This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (T-Z)
TARRASQUE
|
Colossal Magical
Beast |
Hit Dice: |
48d10+594 (858
hp) |
Initiative: |
+7 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
35 (–8 size, +3
Dex, +30 natural), touch 5, flat-footed 32 |
Base
Attack/Grapple: |
+48/+81 |
Attack: |
Bite +57 melee
(4d8+17/18–20/x3) |
Full Attack: |
Bite +57 melee
(4d8+17/18–20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee
(1d12+8) and tail slap +52 melee (3d8+8) |
Space/Reach: |
30 ft./20 ft. |
Special
Attacks: |
Augmented
critical, frightful presence, improved grab, rush, swallow whole |
Special
Qualities: |
Carapace, damage
reduction 15/epic, immunity to fire, poison, disease, energy drain, and
ability damage, regeneration 40, scent, spell resistance 32 |
Saves: |
Fort +38, Ref
+29, Will +20 |
Abilities: |
Str 45, Dex 16,
Con 35, Int 3, Wis 14, Cha 14 |
Skills: |
Listen +17,
Search +9, Spot +17, Survival +14 (+16 following tracks) |
Feats: |
Alertness,
Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave,
Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness
(6) |
Environment: |
Any |
Organization: |
Solitary |
Challenge
Rating: |
20 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
49+ HD
(Colossal) |
Level
Adjustment: |
— |
The tarrasque is
70 feet long and 50 feet tall, and it weighs about 130 tons.
The tarrasque
cannot speak.
COMBAT
The tarrasque
attacks with its claws, teeth, horns, and tail.
The tarrasque’s
natural weapons are treated as epic weapons for the purpose of overcoming
damage reduction.
Augmented
Critical (Ex): The
tarrasque’s bite threatens a critical hit on a natural attack roll of 18–20,
dealing triple damage on a successful critical hit.
Frightful
Presence (Su): The
tarrasque can inspire terror by charging or attacking. Affected creatures must
succeed on a DC 36 Will save or become shaken, remaining in that condition as
long as they remain with 60 feet of the tarrasque. The save DC is
Charisma-based.
Improved Grab
(Ex): To use this ability,
the tarrasque must hit a Huge or smaller opponent with its bite attack. It can
then attempt to start a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a hold and can try to
swallow the foe the following round.
Rush (Ex): Once per minute, the normally slow-moving
tarrasque can move at a speed of 150 feet.
Swallow Whole
(Ex): The tarrasque can
try to swallow a grabbed opponent of Huge or smaller size by making a successful
grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage
plus 2d8+6 points of acid damage per round from the tarrasque’s digestive
juices. A swallowed creature can cut its way out by dealing 50 points of damage
to the tarrasque’s digestive tract (AC 25). Once the creature exits, muscular
action closes the hole; another swallowed opponent must cut its own way out.
The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512
Tiny or smaller creatures.
Carapace (Ex): The tarrasque’s armorlike carapace is
exceptionally tough and highly reflective, deflecting all rays, lines, cones,
and even magic missile spells. There is a 30% chance of reflecting any
such effect back at the caster; otherwise, it is merely negated. Check for
reflection before rolling to overcome the creature’s spell resistance.
Regeneration
(Ex): No form of attack
deals lethal damage to the tarrasque. The tarrasque regenerates even if it
fails a saving throw against a disintegrate spell or a death effect. If
the tarrasque fails its save against a spell or effect that would kill it
instantly (such as those mentioned above), the spell or effect instead deals
nonlethal damage equal to the creature’s full normal hit points +10 (or 868
hp). The tarrasque is immune to effects that produce incurable or bleeding
wounds, such as mummy rot, a sword with the wounding special ability, or a clay
golem’s cursed wound ability.
The tarrasque can
be slain only by raising its nonlethal damage total to its full normal hit
points +10 (or 868 hit points) and using a wish or miracle spell
to keep it dead.
If the tarrasque
loses a limb or body part, the lost portion regrows in 1d6 minutes (the
detached piece dies and decays normally). The creature can reattach the severed
member instantly by holding it to the stump.
Skills: The tarrasque has a +8 racial bonus on
Listen and Spot checks.
TENDRICULOS
|
Huge Plant |
Hit Dice: |
9d8+54 (94 hp) |
Initiative: |
–1 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
16 (–2 size, –1
Dex, +9 natural), touch 7, flat-footed 16 |
Base
Attack/Grapple: |
+6/+23 |
Attack: |
Bite +13 melee
(2d8+9) and 2 tendrils +8 melee (1d6+4) |
Full Attack: |
Bite +13 melee
(2d8+9) and 2 tendrils +8 melee (1d6+4) |
Space/Reach: |
15 ft./15 ft. |
Special
Attacks: |
Improved grab,
paralysis, swallow whole |
Special
Qualities: |
Low-light
vision, plant traits, regeneration 10 |
Saves: |
Fort +12, Ref
+2, Will +4 |
Abilities: |
Str 28, Dex 9,
Con 22, Int 3, Wis 8, Cha 3 |
Skills: |
Hide +9, Listen
+1, Move Silently +1, Spot +1 |
Feats: |
Alertness, Iron
Will, Power Attack, Stealthy |
Environment: |
Temperate
forests |
Organization: |
Solitary |
Challenge
Rating: |
6 |
Treasure: |
1/10th coins;
50% goods; 50% items |
Alignment: |
Always neutral |
Advancement: |
10–16 HD (Huge);
17–27 HD (Gargantuan) |
Level
Adjustment: |
— |
A tendriculos can
rear up to a height of 15 feet. It weighs about 3,500 pounds.
Animals and other
plant creatures are unnerved by the presence of a tendriculos; they avoid it
and any place it has been within the last 24 hours.
COMBAT
Prowling deep
forests or waiting in vegetated areas (looking like nothing more than a small
hillock), a tendriculos attacks savagely, showing no fear. It attempts to
swallow as much flesh as it can, as quickly as it can.
Improved Grab
(Ex): To use this ability,
a tendriculos must hit a creature at least one size 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 try to swallow the opponent in the following round.
A tendriculos can also use its improved grab ability on a tendril attack. If it
wins the grapple check, it establishes a hold, picks up the opponent, and
transfers it to the mouth as a free action, automatically dealing bite damage.
Swallow
Whole/Paralysis (Ex): A
tendriculos can try to swallow a grabbed opponent by making a successful
grapple check. Once inside the plant’s mass, the opponent must succeed on a DC
20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos’s digestive
juices, taking 2d6 points of acid damage per round. A new save is required each
round inside the plant. The save DC is Constitution-based. A swallowed creature
that avoids paralysis can climb out of the mass with a successful grapple
check. This returns it to the plant’s maw, where another successful grapple
check is needed to get free. A swallowed creature can also cut its way out by
using a light slashing or piercing weapon to deal 25 points of damage to the
tendriculos’s interior (AC 14). Once the creature exits, the plant’s
regenerative capacity closes the hole; another swallowed opponent must cut its
own way out. A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32
Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Regeneration
(Ex): Bludgeoning weapons
and acid deal normal damage to a tendriculos. A tendriculos that loses part of
its body mass can regrow it in 1d6 minutes. Holding the severed portion against
the mass enables it to reattach instantly.
THOQQUA
|
Medium Elemental (Earth, Extraplanar, Fire) |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares), burrow 20 ft. |
Armor Class: |
18 (+1 Dex, +7
natural), touch 11, flat-footed 17 |
Base
Attack/Grapple: |
+2/+4 |
Attack: |
Slam +4 melee
(1d6+3 plus 2d6 fire) |
Full Attack: |
Slam +4 melee
(1d6+3 plus 2d6 fire) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Heat, burn |
Special
Qualities: |
Darkvision 60
ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to
cold |
Saves: |
Fort +4, Ref +2,
Will +2 |
Abilities: |
Str 15, Dex 13,
Con 13, Int 6, Wis 12, Cha 10 |
Skills: |
Listen +5, Move
Silently +3, Survival +3 |
Feats: |
Alertness, Track |
Environment: |
Elemental Plane
of Fire |
Organization: |
Solitary or pair |
Challenge
Rating: |
2 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
4–9 HD (Large) |
Level
Adjustment: |
— |
A thoqqua is about
1 foot in diameter and 4 to 5 feet long. It weighs about 200 pounds.
COMBAT
When a thoqqua is
disturbed, its first instinct is to attack. Its favored tactic is to spring
directly at a foe, either by bursting out of the rock or by coiling up its body
and launching itself like a spring. (Treat this as a charge, even though the
thoqqua does not need to move 10 feet before attacking.)
Heat (Ex): Merely touching or being touched by a
thoqqua automatically deals 2d6 fire damage.
Burn (Ex): When a thoqqua hits with its slam attack,
the opponent must succeed on a DC 12 Reflex save or catch fire. The save DC is
Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner.
A burning creature can use a full-round action to put out the flame.
TITAN
|
Huge Outsider (Chaotic, Extraplanar) |
Hit Dice: |
20d8+280 (370
hp) |
Initiative: |
+1 |
Speed: |
40 ft. in
half-plate armor (8 squares); base speed 60 ft. |
Armor Class: |
38 (–2 size, +19
natural, +11 +4 half-plate armor), touch 8, flat-footed 38 |
Base
Attack/Grapple: |
+20/+44 |
Attack: |
Gargantuan +3
adamantine warhammer +37 melee (4d6+27/x3) or +3 javelin +22
ranged (2d6+19) or slam +34 (1d8+16) |
Full Attack: |
Gargantuan +3
adamantine warhammer +37/+32/+27/+22 melee (4d6+27/×3) or +3 javelin +22
ranged (2d6+19) or 2 slams +34 (1d8+16) |
Space/Reach: |
15 ft./15 ft. |
Special
Attacks: |
Oversized
weapon, spell-like abilities |
Special
Qualities: |
Damage reduction
15/lawful, darkvision 60 ft., spell resistance 32 |
Saves: |
Fort +26, Ref
+13, Will +21 |
Abilities: |
Str 43, Dex 12,
Con 39, Int 21, Wis 28, Cha 24 |
Skills: |
Balance +7,
Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11,
Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any
one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28,
Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16 |
Feats: |
Awesome Blow,
Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack,
Quicken Spell-Like Ability (chain lightning) |
Environment: |
A chaotic
good-aligned plane |
Organization: |
Solitary or pair |
Challenge
Rating: |
21 |
Treasure: |
Double standard
plus +4 half-plate armor and Gargantuan +3 adamantine warhammer |
Alignment: |
Always chaotic
(any) |
Advancement: |
21–30 HD (Huge);
31–60 HD (Gargantuan) |
Level
Adjustment: |
— |
A titan is about
25 feet tall and weighs about 14,000 pounds.
Titans speak
Abyssal, Common, Celestial, Draconic, and Giant.
COMBAT
A titan’s natural
weapons, as well as any weapons it wields, are treated as chaotic-aligned for
the purpose of overcoming damage reduction.
Oversized
Weapon (Ex): A titan
wields a great, two-handed warhammer (big enough for Gargantuan creatures)
without penalty.
Spell-Like
Abilities: At will—chain
lightning (DC 23), charm monster (DC 21), cure critical wounds (DC
21), fire storm (DC 24), greater dispel magic, hold monster (DC
22), invisibility, invisibility purge, levitate, persistent image (DC
22), polymorph (humanoid forms only, duration 1 hour); 3/day—etherealness,
word of chaos (DC 22), summon nature’s ally IX; 1/day—gate, maze,
meteor swarm (DC 26). Caster level 20th. The save DCs are Charisma-based.
In addition,
titans of good or neutral alignment can use the following additional spell-like
abilities: At will—daylight, holy smite (DC 21), remove curse (DC
21); 1/day—greater restoration. Caster level 20th. The save DCs are
Charisma-based.
Titans of evil
alignment can use the following additional spell-like abilities: At will—bestow
curse (DC 21), deeper darkness, unholy blight (DC 21); 1/day—crushing
hand (DC 26). Caster level 20th. The save DCs are Charisma-based.
TACTICS ROUND-BY-ROUND
Titans enjoy
combat and usually close with their foes. If that proves ineffective, they
swiftly back off and pelt the foe with spell-like abilities and magical
effects. Because of a titan’s Quicken Spell-Like Ability feat, it can use chain
lightning as a free action, and frequently attacks in melee while lashing
out with this ability at the same time.
Prior to
combat: Invisibility purge or
invisibility.
Round 1: Charge and attempt to sunder the weapon of
the most dangerous foe. Hurl chain lightning at opponents standing away
from the fight.
Round 2: Full attack against the disarmed opponent,
and hurl chain lightning at other opponents.
Round 3: Back away from first opponent and use maze
or meteor swarm on any spellcaster causing trouble.
Round 4: Sunder the weapon of the next most
effective combatant, or use greater dispel magic on all nearby
opponents.
Round 5: Full attack against any nearby opponent, or
use fire storm.
Use another
quickened chain lightning if foes seem really dangerous.
A titan usually
reserves its gate and etherealness abilities to escape a fight
that is not going well.
TOJANIDA
|
Juvenile
Tojanida |
Adult
Tojanida |
Elder
Tojanida |
|
Small Outsider
(Extraplanar, Water) |
Medium Outsider
(Extraplanar, Water) |
Large Outsider
(Extraplanar, Water) |
Hit Dice: |
3d8+6 (19 hp) |
7d8+14 (45 hp) |
15d8+60 (127 hp) |
Initiative: |
+1 |
+1 |
+1 |
Speed: |
10 ft. (2
squares), swim 90 ft. |
10 ft. (2
squares), swim 90 ft. |
10 ft. (2
squares), swim 90 ft. |
Armor Class: |
22 (+1 size, +1
Dex, +10 natural), touch 12, flat-footed 21 |
23 (+1 Dex, +12
natural), touch 11, flat-footed 22 |
24 (–1 size, +1
Dex, +14 natural), touch 10, flat-footed 23 |
Base
Attack/Grapple: |
+3/+1 |
+7/+10 |
+15/+25 |
Attack: |
Bite +6 melee
(2d6+2) |
Bite +10 melee
(2d8+3) |
Bite +20 melee
(4d6+6) |
Full Attack: |
Bite +6 melee
(2d6+2) and 2 claws +1 melee (1d4+1) |
Bite +10 melee
(2d8+3) and 2 claws +5 melee (1d6+1) |
Bite +20 melee
(4d6+6) and 2 claws +15 melee (1d8+3) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./5 ft. |
Special
Attacks: |
Improved grab,
ink cloud |
Improved grab,
ink cloud |
Improved grab,
ink cloud |
Special
Qualities: |
All-around
vision, darkvision 60 ft., immunity to acid and cold, resistance to |
All-around
vision, darkvision 60 ft., immunity to acid and cold, electricity 10 and fire
10 |
All-around
vision, darkvision 60 ft., resistance to electricity 10 and fire 10 immunity
to acid and cold, resistance to electricity 10 and fire 10 |
Saves: |
Fort +5, Ref +4,
Will +4 |
Fort +7, Ref +6,
Will +6 |
Fort +13, Ref
+10, Will +10 |
Abilities: |
Str 14, Dex 13,
Con 15, Int 10, Wis 12, Cha 9 |
Str 16, Dex 13,
Con 15, Int 10, Wis 12, Cha 9 |
Str 22, Dex 13,
Con 19, Int 10, Wis 12, Cha 9 |
Skills: |
Diplomacy +1,
Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6,
Spot +9, Sense Motive +7, Survival +1 (+3 other planes and following tracks),
Swim +10, Use Rope +1 (+3 with bindings) |
Diplomacy +1,
Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search
+14, Sense Motive +11, Spot +15, Survival +1 (+3 other planes and following
tracks), Swim +11, Use Rope+1 (+3 with bindings) |
Escape Artist
+19, Hide +15, Intimidate +17, Knowledge (the Planes) +18, Listen +21, Search
+22, Sense Motive +17, Spot +25, Survival +1 (+3 other planes and following
tracks), Swim +14, Use Rope+1 (+3 with bindings) |
Feats: |
Blind-Fight,
Dodge |
Blind-Fight,
Dodge, Power Attack |
Alertness,
Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack |
Environment: |
Elemental Plane
of Water |
Elemental Plane
of Water |
Elemental Plane
of Water |
Organization: |
Solitary or
clutch (2–4) |
Solitary or
clutch (2–4) |
Solitary or
clutch (2–4) |
Challenge
Rating: |
3 |
5 |
9 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
4–6 HD (Small) |
8–14 HD (Medium) |
16–24 HD
(Large); 25–45 HD (Huge) |
Level
Adjustment: |
— |
— |
— |
A tojanida’s shell
is blue-green in color. Inside the shell is a fleshy body from which extend
seven stalks. Four of these stalks have paddles for locomotion, two are tipped
with claws, and one bears the creature’s head. Eight vents in the shell, four
at each end, allow the tojanida to thrust its stalks out in whatever
configuration it finds convenient.
A juvenile
tojanida is up to 25 years old. It has a shell about 3 feet long, and it weighs
about 60 pounds. An adult is aged 26 to 80. Its shell is about 6 feet long, and
it weighs about 220 pounds. An elder can reach 150 years of age. It has a shell
about 9 feet long, and it weighs about 500 pounds.
Tojanidas speak
Aquan and can be loquacious, but usually only on the subject of food.
COMBAT
Improved Grab
(Ex): To use this ability,
a tojanida must hit with a bite or claw attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity.
Underwater, a tojanida can tow a grabbed victim of its own size or smaller at
its swim speed (but it cannot run). A favorite tactic is to grab a single
opponent, then withdraw, hauling the opponent away from its allies.
Ink Cloud (Ex): A tojanida can emit a spherical cloud of
jet-black ink with a radius of 30 feet once per minute as a free action. The
effect is otherwise similar to fog cloud cast by an individual of a
level equal to the tojanida’s Hit Dice. Out of water, the ink emerges in a
stream up to 30 feet long, which a tojanida can squirt into an opponent’s eyes.
The affected creature must succeed on a Reflex save or be blinded for 1 round.
The save DC is 13 against a juvenile, 15 against an adult, and 21 against an
elder. The save DCs are Constitution based.
All-Around
Vision (Ex): The multiple
apertures in a tojanida’s shell allow it to look in any direction, bestowing a
+4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses
when attacking a tojanida.
Skills: A tojanida 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.
TREANT
|
Huge Plant |
Hit Dice: |
7d8+35 (66 hp) |
Initiative: |
–1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
20 (–2 size, –1
Dex, +13 natural), touch 7, flat-footed 20 |
Base
Attack/Grapple: |
+5/+22 |
Attack: |
Slam +12 melee
(2d6+9) |
Full Attack: |
2 slams +12
melee (2d6+9) |
Space/Reach: |
15 ft./15 ft. |
Special
Attacks: |
Animate trees,
double damage against objects, trample 2d6+13 |
Special
Qualities: |
Damage reduction
10/slashing, low-light vision, plant traits, vulnerability to fire |
Saves: |
Fort +10, Ref
+1, Will +7 |
Abilities: |
Str 29, Dex 8,
Con 21, Int 12, Wis 16, Cha 12 |
Skills: |
Diplomacy +3,
Hide –9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8,
Spot +8, Survival +8 (+10 aboveground) |
Feats: |
Improved Sunder,
Iron Will, Power Attack |
Environment: |
Temperate
forests |
Organization: |
Solitary or
grove (4–7) |
Challenge
Rating: |
8 |
Treasure: |
Standard |
Alignment: |
Usually neutral
good |
Advancement: |
8–16 HD (Huge);
17–21 HD (Gargantuan) |
Level
Adjustment: |
+5 |
A treant’s leaves
are deep green in the spring and summer. In the fall and winter the leaves
change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit
together when closed to look like the trunk of a tree, and a motionless treant
is nearly indistinguishable from a tree.
A treant is about
30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500
pounds.
Treants speak
their own language, plus Common and Sylvan. Most also can manage a smattering
of just about all other humanoid tongues—at least enough to say “Get away from
my trees!”
COMBAT
Treants prefer to
watch potential foes carefully before attacking. They often charge suddenly
from cover to trample the despoilers of forests. If sorely pressed, they
animate trees as reinforcements.
Animate
Trees (Sp): A treant can animate trees within 180 feet
at will, controlling up to two trees at a time. It takes 1 full round for a
normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and
fights as a treant in all respects. Animated trees lose their ability to move
if the treant that animated them is incapacitated or moves out of range. The
ability is otherwise similar to liveoak (caster level 12th). Animated
trees have the same vulnerability to fire that a treant has.
Double Damage
against Objects (Ex): A
treant or animated tree that makes a full attack against an object or structure
deals double damage.
Trample (Ex): Reflex DC 22 half. The save DC is
Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in
forested areas.
TRITON
|
Medium Outsider (Native, Water) |
Hit Dice: |
3d8+3 (16 hp) |
Initiative: |
+0 |
Speed: |
5 ft. (1
square), swim 40 ft. |
Armor Class: |
16 (+6 natural),
touch 10, flat-footed 16 |
Base
Attack/Grapple: |
+3/+4 |
Attack: |
Trident +4 melee
(1d8+1) or heavy crossbow +3 ranged (1d10/19–20) |
Full Attack: |
Trident +4 melee
(1d8+1) or heavy crossbow +3 ranged (1d10/19–20) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +4, Ref +3,
Will +4 |
Abilities: |
Str 12, Dex 10,
Con 12, Int 13, Wis 13, Cha 11 |
Skills: |
Craft (any one)
+7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7,
Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9 |
Feats: |
Mounted Combat,
Ride-By Attack |
Environment: |
Temperate
aquatic |
Organization: |
Company (2–5),
squad (6–11), or band (20–80) |
Challenge
Rating: |
2 |
Treasure: |
Standard |
Alignment: |
Usually neutral
good |
Advancement: |
4–9 HD (Medium) |
Level
Adjustment: |
+2 |
A triton has
silvery skin that fades into silver-blue scales on the lower half of its body.
A triton’s hair is deep blue or blue-green.
A triton is about
the same size and weight as a human. Tritons speak Common and Aquan.
COMBAT
The reclusive
tritons prefer to avoid combat, but they fiercely defend their homes. They
attack with either melee or ranged weapons as the circumstances warrant. When
encountered outside their lair, they are 90% likely to be mounted on friendly
sea creatures such as porpoises.
Spell-Like
Abilities: 1/day—summon
nature’s ally IV. Caster level 7th. Tritons often choose water elementals
for their companions.
Skills: A triton 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.
TROGLODYTE
|
Medium Humanoid
(Reptilian) |
Hit Dice: |
2d8+4 (13 hp) |
Initiative: |
–1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (–1 Dex, +6
natural), touch 9, flat-footed 15 |
Base
Attack/Grapple: |
+1/+1 |
Attack: |
Club +1 melee
(1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6) |
Full Attack: |
Club +1 melee
(1d6) and claw –1 melee (1d4) and bite –1 melee (1d4); or 2 claws +1 melee
(1d4) and bite –1 melee (1d4); or javelin +1 ranged (1d6) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Stench |
Special
Qualities: |
Darkvision 90
ft. |
Saves: |
Fort +5, Ref –1,
Will +0 |
Abilities: |
Str 10, Dex 9,
Con 14, Int 8, Wis 10, Cha 10 |
Skills: |
Hide +5*, Listen
+3 |
Feats: |
MultiattackB,
Weapon Focus (javelin) |
Environment: |
Underground |
Organization: |
Clutch (2–5),
squad (6–11 plus 1–2 monitor lizards), or band (20–80 plus 20% noncombatants
plus 3–13 monitor lizards) |
Challenge
Rating: |
1 |
Treasure: |
50% coins; 50%
goods; 50% items |
Alignment: |
Usually chaotic
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+2 |
A troglodyte stands
about 5 feet tall and weighs about 150 pounds.
Troglodytes speak
Draconic.
COMBAT
Half of a group of
troglodytes are armed only with claws and teeth; the rest carry one or two
javelins and clubs. They normally conceal themselves, launch a volley of javelins,
then close to attack. If the battle goes against them, they retreat and attempt
to hide.
Stench (Ex): When
a troglodyte is angry or frightened, it secretes an oily, musk-like chemical
that nearly every form of animal life finds offensive. All living creatures
(except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13
Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based.
Creatures that successfully save cannot be affected by the same troglodyte’s
stench for 24 hours. A delay poison or neutralize poison spell
removes the effect from the sickened creature. Creatures with immunity to
poison are unaffected, and creatures resistant to poison receive their normal
bonus on their saving throws.
Skills: The skin
of a troglodyte changes color somewhat, allowing it to blend in with its
surroundings like a chameleon and providing a +4 racial bonus on Hide checks.
*In rocky or underground settings, this bonus improves to +8.
TROGLODYTE CHARACTERS
Troglodyte
characters possess the following racial traits.
— –2 Dexterity, +4
Constitution, –2 Intelligence.
—Medium size.
—A troglodyte’s
base land speed is 30 feet.
—Darkvision out to
90 feet.
—Racial Hit Dice:
A troglodyte begins with two levels of humanoid, which provide 2d8 Hit Dice, a
base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and
Will +0.
—Racial Skills: A
troglodyte’s humanoid levels give it skill points equal to 5 x (2 + Int
modifier, minimum 1). Its class skills are Hide and Listen. Troglodytes have a
+4 racial bonus on Hide checks (+8 in rocky or underground surroundings).
—Racial Feats: A
troglodyte’s humanoid levels give it one feat. A troglodyte receives
Multiattack as a bonus feat.
— +6 natural armor
bonus.
—Natural Weapons:
2 claws (1d4) and bite (1d4).
—Special Attacks
(see above): Stench.
—Automatic
Languages: Draconic. Bonus Languages: Common, Giant, Goblin, Orc.
—Favored Class:
Cleric.
—Level adjustment
+2.
TROLL
|
Troll |
Troll Hunter, 6th-Level Ranger |
|
Large Giant |
Large
Giant |
Hit Dice: |
6d8+36 (63 hp) |
6d8+6d8+72
(130 hp) |
Initiative: |
+2 |
+1 |
Speed: |
30 ft. (6
squares) |
30
ft. (6 squares) |
Armor Class: |
16 (–1 size, +2
Dex, +5 natural), touch 11, flat-footed 14 |
21
(–1 size, +1 Dex, +6 natural, +5 +1 chain shirt), touch 10,
flat-footed 20 |
Base
Attack/Grapple: |
+4/+14 |
+10/+21 |
Attack: |
Claw +9 melee
(1d6+6) |
Claw
+16 melee (1d6+7) or +1 battleaxe +17 melee (2d6+8/×3) or javelin +10
ranged (1d8+7) |
Full Attack: |
2 claws +9 melee
(1d6+6) and bite +4 melee (1d6+3) |
2
claws +16 melee (1d6+7) and bite +11 melee (1d6+3); or +1 battleaxe +17/+12
melee (2d6+8/×3) and claw +12 melee (1d6+3) and bite +12 (1d6+3); or javelin
+10 ranged (1d8+7) |
Space/Reach: |
10 ft./10 ft. |
10
ft./10 ft. |
Special
Attacks: |
Rend 2d6+9 |
Rend
2d6+10, spells |
Special
Qualities: |
Darkvision 90
ft., low-light vision, regeneration 5, scent |
Darkvision
90 ft., favored enemy elves (+4), favored enemy humans (+2), low-light
vision, regeneration 5, scent, wild empathy |
Saves: |
Fort +11, Ref
+4, Will +3 |
Fort
+16, Ref +8, Will +8 |
Abilities: |
Str 23, Dex 14,
Con 23, Int 6, Wis 9, Cha 6 |
Str
25, Dex 12, Con 22, Int 10, Wis 15, Cha 10 |
Skills: |
Listen +5, Spot
+6 |
Knowledge
(nature) +6, Knowledge (dungeoneering) +6, Listen +13, Move Silently +9,
Search +6, Spot +13, Survival +11 (+13 above- or underground and following
tracks) |
Feats: |
Alertness, Iron
Will, Track |
Alertness,
Cleave, EnduranceB, Improved Natural Armor, Improved Two-Weapon
FightingB, Iron Will, Power Attack, TrackB, Two-Weapon
FightingB |
Environment: |
Cold mountains (Scrag: Cold
aquatic) |
Cold
mountains |
Organization: |
Solitary or gang
(2–4) |
Solitary |
Challenge
Rating: |
5 |
11 |
Treasure: |
Standard |
Standard |
Alignment: |
Usually chaotic
evil |
Usually
chaotic evil |
Advancement: |
By character
class |
— |
Level
Adjustment: |
+5 |
+5 |
Trolls walk
upright but hunched forward with sagging shoulders. Their gait is uneven, and
when they run, their arms dangle and drag along the ground. For all this
seeming awkwardness, trolls are very agile.
A typical adult
troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger
than males. A troll’s rubbery hide is moss green, mottled green and gray, or
putrid gray. The hair is usually greenish black or iron gray.
Trolls speak
Giant.
COMBAT
Trolls have no
fear of death: They launch themselves into combat without hesitation, flailing
wildly at the closest opponent. Even when confronted with fire, they try to get
around the flames and attack.
Rend (Ex): If a troll hits with both claw attacks, it
latches onto the opponent’s body and tears the flesh. This attack automatically
deals an additional 2d6+9 points of damage.
Regeneration
(Ex): Fire and acid deal
normal damage to a troll. If a troll loses a limb or body part, the lost
portion regrows in 3d6 minutes. The creature can reattach the severed member
instantly by holding it to the stump.
SCRAG
These cousins of
the troll have the aquatic subtype. They dwell in any body of water in any
climate. They have a base land speed of 20 feet and a swim speed of 40 feet and
are found only in aquatic environments. They regenerate only if mostly immersed in water.
TROLL HUNTER
Some trolls, more cunning than most,
are not satisfied with merely eating civilized beings but train to hunt them
relentlessly. These troll hunters are fearsome rangers who focus on slaying and
devouring humanoid prey.
COMBAT
A troll hunter makes full use of its
scent ability to track its favored enemies and generally prefers to hunt in
darkness.
The troll hunter uses its limited
repertoire of spells to protect itself from damaging forms of energy and to
immobilize enemies.
Typical Ranger Spells Prepared (2; save DC 12 + spell
level): 1st—entangle, resist energy.
TROLLS AS CHARACTERS
Troll characters
possess the following racial traits.
— +12 Strength, +4
Dexterity, +12 Constitution, –4 Intelligence (minimum 3), –2 Wisdom, –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.
—A troll’s base
land speed is 30 feet.
—Darkvision out to
60 feet and low-light vision.
—Racial Hit Dice:
A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base
attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will
+2.
—Racial Skills: A
troll’s giant levels give it skill points equal to 9 x (2 + Int modifier,
minimum 1). Its class skills are Listen and Spot.
—Racial Feats: A
troll’s giant levels give it three feats.
— +5 natural armor
bonus.
—Natural Weapons:
Claw (1d6) and bite (1d6).
—Special Attacks
(see above): Rend, damage 2d6 + 1-1/2 times Str modifier.
—Special
Qualities: Regeneration 5, scent.
—Automatic
Languages: Giant. Bonus Languages: Common, Orc.
—Favored Class:
Fighter.
—Level adjustment
+5.
UNICORN
|
Unicorn |
Celestial Charger, 7th-Level
Cleric
|
|
Large Magical
Beast |
Large
Magical Beast |
Hit Dice: |
4d10+20 (42 hp) |
8d10+7d8+75
(155 hp) |
Initiative: |
+3 |
+4 |
Speed: |
60 ft. (12
squares) |
60
ft. (12 squares) |
Armor Class: |
18 (–1 size, +3
Dex, +6 natural), touch 12, flat-footed 15 |
24
(–1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13,
flat-footed 20 |
Base
Attack/Grapple: |
+4/+13 |
+13/+24 |
Attack: |
Horn +11 melee
(1d8+8) |
Horn
+22 melee (1d8+10) |
Full Attack: |
Horn +11 melee
(1d8+8) and 2 hooves +3 melee (1d4+2) |
Horn
+22 melee (1d8+10) and 2 hooves +14 melee (1d4+3) |
Space/Reach: |
10 ft./5 ft. |
10
ft./5 ft. |
Special
Attacks: |
— |
Turn
undead 13/day, smite evil, spells |
Special
Qualities: |
Darkvision 60
ft., magic circle against evil, spell-like abilities, immunity to poison,
charm, and compulsion, low-light vision, scent, wild empathy |
Damage reduction 10/magic,
darkvision 60 ft., immunity to poison, charm, and compulsion, low-light
vision, magic circle against evil, resistance to acid 10, cold 10, and
electricity 10, scent, spell-like abilities, spell resistance 20, wild
empathy |
Saves: |
Fort +9, Ref +7,
Will +6 |
Fort
+16, Ref +12, Will +15 |
Abilities: |
Str 20, Dex 17,
Con 21, Int 10, Wis 21, Cha 24 |
Str
24, Dex 18, Con 20, Int 13, Wis 27, Cha 22 |
Skills: |
Jump +21, Listen
+11, Move Silently +9, Spot +11, Survival +8* |
Concentration
+11, Knowledge (nature) +9, Knowledge (religion) +8, Listen +15, Move Silently
+12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)* |
Feats: |
Alertness, Skill
Focus (Survival) |
Alertness,
Combat Casting, Extra Turning, Improved Turning, Run, Skill Focus (Survival) |
Environment: |
Temperate
forests |
A
chaotic good plane |
Organization: |
Solitary, pair,
or grace (3–6) |
Solitary |
Challenge
Rating: |
3 |
13 |
Treasure: |
None |
None |
Alignment: |
Always chaotic
good |
Always
chaotic good |
Advancement: |
5–8 HD (Large) |
By
character class |
Level
Adjustment: |
+4 (cohort) |
+8
(cohort) |
A unicorn has deep
sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult
unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and
weighs 1,200 pounds. Females are slightly smaller and slimmer than males.
Unicorns speak
Sylvan and Common.
COMBAT
Unicorns normally
attack only when defending themselves or their forests. They either charge,
impaling foes with their horns like lances, or strike with their hooves. The
horn is a +3 magic weapon, though its power fades if removed from the unicorn.
Magic Circle
against Evil (Su): This
ability continuously duplicates the effect of the spell. A unicorn cannot
suppress this ability.
Spell-Like
Abilities: Unicorns can
use detect evil at will as a free action.
Once per day a
unicorn can use greater teleport to move anywhere within its home. It
cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use cure
light wounds three times per day and cure moderate wounds once per
day (caster level 5th) by touching a wounded creature with its horn. Once per
day it can use neutralize poison (DC 21, caster level 8th) with a touch
of its horn. The save DC is Charisma-based.
Wild Empathy
(Ex): This power works
like the druid’s wild empathy class feature, except that a unicorn has a +6
racial bonus on the check.
Skills: Unicorns have a +4 racial bonus on Move
Silently checks. *Unicorns have a +3 competence bonus on Survival checks within
the boundaries of their forest.
CELESTIAL CHARGER
The celestial charger described here
is an 8 HD celestial unicorn with seven levels of cleric.
COMBAT
The save DC for this celestial
charger’s neutralize poison ability (DC 20) is adjusted for its greater
Hit Dice and altered Charisma score.
A celestial charger’s natural weapons
are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Evil (Su): Once per day a celestial
charger can make a normal melee attack to deal 15 points of extra damage
against an evil foe.
Cleric Spells Prepared (6/7/6/5/4; save DC 18 +
spell level): 0— detect magic, detect poison (2), light, virtue (2);
1st—bless (2), calm animals*, obscuring mist, remove fear, sanctuary,
shield of faith; 2nd—aid* (2), animal messenger, lesser
restoration, remove paralysis, shield other; 3rd—prayer, protection from
energy, remove curse, searing light (2); 4th—air walk, divine power,
holy smite*, restoration.
*Domain spell. Domains: Animal and
Good.
VAMPIRE
Vampires appear
just as they did in life, although their features are often hardened and feral,
with the predatory look of wolves.
Like liches, they
often embrace finery and decadence and may assume the guise of nobility.
Despite their human appearance, vampires can be easily recognized, for they
cast no shadows and throw no reflections in mirrors.
Vampires speak any
languages they knew in life.
CREATING A VAMPIRE
“Vampire” is an
acquired template that can be added to any humanoid or monstrous humanoid
creature (referred to hereafter as the base creature).
A vampire uses all
the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead
(augmented humanoid or monstrous humanoid). Do not recalculate base attack
bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice
to d12s.
Speed: Same as the base creature. If the base
creature has a swim speed, the vampire retains the ability to swim and is not
vulnerable to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus
improves by +6.
Attack: A vampire retains all the attacks of the
base creature and also gains a slam attack if it didn’t already have one. If
the base creature can use weapons, the vampire retains this ability. A creature
with natural weapons retains those natural weapons. A vampire fighting without
weapons uses either its slam attack or its primary natural weapon (if it has
any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses
either its slam attack (see above) or its natural weapons (if it has any). If
armed with a weapon, it usually uses the weapon as its primary attack along
with a slam or other natural weapon as a natural secondary attack.
Damage: Vampires have slam attacks. If the base
creature does not have this attack form, use the appropriate damage value from
the table below according to the vampire’s size. Creatures that have other
kinds of natural weapons retain their old damage values or use the appropriate
value from the table below, whichever is better.
Size |
Damage |
Fine |
1 |
Diminutive |
1d2 |
Tiny |
1d3 |
Small |
1d4 |
Medium |
1d6 |
Large |
1d8 |
Huge |
2d6 |
Gargantuan |
2d8 |
Colossal |
4d6 |
Special
Attacks: A vampire retains
all the special attacks of the base creature and gains those described below.
Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted
otherwise.
Blood Drain
(Ex): A vampire can suck blood from a living
victim with its fangs by making a successful grapple check. If it pins the foe,
it drains blood, dealing 1d4 points of Constitution drain each round the pin is
maintained. On each such successful attack, the vampire gains 5 temporary hit
points.
Children of
the Night (Su): Vampires command the lesser creatures of
the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms,
or a pack of 3d6 wolves as a standard action. (If the base creature is not
terrestrial, this power might summon other creatures of similar power.) These
creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate
(Su): A vampire can crush an opponent’s will just
by looking onto his or her eyes. This is similar to a gaze attack, except that
the vampire must use a standard action, and those merely looking at it are not
affected. Anyone the vampire targets must succeed on a Will save or fall
instantly under the vampire’s influence as though by a dominate person spell
(caster level 12th). The ability has a range of 30 feet.
Create Spawn
(Su): A humanoid or monstrous humanoid slain by a
vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry)
1d4 days after burial.
If the vampire
instead drains the victim’s Constitution to 0 or lower, the victim returns as a
spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either
case, the new vampire or spawn is under the command of the vampire that created
it and remains enslaved until its master’s destruction. At any given time a
vampire may have enslaved spawn totaling no more than twice its own Hit Dice;
any spawn it creates that would exceed this limit are created as free-willed
vampires or vampire spawn. A vampire that is enslaved may create and enslave
spawn of its own, so a master vampire can control a number of lesser vampires
in this fashion. A vampire may voluntarily free an enslaved spawn in order to
enslave a new spawn, but once freed, a vampire or vampire spawn cannot be
enslaved again.
Energy Drain
(Su): Living creatures hit by a vampire’s slam
attack (or any other natural weapon the vampire might possess) gain two
negative levels. For each negative level bestowed, the vampire gains 5
temporary hit points. A vampire can use its energy drain ability once per
round.
Special
Qualities: A vampire
retains all the special qualities of the base creature and gains those
described below.
Alternate Form
(Su): A vampire can assume
the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This
ability is similar to a polymorph spell cast by a 12th-level character,
except that the vampire does not regain hit points for changing form and must
choose from among the forms mentioned here. While in its alternate form, the
vampire loses its natural slam attack and dominate ability, but it gains the
natural weapons and extraordinary special attacks of its new form. It can
remain in that form until it assumes another or until the next sunrise. (If the
base creature is not terrestrial, this power might allow other forms.)
Damage
Reduction (Su): A vampire
has damage reduction 10/silver and magic. A vampire’s natural weapons are
treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing
(Ex): A vampire heals 5
points of damage each round so long as it has at least 1 hit point. If reduced
to 0 hit points in combat, it automatically assumes gaseous form and attempts
to escape. It must reach its coffin home within 2 hours or be utterly
destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage
dealt to a vampire forced into gaseous form has no effect. Once at rest in its
coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no
longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form
(Su): As a standard action,
a vampire can assume gaseous form at will as the spell (caster level 5th), but
it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect
maneuverability.
Resistances
(Ex): A vampire has
resistance to cold 10 and electricity 10.
Spider Climb
(Ex): A vampire can climb
sheer surfaces as though with a spider climb spell.
Turn Resistance
(Ex): A vampire has +4
turn resistance.
Abilities: Increase from the base creature as
follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a
vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff,
Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise
same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes,
Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature
meets the prerequisites and doesn’t already have these feats.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2
plus 2–5 vampire spawn)
Challenge
Rating: Same as the base
creature +2.
Treasure: Double standard.
Alignment: Always evil (any).
Advancement: By character class.
Level
Adjustment: Same as the
base creature +8.
Vampire Weaknesses
For all their
power, vampires have a number of weaknesses.
Repelling a
Vampire: Vampires cannot
tolerate the strong odor of garlic and will not enter an area laced with it.
Similarly, they recoil from a mirror or a strongly presented holy symbol. These
things don’t harm the vampire—they merely keep it at bay. A recoiling vampire
must stay at least 5 feet away from a creature holding the mirror or holy
symbol and cannot touch or make melee attacks against the creature holding the
item for the rest of the encounter. Holding a vampire at bay takes a standard
action.
Vampires are also
unable to cross running water, although they can be carried over it while
resting in their coffins or aboard a ship.
They are utterly
unable to enter a home or other building unless invited in by someone with the
authority to do so. They may freely enter public places, since these are by
definition open to all.
Slaying a
Vampire: Reducing a
vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy
it (see the note on fast healing). However, certain attacks can slay vampires.
Exposing any vampire to direct sunlight disorients it: It can take only a
single move action or attack action and is destroyed utterly in the next round
if it cannot escape. Similarly, immersing a vampire in running water robs it of
one-third of its hit points each round until it is destroyed at the end of the
third round of immersion. Driving a wooden stake through a vampire’s heart
instantly slays the monster. However, it returns to life if the stake is
removed, unless the body is destroyed. A popular tactic is to cut off the
creature’s head and fill its mouth with holy wafers (or their equivalent).
Vampires are
always evil, which causes characters of certain classes to lose some class
abilities. In addition, certain classes
take additional penalties.
Clerics: Vampire clerics lose their ability to turn
undead but gain the ability to rebuke undead. This ability does not affect the
vampire’s controller or any other vampires that a master controls. A vampire
cleric has access to two of the following domains: Chaos, Destruction, Evil, or
Trickery.
Sorcerers and
Wizards: Vampire sorcerers
and wizards retain their class abilities, but if a character has a familiar
other than a rat or bat, the link between them is broken, and the familiar
shuns its former companion. The character can summon another familiar, but it
must be a rat or bat.
VAMPIRE SPAWN
|
Medium Undead |
Hit Dice: |
4d12+3 (29 hp) |
Initiative: |
+6 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+2 Dex, +3
natural), touch 12, flat-footed 13 |
Base
Attack/Grapple: |
+2/+5 |
Attack: |
Slam +5 melee
(1d6+4 plus energy drain) |
Full Attack: |
Slam +5 melee
(1d6+4 plus energy drain) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Blood drain,
domination, energy drain |
Special
Qualities: |
+2 turn
resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2,
gaseous form, resistance to cold 10 and electricity 10, spider climb, undead
traits |
Saves: |
Fort +1, Ref +5,
Will +5 |
Abilities: |
Str 16, Dex 14,
Con —, Int 13, Wis 13, Cha 14 |
Skills: |
Bluff +6, Climb
+8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen
+11, Move Silently +10, Search +8, Sense Motive +11, Spot +11 |
Feats: |
AlertnessB,
Improved InitiativeB, Lightning ReflexesB, Skill Focus
(selected Craft or Profession skill), Toughness |
Environment: |
Any |
Organization: |
Solitary or pack
(2–5) |
Challenge
Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Always evil
(any) |
Advancement: |
— |
Level
Adjustment: |
— |
Vampire spawn are
undead creatures that come into being when vampires slay mortals. Like their
creators, spawn remain bound to their coffins and to the soil of their graves.
Vampire spawn appear much as they did in life, although their features are
often hardened, with a predatory look.
Vampire spawn
speak Common.
COMBAT
Vampire spawn use
their inhuman strength when engaging mortals, hammering their foes with
powerful blows and dashing them against rocks or walls. They also use their
gaseous form and flight abilities to strike where opponents are most
vulnerable.
Blood Drain
(Ex): A vampire spawn can
suck blood from a living victim with its fangs by making a successful grapple
check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution
drain each round. On each such successful drain attack, the vampire spawn gains
5 temporary hit pints.
Domination
(Su): A vampire spawn can
crush an opponent’s will just by looking onto his or her eyes. This is similar
to a gaze attack, except that the vampire must take a standard action, and
those merely looking at it are not affected. Anyone the vampire targets must
succeed on a DC 14 Will save or fall instantly under the vampire’s influence as
though by a dominate person spell from a 5thlevel caster. The ability
has a range of 30 feet. The save DC is Charisma-based.
Energy Drain
(Su): Living creatures hit
by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the
Fortitude save to remove a negative level. The save DC is Charisma-based. For
each such negative level bestowed, the vampire spawn gains 5 temporary hit
points.
Fast Healing
(Ex): A vampire spawn
heals 2 points of damage each round so long as it has at least 1 hit point. If
reduced to 0 hit points in combat, it automatically assumes gaseous form and
attempts to escape. It must reach its coffin home within 2 hours or be utterly
destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its
coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer
helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form
(Su): As a standard
action, a vampire spawn can assume gaseous form at will as the spell
(caster level 6th), but it can remain gaseous indefinitely and has a fly speed
of 20 feet with perfect maneuverability.
Spider Climb
(Ex): A vampire spawn can
climb sheer surfaces as though with a spider climb spell.
Skills: Vampire spawn have a +4 racial bonus on
Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
VAMPIRE SPAWN WEAKNESSES
Vampire spawn are
vulnerable to all attacks and effects that repel or slay vampires. For details,
see the Vampire entry.
VARGOUILLE
|
Small Outsider
(Evil, Extraplanar) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+1 |
Speed: |
Fly 30 ft.
(good) (6 squares) |
Armor Class: |
12 (+1 size, +1
Dex), touch 11, flat-footed 11 |
Base
Attack/Grapple: |
+1/–3 |
Attack: |
Bite +3 melee
(1d4 plus poison) |
Full Attack: |
Bite +3 melee
(1d4 plus poison) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Shriek, kiss,
poison |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +3, Ref +3,
Will +3 |
Abilities: |
Str 10, Dex 13,
Con 12, Int 5, Wis 12, Cha 8 |
Skills: |
Hide +9,
Intimidate +3, Listen +5, Move Silently +5, Spot +5 |
Feats: |
Weapon Finesse |
Environment: |
An evil-aligned
plane |
Organization: |
Cluster (2–5) or
mob (6–11) |
Challenge
Rating: |
2 |
Treasure: |
None |
Alignment: |
Always neutral
evil |
Advancement: |
2–3 HD (Small) |
Level
Adjustment: |
— |
A vargouille is
slightly larger than a human head, about 18 inches high, with a wingspan of 4
feet. It weighs about 10 pounds.
Vargouilles speak
Infernal.
COMBAT
Vargouilles attack
by biting with their jagged teeth. Their special attacks make them even more
dangerous. A vargouille’s natural weapons, as well as any weapons it wields,
are treated as evil-aligned for the purpose of overcoming damage reduction.
Shriek (Su): Instead of biting, a vargouille can open
its distended mouth and let out a terrible shriek. Those within 60 feet (except
other vargouilles) who hear the shriek and can clearly see the creature must
succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or
until the monster attacks them, goes out of range, or leaves their sight. A
paralyzed creature is susceptible to the vargouille’s kiss (see below). A
creature that successfully saves cannot be affected again by the same
vargouille’s shriek for 24 hours. The shriek is a mind-affecting fear effect.
The save DC is Constitution-based and includes a +1 racial bonus.
Kiss (Su): A vargouille can kiss a paralyzed target
with a successful melee touch attack. An affected opponent must succeed on a DC
15 Fortitude save or begin a terrible transformation that turns the creature
into a vargouille within 24 hours (and often much sooner; roll 1d6 separately
for each phase of the transformation).
First, over a
period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours
thereafter, the ears grow into leathery wings, tentacles sprout on the chin and
scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the
victim takes Intelligence drain and Charisma drain equal to 1 point per hour
(to a minimum of 3). The transformation is complete 1d6 hours later, when the
head breaks free of the body (which promptly dies) and becomes a vargouille.
This transformation is interrupted by sunlight, and even a daylight spell
can delay death, but to reverse the transformation requires remove disease.
The save DC is Constitution-based and
includes a +4
racial bonus.
Poison (Ex): Injury, Fortitude DC 12 or be unable to
heal the vargouille’s bite damage naturally or magically. A neutralize
poison or heal spell removes the effect, while delay poison allows
magical healing. The save DC is Constitution-based and includes a +1 racial
bonus.
WIGHT
|
Medium Undead |
Hit Dice: |
4d12 (26 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+1 Dex, +4
natural), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+2/+3 |
Attack: |
Slam +3 melee
(1d4+1 plus energy drain) |
Full Attack: |
Slam +3 melee
(1d4+1 plus energy drain) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Create spawn,
energy drain |
Special
Qualities: |
Darkvision 60
ft., undead traits |
Saves: |
Fort +1, Ref +2,
Will +5 |
Abilities: |
Str 12, Dex 12,
Con —, Int 11, Wis 13, Cha 15 |
Skills: |
Hide +8, Listen
+7, Move Silently +16, Spot +7 |
Feats: |
Alertness,
Blind-Fight |
Environment: |
Any |
Organization: |
Solitary, pair,
gang (3–5), or pack (6–11) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always lawful
evil |
Advancement: |
5–8 HD (Medium) |
Level
Adjustment: |
— |
A wight’s
appearance is a weird and twisted reflection of the form it had in life. A
wight is about the height and weight of a human.
Wights speak
Common.
COMBAT
Wights attack by
hammering with their fists.
Create Spawn
(Su): Any humanoid slain
by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the
wight that created them and remain enslaved until its death. They do not
possess any of the abilities they had in life.
Energy Drain
(Su): Living creatures hit
by a wight’s slam attack gain one negative level. The DC is 14 for the
Fortitude save to remove a negative level. The save DC is Charisma-based. For
each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move
Silently checks.
WILL-O’-WISP
|
Small Aberration (Air) |
Hit Dice: |
9d8 (40 hp) |
Initiative: |
+13 |
Speed: |
Fly 50 ft.
(perfect) (10 squares) |
Armor Class: |
29 (+1 size, +9
Dex, +9 deflection), touch 29, flat-footed 20 |
Base
Attack/Grapple: |
+6/–3 |
Attack: |
Shock +16 melee
touch (2d8 electricity) |
Full Attack: |
Shock +16 melee
touch (2d8 electricity) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft., immunity to magic, natural invisibility |
Saves: |
Fort +3, Ref
+12, Will +9 |
Abilities: |
Str 1, Dex 29,
Con 10, Int 15, Wis 16, Cha 12 |
Skills: |
Bluff +13,
Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14,
Spot +17, Survival +3 (+5 following tracks) |
Feats: |
Alertness,
Blind-Fight, Dodge, Improved Initiative, Weapon FinesseB |
Environment: |
Temperate
marshes |
Organization: |
Solitary, pair,
or string (3–4) |
Challenge
Rating: |
6 |
Treasure: |
1/10 coins; 50%
goods; 50% items |
Alignment: |
Usually chaotic
evil |
Advancement: |
10–18 HD (Small) |
Level
Adjustment: |
— |
Will-o’-wisps can
be yellow, white, green, or blue. They are easily mistaken for lanterns,
especially in the foggy marshes and swamps where they reside. A will-o’-wisp’s
body is a globe of spongy material about 1 foot across and weighing about 3
pounds, and its glowing body sheds as much light as a torch.
Will-o’-wisps
speak Common and Auran. They have no vocal apparatus but can vibrate to create
a voice with a ghostly sound.
COMBAT
Will-o’-wisps
usually avoid combat. They prefer to confuse and bewilder adventurers, luring
them into morasses or other hazardous places. When they are forced to fight,
they loose small electrical shocks, which act as melee touch attacks.
Immunity to
Magic (Ex): A will-o’-wisp
is immune to most spells or spell-like abilities that allow spell resistance,
except magic missile and maze.
Natural
Invisibility (Ex): A
startled or frightened will-o’-wisp can extinguish its glow, effectively
becoming invisible as the spell.
|
Large Magical
Beast (Cold) |
Hit Dice: |
6d10+18 (51 hp) |
Initiative: |
+5 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
15 (–1 size, +1
Dex, +5 natural), touch 10, flat-footed 14 |
Base
Attack/Grapple: |
+6/+14 |
Attack: |
Bite +9 melee
(1d8+6 plus 1d6 cold) |
Full Attack: |
Bite +9 melee
(1d8+6 plus 1d6 cold) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Breath weapon,
freezing bite, trip |
Special
Qualities: |
Darkvision 60
ft., immunity to cold, low-light vision, scent, vulnerability to fire |
Saves: |
Fort +8, Ref +6,
Will +3 |
Abilities: |
Str 18, Dex 13,
Con 16, Int 9, Wis 13, Cha 10 |
Skills: |
Hide –1*, Listen
+6, Move Silently +7, Spot +6, Survival +1* |
Feats: |
Alertness,
Improved Initiative, Track |
Environment: |
Cold forests |
Organization: |
Solitary, pair,
or pack (3–5) |
Challenge
Rating: |
5 |
Treasure: |
1/10 coins; 50%
goods; 50% items |
Alignment: |
Usually neutral
evil |
Advancement: |
7–9 HD (Large);
10–18 HD (Huge) |
Level
Adjustment: |
+3 (cohort) |
A winter wolf
grows about 8 feet long and stands about 4-1/2 feet at the shoulder. It weighs
about 450 pounds.
Winter wolves can
speak Giant and Common.
COMBAT
Winter wolves
typically hunt in packs. Their size, cunning, and formidable breath weapon
allow them to hunt and kill creatures much larger than themselves. A pack
usually circles an opponent, each wolf attacking in turn to exhaust it. If
they’re in a hurry, white wolves try to pin their foes.
Breath Weapon
(Su): 15-foot cone, once
every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is
Constitution-based.
Freezing Bite
(Su): A winter wolf deals an
extra 1d6 points of cold damage every time it bites an opponent, as if its bite
were a frost weapon.
Trip (Ex): A winter wolf that hits with a bite attack
can attempt to trip the opponent (+8 check modifier) as a free action without
making a touch attack or provoking an attack of opportunity. If the attempt
fails, the opponent cannot react to trip the winter wolf.
Skills: Winter wolves have a +1 racial bonus on
Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on
Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide
checks in areas of snow and ice. A winter wolf has a +4 racial bonus on
Survival checks when tracking by scent.
WORG
|
Medium Magical
Beast |
Hit Dice: |
4d10+8 (30 hp) |
Initiative: |
+2 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
14 (+2 Dex, +2
natural), touch 12, flat-footed 12 |
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: |
Trip |
Special
Qualities: |
Darkvision 60
ft., low-light vision, scent |
Saves: |
Fort +6, Ref +6,
Will +3 |
Abilities: |
Str 17, Dex 15,
Con 15, Int 6, Wis 14, Cha 10 |
Skills: |
Hide +4, Listen
+6, Move Silently +6, Spot +6, Survival +2* |
Feats: |
Alertness, Track |
Environment: |
Temperate plains |
Organization: |
Solitary, pair,
or pack (6–11) |
Challenge
Rating: |
2 |
Treasure: |
1/10 coins; 50%
goods; 50% items |
Alignment: |
Usually neutral
evil |
Advancement: |
5–6 HD (Medium);
7–12 HD (Large) |
Level
Adjustment: |
+1 (cohort) |
A typical worg has
gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder.
It weighs 300 pounds.
More intelligent
than their smaller cousins, worgs speak their own language. Some can also speak
Common and Goblin.
COMBAT
Mated pairs or
packs work together to bring down large game, while lone worgs usually chase
down creatures smaller than themselves. Both often use hit-and-run tactics to
exhaust their quarry. A pack usually circles a larger opponent: Each wolf
attacks in turn, biting and retreating, until the creature is exhausted, at
which point the pack moves in for the kill. If they get impatient or heavily
outnumber the opponent, worgs attempt to pin it.
Trip (Ex): A worg that hits with a bite attack can
attempt to trip the opponent (+3 check modifier) as a free action without
making a touch attack or provoking an attack of opportunity. If the attempt
fails, the opponent cannot react to trip the worg.
Skills: A worg has a +1 racial bonus on Listen,
Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg
has a +4 racial bonus on Survival checks when tracking
by scent.
WRAITH
|
Wraith |
Dread Wraith |
|
Medium Undead
(Incorporeal) |
Large Undead
(Incorporeal) |
Hit Dice: |
5d12 (32 hp) |
16d12 (104 hp) |
Initiative: |
+7 |
+13 |
Speed: |
Fly 60 ft.
(good) (12 squares) |
Fly 60 ft.
(good) (12 squares) |
Armor Class: |
15 (+3 Dex, +2
deflection), touch 15, flat-footed 12 |
25 (–1 size, +9
Dex, +7 deflection), touch 25, flat-footed 16 |
Base
Attack/Grapple: |
+2/— |
+8/— |
Attack: |
Incorporeal
touch +5 melee (1d4 plus 1d6 Constitution drain) |
Incorporeal
touch +16 melee (2d6 plus 1d8 Constitution drain) |
Full Attack: |
Incorporeal
touch +5 melee (1d4 plus 1d6 Constitution drain) |
Incorporeal
touch +16 melee (2d6 plus 1d8 Constitution drain) |
Space/Reach: |
5 ft./5 ft. |
10 ft./10 ft. |
Special
Attacks: |
Constitution
drain, create spawn |
Constitution
drain, create spawn |
Special
Qualities: |
Darkvision 60
ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead
traits, unnatural aura |
Darkvision 60
ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead
traits, unnatural aura |
Saves: |
Fort +1, Ref +4,
Will +6 |
Fort +5, Ref
+14, Will +14 |
Abilities: |
Str —, Dex 16,
Con —, Int 14, Wis 14, Cha 15 |
Str —, Dex 28,
Con —, Int 17, Wis 18, Cha 24 |
Skills: |
Diplomacy +6,
Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12,
Survival +2 (+4 following tracks) |
Diplomacy +9,
Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22,
Sense Motive +23, Spot +25, Survival +4 (+6 following tracks) |
Feats: |
AlertnessB,
Blind-Fight, Combat Reflexes, Improved InitiativeB |
AlertnessB,
Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB,
Improved Natural Attack (incorporeal touch), Mobility, Spring Attack |
Environment: |
Any |
Any |
Organization: |
Solitary, gang
(2–5), or pack (6–11) |
Solitary |
Challenge
Rating: |
5 |
11 |
Treasure: |
None |
None |
Alignment: |
Always lawful
evil |
Always lawful
evil |
Advancement: |
6–10 HD (Medium) |
17–32 HD (Large) |
Level
Adjustment: |
— |
— |
Wraiths are
incorporeal creatures born of evil and darkness. In some cases, the grim
silhouette of a wraith might appear armored or outfitted with weapons. This
appearance does not affect the creature’s AC or combat abilities but only
reflects the shape it had in life.
A wraith is about
as tall as a human, while a dread wraith is roughly the size of an ogre. Since
both are incorporeal, they are weightless.
Wraiths speak
Common and Infernal.
COMBAT
Both the wraith
and the dread wraith share the following abilities.
Unnatural Aura
(Su): Animals, whether
wild or domesticated, can sense the unnatural presence of a wraith at a
distance of 30 feet. They will not willingly approach nearer than that and
panic if forced to do so; they remain panicked as long as they are within that
range.
Daylight
Powerlessness (Ex):
Wraiths are utterly powerless in natural sunlight (not merely a daylight spell)
and flee from it.
WRAITH
Constitution
Drain (Su): Living
creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14
Fortitude save or take 1d6 points of Constitution drain. The save DC is
Charisma-based. On each such successful attack, the wraith gains 5 temporary
hit points.
Create Spawn
(Su): Any humanoid slain
by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and
inanimate, but its spirit is torn free from its corpse and transformed. Spawn
are under the command of the wraith that created them and remain enslaved until
its death. They do not possess any of the abilities they had in life.
DREAD WRAITH
The oldest and
most malevolent wraiths lurk in the depths of forgotten temples and other
forsaken places. They can sense the approach of living creatures, and hunger
for them. Despite its size, the dread wraith possesses unearthly quickness, and
makes use of its Spring Attack feat and natural reach to strike with deadly
effect and melt back into the shadows—or the walls.
Lifesense (Su): A dread wraith notices and locates living
creatures within 60 feet, just as if it possessed the blindsight ability. It
also senses the strength of their life force automatically, as if it had cast deathwatch.
Constitution
Drain (Su): Living
creatures hit by a dread wraith’s incorporeal touch attack must succeed on a DC
25 Fortitude save or take 1d8 points of Constitution drain. The save DC is
Charisma-based. On each such successful attack, the dread wraith gains 5
temporary hit points.
Create Spawn
(Su): Any humanoid slain
by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and
inanimate, but its spirit is torn free from its corpse and transformed. Spawn
are under the command of the wraith that created them and remain enslaved until
its death. They do not possess any of the abilities they had in life.
WYVERN
|
Large Dragon |
Hit Dice: |
7d12+14 (59 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4
squares), fly 60 ft. (poor) |
Armor Class: |
18 (–1 size, +1
Dex, +8 natural), touch 10, flat-footed 17 |
Base
Attack/Grapple: |
+7/+15 |
Attack: |
Sting +10 melee
(1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10 melee (2d8+4) |
Full Attack: |
Sting +10 melee
(1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2)
and 2 talons +8 melee (2d6+4) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Poison, improved
grab |
Special
Qualities: |
Darkvision 60
ft., immunity to sleep and paralysis, low-light vision, scent |
Saves: |
Fort +7, Ref +6,
Will +6 |
Abilities: |
Str 19, Dex 12,
Con 15, Int 6, Wis 12, Cha 9 |
Skills: |
Hide +7, Listen
+13, Move Silently +11, Spot +16 |
Feats: |
Ability Focus
(poison), Alertness, Flyby Attack, MultiattackB |
Environment: |
Warm hills |
Organization: |
Solitary, pair,
or flight (3–6) |
Challenge
Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
8–10 HD (Huge);
11–21 HD (Gargantuan) |
Level
Adjustment: |
— |
A distant cousin
to the true dragons, the wyvern is a huge flying lizard with a poisonous
stinger in its tail.
A wyvern’s body is
15 feet long, and dark brown to gray; half that length is tail. Its wingspan is
about 20 feet. A wyvern weighs about one ton.
Wyverns speak
Draconic, but usually don’t bother with anything more elaborate than a loud
hiss or a deep-throated growl much like that of a bull alligator.
COMBAT
Wyverns are rather
stupid but always aggressive: They attack nearly anything that isn’t obviously
more powerful than themselves. A wyvern dives from the air, snatching the
opponent with its talons and stinging it to death. A wyvern can slash with its
talons only when making a flyby attack.
Improved Grab
(Ex): To use this ability,
a wyvern must hit with its talons. 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 stings.
Poison (Ex): Injury, Fortitude DC 17, initial and
secondary damage 2d6 Con. The save DC is Constitution-based.
Skills: Wyverns have a +3 racial bonus on Spot
checks.
XILL
|
Medium Outsider (Extraplanar) |
Hit Dice: |
5d8+10 (32 hp) |
Initiative: |
+7 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
20 (+3 Dex, +7
natural), touch 13, flat-footed 17 |
Base
Attack/Grapple: |
+5/+7 |
Attack: |
Short sword +7
melee (1d6+2/19–20) or claw +7 melee (1d4+2) or longbow +8 ranged (1d8/x3) |
Full Attack: |
2 short swords
+5 melee (1d6+2/19–20, 1d6+1/19–20) and 2 claws +5 melee (1d4+1); or 4 claws
+5 melee (1d4+2, 1d4+1); or 2 longbows +4 ranged (1d8/x3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Implant,
improved grab, paralysis |
Special
Qualities: |
Darkvision 60
ft., planewalk, spell resistance 21 |
Saves: |
Fort +6, Ref +7,
Will +5 |
Abilities: |
Str 15, Dex 16,
Con 15, Int 12, Wis 12, Cha 11 |
Skills: |
Balance +13,
Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move
Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with
bindings) |
Feats: |
Improved
Initiative, MultiattackB, Multiweapon Fighting |
Environment: |
Ethereal Plane |
Organization: |
Solitary or gang
(2–5) |
Challenge
Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Always lawful
evil |
Advancement: |
6–8 HD (Medium);
9–15 HD (Large) |
Level
Adjustment: |
+4 |
A xill stands 4 to
5 feet tall and weighs about 100 pounds. Xills speak Infernal.
COMBAT
Xills are
dangerous opponents, attacking with all four limbs. More civilized ones use
weapons, usually fighting with two at a time so as to leave two claws free for
grab attacks. Xills typically lie in wait on the Ethereal Plane for suitable
prey to happen by, then ambush it using their planewalk ability. They make full
use of their Tumble skill in combat: Usually, one or two distract physically
powerful enemies by attacking, then assuming a defensive stance while their
fellows maneuver to advantage.
Implant (Ex): As a standard action, a xill can lay eggs
inside a paralyzed creature. The young emerge about 90 days later, literally
devouring the host from inside. A remove disease spell rids a victim of
the egg, as does a DC 25 Heal check. If the check fails, the healer can try
again, but each attempt (successful or not) deals 1d4 points of damage to the
patient.
Improved Grab
(Ex): To use this ability,
a xill must hit with one or more claw attacks. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. It
receives a +2 bonus on the grapple check for each claw that hits. If it wins
the grapple check and maintains the hold in the next round, it automatically
bites the foe at that time. The bite deals no damage but injects a paralyzing
venom.
Paralysis (Ex): Those bitten by a xill must succeed on a
DC 14 Fortitude save or be paralyzed for 1d4 hours. The save DC is
Constitution-based.
Planewalk (Su):
These planar travelers
like to slip between the folds of space to attack enemies as though from thin
air. They can cross from the Ethereal Plane with a move action but take 2
rounds to cross back, during which time they are immobile. As a xill fades
away, it becomes harder to hit: Opponents have a 20% miss chance in
the first round
and a 50% miss chance in the second. A xill can planewalk with a willing or
helpless creature.
XORN
|
Minor Xorn |
Average Xorn |
Elder Xorn |
|
Small Outsider
(Extraplanar, Earth) |
Medium Outsider
(Extraplanar, Earth) |
Large Outsider
(Extraplanar, Earth) |
Hit Dice: |
3d8+9 (22 hp) |
7d8+17 (48 hp) |
15d8+63 (130 hp) |
Initiative: |
+0 |
+0 |
+0 |
Speed: |
20 ft. (4
squares), burrow 20 ft. |
20 ft. (4
squares), burrow 20 ft. |
20 ft. (4
squares), burrow 20 ft. |
Armor Class: |
23 (+1 size, +12
natural), touch 11, flat-footed 23 |
24 (+14
natural), touch 10, flat-footed 24 |
25 (–1 size, +16
natural), touch 9, flat-footed 25 |
Attack: |
Bite +6 melee
(2d8+2) |
Bite +10 melee
(4d6+3) |
Bite +21 melee
(4d8+7) |
Full Attack: |
Bite +6 melee
(2d8+2) and 3 claws +4 melee (1d3+1) |
Bite +10 melee
(4d6+3) and 3 claws +8 melee (1d4+1) |
Bite +21 melee
(4d8+7) and 3 claws +19 melee (1d6+3) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./10 ft. |
Special
Attacks: |
— |
— |
— |
Special
Qualities: |
All-around
vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft. |
All-around
vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft. |
All-around
vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft. |
Saves: |
Fort +5, Ref +3,
Will +3 |
Fort +7, Ref +5,
Will +5 |
Fort +13, Ref
+9, Will +9 |
Abilities: |
Str 15, Dex 10,
Con 15, Int 10, Wis 11, Cha 10 |
Str 17, Dex 10,
Con 15, |
Str 25, Dex 10,
Con 19, Int 10, Wis 11, Cha 10 Int 10, Wis 11, Cha 10 |
Skills: |
Hide +10,
Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3,
Search +6, Spot +8, Survival +6 (+8 following tracks or underground) |
Hide +10,
Intimidate +10, Knowledge(dungeoneering) +10, Listen +10, Move Silently +10,
Search +10, Spot +10, Survival+10 (+12 following tracks or underground) |
Hide +14,
Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18,
Search +22, Spot +22, Survival+18 (+20 following tracks or underground) |
Feats: |
Multiattack,
Toughness |
CleaveB,
Multiattack, Power Attack, Toughness |
Awesome Blow,
CleaveB, Great Cleave, Improved Bull Rush, Multiattack, Power
Attack, Toughness |
Environment: |
Elemental Plane
of Earth |
Elemental Plane
of Earth |
Elemental Plane
of Earth |
Organization: |
Solitary, pair,
or cluster (3–5) |
Solitary, pair,
or cluster (3–5) |
Solitary, pair,
or party (6–11) |
Challenge
Rating: |
3 |
6 |
8 |
Treasure: |
None |
None |
None |
Alignment: |
Usually neutral |
Usually neutral |
Usually neutral |
Advancement: |
4–6 HD (Small) |
8–14 HD (Medium) |
16–21 HD
(Large); 22–45 HD (Huge) |
Level
Adjustment: |
— |
— |
— |
Minor xorns are
about 3 feet tall and wide and weigh about 120 pounds. Average xorns are about
5 feet tall and wide, weighing about 600 pounds. Elder xorns are about 8 feet
tall and wide and weigh about 9,000 pounds.
Xorns speak Common
and Terran.
COMBAT
Xorns do not
attack fleshly beings except to defend themselves or their property, since they
cannot digest meat. Xorns are indifferent to creatures of the Material
Plane—with the sole exception of anyone carrying a significant amount of
precious metals or minerals, which xorns eat. They can smell food up to 20 feet
away. A xorn can be quite aggressive when seeking food, especially on the
Material Plane, where such sustenance is harder to find than it is on its
native plane.
A xorn’s favorite
mode of attack is to wait just beneath a stone surface until a foe comes within
reach, then emerge suddenly. Groups of xorns often send one of their number to
the surface to negotiate for food while the remainder position themselves for a
surprise attack.
All-Around
Vision (Ex): A xorn’s
symmetrically placed eyes allow it to look in any direction, providing a +4
racial bonus on Spot and Search checks. A xorn can’t be flanked.
Earth Glide
(Ex): A xorn can glide
through stone, dirt, or almost any other sort of earth except metal as easily
as a fish swims through water. Its burrowing leaves behind no tunnel or hole,
nor does it create any ripple or other signs of its presence. A move earth spell
cast on an area containing a burrowing xorn flings the xorn back 30 feet,
stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
YETH HOUND
|
Medium Outsider (Extraplanar, Evil) |
Hit Dice: |
3d8+6 (19 hp) |
Initiative: |
+6 |
Speed: |
40 ft. (8
squares), fly 60 ft. (good) |
Armor Class: |
20 (+2 Dex, +8
natural), touch 12, flat-footed 18 |
Base
Attack/Grapple: |
+3/+6 |
Attack: |
Bite +6 melee
(1d8+4) |
Full Attack: |
Bite +6 melee
(1d8+4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Bay, trip |
Special
Qualities: |
Damage reduction
10/silver, darkvision 60 ft., flight, scent |
Saves: |
Fort +5, Ref +5,
Will +5 |
Abilities: |
Str 17, Dex 15,
Con 15, Int 6, Wis 14, Cha 10 |
Skills: |
Listen +11, Spot
+11, Search +7, Survival +11 (+13 following tracks)* |
Feats: |
Improved
Initiative, Track |
Environment: |
An evil-aligned
plane |
Organization: |
Solitary, pair,
or pack (6–11) |
Challenge
Rating: |
3 |
Treasure: |
None |
Alignment: |
Always neutral
evil |
Advancement: |
4–6 HD (Medium);
7–9 HD (Large) |
Level
Adjustment: |
+3 (cohort) |
A yeth hound
stands 5 feet tall at the shoulder and weighs about 400 pounds.
Yeth hounds cannot
speak, but understand Infernal.
COMBAT
Yeth hounds hunt
only at night. They fear the sun and never venture out in daylight, even if
their lives depend on it.
A yeth hound’s
natural weapons, as well as any weapons it wields, are treated as evil-aligned
for the purpose of overcoming damage reduction.
Bay (Su): When a yeth hound howls or barks, all
creatures except other evil outsiders within a 300-foot spread must succeed on
a DC 11 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 hound’s bay for 24 hours. The save DC is
Charisma-based.
Trip (Ex): A yeth hound that hits with its bite attack
can attempt to trip the opponent (+3 check modifier) as a free action without
making a touch attack or provoking an attack of opportunity. If the attempt
fails, the opponent cannot react to trip the yeth hound.
Flight (Su): A yeth hound can cease or resume flight as
a free action.
Skills: *A yeth hound has a +4 racial bonus on
Survival checks when tracking by scent.
YRTHAK
|
Huge Magical
Beast |
Hit Dice: |
12d10+36 (102
hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4
squares), fly 60 ft. (average) |
Armor Class: |
18 (–2 size, +2
Dex, +8 natural), touch 10, flat-footed 16 |
Base
Attack/Grapple: |
+12/+25 |
Attack: |
Bite +15 melee
(2d8+5) or sonic lance +12 ranged touch (6d6) |
Full Attack: |
Bite +15 melee
(2d8+5) and 2 claws +13 melee (1d6+2); or sonic lance +12 ranged touch (6d6) |
Space/Reach: |
15 ft./10 ft. |
Special
Attacks: |
Sonic lance,
explosion |
Special
Qualities: |
Blindsight 120
ft., immunities, vulnerability to sonic |
Saves: |
Fort +11, Ref
+10, Will +5 |
Abilities: |
Str 20, Dex 14,
Con 17, Int 7, Wis 13, Cha 11 |
Skills: |
Listen +12, Move
Silently +10 |
Feats: |
Endurance, Flyby
Attack, Improved Initiative, Multiattack, Snatch |
Environment: |
Temperate
mountains |
Organization: |
Solitary or
clutch (2–4) |
Challenge
Rating: |
9 |
Treasure: |
None |
Alignment: |
Often neutral |
Advancement: |
13–16 HD (Huge);
17–36 HD (Gargantuan) |
Level
Adjustment: |
— |
A yrthak is blind.
It senses sound and movement by means of a special organ on its long tongue. It
emits powerfully focused beams of sound from the protrusion on its head. The
creature is a yellowish-green color, with the wings and fin being more yellow
and the head and body more green. The teeth are yellow.
A yrthak is about
20 feet long, with a wingspan of 40 feet. It weighs about 5,000 pounds.
Despite their
intelligence, yrthaks do not speak.
COMBAT
A yrthak prefers
to attack from the air, strafing the ground with sonic attacks or snatching up
and dropping prey.
Sonic Lance
(Su): Once every 2 rounds,
a yrthak can focus sonic energy in a ray up to 60 feet long. This is a ranged
touch attack that deals 6d6 points of damage to a single target.
Explosion (Su): A yrthak can fire its sonic lance at the
ground, a large rock, a stone wall, or the like to create an explosion of
shattered stone. This attack deals 2d6 points of piercing damage to all within
10 feet of the effect’s center. This counts as a use of the sonic lance attack
and thus is usable only once every 2 rounds, and never on the round following a
sonic lance attack.
Blindsight
(Ex): A yrthak can
ascertain all foes within 120 feet. Beyond that range it is considered blinded.
Yrthaks are invulnerable to gaze attacks, visual effects of spells such as
illusions, and other attack forms that rely on sight. A yrthak whose sense of
hearing is impaired is effectively blinded, treating all targets as having
total concealment.
Immunities: Yrthaks have immunity to gaze attacks,
visual effects, illusions, and other attack forms that rely on sight.
Skills: Yrthaks have a +4 racial bonus on Listen
checks.
Zombies are
corpses reanimated through dark and sinister magic.
Because of their
utter lack of intelligence, the instructions given to a newly created zombie
must be very simple.
CREATING A ZOMBIE
“Zombie” 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 subtypes except alignment subtypes 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 from class levels (to a
minimum of 1), double the number of Hit Dice left, and raise them to d12s. If
the base creature has more than 10 Hit Dice (not counting those gained with
experience), it can’t be made into a zombie with the animate dead spell.
Speed: If the base creature can fly, its
maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number
based on the zombie’s size:
Tiny or smaller |
+0 |
Small |
+1 |
Medium |
+2 |
Large |
+3 |
Huge |
+4 |
Gargantuan |
+7 |
Colossal |
+11 |
Base Attack: A zombie has a base attack bonus equal to
1/2 its Hit Dice.
Attacks: A zombie retains all the natural weapons,
manufactured weapon attacks, and weapon proficiencies of the base creature. A
zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal
damage normally. A slam attack deals damage depending on the zombie’s size.
(Use the base creature’s slam damage if it’s better.)
Fine |
1 |
Diminutive |
1d2 |
Tiny |
1d3 |
Small |
1d4 |
Medium |
1d6 |
Large |
1d8 |
Huge |
2d6 |
Gargantuan |
2d8 |
Colossal |
4d6 |
Special
Attacks: A zombie retains
none of the base creature’s special attacks.
Special
Qualities: A zombie loses
most special qualities of the base creature. It retains any extraordinary
special qualities that improve its melee or ranged attacks. A zombie gains the
following special quality.
Single Actions
Only (Ex): Zombies have
poor reflexes and can perform only a single move action or attack action each
round. A zombie can move up to its speed and attack in the same round, but only
if it attempts a charge.
Saves: Base save bonuses are Fort +1/3 HD, Ref
+1/3 HD, and Will +1/2 HD + 2.
Abilities: A zombie’s Strength increases by +2, its
Dexterity decreases by 2, it has no Constitution or Intelligence score, its
Wisdom changes to 10, and its Charisma changes to 1.
Skills: A zombie has no skills.
Feats: A zombie loses all feats of the base
creature and gains Toughness.
Environment: Any land and underground.
Organization: Any.
Challenge
Rating: Depends on Hit
Dice, as follows:
Hit Dice |
Challenge Rating |
1/2 |
1/8 |
1 |
1/4 |
2 |
1/2 |
4 |
1 |
6 |
2 |
8–10 |
3 |
12–14 |
4 |
15–16 |
5 |
18–20 |
6 |
Treasure: None.
Alignment: Always neutral evil.
Advancement: As
base creature, but double Hit Dice (maximum 20), or — if the base creature
advances by character class.
Level
Adjustment: —.
|
Kobold Zombie |
Human
Commoner Zombie |
Troglodyte
Zombie |
|
Small Undead |
Medium Undead |
Medium Undead |
Hit Dice: |
2d12+3 (16 hp) |
2d12+3 (16 hp) |
4d12+3 (29 hp) |
Initiative: |
+0 |
–1 |
–2 |
Speed: |
30 ft. (6
squares; can’t run) |
30 ft. (6
squares; can’t run) |
30 ft. (6
squares; can’t run) |
Armor Class: |
13 (+1 size, +2
natural), touch 11, flat-footed 13 |
11 (–1 Dex, +2
natural), touch 9, flat-footed 11 |
16 (–2 Dex, +8
natural), touch 8, flat-footed 16 |
Base
Attack/Grapple: |
+1/–4 |
+1/+2 |
+2/+3 |
Attack: |
Spear+1 melee
(1d6–1/x3) or slam +1 melee (1d4–1) or light crossbow +2 ranged (1d6/19–20) |
Slam+2 melee
(1d6+1) or club +2 melee (1d6+1) |
Greatclub +3
melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin
+0 ranged (1d6+1) |
Full Attack: |
Spear +0 melee
(1d6–1/x3) or slam +0 melee (1d4–1) or light crossbow +1 ranged (1d6/19–20) |
Slam+2 melee,
(1d6+1) or club +2 melee (1d6+1) |
Greatclub +3
melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin
+0 ranged (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft |
5 ft./5 ft |
Special
Attacks: |
— |
— |
— |
Special
Qualities: |
Single actions
only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions
only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions
only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Saves: |
Fort +0, Ref +0,
Will +3 |
Fort +0, Ref –1,
Will +3 |
Fort +1, Ref –1,
Will +4 |
Abilities: |
Str 8, Dex 11,
Con —, Int —, Wis 10, Cha 1 |
Str 12, Dex 8,
Con —, Int —, Wis 10, Cha 1 |
Str 12, Dex 7,
Con —, Int —, Wis 10, Cha 1 |
Skills: |
— |
— |
— |
Feats: |
Toughness |
Toughness |
Toughness |
Environment: |
Temperate
forests |
Any |
Underground |
Organization: |
Any |
Any |
Any |
Challenge
Rating: |
1/2 |
1/2 |
1 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral
evil |
Always neutral
evil |
Always neutral
evil |
Advancement: |
None |
None |
None |
Level
Adjustment: |
— |
— |
— |
|
Bugbear
Zombie |
Ogre Zombie |
Minotaur
Zombie |
|
Medium Undead |
Large Undead |
Large Undead |
Hit Dice: |
6d12+3 (42 hp) |
8d12+3 (55 hp) |
12d8+3 (81 hp) |
Initiative: |
+0 |
–2 |
–1 |
Speed: |
30 ft. (6
squares; can’t run) |
40 ft. (8
squares; can’t run) |
30 ft. (6
squares; can’t run) |
Armor Class: |
16 (+5 natural,
+1 light wooden shield), touch 10, flat-footed 16 |
15 (–1 size, –2
Dex, +8 natural) touch 7, flat-footed 15 |
16 (–1 size, –1
Dex, +8 natural) touch 8, flat-footed 16 |
Base
Attack/Grapple: |
+3/+6 |
+4/+14 |
+6/+15 |
Attack: |
Morningstar +6
melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2) |
Greatclub +9
melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6) |
Greataxe +10
melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5) |
Full Attack: |
Morningstar +6
melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2) |
Greatclub +9
melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6) |
Greataxe +10
melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5) |
Space/Reach: |
5 ft./5 ft. |
10 ft./10 ft. |
10 ft./10 ft. |
Special
Attacks: |
— |
— |
— |
Special
Qualities: |
Single actions
only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions
only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions
only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Saves: |
Fort +2, Ref +2,
Will +5 |
Fort +2, Ref +0,
Will +6 |
Fort +4, Ref +3,
Will +8 |
Abilities: |
Str 17, Dex 10,
Con —, Int —, Wis 10, Cha 1 |
Str 23, Dex 6,
Con —, Int —, Wis 10, Cha 1 |
Str 21, Dex 8,
Con —, Int —, Wis 10, Cha 1 |
Skills: |
— |
— |
— |
Feats: |
Toughness |
Toughness |
Toughness |
Environment: |
Temperate
mountains |
Temperate hills |
Underground |
Organization: |
Any |
Any |
Any |
Challenge
Rating: |
2 |
3 |
4 |
Treasure: |
None |
None |
None |
Alignment: |
Always neutral
evil |
Always neutral
evil |
Always neutral
evil |
Advancement: |
None |
None |
None |
Level
Adjustment: |
— |
— |
— |
|
Wyvern Zombie |
Gray Render
Zombie |
|
Large Undead |
Large Undead |
Hit Dice: |
14d12+3 (94 hp) |
20d8+3 (133 hp) |
Initiative: |
+0 |
–1 |
Speed: |
20 ft. (4
squares; can’t run), fly 60 ft. (poor) |
30 ft. (6
squares; can’t run) |
Armor Class: |
20 (–2 size, +12
natural), touch 8, flat-footed 20 |
16 (–1 size, –1
Dex, +8 natural) touch 8, flat-footed 16 |
Base
Attack/Grapple: |
+7/+16 |
+10/+21 |
Attack: |
Slam +11 melee
(2d6+7) or talons +11 melee (2d6+5) |
Bite +16 melee
(2d6+7) or slam +16 melee (1d8+10) |
Full Attack: |
Slam +11 melee
(2d6+7) or talons +11 melee (2d6+5) |
Bite +16 melee
(2d6+7) or slam +16 melee (1d8+10) |
Special
Attacks: |
— |
— |
Special
Qualities: |
Single actions
only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Single actions
only, damage reduction 5/slashing, darkvision 60 ft., undead traits |
Saves: |
Fort +4, Ref +4,
Will +9 |
Fort +6, Ref +5,
Will +12 |
Abilities: |
Str 21, Dex 10,
Con —, Int —, Wis 10, Cha 1 |
Str 25, Dex 8,
Con —, Int —, Wis 10, Cha 1 |
Skills: |
— |
— |
Feats: |
Toughness |
Toughness |
Environment: |
Warm hills |
Temperate
marshes |
Organization: |
Any |
Any |
Challenge
Rating: |
4 |
6 |
Treasure: |
None |
None |
Alignment: |
Always neutral
evil |
Always neutral
evil |
Advancement: |
16–20 HD (Huge) |
None |
Level
Adjustment: |
— |
— |