are
Charisma-based.
Fiddle (Su): One grig in each band carries a tiny,
grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the
instrument must succeed on a DC 12 Will save or be affected as though by irresistible
dance for as long as the playing continues. The save DC is Charisma-based.
Skills: Grigs have a +8 racial bonus on Jump
checks. *They also have a +5 racial bonus on Move Silently checks in a forest
setting.
NIXIE
|
Small Fey
(Aquatic) |
Hit Dice: |
1d6 (3 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4
squares), swim 30 ft. |
Armor Class: |
14 (+1 size, +3
Dex), touch 14, flat-footed 11 |
Base
Attack/Grapple: |
+0/–6 |
Attack: |
Short sword +4
melee (1d4–2/19–20) or light crossbow +4 ranged (1d6/19–20) |
Full Attack: |
Short sword +4
melee (1d4–2/19–20) or light crossbow +4 ranged (1d6/19–20) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Charm person |
Special
Qualities: |
Amphibious,
damage reduction 5/cold iron, low-light vision, spell resistance 16, water
breathing, wild empathy |
Saves: |
Fort +0, Ref +5,
Will +3 |
Abilities: |
Str 7, Dex 16,
Con 11, Int 12, Wis 13, Cha 18 |
Skills: |
Bluff +8, Craft
(any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6,
Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6 |
Feats: |
DodgeB,
Weapon Finesse |
Environment: |
Temperate
aquatic |
Organization: |
Gang (2–4), band
(6–11), or tribe (20–80) |
Challenge
Rating: |
1 |
Treasure: |
No coins; 50%
goods (metal or stone only); 50% items (no scrolls) |
Alignment: |
Always neutral |
Advancement: |
2–3 HD (Small) |
Level
Adjustment: |
+3 |
Most nixies are
slim and comely, with lightly scaled, pale green skin and dark green hair.
Females often twine shells and pearl strings in their hair and dress in wraps
woven from colorful seaweed. Males wear loincloths of the same materials.
Nixies prefer not to leave their lakes.
A nixie stands
about 4 feet tall and weighs about 45 pounds.
Nixies speak Aquan
and Sylvan. Some also speak Common.
Combat
Nixies rely on
their charm person ability to deter enemies, entering combat only to
protect themselves and their territory.
Charm Person
(Sp): A nixie can use charm person three
times per day as the spell (caster level 4th). Those affected must succeed on a
DC 15 Will save or be charmed for 24 hours. Most charmed creatures
are used to perform heavy labor, guard duty, and other onerous tasks for the
nixie community. Shortly before the effect wears off, the nixie escorts the charmed
creature away and orders it to keep walking. The save DC is Charisma-based.
Amphibious
(Ex): Although nixies are
aquatic, they can survive indefinitely on land.
Water
Breathing (Sp): Once per day a nixie can use water
breathing as the spell (caster level 12th). Nixies usually bestow this
effect on those they have charmed.
Wild Empathy
(Ex): This ability works
like the druid’s wild empathy class feature, except that a nixie has a +6
racial bonus on the check.
Skills: A nixie 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. *Nixies have a +5
racial bonus on Hide checks when in the
water.
PIXIE
|
Small Fey |
Hit Dice: |
1d6 (3 hp) |
Initiative: |
+4 |
Speed: |
20 ft. (4
squares), fly 60 ft. (good) |
Armor Class: |
16 (+1 size, +4
Dex, +1 natural), touch 15, flat-footed 12 |
Base
Attack/Grapple: |
+0/–6 |
Attack: |
Short sword +5
melee (1d4–2/19–20) or longbow +5 ranged (1d6–2/×3) |
Full Attack: |
Short sword +5
melee (1d4–2/19–20) or longbow +5 ranged (1d6–2)/x3 |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, special arrows |
Special
Qualities: |
Damage reduction
10/cold iron, greater invisibility, low-light vision, spell resistance 15 |
Saves: |
Fort +0, Ref +6,
Will +4 |
Abilities: |
Str 7, Dex 18,
Con 11, Int 16, Wis 15, Cha 16 |
Skills: |
Bluff +7,
Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8,
Ride +8, Search +9, Sense Motive +6, Spot +8 |
Feats: |
DodgeB,
Weapon Finesse |
Environment: |
Temperate
forests |
Organization: |
Gang (2–4), band
(6–11), or tribe (20–80) |
Challenge
Rating: |
4 (5 with irresistible
dance) |
Treasure: |
No coins; 50%
goods; 50% items |
Alignment: |
Always neutral
good |
Advancement: |
2–3 HD (Small) |
Level
Adjustment: |
+4 (+6 with irresistible
dance) |
Pixies wear bright
clothing, often including a cap and shoes with curled and pointed toes.
A pixie stands
about 2-1/2 feet tall and weighs about 30 pounds.
Pixies speak
Sylvan and Common, and may know other languages as well.
Combat
The normally
carefree pixies ferociously attack evil creatures and unwanted intruders. They
take full advantage of their invisibility and other abilities to harass and
drive away opponents.
Greater
Invisibility (Su): A pixie
remains invisible even when it attacks. This ability is constant, but the pixie
can suppress or resume it as a free action.
Spell-Like
Abilities: 1/day—lesser
confusion (DC 14), dancing lights, detect chaos, detect good, detect
evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC
14), permanent image (DC 19; visual and auditory elements only), polymorph
(self only). Caster level 8th. The save DCs are Charisma-based.
One pixie in ten
can use irresistible dance (caster level 8th) once per day.
Special Arrows
(Ex): Pixies sometimes
employ arrows that deal no damage but can erase memory or put a creature to
sleep.
Memory Loss: An opponent struck by this arrow must
succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based
and includes a +2 racial bonus. The subject retains skills, languages, and
class abilities but forgets everything else until he or she receives a heal spell
or memory restoration with limited wish, wish, or miracle.
Sleep: Any opponent struck by this arrow, regardless
of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by
a sleep spell. The save DC is Charisma-based and includes a +2 racial
bonus.
Pixies as
Characters
A pixie
character exchanges its 1 HD of fey for its first class level.
Pixie characters
possess the following racial traits.
— –4 Strength, +8
Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
—Small size. +1
bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4
penalty on grapple checks, lifting and carrying limits 3/4 those of Medium
characters.
—A pixie’s base
land speed is 20 feet. It also has a fly speed of 60 feet (good).
—Low-light vision.
—Skills: Pixies
have a +2 racial bonus on Listen, Search, and Spot checks.
—Racial Feats: A
pixie receives Dodge as a bonus feat.
— +1 natural armor
bonus.
—Special Attacks
(see above): Spell-like abilities.
—Special Qualities
(see above): Damage reduction 10/cold iron, greater invisibility, spell
resistance equal to 15 + class levels.
—Automatic
Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
—Favored Class:
Sorcerer.
—Level adjustment
+4 (+6 if the pixie can use irresistible dance).
STIRGE
|
Tiny Magical
Beast |
Hit Dice: |
1d10 (5 hp) |
Initiative: |
+4 |
Speed: |
10 ft (2
squares), fly 40 ft. (average) |
Armor Class: |
16 (+2 size, +4
Dex), touch 16, flat-footed 12 |
Base
Attack/Grapple: |
+1/–11 (+1 when
attached) |
Attack: |
Touch +7 melee
(attach) |
Full Attack: |
Touch +7 melee
(attach) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special
Attacks: |
Attach, blood
drain |
Special
Qualities: |
Darkvision 60
ft., low-light vision |
Saves: |
Fort +2, Ref +6,
Will +1 |
Abilities: |
Str 3, Dex 19,
Con 10, Int 1, Wis 12, Cha 6 |
Skills: |
Hide +14, Listen
+4, Spot +4 |
Feats: |
Alertness,
Weapon Finesse B |
Environment: |
Warm marshes |
Organization: |
Colony (2–4),
flock (5–8), or storm (9–14) |
Challenge
Rating: |
1/2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
— |
Level
Adjustment: |
— |
A stirge’s
coloration ranges from rust-red to reddish-brown, with a dirty yellow
underside. The proboscis is pink at the tip, fading to gray at its base.
A stirge’s body is
about 1 foot long, with a wingspan of about 2 feet. It weighs about 1 pound.
COMBAT
A stirge attacks
by landing on a victim, finding a vulnerable spot, and plunging its proboscis
into the flesh. This is a touch attack and can target only Small or larger
creatures.
Attach (Ex): If a stirge hits with a touch attack, it
uses its eight pincers to latch onto the opponent’s body. An attached stirge is
effectively grappling its prey. The stirge loses its Dexterity bonus to AC and
has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial
bonus on grapple checks (already figured into the Base Attack/Grapple entry
above).
An attached stirge
can be struck with a weapon or grappled itself. To remove an attached stirge
through grappling, the opponent must achieve a pin against the stirge.
Blood Drain
(Ex): A stirge drains
blood, dealing 1d4 points of Constitution damage in any round when it begins
its turn attached to a victim. Once it has dealt 4 points of Constitution
damage, it detaches and flies off to digest the meal. If its victim dies before
the stirge’s appetite has been sated, the stirge detaches and seeks a new
target.
SWARM
Swarms are dense
masses of Fine, Diminutive, or Tiny creatures that would not be particularly
dangerous in small groups, but can be terrible foes when gathered in sufficient
numbers. For game purposes a swarm is defined as a single creature with a space
of 10 feet—gigantic hordes are actually composed of dozens of swarms in close
proximity. A swarm has a single pool of Hit Dice and hit points, a single
initiative modifier, a single speed, and a single Armor Class. It makes saving
throws as a single creature.
Many different
creatures can mass as swarms; bat swarms, centipede swarms, hellwasp swarms,
locust swarms, rat swarms, and spider swarms are described here. The swarm’s
type varies with the nature of the component creature (most are animals or
vermin), but all swarms have the swarm subtype.
A swarm of Tiny
creatures consists of 300 nonflying creatures or 1,000 flying creatures. A
swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000
flying creatures. A swarm of Fine creatures consists of 10,000 creatures,
whether they are flying or not. Swarms of nonflying creatures include many more
creatures than could normally fit in a 10-foot square based on their normal
space, because creatures in a swarm are packed tightly together and generally
crawl over each other and their prey when moving or attacking. Larger swarms
are represented by multiples of single swarms. A large swarm is completely
shapeable, though it usually remains contiguous.
COMBAT
In order to
attack, a single swarm moves into opponents’ spaces, which provokes an attack
of opportunity. It can occupy the same space as a creature of any size, since
it crawls all over its prey, but remains a creature with a 10-foot space.
Swarms never make attacks of opportunity, but they can provoke attacks of
opportunity.
Unlike other
creatures with a 10-foot space, a swarm is shapeable. It can occupy any four
contiguous squares, and it can squeeze through any space large enough to
contain one of its component creatures.
Vulnerabilities of
Swarms
Swarms are
extremely difficult to fight with physical attacks. However, they have a few
special vulnerabilities,
as follows:
A lit torch swung
as an improvised weapon deals 1d3 points of fire damage per hit.
A weapon with a
special ability such as flaming or frost deals its full energy damage with each
hit, even if the weapon’s normal damage can’t affect the swarm.
A lit lantern can
be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures
in squares adjacent to where it breaks.
BAT SWARM
|
Diminutive
Animal (Swarm) |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+2 |
Speed: |
5 ft. (1
square), fly 40 ft. (good) |
Armor Class: |
16 (+4 size, +2
Dex), touch 14, flat-footed 12 |
Base
Attack/Grapple: |
+2/— |
Attack: |
Swarm (1d6) |
Full Attack: |
Swarm (1d6) |
Space/Reach: |
10 ft./0 ft. |
Special
Attacks: |
Distraction,
wounding |
Special
Qualities: |
Blindsense 20
ft., half damage from slashing and piercing, low-light vision, swarm traits |
Saves: |
Fort +3, Ref +7,
Will +3 |
Abilities: |
Str 3, Dex 15,
Con 10, Int 2, Wis 14, Cha 4 |
Skills: |
Listen +11, Spot
+11 |
Feats: |
Alertness,
Lightning Reflexes |
Environment: |
Temperate
deserts |
Organization: |
Solitary, flight
(2–4 swarms), or colony (11–20 swarms) |
Challenge
Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
None |
Level
Adjustment: |
— |
A bat swarm is
nocturnal, and is never found aboveground in daylight.
Combat
A bat swarm seeks
to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6
points of damage to any creature whose space it occupies at the end of its
move.
Distraction
(Ex): Any living creature
that begins its turn with a swarm in its space must succeed on a DC 11
Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Wounding (Ex): Any living creature damaged by a bat swarm
continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do
not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10
Heal check or the application of a cure spell or some other healing
magic.
Blindsense
(Ex): A bat swarm notices
and locates creatures within 20 feet. Opponents still have total concealment
against the bat swarm (but swarm attacks ignore concealment).
Skills: A bat swarm has a +4 racial bonus on
Listen and Spot checks. These bonuses are lost if its blindsense is negated.
CENTIPEDE SWARM
|
Diminutive Vermin (Swarm) |
Hit Dice: |
9d8–9 (31 hp) |
Initiative: |
+4 |
Speed: |
20 ft. (4
squares), climb 20 ft. |
Armor Class: |
18 (+4 size, +4
Dex), touch 18, flat-footed 14 |
Base
Attack/Grapple: |
+6/— |
Attack: |
Swarm (2d6 plus
poison) |
Full Attack: |
Swarm (2d6 plus
poison) |
Space/Reach: |
10 ft./0 ft. |
Special
Attacks: |
Distraction,
poison |
Special
Qualities: |
Darkvision 60
ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits |
Saves: |
Fort +5, Ref +7,
Will +3 |
Abilities: |
Str 1, Dex 19,
Con 8, Int —, Wis 10, Cha 2 |
Skills: |
Climb +12, Spot
+4 |
Feats: |
Weapon FinesseB |
Environment: |
Underground |
Organization: |
Solitary, tangle
(2–4 swarms), or colony (7–12 swarms) |
Challenge
Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
None |
Level
Adjustment: |
— |
Combat
A centipede swarm
seeks to surround and attack any living prey it encounters. A swarm deals 2d6
points of damage to any creature whose space it occupies at the end of its
move.
Distraction
(Ex): Any living creature
that begins its turn with a centipede swarm in its space must succeed on a DC
13 Fortitude save or be nauseated for 1 round. The save DC is
Constitution-based.
Poison (Ex): Injury, Fortitude DC 13, initial and
secondary damage 1d4 Dex. The save DC is Constitution-based.
Skills: A centipede swarm has a +4 racial bonus on
Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity
modifier instead of its Strength modifier for Climb checks. A centipede swarm
has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb
check, even if rushed or threatened.
HELLWASP SWARM
|
Diminutive
Magical Beast (Extraplanar, Evil, Swarm) |
Hit Dice: |
12d10+27 (93 hp) |
Initiative: |
+10 |
Speed: |
5 ft. (1
square), fly 40 ft. |
Armor Class: |
20 (+4 size, +6
Dex), touch 20, flat-footed 14 |
Base
Attack/Grapple: |
+12/— |
Attack: |
Swarm (3d6 plus
poison) |
Full Attack: |
Swarm (3d6 plus
poison) |
Space/Reach: |
10 ft./0 ft. |
Special
Attacks: |
Distraction,
inhabit, poison |
Special
Qualities: |
Damage reduction
10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance
to fire 10, low-light vision, swarm traits |
Saves: |
Fort +10, Ref
+14, Will +7 |
Abilities: |
Str 1, Dex 22,
Con 14, Int 6, Wis 13, Cha 9 |
Skills: |
Hide +19, Listen
+10, Spot +10 |
Feats: |
Ability Focus
(poison), Alertness, Improved Initiative, Iron Will, Toughness |
Environment: |
A evil-aligned
plane |
Organization: |
Solitary, fright
(2–4 swarms), or terror (5–8 swarms) |
Challenge
Rating: |
8 |
Treasure: |
None |
Alignment: |
Always lawful
evil |
Advancement: |
None |
Level
Adjustment: |
— |
A single hellwasp
resembles a thumb-sized normal wasp, except its carapace is gleaming black with
ruby-red stripes, and its compound eyes are an iridescent green. In swarms,
hellwasps form a collective hive mind intelligence with infernal cunning and
bloodlust.
Combat
Like any swarm, a
hellwasp swarm seeks to surround and attack any living prey it encounters. A
swarm deals 3d6 points of damage to any creature whose space it occupies at the
end of its move. The swarm can take over the bodies of its prey and infest both
the living and the dead, using them as horrible living (or unliving) puppets to
accomplish acts of wickedness that a swarm of insects could never attempt.
A hellwasp swarm’s
attack is treated as an evil-aligned weapon and a magic weapon for the purpose
of overcoming damage reduction.
Distraction
(Ex): Any living creature
that begins its turn with a hellwasp swarm in its space must succeed on a DC 18
Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Inhabit (Ex): A hellwasp swarm can enter the body of a
helpless or dead creature by crawling into its mouth and other orifices.
Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large
(although four swarms working together can
inhabit a Huge creature). The swarm can abandon the body at any time,
although doing this takes 1 full round. Any attack against the host deals half
damage to the hellwasp swarm as well, although the swarm’s resistances and
immunities may negate some or all of this damage.
If a hellwasp
swarm inhabits a dead body, it can restore animation to the creature and
control its movements, effectively transforming it into a zombie of the
appropriate size for as long as the swarm remains inside. If a hellwasp swarm
inhabits a living victim, it can neutralize the effects of its own poison and
control the victim’s movement and actions as if using dominate monster on
the victim. The hellwasps quickly consume a living victim, dealing 2d4 points
of Constitution damage per hour they inhabit a body. A body reduced to
Constitution 0 is dead.
A
hellwasp-inhabited creature is relatively easy to spot, since its skin crawls
with the forms of insects inside. The swarm is intelligent enough to attempt to
hide beneath loose clothing or a large cloak to keep its presence from being
detected. The swarm can attempt a Disguise check to conceal its inhabitation of
a host, with a –4 penalty if currently inhabiting a Small host.
A remove
disease or heal spell cast on an inhabited victim forces the
hellwasp swarm to abandon its host.
Poison (Ex): Injury, Fortitude DC 18, initial and
secondary damage 1d6 Dex. The save DC is Constitution-based.
Hive Mind (Ex):
Any hellwasp swarm with at
least 1 hit point per Hit Die (or 12 hit points, for a standard hellwasp swarm)
forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is
reduced below this hit point threshold, it becomes mindless.
LOCUST SWARM
|
Diminutive
Vermin (Swarm) |
Hit Dice: |
6d8–6 (21 hp) |
Initiative: |
+4 |
Speed: |
10 ft. (2
squares), fly 30 ft. (poor) |
Armor Class: |
18 (+4 size, +4
Dex), touch 18, flat-footed 14 |
Base
Attack/Grapple: |
+4/— |
Attack: |
Swarm (2d6) |
Full Attack: |
Swarm (2d6) |
Space/Reach: |
10 ft./0 ft. |
Special
Attacks: |
Distraction |
Special
Qualities: |
Darkvision 60
ft., immune to weapon damage, swarm traits, vermin traits |
Saves: |
Fort +4, Ref +6,
Will +2 |
Abilities: |
Str 1, Dex 19,
Con 8, Int —, Wis 10, Cha 2 |
Skills: |
Listen +4, Spot
+4 |
Feats: |
— |
Environment: |
Temperate plains |
Organization: |
Solitary, cloud
(2–7 swarms), or plague (11–20 swarms) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
None |
Level
Adjustment: |
— |
A locust swarm is
a cloud of thousands of winged vermin that devours any organic material in its
path.
Combat
A locust swarm
surrounds and attacks any living prey it encounters. A swarm deals 2d6 points
of damage to any creature whose space it occupies at the end of its move.
Distraction
(Ex): Any living creature
that begins its turn with a locust swarm in its space must succeed on a DC 12
Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A locust swarm has a +4 racial bonus on
Listen and Spot checks.
RAT SWARM
|
Tiny Animal
(Swarm) |
Hit Dice: |
4d8 (13 hp) |
Initiative: |
+2 |
Speed: |
15 ft. (3
squares), climb 15 ft. |
Armor Class: |
14 (+2 size, +2
Dex), touch 14, flat-footed 12 |
Base
Attack/Grapple: |
+3/— |
Attack: |
Swarm (1d6 plus
disease) |
Full Attack: |
Swarm (1d6 plus
disease) |
Space/Reach: |
10 ft./0 ft. |
Special
Attacks: |
Disease,
distraction |
Special
Qualities: |
Half damage from
slashing and piercing, low-light vision, scent, swarm traits |
Saves: |
Fort +4, Ref +6,
Will +2 |
Abilities: |
Str 2, Dex 15,
Con 10, Int 2, Wis 12, Cha 2 |
Skills: |
Balance +10,
Climb +10, Hide +14, Listen +6, Spot +7, Swim +10 |
Feats: |
Alertness,
Weapon Finesse |
Environment: |
Any |
Organization: |
Solitary, pack
(2–4 swarms), or infestation (7–12 swarms) |
Challenge
Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
None |
Level
Adjustment: |
— |
Combat
A rat swarm seeks
to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6
points of damage to any creature whose space it occupies at the end of its
move.
Disease (Ex): Filth fever—swarm attack, Fortitude DC 12,
incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is
Constitution-based.
Distraction
(Ex): Any living creature
that begins its turn with a swarm in its square must succeed on a DC 12
Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A rat swarm has a +4 racial bonus on Hide
and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim
checks. A rat swarm can always choose to take 10 on all Climb checks, even if
rushed or threatened. A rat swarm uses its Dexterity modifier instead of its
Strength modifier for Climb and Swim checks. A rat swarm 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.
SPIDER SWARM
|
Diminutive
Vermin (Swarm) |
Hit Dice: |
2d8 (9 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4
squares), climb 20 ft. |
Armor Class: |
17 (+4 size, +3
Dex), touch 17, flat-footed 14 |
Base
Attack/Grapple: |
+1/— |
Attack: |
Swarm (1d6 plus
poison) |
Full Attack: |
Swarm (1d6 plus
poison) |
Space/Reach: |
10 ft./0 ft. |
Special
Attacks: |
Distraction,
poison |
Special
Qualities: |
Darkvision 60
ft., swarm traits, tremorsense 30 ft., vermin traits |
Saves: |
Fort +3, Ref +3,
Will +0 |
Abilities: |
Str 1, Dex 17,
Con 10, Int —, Wis 10, Cha 2 |
Skills: |
Climb +11,
Listen +4, Spot +4 |
Environment: |
Warm forests |
Organization: |
Solitary, tangle
(2–4 swarms), or colony (7–12 swarms) |
Challenge
Rating: |
1 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
None |
Level
Adjustment: |
— |
Combat
A spider swarm
seeks to surround and attack any living prey it encounters. A swarm deals 1d6
points of damage to any creature whose space it occupies at the end of its
move.
Distraction
(Ex): Any living creature
that begins its turn with a spider swarm in its space must succeed on a DC 11
Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 11, initial and
secondary damage 1d3 Str. The save DC is Constitution-based.
Skills: A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.