This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (VERMIN)
These creatures
operate on instinct, driven by simple needs such as food and reproduction.
Except where noted, vermin attack only when hungry or threatened.
Vermin Traits: Vermin possess the following traits
(unless otherwise noted in a creatures entry).
Mindless: No
Intelligence score, and immunity to all mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects).
Darkvision out to
60 feet.
Alignment: Always
neutral. Vermin are not governed by a human sense of morality.
Treasure: Vermin
generally possess no treasure. For those that do, this treasure consists of
possessions formerly owned by a creature that the monster has killed.
GIANT ANT
|
Giant Ant,
Worker |
Giant Ant,
Soldier |
Giant Ant,
Queen |
|
Medium Vermin |
Medium Vermin |
Large Vermin |
Hit Dice: |
2d8 (9 hp) |
2d8+2 (11 hp) |
4d8+4 (22 hp) |
Initiative: |
+0 |
+0 |
1 |
Speed: |
50 ft. (10
squares), climb 20 ft. |
50 ft. (10
squares), climb 20 ft. |
40 ft. (8
squares) |
Armor Class: |
17 (+7 natural),
touch 10, flat-footed 17 |
17 (+7 natural),
touch 10, flat-footed 17 |
17 (1 size, 1
Dex, +9 natural), touch 8, flat-footed 17 |
Base
Attack/Grapple: |
+1/+1 |
+1/+3 |
+3/+10 |
Attack: |
Bite +1 melee
(1d6) |
Bite +3 melee
(2d4+3) |
Bite +5 melee
(2d6+4) |
Full Attack: |
Bite +1 melee
(1d6) |
Bite +3 melee
(2d4+3) |
Bite +5 melee
(2d6+4) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
10 ft./5 ft. |
Special
Attacks: |
Improved grab |
Improved grab,
acid sting |
Improved grab |
Special
Qualities: |
Scent, vermin
traits |
Scent, vermin
traits |
Scent, vermin
traits |
Saves: |
Fort +3, Ref +0,
Will +0 |
Fort +4, Ref +0,
Will +1 |
Fort +5, Ref +0,
Will +2 |
Abilities: |
Str 10, Dex 10,
Con 10, Int , Wis 11, Cha 9 |
Str 14, Dex 10,
Con 13, Int , Wis 13, Cha 11 |
Str 16, Dex 9,
Con 13, Int , Wis 13, Cha 11 |
Skills: |
Climb +8 |
Climb +10 |
|
Feats: |
TrackB |
TrackB |
TrackB |
Environment: |
Temperate plains |
Temperate plains |
Temperate plains |
Organization: |
Gang (26) or
crew (611 plus 1 giant ant soldier) |
Solitary or gang
(24) |
Hive (1 plus
10100 workers and 520 soldiers) |
Challenge
Rating: |
1 |
2 |
2 |
Treasure: |
None |
None |
1/10 coins; 50%
goods; 50% items |
Advancement: |
34 HD (Medium);
56 HD (Large) |
34 HD (Medium);
56 HD (Large) |
56 HD (Large);
78 HD (Huge) |
Level
Adjustment: |
|
|
|
Giant ants are
among the hardiest and most adaptable vermin. Soldiers and workers are about 6
feet long, while queens can grow to a length of 9 feet.
Acid Sting
(Ex): A giant soldier ant
has a stinger and an acid-producing gland in its abdomen. If it successfully
grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit
with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of
acid damage.
Improved Grab
(Ex): To use this ability,
a giant ant must hit with its bite attack. A giant soldier ant that wins the
ensuing grapple check establishes a hold and can sting.
Skills: *Giant ants have a +4 racial bonus on
Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A
giant ant can always choose to take 10 on Climb checks, even if rushed or
threatened.
GIANT BEE
|
Medium Vermin |
Hit Dice: |
3d8 (13 hp) |
Initiative: |
+2 |
Speed: |
20 ft. (4
squares), fly 80 ft. (good) |
Armor Class: |
14 (+2 Dex, +2
natural), touch 12, flat-footed 12 |
Base
Attack/Grapple: |
+2/+2 |
Attack: |
Sting +2 melee
(1d4 plus poison) |
Full Attack: |
Sting +2 melee
(1d4 plus poison) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Poison |
Special
Qualities: |
Darkvision 60
ft., vermin traits |
Saves: |
Fort +3, Ref +3,
Will +2 |
Abilities: |
Str 11, Dex 14,
Con 11, Int , Wis 12, Cha 9 |
Skills: |
Spot +5,
Survival +1* |
Feats: |
|
Environment: |
Temperate plains |
Organization: |
Solitary, buzz
(25), or hive (1120) |
Challenge
Rating: |
1 |
Treasure: |
No coins; 1/4
goods (honey only); no items |
Advancement: |
46 HD (Medium);
79 HD (Large) |
Level
Adjustment: |
|
Although many
times larger, growing to a length of about 5 feet, giant bees behave generally
the same as their smaller cousins. Giant bees are usually not aggressive except
when defending themselves or their hive.
Poison (Ex): Injury, Fortitude DC 11, initial and
secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that
successfully stings another creature pulls away, leaving its stinger in the
creature. The bee then dies.
Skills: Giant bees have a +4 racial bonus on Spot
checks. *They also have a +4 racial bonus on Survival checks to orient
themselves.
GIANT BOMBARDIER BEETLE
|
Medium Vermin |
Hit Dice: |
2d8+4 (13 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
16 (+6 natural),
touch 10, flat-footed 16 |
Base
Attack/Grapple: |
+1/+2 |
Attack: |
Bite +2 melee
(1d4+1) |
Full Attack: |
Bite +2 melee
(1d4+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Acid spray |
Special
Qualities: |
Darkvision 60
ft., vermin traits |
Saves: |
Fort +5, Ref +0,
Will +0 |
Abilities: |
Str 13, Dex 10,
Con 14, Int , Wis 10, Cha 9 |
Skills: |
|
Feats: |
|
Environment: |
Warm forests |
Organization: |
Cluster (25) or
click (611) |
Challenge
Rating: |
2 |
Advancement: |
34 HD (Medium);
56 HD (Large) |
Level
Adjustment: |
|
These creatures
feed primarily on carrion and offal, gathering heaps of the stuff in which to
build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant
bombardier beetles normally attack only to defend themselves, their nests, or
their eggs.
Acid Spray
(Ex): When attacked or
disturbed, the creature can release a 10-foot cone of acidic vapor once per
round. Those within the cone must succeed on a DC 13 Fortitude save or take
1d4+2 points of acid damage. The save DC is Constitution-based.
GIANT FIRE BEETLE
|
Small Vermin |
Hit Dice: |
1d8 (4 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
16 (+1 size, +5
natural), touch 11, flat-footed 16 |
Base
Attack/Grapple: |
+0/4 |
Attack: |
Bite +1 melee
(2d4) |
Full Attack: |
Bite +1 melee
(2d4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
|
Special
Qualities: |
Darkvision 60
ft., vermin traits |
Saves: |
Fort +2, Ref +0,
Will +0 |
Abilities: |
Str 10, Dex 11,
Con 11, Int , Wis 10, Cha 7 |
Skills: |
|
Feats: |
|
Environment: |
Warm plains |
Organization: |
Cluster (25) or
colony (611) |
Challenge
Rating: |
1/3 |
Advancement: |
23 HD (Small) |
Level
Adjustment: |
|
These luminous
nocturnal insects are prized by miners and adventurers. They have two glands,
one above each eye, that produce a red glow. The glands luminosity persists
for 1d6 days after removal from the beetle, illuminating a roughly circular
area with a 10-foot radius. Giant fire beetles are about 2 feet long.
GIANT STAG BEETLE
|
Large Vermin |
Hit Dice: |
7d8+21 (52 hp) |
Initiative: |
+0 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
19 (1 size, +10
natural), touch 9, flat-footed 19 |
Base
Attack/Grapple: |
+5/+15 |
Attack: |
Bite +10 melee
(4d6+9) |
Full Attack: |
Bite +10 melee
(4d6+9) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Trample 2d8+3 |
Special
Qualities: |
Darkvision 60
ft., vermin traits |
Saves: |
Fort +8, Ref +2,
Will +2 |
Abilities: |
Str 23, Dex 10,
Con 17, Int , Wis 10, Cha 9 |
Skills: |
|
Feats: |
|
Environment: |
Temperate
forests |
Organization: |
Cluster (25) or
mass (611) |
Challenge
Rating: |
4 |
Alignment: |
Always neutral |
Advancement: |
810 HD (Large);
1121 HD (Huge) |
Level
Adjustment: |
|
These creatures
are serious pests that greedily devour cultivated crops. A single beetle can
strip an entire farm in short order. An adult giant stag beetle is about 10
feet long.
Trample (Ex): Reflex half DC 19. The save DC is
Strength-based.
GIANT PRAYING MANTIS
|
Large Vermin |
Hit Dice: |
4d8+8 (26 hp) |
Initiative: |
1 |
Speed: |
20 ft. (4
squares), fly 40 ft. (poor) |
Armor Class: |
14 (1 size, 1
Dex, +6 natural), touch 8, flat-footed 14 |
Base
Attack/Grapple: |
+3/+11 |
Attack: |
Claws +6 melee
(1d8+4) |
Full Attack: |
Claws +6 melee
(1d8+4) and bite +1 melee (1d6+2) |
Space/Reach: |
10 ft (4
squares)./5 ft. |
Special
Attacks: |
Improved grab |
Special
Qualities: |
Darkvision 60
ft., vermin traits |
Saves: |
Fort +6, Ref +0,
Will +3 |
Abilities: |
Str 19, Dex 8,
Con 15, Int , Wis 14, Cha 11 |
Skills: |
Hide 1*, Spot
+6 |
Feats: |
|
Environment: |
Temperate
forests |
Organization: |
Solitary |
Challenge
Rating: |
3 |
Advancement: |
58 HD (Large);
912 HD (Huge) |
Level
Adjustment: |
|
This patient
carnivore remains completely still as it waits for prey to come near.
Improved Grab
(Ex): To use this ability,
a giant praying mantis must hit with its claws attack. If it wins the ensuing
grapple check, it establishes a hold and makes a bite attack as a primary
attack (at its full +6 attack bonus).
Skills: A giant praying mantis has a +4 racial
bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus
increases to +12 when a mantis is surrounded by foliage.
GIANT WASP
|
Large Vermin |
Hit Dice: |
5d8+10 (32 hp) |
Initiative: |
+1 |
Speed: |
20 ft. (4
squares), fly 60 ft. (good) |
Armor Class: |
14 (1 size, +1
Dex, +4 natural), touch 10, flat-footed 13 |
Base
Attack/Grapple: |
+3/+11 |
Attack: |
Sting +6 melee
(1d3+6 plus poison) |
Full Attack: |
Sting +6 melee
(1d3+6 plus poison) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Poison |
Special
Qualities: |
Darkvision 60
ft., vermin traits |
Saves: |
Fort +6, Ref +2,
Will +2 |
Abilities: |
Str 18, Dex 12,
Con 14, Int , Wis 13, Cha 11 |
Skills: |
Spot +9,
Survival +1* |
Feats: |
|
Environment: |
Temperate
forests |
Organization: |
Solitary, swarm
(25), or nest (1120) |
Challenge
Rating: |
3 |
Advancement: |
68 HD (Large);
915 HD (Huge) |
Level
Adjustment: |
|
Giant wasps attack
when hungry or threatened, stinging their prey to death. They take dead or
incapacitated opponents back to their lairs as food for their unhatched young.
Poison (Ex): Injury, Fortitude DC 14, initial and
secondary damage 1d6 Dex. The save DC is Constitution-based.
Skills: Giant wasps have a +8 racial bonus on Spot
checks. *They also have a +4 racial bonus on Survival checks to orient
themselves.
MONSTROUS CENTIPEDE
|
Monstrous
Centipede, Tiny |
Monstrous
Centipede, Small |
Monstrous
Centipede, Medium |
|
Tiny Vermin |
Small Vermin |
Medium Vermin |
Hit Dice: |
1/4 d8 (1 hp) |
1/2 d8 (2 hp) |
1d8 (4 hp) |
Initiative: |
+2 |
+2 |
+2 |
Speed: |
20 ft. (4
squares), climb 20 ft. |
30 ft. (6
squares), climb 30 ft. |
40 ft. (8
squares), climb 40 ft. |
Armor Class: |
14 (+2 size, +2
Dex), touch 14, flat-footed 12 |
14 (+1 size, +2
Dex, +1 natural), touch 13, flat-footed 12 |
14 (+2 Dex, +2
natural), touch 12, flat-footed 12 |
Base
Attack/Grapple: |
+0/13 |
+0/7 |
+0/1 |
Attack: |
Bite +4 melee
(1d35 plus poison) |
Bite +3 melee (1d43
plus poison) |
Bite +2 melee
(1d61 plus poison) |
Full Attack: |
Bite +4 melee
(1d35 plus poison) |
Bite +3 melee
(1d43 plus poison) |
Bite +2 melee
(1d61 plus poison) |
Space/Reach: |
2-1/2 ft./0 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
Poison |
Poison |
Poison |
Special
Qualities: |
Darkvision 60
ft., vermin traits |
Darkvision 60
ft., vermin traits |
Darkvision 60
ft., vermin traits |
Saves: |
Fort +2, Ref +2,
Will +0 |
Fort +2, Ref +2,
Will +0 |
Fort +2, Ref +2,
Will +0 |
Abilities: |
Str 1, Dex 15,
Con 10, Int , Wis 10, Cha 2 |
Str 5, Dex 15,
Con 10, Int , Wis 10, Cha 2 |
Str 9, Dex 15,
Con 10, Int , Wis 10, Cha 2 |
Skills: |
Climb +10, Hide
+18, Spot +4 |
Climb +10, Hide
+14, Spot +4 |
Climb +10, Hide
+10, Spot +4 |
Feats: |
Weapon FinesseB |
Weapon FinesseB |
Weapon FinesseB |
Environment: |
Underground |
Underground |
Underground |
Organization: |
Colony (816) |
Colony (25) or
swarm (611) |
Solitary or
colony (25) |
Challenge
Rating: |
1/8 |
1/4 |
1/2 |
Advancement: |
|
|
|
Level
Adjustment: |
|
|
|
|
Monstrous
Centipede, Large |
Monstrous
Centipede, Huge |
|
Large Vermin |
Huge Vermin |
Hit Dice: |
3d8 (13 hp) |
6d8+6 (33 hp) |
Initiative: |
+2 |
+2 |
Speed: |
40 ft. (8
squares), climb 40 ft. |
40 ft. (8
squares), climb 40 ft. |
Armor Class: |
14 (1 size, +2
Dex, +3 natural), touch 11, flat-footed 12 |
16 (2 size, +2
Dex, +6 natural), touch 10, flat-footed 14 |
Base
Attack/Grapple: |
+2/+7 |
+4/+15 |
Attack: |
Bite +3 melee
(1d8+1 plus poison) |
Bite +5 melee
(2d6+4 plus poison) |
Full Attack: |
Bite +3 melee
(1d8+1 plus poison) |
Bite +5 melee
(2d6+4 plus poison) |
Space/Reach: |
10 ft./5 ft. |
15 ft./10 ft. |
Special
Attacks: |
Poison |
Poison |
Special
Qualities: |
Darkvision 60
ft., vermin traits |
Darkvision 60
ft., vermin traits |
Saves: |
Fort +3, Ref +3,
Will +1 |
Fort +6, Ref +4,
Will +2 |
Abilities: |
Str 13, Dex 15,
Con 10, Int , Wis 10, Cha 2 |
Str 17, Dex 15,
Con 12, Int , Wis 10, Cha 2 |
Skills: |
Climb +10, Hide
+6, Spot +4 |
Climb +11, Hide
+2, Spot +4 |
Feats: |
Weapon FinesseB |
|
Environment: |
Underground |
Underground |
Organization: |
Solitary or
colony (25) |
Solitary or
colony (25) |
Challenge
Rating: |
1 |
2 |
Advancement: |
45 HD (Large) |
711 HD (Huge) |
Level
Adjustment: |
|
|
|
Monstrous
Centipede, Gargantuan |
Monstrous
Centipede, Colossal |
|
Gargantuan
Vermin |
Colossal Vermin |
Hit Dice: |
12d8+12 (66 hp) |
24d8+24 (132 hp) |
Initiative: |
+2 |
+1 |
Speed: |
40 ft. (8
squares), climb 40 ft. |
40 ft. (8
squares), climb 40 ft. |
Armor Class: |
18 (4 size, +2
Dex, +10 natural), touch 8, flat-footed 16 |
20 (8 size, +2
Dex, +16 natural), touch 4, flat-footed 18 |
Base
Attack/Grapple: |
+9/+27 |
+18/+42 |
Attack: |
Bite +11 melee
(2d8+9 plus poison) |
Bite +18 melee
(4d6+12 plus poison) |
Full Attack: |
Bite +11 melee
(2d8+9 plus poison) |
Bite +18 melee
(4d6+12 plus poison) |
Space/Reach: |
20 ft./15 ft. |
30 ft./20 ft. |
Special
Attacks: |
Poison |
Poison |
Special
Qualities: |
Darkvision 60
ft., vermin traits |
Darkvision 60
ft., vermin traits |
Saves: |
Fort +9, Ref +6,
Will +4 |
Fort +15, Ref
+9, Will +8 |
Abilities: |
Str 23, Dex 15,
Con 12, Int , Wis 10, Cha 2 |
Str 27, Dex 13,
Con 12, Int , Wis 10, Cha 2 |
Skills: |
Climb +14, Hide
2, Spot +4 |
Climb +16, Hide
7, Spot +4 |
Feats: |
|
|
Environment: |
Underground |
Underground |
Organization: |
Solitary |
Solitary |
Challenge
Rating: |
6 |
9 |
Advancement: |
1723 HD
(Gargantuan) |
2548 HD
(Colossal) |
Level
Adjustment: |
|
|
Monstrous
centipedes tend to attack anything that resembles food, biting with their jaws
and injecting their poison.
Size |
Fort DC |
Damage |
Size |
Fort DC |
Damage |
Tiny |
10 |
1 Dex |
Huge |
14 |
1d6 Dex |
Small |
10 |
1d2 Dex |
Gargantuan |
17 |
1d8 Dex |
Medium |
10 |
1d3 Dex |
Colossal |
23 |
2d6 Dex |
Large |
11 |
1d4 Dex |
|
|
|
Poison (Ex): A monstrous centipede has a poisonous bite.
The details vary by the centipedes size, as shown on the table above. The save
DCs are Constitution-based. The indicated damage is both initial and secondary
damage.
Skills: Monstrous centipedes have a +4 racial
bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can
use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or
distracted.
MONSTROUS SCORPION
|
Monstrous
Scorpion, Tiny |
Monstrous
Scorpion, Small |
Monstrous
Scorpion, Medium |
|
Tiny Vermin |
Small Vermin |
Medium Vermin |
Hit Dice: |
1/2 d8+2 (4 hp) |
1d8+2 (6 hp) |
2d8+4 (13 hp) |
Initiative: |
+0 |
+0 |
+0 |
Speed: |
20 ft. (4
squares) |
30 ft. (6
squares) |
40 ft. (8
squares) |
Armor Class: |
14 (+2 size, +2
natural), touch 12, flat-footed 14 |
14 (+1 size, +3
natural), touch 11, flat-footed 14 |
14 (+4 natural),
touch 10, flat-footed 14 |
Base
Attack/Grapple: |
+0/8 |
+0/4 |
+1/+2 |
Attack: |
Claw +2 melee
(1d24) |
Claw +1 melee
(1d31) |
Claw +2 melee
(1d4+1) |
Full Attack: |
2 claws +2 melee
(1d24) and sting 3 melee (1d24 plus poison) |
2 claws +1 melee
(1d31) and sting 4 melee (1d31 plus poison) |
2 claws +2 melee
(1d4+1) and sting 3 melee (1d4 plus poison) |
Space/Reach: |
2-1/2 ft./0 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
Constrict 1d24,
improved grab, poison |
Constrict 1d31,
improved grab, poison |
Constrict 1d4+1,
improved grab, poison |
Special
Qualities: |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Saves: |
Fort +4, Ref +0,
Will +0 |
Fort +4, Ref +0,
Will +0 |
Fort +5, Ref +0,
Will +0 |
Abilities: |
Str 3, Dex 10,
Con 14, Int , Wis 10, Cha 2 |
Str 9, Dex 10,
Con 14, Int , Wis 10, Cha 2 |
Str 13, Dex 10,
Con 14, Int , Wis 10, Cha 2 |
Skills: |
Climb +0, Hide
+12, Spot +4 |
Climb +3, Hide
+8, Spot +4 |
Climb +5, Hide
+4, Spot +4 |
Feats: |
Weapon FinesseB |
Weapon FinesseB |
|
Environment: |
Warm deserts |
Warm deserts |
Warm deserts |
Organization: |
Colony (816) |
Colony (25) or
swarm (611) |
Solitary or
colony (25) |
Challenge
Rating: |
1/4 |
1/2 |
1 |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
|
|
34 HD (Medium) |
Level
Adjustment: |
|
|
|
|
Monstrous
Scorpion, Large |
Monstrous
Scorpion, Huge |
|
Large Vermin |
Huge Vermin |
Hit Dice: |
5d8+10 (32 hp) |
10d8+30 (75 hp) |
Initiative: |
+0 |
+0 |
Speed: |
50 ft. (10
squares) |
50 ft. (10
squares) |
Armor Class: |
16 (1 size, +7
natural), touch 9, flat-footed 16 |
20 (2 size, +12
natural), touch 8, flat-footed 20 |
Base
Attack/Grapple: |
+3/+11 |
+7/+21 |
Attack: |
Claw +6 melee
(1d6+4) |
Claw +11 melee
(1d8+6) |
Full Attack: |
2 claws +6 melee
(1d6+4) and sting +1 melee (1d6+2 plus poison) |
2 claws +11
melee (1d8+6) and sting +6 melee (2d4+3 plus poison) |
Space/Reach: |
10 ft./5 ft. |
15 ft./10 ft. |
Special
Attacks: |
Constrict 1d6+4,
improved grab, poison |
Constrict 1d8+6,
improved grab, poison |
Special
Qualities: |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Saves: |
Fort +6, Ref +1,
Will +1 |
Fort +10, Ref
+3, Will +3 |
Abilities: |
Str 19, Dex 10,
Con 14, Int , Wis 10, Cha 2 |
Str 23, Dex 10,
Con 16, Int , Wis 10, Cha 2 |
Skills: |
Climb +8, Hide
+0, Spot +4 |
Climb +10, Hide
4, Spot +4 |
Feats: |
|
|
Environment: |
Warm deserts |
Warm deserts |
Organization: |
Solitary or
colony (25) |
Solitary or
colony (25) |
Challenge
Rating: |
3 |
7 |
Treasure: |
1/10 coins; 50%
goods; 50% items |
1/10 coins; 50%
goods; 50% items |
Advancement: |
69 HD (Large) |
1119 HD (Huge) |
Level
Adjustment: |
|
|
|
Monstrous
Scorpion, Gargantuan |
Monstrous
Scorpion, Colossal |
|
Gargantuan
Vermin |
Colossal Vermin |
Hit Dice: |
20d8+60 (150 hp) |
40d8+120 (300
hp) |
Initiative: |
+0 |
1 |
Speed: |
50 ft. (10
squares) |
50 ft. (10
squares) |
Armor Class: |
24 (4 size, +18
natural), touch 6, flat-footed 24 |
26 (8 size, 1
Dex, +25 natural), touch 1, flat-footed 26 |
Base
Attack/Grapple: |
+15/+37 |
+30/+58 |
Attack: |
Claw +21 melee
(2d6+10) |
Claw +34 melee
(2d8+12) |
Full Attack: |
2 claws +21
melee (2d6+10) and sting +16 melee (2d6+5 plus poison) |
2 claws +34
melee (2d8+12) and sting +29 melee (2d8+6 plus poison) |
Space/Reach: |
20 ft./15 ft. |
40 ft./30 ft. |
Special
Attacks: |
Constrict
2d6+10, improved grab, poison |
Constrict
2d8+12, improved grab, poison |
Special
Qualities: |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Saves: |
Fort +15, Ref
+6, Will +6 |
Fort +25, Ref
+12, Will +13 |
Abilities: |
Str 31, Dex 10,
Con 16, Int , Wis 10, Cha 2 |
Str 35, Dex 8,
Con 16, Int , Wis 10, Cha 2 |
Skills: |
Climb +14, Hide
8, Spot +4 |
Climb +16, Hide
12, Spot +4 |
Feats: |
|
|
Environment: |
Warm deserts |
Warm deserts |
Organization: |
Solitary |
Solitary |
Challenge
Rating: |
10 |
12 |
Treasure: |
1/10 coins; 50%
goods; 50% items |
1/10 coins; 50%
goods; 50% items |
Advancement: |
2139 HD
(Gargantuan) |
4160 HD
(Colossal) |
Level
Adjustment: |
|
|
Monstrous
scorpions are likely to attack any creature that approaches, and they usually
charge when attacking prey.
Constrict (Ex):
A monstrous scorpion deals
automatic claw damage on a successful grapple check.
Improved Grab
(Ex): To use this ability,
a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use
either its Strength modifier or Dexterity modifier for grapple checks,
whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous
sting. The details vary by the scorpions size, as follows. The save DCs are
Constitution- based. The indicated damage is initial and secondary damage.
Size |
Fort DC |
Damage |
Size |
Fort DC |
Damage |
Tiny |
12 |
1 Con |
Huge |
18 |
1d6 Con |
Small |
12 |
1d2 Con |
Gargantuan |
23 |
1d8 Con |
Medium |
13 |
1d3 Con |
Colossal |
33 |
1d10 Con |
Large |
14 |
1d4 Con |
|
|
|
Skills: A monstrous scorpion has a +4 racial bonus
on Climb, Hide, and Spot checks.
MONSTROUS SPIDER
|
Monstrous
Spider, Tiny |
Monstrous
Spider, Small |
Monstrous
Spider, Medium |
|
Tiny Vermin |
Small Vermin |
Medium Vermin |
Hit Dice: |
1/2 d8 (2 hp) |
1d8 (4 hp) |
2d8+2 (11 hp) |
Initiative: |
+3 |
+3 |
+3 |
Speed: |
20 ft. (4
squares), climb 10 ft. |
30 ft. (6
squares), climb 20 ft. |
30 ft. (6
squares), climb 20 ft. |
Armor Class: |
15 (+2 size, +3
Dex), touch 15, flat-footed 12 |
14 (+1 size, +3
Dex), touch 14, flat-footed 11 |
14 (+3 Dex, +1
natural), touch 13, flat-footed 11 |
Base
Attack/Grapple: |
+0/12 |
+0/6 |
+1/+1 |
Attack: |
Bite +5 melee
(1d34 plus poison) |
Bite +4 melee
(1d42 plus poison) |
Bite +4 melee
(1d6 plus poison) |
Full Attack: |
Bite +5 melee
(1d34 plus poison) |
Bite +4 melee
(1d42 plus poison) |
Bite +4 melee
(1d6 plus poison) |
Space/Reach: |
2-1/2 ft./0 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
Poison, web |
Poison, web |
Poison, web |
Special
Qualities: |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Saves: |
Fort +2, Ref +3,
Will +0 |
Fort +2, Ref +3,
Will +0 |
Fort +4, Ref +3,
Will +0 |
Abilities: |
Str 3, Dex 17,
Con 10, Int , Wis 10, Cha 2 |
Str 7, Dex 17,
Con 10, Int , Wis 10, Cha 2 |
Str 11, Dex 17,
Con 12, Int , Wis 10, Cha 2 |
Skills: |
Climb +11, Hide
+15*, Jump 4*, Spot +4* |
Climb +11, Hide
+11*, Jump 2*, Spot +4* |
Climb +11, Hide
+7*, Jump +0*, Spot +4* |
Feats: |
Weapon FinesseB |
Weapon FinesseB |
Weapon FinesseB |
Environment: |
Temperate
forests |
Temperate
forests |
Temperate
forests |
Organization: |
Colony (816) |
Colony (25) or
swarm (611) |
Solitary or
colony (25) |
Challenge
Rating: |
1/4 |
1/2 |
1 |
Treasure: |
None |
None |
1/10 coins; 50%
goods; 50% items |
Advancement: |
|
|
3 HD (Medium) |
Level
Adjustment: |
|
|
|
|
Monstrous
Spider, Large |
Monstrous
Spider, Huge |
|
Large Vermin |
Huge Vermin |
Hit Dice: |
4d8+4 (22 hp) |
8d8+16 (52 hp) |
Initiative: |
+3 |
+3 |
Speed: |
30 ft. (6
squares), climb 20 ft. |
30 ft. (6
squares), climb 20 ft. |
Armor Class: |
14 (1 size, +3
Dex, +2 natural), touch 12, flat-footed 11 |
16 (2 size, +3
Dex, +5 natural), touch 11, flat-footed 13 |
Base
Attack/Grapple: |
+3/+9 |
+6/+18 |
Attack: |
Bite +4 melee
(1d8+3 plus poison) |
Bite +9 melee
(2d6+6 plus poison) |
Full Attack: |
Bite +4 melee
(1d8+3 plus poison) |
Bite +9 melee
(2d6+6 plus poison) |
Space/Reach: |
10 ft./5 ft. |
15 ft./10 ft. |
Special
Attacks: |
Poison, web |
Poison, web |
Special
Qualities: |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Saves: |
Fort +5, Ref +4,
Will +1 |
Fort +8, Ref +5,
Will +2 |
Abilities: |
Str 15, Dex 17,
Con 12, Int , Wis 10, Cha 2 |
Str 19, Dex 17,
Con 14, Int , Wis 10, Cha 2 |
Skills: |
Climb +11, Hide
+3*, Jump +2*, Spot +4* |
Climb +12, Hide
1*, Jump +4*, Spot +4* |
Feats: |
|
|
Environment: |
Temperate
forests |
Temperate
forests |
Organization: |
Solitary or
colony (25) |
Solitary or
colony (25) |
Challenge
Rating: |
2 |
5 |
Treasure: |
1/10 coins; 50%
goods; 50% items |
1/10 coins; 50%
goods; 50% items |
Advancement: |
57 HD (Large) |
915 HD (Huge) |
Level
Adjustment: |
|
|
|
Monstrous
Spider, Gargantuan |
Monstrous
Spider, Colossal |
|
Gargantuan
Vermin |
Colossal Vermin |
Hit Dice: |
16d8+32 (104 hp) |
32d8+64 (208 hp) |
Initiative: |
+3 |
+2 |
Speed: |
30 ft. (6
squares), climb 20 ft. |
30 ft. (6
squares), climb 20 ft. |
Armor Class: |
19 (4 size, +3
Dex, +10 natural), touch 9, flat-footed 16 |
22 (8 size, +2
Dex, +18 natural), touch 4, flat-footed 20 |
Base
Attack/Grapple: |
+12/+31 |
+24/+50 |
Attack: |
Bite +15 melee
(2d8+10 plus poison) |
Bite +26 melee
(4d6+15 plus poison) |
Full Attack: |
Bite +15 melee
(2d8+10 plus poison) |
Bite +26 melee
(4d6+15 plus poison) |
Space/Reach: |
20 ft./15 ft. |
40 ft./30 ft. |
Special
Attacks: |
Poison, web |
Poison, web |
Special
Qualities: |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Darkvision 60
ft., tremorsense 60 ft., vermin traits |
Saves: |
Fort +12, Ref
+8, Will +5 |
Fort +20, Ref
+12, Will +10 |
Abilities: |
Str 25, Dex 17,
Con 14, Int , Wis 10, Cha 2 |
Str 31, Dex 15, Con 14, Int , Wis 10, Cha 2 |
Skills: |
Climb +14, Hide
5*, Jump +7*, Spot +4* |
Climb +16, Hide
10*, Jump +10*, Spot +7* |
Feats: |
|
|
Environment: |
Temperate
forests |
Temperate
forests |
Organization: |
Solitary |
Solitary |
Challenge
Rating: |
8 |
11 |
Treasure: |
1/10 coins; 50%
goods; 50% items |
1/10 coins; 50%
goods; 50% items |
Advancement: |
1731 HD
(Gargantuan) |
3360 HD
(Colossal) |
Level
Adjustment: |
|
|
All monstrous
spiders are aggressive predators that use their poisonous bites to subdue or
kill prey.
Monstrous spiders
come in two general types: hunters and web-spinners. Hunters rove about, while
web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use
as lairs, but cannot use their webs as weapons the way web-spinners can. A
hunting spider has a base land speed 10 feet faster than the figures given in
the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite.
The details vary by the spiders size, as shown on the table below. The save
DCs are Constitution-based. The indicated damage is initial
and secondary
damage.
Size |
Fort DC |
Damage |
Size |
Fort DC |
Damage |
Tiny |
10 |
1d2 Str |
Huge |
16 |
1d8 Str |
Small |
10 |
1d3 Str |
Gargantuan |
20 |
2d6 Str |
Medium |
12 |
1d4 Str |
Colossal |
28 |
2d8 Str |
Large |
13 |
1d6 Str |
|
|
|
Web (Ex): Both types of monstrous spiders often wait
in their webs or in trees, then lower themselves silently on silk strands and
leap onto prey passing beneath. A single strand is strong enough to support the
spider and one creature of the same size. Web-spinners can throw a web eight
times per day. This is similar to an attack with a net but has a maximum range
of 50 feet, with a range increment of 10 feet, and is effective against targets
up to one size category larger than the spider. An entangled creature can escape
with a successful Escape Artist check or burst it with a Strength check. Both
are standard actions whose DCs are given in the table below. The check DCs are
Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often
create sheets of sticky webbing from 5 to 60 feet square, depending on the size
of the spider. They usually position these sheets to snare flying creatures but
can also try to trap prey on the ground. Approaching creatures must succeed on
a DC 20 Spot check to notice a web; otherwise they stumble into it and become
trapped as though by a successful web attack. Attempts to escape or burst the
webbing gain a +5 bonus if the trapped creature has something to walk on or
grab while pulling free. Each 5-foot section has the hit points given on the
table, and sheet webs have damage reduction 5/.
A monstrous spider
can move across its own web at its climb speed and can pinpoint the location of
any creature touching its web.
Size |
Escape Artist DC |
Break DC |
Hit Points |
Tiny |
10 |
14 |
2 |
Small |
10 |
14 |
4 |
Medium |
12 |
16 |
6 |
Large |
13 |
17 |
12 |
Huge |
16 |
20 |
14 |
Gargantuan |
20 |
24 |
16 |
Colossal |
28 |
32 |
18 |
Tremorsense
(Ex): A monstrous spider
can detect and pinpoint any creature or object within 60 feet in contact with
the ground, or within any range in contact with the spiders webs.
Skills: Monstrous spiders have a +4 racial bonus
on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous
spider can always choose to take 10 on Climb checks, even if rushed or
threatened. Monstrous spiders use either their Strength or Dexterity modifier
for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.