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MONSTERS (N, O & P)

 

Naga

Water Naga                                           Spirit Naga                                            Dark Naga

Large Aberration (Aquatic)                Large Aberration                                  Large Aberration

Hit Dice: 7d8+28 (59 hp)                      9d8+36 (76 hp)                                      9d8+18 (58 hp)

Initiative: +1 (Dex)                                +1 (Dex)                                 +2 (Dex)

Speed:    30 ft., swim 50 ft.                   40 ft.                                                       40 ft.

AC: 15 (-1 size, +1 Dex,                        16 (-1 size, +1 Dex, +6 natural)            14 (-1 size, +2 Dex, +3 natural)

                +5 natural)

Attacks: Bite +7 melee                        Bite +9 melee                                         Sting +7 melee, bite +2 melee

Damage: Bite 2d6+4 and poison        Bite 2d6+6 and poison                        Sting 2d4+2 and poison, bite 1d4+1

Face/Reach: 5 ft. by 5 ft.                     5 ft. by 5 ft. (coiled)/10 ft.                    5 ft. by 5 ft. (coiled)/10 ft.

                (coiled)/10 ft.

Special Attacks:   Poison, spells       Poison, charming gaze, spells            Poison, detect thoughts, spells

Special Qualities:  -                              -                                                               Poison immunity, guarded

                                                                                                                                thoughts, charm resistance

Saves: Fort +6, Ref +5, Will +8           Fort +7, Ref +6, Will +9                       Fort +5, Ref +7, Will +8

Abilities: Str 16, Dex 13, Con 18,        Str 18, Dex 13, Con 18,                         Str 14, Dex 15, Con 14,

                Int 10, Wis 17, Cha 15          Int 12, Wis 17, Cha 17                          Int 16, Wis 15, Cha 17

Skills: Concentration +12, Listen       Concentration +13, Listen +15,          Bluff +9, Concentration +13,

+10, Spellcraft +8, Spot +10                Spellcraft +10, Spot +15                      Listen +11, Sense Motive +8,

                                                                                                                                Spellcraft +12, Spot +11

Feats: Lightning Reflexes                   Alertness, Lightning Reflexes            Alertness, Combat Casting,

                                                                                                                                Dodge, Lightning Reflexes

Climate/Terrain: Temperate and         Temperate and warm land and           Temperate and warm land and

warm aquatic and underground         underground                                         underground

Organization: Solitary or nest (2-4)   Solitary or nest (2-4)                            Solitary or nest (2-4)

Challenge Rating: 7                              9                                                              8

Treasure:  Standard                             Standard                                                                Standard

Alignment: Usually neutral                Usually chaotic evil                             Usually lawful evil

Advancement: 8-10 HD (Large);        10-13 HD (Large);                 10-13 HD (Large);

11-21 HD (Huge)                                  14-27 HD (Huge)                                  14-27 HD (Huge)

 

Guardian Naga

Large Aberration

Hit Dice: 11d8+44 (93 hp)

Initiative: +2 (Dex)

Speed:    40 ft.

AC:         18 (-1 size, +2 Dex, +7 natural)

Attacks: Bite +12 melee

Damage: Bite 2d6+7 and poison

Face/Reach: 5 ft. by 5 ft. (coiled)/10 ft.

Special Attacks:   Poison, spit, spells

Saves:    Fort +7, Ref +7, Will +11

Abilities:  Str 21, Dex 14, Con 19,

                Int 16, Wis 19, Cha 18

Skills:      Bluff +12, Concentration +15, Listen +13,

                Sense Motive +13, Spellcraft +11, Spot +13

Feats:     Alertness, Combat Casting, Dodge, Lightning Reflexes, Spell Focus (any one school)

Climate/Terrain:    Temperate and warm land and underground

Organization:        Solitary or nest (2-4)

Challenge Rating: 10

Treasure:               Standard

Alignment:            Usually lawful good

Advancement:      12-16 HD (Large); 17-33 HD (Huge)

Water Naga

Poison (Ex): Bite, Fortitude save (DC 17); initial and secondary damage 1d8 temporary Constitution.

Spells: Water nagas cast spells as 7th-level sorcerers but never use fire spells.

Spirit Naga

Poison (Ex): Bite, Fortitude save (DC 18); initial and secondary damage 1d8 temporary Constitution.

Charming Gaze (Su): As charm person, 30 feet, Will save (DC 17).

Spells: Spirit nagas cast spells as 7th-level sorcerers, and can also cast cleric spells and spells from the domains of Chaos and Evil as arcane spells.

Dark Naga

Detect Thoughts (Su): A dark naga can continuously detect thoughts as the spell cast by a 9th-level sorcerer (DC 15). This ability is always active.

Poison (Ex): Sting, Fortitude save (DC 16) or lapse into a nightmare-haunted sleep for 2d4 minutes.

Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.

Charm Resistance: Dark nagas receive a +2 racial bonus to saving throws against all charm effects (not included in the statistics block).

Spells: Dark nagas cast spells as 7th-level sorcerers.

Guardian Naga

Poison (Ex): Bite, Fortitude save (DC 19); initial and secondary damage 2d8 temporary Constitution.

Spit (Ex): A guardian naga can spit its venom up to 30 feet as a standard action. The attack ignores armor and has no range increment. Opponents hit by this attack must attempt saves against the naga’s poison, as above.

Spells: Guardian nagas cast spells as 9th-level sorcerers, and can also cast cleric spells and spells from the Good and Law domains as arcane spells.

 

Night Hag

Medium-Size Outsider (Evil)
Hit Dice: 8d8+8 (44 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 20 (+1 Dex, +9 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+6 and disease
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, dream ­haunting
Special Qualities: Immunities, SR 25, damage reduction 20/+3
Saves: Fort +9, Ref +9, Will +10
Abilities: Str 19, Dex 12, Con 12, Int 15, Wis_15, Cha 12
Skills: Bluff +11, Concentration +12, Intimidate +11, Listen +14, Ride +11, Sense Motive +12, Spellcraft +13, Spot +14
Feats: Alertness, Combat Casting, Mounted Combat

Climate/Terrain: Any land and ­underground
Organization: Solitary, mounted (1, on nightmare), or covey (3, on nightmares)
Challenge Rating: 9
Treasure: Standard
Alignment: Always ­neutral evil
Advancement: 9-16 HD (Medium-size)

Night hags speak Infernal, Abyssal, and Celestial.

Combat

Disease (Ex): Demon fever [bite, Fortitude save (DC 18), incubation period 1 day; damage 1d6 temporary Constitution.] Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain.

Spell-Like Abilities: At will - detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph self, ray of enfeeblement, and sleep. These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level). A night hag can use etherealness at will as a 16th-level sorcerer so long as it possesses its heartstone (see below).

Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once the hag invades someone’s dreams, it rides on the victim’s back until dawn. The sleeper suffers from tormenting dreams and suffers 1 point of permanent Constitution drain upon awakening. A sleeper reduced to a Constitution score of 0 dies. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.

Immunities (Ex): Night hags are immune to fire and cold, and to charm, sleep, and fear effects.

Heartstone

All night hags carry this periapt, which instantly cures any disease contracted by the holder. In addition, a heartstone imparts a +2 resistance bonus to all saving throws. A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Good-aligned creatures can also benefit from the heartstone’s powers, but the periapt shatters after ten uses and does not bestow etherealness.

 

Nightshade

Nightwing                                             Nightwalker                                           Nightcrawler

Huge Undead                                       Huge Undead                                       Gargantuan Undead

Hit Dice: 17d12 (110 hp)                      21d12 (136 hp)                                      25d12 (162 hp)

Initiative: +8 (+4 Dex,                           +6 (+2 Dex,                                            +4 (Improved Initiative)

+4 Improved Initiative)                        +4 Improved Initiative)

Speed:    20 ft., fly 60 ft. (good)          40 ft., fly 20 ft. (poor)                           30 ft., burrow 60 ft.

AC: 28 (-2 size, +4 Dex,                        26 (-2 size, +2 Dex, +16 natural)          28 (-4 size, +22 natural)

                +16 natural)

Attacks: Bite +15 melee                       2 slams +20 melee                 Bite +25 melee, sting +20 melee

Damage: Bite 2d6+13                           Slam 2d6+12                                          Bite 4d6+17, sting 2d8+8 and

poison

Face/Reach: 20 ft. by 10 ft./10 ft.       10 ft. by 10 ft./15 ft.                              30 ft. by 30 ft. (coiled)/10 ft.

Special Attacks:   Nightshade           Nightshade abilities,                            Nightshade abilities, improved

abilities, magic drain                            crush item, evil gaze                            grab, swallow whole, energy drain,

poison

Special Qualities:  Undead,                 Undead, nightshade abilities             Undead, nightshade abilities,

                nightshade abilities                                                                             tremorsense

Saves:    Fort +5, Ref +9, Will +15     Fort +7, Ref +9, Will +17                     Fort +8, Ref +8, Will +21

Abilities: Str 29, Dex 18, Con -,           Str 35, Dex 14, Con -,                            Str 45, Dex 10, Con -,

                Int 20, Wis 20, Cha 18          Int 20, Wis 20, Cha 18                          Int 20, Wis 20, Cha 18

Skills: Concentration +16,                   Concentration +19, Hide +12*,          Concentration +18, Intuit Direction

Intuit Direction +19, Listen +22,        Listen +22, Move Silently +19,          +7, Listen +22, Move Silently +20,

Move Silently +20, Spellcraft +19,     Spellcraft +19, Spot +22                      Spellcraft +17, Spot +22

Spot +22

Feats: Alertness, Blind-Fight,            Alertness, Blind-Fight, Cleave,          Alertness, Blind-Fight, Combat

Combat Casting, Combat Reflexes,   Combat Casting, Combat Reflexes,   Casting, Improved Critical (bite),

Dodge, Flyby Attack, Improved        Great Cleave, Improved Critical         Improved Critical (sting),

Critical (bite), Improved Initiative,     (slam), Improved Initiative, Improved Initiative, Iron Will

Power Attack                                        Power Attack, Sunder                         Power Attack

Climate/Terrain:    Any land and        Any land and underground                               Any land and underground

                                underground

Organization: Solitary, pair, or           Solitary, pair, or gang (2-4) Solitary or pair

                                flock (3-6)

Challenge Rating: 14                            16                                                            18

Treasure:  Standard                             Standard                                                                Standard

Alignment: Always chaotic evil        Always chaotic evil                             Always chaotic evil

Advancement: 18-25 HD (Huge);      22-31 HD (Huge);                 26-75 HD (Colossal)

                26-51 HD (Gargantuan)       32-63 HD (Gargantuan)

Nightshades

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Chill Aura (Su): All nightshades radiate a 60-foot-radius aura of utter cold. While this aura does not damage living things, it spoils any food and drink it touches. In addition, it ruins holy water and magic potions, oils, and ointments unless the items succeed at a Fortitude save (DC 22). Items that successfully save can­not be affected again by the same nightshade’s aura for one day. This bone-numbing cold is so distinctive that anyone exposed to it once instantly recognizes it in the future, so it is difficult for a nightshade to surprise someone who has previously encountered such a beast.

Spell-Like Abilities: At will-cause disease, charm person, cloudkill, confusion, darkness, dispel magic, haste, hold person, and invisibility; once per night: finger of death. These abilities are as the spells cast by a sorcerer whose level equals the nightshade’s HD total (save DC 14 + spell level).

Summon Undead (Su): A nightshade can summon undead creatures once every 4 hours: 2-5 shadows, 1-2 wraiths, 1 allip, or 1 spectre. The undead arrive in 1d10 rounds and serve for 1 hour or until released.

Aversion to Daylight (Ex): Nightshades are creatures of utter darkness. While they loathe all light, if exposed to natural daylight (not merely a daylight spell), they suffer a -4 morale penalty to all attack rolls.

Cold Immunity (Ex): Nightshades suffer no damage from cold.

Resistances (Ex): Nightshades have acid, fire, and electricity resistance 50.

Spell Immunity (Su): Nightshades ignore the effects of spells and spell-like abilities of 6th level or lower, just as if the spellcaster had failed to overcome spell resistance.

Detect Magic (Su): A nightshade can continuously detect magic as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.

See Invisibility (Su): A nightshade can continuously see invisibility as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action.

Telepathy (Su): Nightshades can communicate telepathically with any creature within 100 feet that has a language.

Damage Reduction (Su): All nightshades have damage reduction 25/+3.

Nightwing

Magic Drain (Su): A night­wing can weaken magic armor, weapons, and shields by making a successful touch attack. The target item must succeed at a Fortitude save (DC 20) or lose one "plus" (for example, a +2 sword becomes a +1 sword). An item that is completely drained becomes normal in all respects and loses any other powers (such as flame tongue) as well. Casting dispel evil upon the item reverses the effects of the magic drain, provided this occurs within a number of days after the attack equal to the caster’s level.

Nightwalker

Crush Item (Su): A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. This is a standard action. The nightshade must make a successful disarm attack to grab an item held by an opponent.

Evil Gaze (Su): Curse, 30 feet, Will save (DC 24). Cursed opponents suffer a -4 morale penalty to all attack rolls, checks, and saving throws. Dispel evil or remove curse eliminates the effect.

Skills: *When hiding in a dark area, a nightwalker receives a +8 racial bonus to Hide checks.

Nightcrawler

Improved Grab (Ex): To use this ability, the nightcrawler must hit with its bite attack. If it gets a hold, it can try to swallow the opponent.

Swallow Whole (Ex): A nightcrawler can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 12 points of acid damage per round from the nightcrawler’s gizzard, and is subject to the creature’s energy drain.  A swallowed creature can cut its way out by using a light slashing weapon to deal 35 points of damage to the gizzard (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The nightcrawler’s interior can hold one Huge, four Large, sixteen Medium-size, or sixty-four Small or smaller opponents.

Energy Drain (Su): Living creatures inside a nightcrawler’s gizzard receive one negative level each round. The Fortitude save to remove a negative level has a DC of 24.

Poison (Ex): Sting, Fortitude save (DC 22); initial and secondary damage 2d6 temporary Strength.

Tremorsense (Ex): A nightcrawler can automatically sense the location of anything within 60 feet that is in contact with the ground.

 

Nightmare

Large Outsider (Evil)
Hit Dice: 6d8+18 (45 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 90 ft. (good)
AC: 24 (-1 size, +2 Dex, +13_natural)
Attacks: 2 hooves +9 melee, bite +4 melee
Damage: Hoof 1d8+4 and 1d4 fire, bite 1d8+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Flaming hooves, smoke
Special Qualities: Astral projection, etherealness
Saves: Fort +8, Ref +7, Will_+6
Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12
Feats: Alertness, Improved Initiative

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 7-10 HD (Large); 11-18 HD (Huge)

Combat

Nightmares do battle by biting with their viperish fangs and kicking with their powerful legs. A nightmare can fight while mounted, but the rider cannot also fight unless he or she succeeds at a Ride check.

Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.

Smoke (Su): During the excitement of battle, a nightmare often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke does not obscure the nightmare’s vision at all. The nightmare can suppress the smoke as a free action.

Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer.

Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

 

Nymph

Medium-Size Fey
Hit Dice: 3d6 (10 hp)
Initiative: +1 (Dex)
Speed: 30 ft., swim 20 ft.
AC: 11 (+1 Dex)
Attacks: Dagger +1 melee
Damage: Dagger 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Blinding beauty, unearthly beauty
Special Qualities: Spell-like abilities
Saves: Fort +1, Ref +4, Will +8
Abilities: Str 10, Dex 13, Con 10, Int_16, Wis 17, Cha_19
Skills: Animal Empathy +10, Craft (any one) or Knowledge (any one) +7, Escape Artist +7, Heal +9, Hide +7, Listen +11, Move Silently +7, Sense Motive +9, Spot +11
Feats: Ability Focus (unearthly beauty), Alertness, Dodge, Iron Will

Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic good
Advancement: 4-9 HD (Medium-size)

Nymphs speak Sylvan and Common.

Combat

Blinding Beauty (Su): This ability operates continuously, affecting all humanoids within 60 feet of the nymph. Those who look directly at the nymph must succeed at a Fortitude save (DC 15) or be blinded permanently as though by the blindness spell. The nymph can suppress or resume this ability as a free action.

Unearthly Beauty (Su): The nymph can evoke this ability once every 10 minutes. Those within 30 feet of the nymph who look directly at it must succeed at a Will save (DC 17) or die.

Spell-Like Abilities: Nymphs can use dimension door once per day as cast by a 7th-level sorcerer. They can also replicate druid spells as 7th-level casters (save DC 13+ spell level).

 

Ogre

                        Ogre                                                    Ogre Mage

                        Large Giant                                          Large Giant

Hit Dice:           4d8+8 (26 hp)                                      5d8+15 (37 hp)

Initiative:           -1 (Dex)                                               +4 (Improved Initiative)

Speed:              30 ft. (hide); base 40 ft.                        40 ft., fly 40 ft. (good)

AC:                  16 (-1 size, -1 Dex, +5 natural,             18 (-1 size, +5 natural,

+3 hide)                                               +4 chain shirt)

Attacks:            Huge greatclub +8 melee;                     Huge greatsword +7 melee;

or Huge Large javelin +1 ranged           or Huge longbow +2 ranged

Damage:           Huge greatclub 2d6+7;             Huge greatsword 2d8+7;

or Huge Large javelin 1d8+5                or Huge longbow 2d6

Face/Reach:     5 ft. by 5 ft./10 ft.                                 5 ft. by 5 ft./10 ft.

Special Attacks:            -                                               Spell-like abilities

Special Qualities:          -                                               Regeneration 2, SR 18

Saves:              Fort +6, Ref +0, Will +1                       Fort +7, Ref +1, Will +3

Abilities:           Str 21, Dex 8, Con 15,             Str 21, Dex 10, Con 17,

Int 6, Wis 10, Cha 7                             Int 14, Wis 14, Cha 17

Skills:               Climb +4, Listen +2, Spot +2               Concentration +6, Listen +5,

Spellcraft +4, Spot +5

Feats:               Weapon Focus (greatclub)                    Improved Initiative

Climate/Terrain: Any land, aquatic, and             Any land and underground

                        underground

Organization:    Solitary, pair, gang (2-4),                      Solitary, pair, or troupe

or band (5-8)                                       (1-2 plus 2-4 ogres)

Challenge Rating:          2                                              8

Treasure:                      Standard                                  Double standard

Alignment:                    Usually chaotic evil                   Usually lawful evil

Advancement:               By character class                     By character class

Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Merrow (Aquatic Ogre)

Apart from their habitat, speed (swim 40 ft.), and their penchant for longspears (attack +7 melee, damage 1d8+7), they are identical with their landbound cousins.

Ogre Mage

Ogre mages speak Giant and Common.

Spell-Like Abilities: At will-darkness and invisibility; 1/day-charm person, cone of cold, gaseous form, polymorph self, and sleep. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).

Flight (Su): An ogre mage can cease or resume flight as a free action. While in gaseous form it can fly at normal speed and has perfect maneuverability.

Regeneration (Ex): Ogre mages take normal damage from fire and acid. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or other vital organ is severed, it must be reattached within 10 minutes or the creature dies. Ogre mages cannot regrow lost body parts.

 

Ooze

Gray Ooze                                              Gelatinous Cube                                   Ochre Jelly

Medium-Size Ooze                               Huge Ooze                                            Large Ooze

Hit Dice: 3d10+10 (26 hp)                    4d10+36 (58 hp)                                    6d10+27 (60 hp)

Initiative: -5 (Dex)                 -5 (Dex)                                                  -5 (Dex)

Speed:    10 ft.                                       15 ft.                                                       10 ft., climb 10 ft.

AC:         5 (-5 Dex)                               3 (-2 size, -5 Dex)                  4 (-1 size, -5 Dex)

Attacks: Slam +3 melee                      Slam +1 melee                                       Slam +5 melee

Damage: Slam 1d6+1 and 1d6 acid    Slam 1d6 and 1d6 acid                         Slam 2d4+3 and 1d4 acid

Face/Reach: 5 ft. by 5 ft./5 ft.             10 ft. by 10 ft./10 ft.                              5 ft. by 10 ft./10 ft.

Special Attacks:   Improved grab,     Engulf, paralysis, acid                         Improved grab, acid,

acid, corrosion, constrict 1d6+1                                                                        constrict 2d4+3 and 1d4 acid

and 1d6 acid

Special Qualities:  Blindsight,             Blindsight, transparent, electricity    Blindsight, split, ooze

cold and fire immunity, ooze,                                                                             immunity, ooze    

camouflage

Saves:    Fort +1, Ref -4, Will -4         Fort +5, Ref -4, Will -4                         Fort +4, Ref -3, Will -3

Abilities: Str 12, Dex 1, Con 11,          Str 10, Dex 1, Con 19,                           Str 15, Dex 1, Con 15,

                Int -, Wis 1, Cha 1                Int -, Wis 1, Cha 1                                Int -, Wis 1, Cha 1

Climate/Terrain:    Any marsh            Any underground                                                Any marsh and underground

                and underground

Organization:        Solitary                  Solitary                                                  Solitary

Challenge Rating: 4                              3                                                              5

Treasure:               None                      1/10th coins, 50% goods                    None

                                                                (no nonmetal or nonstone),

50% items (no nonmetal or

nonstone)

Alignment: Always neutral                Always neutral                                     Always neutral

Advancement: 4-6 HD                         5-12 HD (Huge);                                   7-9 HD (Large);

(Medium-size); 7-9 HD (Large)          13-24 HD (Gargantuan)                       10-18 HD (Huge)

               

                                Black Pudding

                                                Huge Ooze

Hit Dice:                 10d10+60 (115 hp)

Initiative:                               -5 (Dex)

Speed:                                    20 ft., climb 20 ft.

AC:                                         3 (-2 size, -5 Dex)

Attacks:                                 Slam +8 melee

Damage:                 Slam 2d6+4 and 2d6 acid

Face/Reach:                          5 ft. by 20 ft./10 ft.

Special Attacks:                   Improved grab, acid, constrict

                                                2d6+4 and 2d6 acid

Special Qualities:                  Blindsight, split, ooze

Saves:                                    Fort +7, Ref -2, Will -2

Abilities:                                Str 17, Dex 1, Con 19,

                                                Int -, Wis 1, Cha 1

Climate/Terrain:                    Any marsh and underground

Organization:                        Solitary

Challenge Rating: 7

Treasure:                               None

Alignment:                            Always neutral

Advancement:                      11-15 HD (Huge); 16-30 HD ­(Gargantuan)

Oozes

Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Gray Ooze

Improved Grab (Ex): To use this ability, the gray ooze must hit with its slam attack. If it gets a hold, it can constrict.

Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal. Any melee hit deals acid damage. The ooze’s acidic touch deals 40 points of damage per round to wood or metal objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 19). The acid cannot harm stone. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds at a Reflex save (DC 19).

Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid.

Camouflage (Ex): It takes a successful Spot check (DC 15) to recognize a motionless gray ooze for what it really is.

Gelatinous Cube

Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 13) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body.

Paralysis (Ex): Gelatinous cubes secrete an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed at a Fortitude save (DC 16) or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.

Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.

Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a successful Spot check (DC 15) to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

Ochre Jelly

Improved Grab (Ex): To use this ability, the ochre jelly must hit with its slam attack. If it gets a hold, it can constrict.

Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.

Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.

Split (Ex): Weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half the original’s hit points (round down). A jelly with only 1 hit point cannot be further split.

Black Pudding

Improved Grab (Ex): To use this ability, the black pudding must hit with its slam attack. If it gets a hold, it can constrict.

Acid (Ex): The pudding secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The pudding’s acidic touch deals 50 points of damage per round to wood or metal objects. The opponent’s armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds at a Reflex save (DC 19).

Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid.

Split (Ex): Weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half the original’s hit points (round down). A pudding with only 1 hit point cannot be further split.

 

Orc

Medium-Size Humanoid (Orc)
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (scale mail); base 30 ft.
AC: 14 (+4 scale mail)
Attacks: Greataxe +3 melee; or javelin +1 ranged
Damage: Greataxe 1d12+3; or javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8
Skills: Listen +2, Spot +2
Feats: Alertness

Climate/Terrain: Any land and underground
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level ­sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, _5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Combat

Light Sensitivity (Ex): Orcs suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Half-Orcs

The typical ability scores for a half-orc are Str 13, Dex 10, Con 11, Int 9, Wis 8, Cha 8. Half-orcs have 60-foot dark­vision but are not sensitive to light.

Orc Characters

An orc’s favored class is barbarian. Orc clerics can choose two of the following domains: Chaos, Evil, Strength, and War.

 

Otyugh

Large Aberration
Hit Dice: 6d8+6 (33 hp)
Initiative: +0
Speed: 20 ft.
AC: 17 (-1 size, +8 natural)
Attacks: 2 tentacle rakes +3 melee, bite -2 melee
Damage: Tentacle rake 1d6, bite 1d4
Face/Reach: 5 ft. by 5 ft./10 ft. (15 ft. with ­tentacle)
Special Attacks: Improved grab, constrict 1d6, ­disease
Special Qualities: Scent
Saves: Fort +3, Ref +2, Will +6
Abilities: Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
Skills: Hide +5*, Listen +6, Spot +9
Feats: Alertness

Climate/Terrain: Any underground
Organization: Solitary, pair, or cluster (2-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 7-8 HD (Large); _9-15 HD (Huge)

Otyughs speak Common.

Combat

Improved Grab (Ex): To use this ability, the otyugh must hit a Medium-size or smaller opponent with a tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): An otyugh deals automatic tentacle damage to a Medium-size or smaller opponent with a successful grapple check.

Disease (Ex): Filth fever [bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.]

Skills: *An otyugh receives a +8 racial bonus to Hide checks when in its lair, due to its natural coloration.

 

Owlbear

Large Beast
Hit Dice: 5d10+20 (47 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (-1 size, +1 Dex, +5 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d6+5, bite 1d8+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +7

Climate/Terrain: Temperate forest
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)

A lair usually has 1d6 young, fetching a price of 3,000 gp each in many civilized areas. While owlbears cannot be domesticated, they can still be placed in strategically important areas as free-roaming guardians. A professional trainer charges 2,000 gp to rear or train an owlbear (DC 23 for a young creature, DC 30 for an adult).

Combat

Improved Grab (Ex): To use this ability, the owlbear must hit with a claw attack.

 

Pegasus

Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2 (Dex)
Speed: 60 ft., fly 120 ft. (average)
AC: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 hooves +7 melee, bite +2 melee
Damage: Hoof 1d6+4, bite 1d3+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Scent, spell-like abilities
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills: Listen +12, Sense Motive +7, Spot +12, Wilderness Lore +3
Feats: Iron Will

Climate/Terrain: Temperate and warm forest
Organization: Solitary, pair, or herd (6-10)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic good
Advancement: 5-8 HD (Large)

Combat

Pegasi attack with their sharp hooves and powerful bite. Mated pairs and herds attack as a team, fighting to the death to defend their eggs and young, which fetch a handsome price in many civilized areas.

Spell-Like Abilities: Pegasi can detect good and detect evil at will within a 60-yard radius, as the spells cast by a 5th-level sorcerer.

Skills: Pegasi receive a +4 racial bonus to Listen and Spot checks.

Training a Pegasus

Pegasus eggs are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves its master with absolute faith­fulness for life.

Training a pegasus requires a successful Handle Animal check (DC 22 for a young creature, DC 29 for an adult) and that the creature be willing. Trainers can reduce the DC by 5 and the training time by half by using a magic bridle enchanted for the purpose. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.

Carrying Capacity: A light load for a pegasus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Phantom Fungus

Medium-Size Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: +0
Speed: 20 ft.
AC: 14 (+4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+3
Special Qualities: Plant, Improved invisibility
Saves: Fort +6, Ref +0, Will_+0
Abilities: Str 14, Dex 10, Con 16, Int 2, Wis_11, Cha_9
Skills: Move Silently +5

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)

Combat

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Improved Invisibility (Su): This ability is constant, allowing the phantom fungus to remain invisible even when attacking. This works just like improved invisibility cast by a 12th-level sorcerer, and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. Once killed, a phantom fungus becomes visible after 1 minute.

Skills: Phantom fungus has a +5 racial bonus to Move Silently checks.

 

Phase Spider

Large Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+4 and poison
Face/Reach: 10 ft. by 10 ft./5 ft.
Special Attacks: Ethereal jaunt, poison
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Skills: Climb +12, Move Silently +11, Spot +9
Feats: Improved Initiative

Climate/Terrain: Any land and underground
Organization: Solitary or cluster (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)

Combat

Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.

Ethereal Jaunt (Su): A phase spider can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer.

Poison (Ex): Bite, Fortitude save (DC 15); initial and secondary damage 2d6 temporary Constitution.

 

Phasm

Medium-Size Shapechanger
Hit Dice: 15d8+30 (97_hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: 2 slams +12 melee
Damage: Slam 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Amorphous, scent, alternate form, telepathy, tremorsense
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills: Bluff +15, Climb +7, Craft (any one) +7, Disguise +7*, Knowledge (any one) +7, Listen +10, Spot +10, Wilderness Lore +6
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility, Skill Focus (Disguise)

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)

Phasms can speak Common but prefer telepathic communication.

Combat

If pursued or harassed, a phasm transforms into the most fearsome creature it knows, such as an adult white dragon or a fire giant, and attacks. When seriously hurt, it changes to some fast or agile form and tries to escape.

Amorphous (Ex): A phasm in its natural form is immune to poison, sleep, paralysis, stun, and polymorph. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

Alternate Form (Su): Phasms can assume the form of any corporeal creature or object from Diminutive to Large size as a standard action. This ability is otherwise similar to shapechange as cast by a 20th-level sorcerer.

Telepathy (Su): Phasms can communicate telepathically with any creature within 100 feet that has a language.

Tremorsense (Ex): A phasm can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.

Skills: *When using alternate form, a phasm receives a +10 circumstance bonus to Disguise checks.

 

Planetouched

                        Aasimar                                                            Tiefling

                        Medium-Size Outsider                          Medium-Size Outsider

Hit Dice:           1d8 (4 hp)                                                        1d8 (4 hp)

Initiative:           +4 (Improved Initiative)                                    +1 (Dex)

Speed:              30 ft.                                                                30 ft.

AC:                  16 (+4 scale, +2 large shield)                            15 (+1 Dex, +3 studded

leather, +1 small shield)

Attacks:            Longsword +1 melee; or                                   Rapier +2 melee; or

                        light crossbow +1 ranged                                  light crossbow +2 ranged

Damage:           Longsword 1d8; or light crossbow 1d8 Rapier 1d6; or light crossbow

1d8

Face/Reach:     5 ft. by 5 ft./5 ft.                                               5 ft. by 5 ft./5 ft.

Special Attacks:            Light                                                     Darkness

Special Qualities:          Acid, cold, and electricity                      Fire, cold, and electricity

                                    resistance 5                                          resistance 5

Saves:                          Fort +2, Ref +2, Will +3                       Fort +2, Ref +3, Will +2

Abilities:                       Str 10, Dex 10, Con 10,                       Str 10, Dex 13, Con 10,

                                    Int 10, Wis 13, Cha 13             Int 13, Wis 11, Cha 8

Skill:                 Heal +5, Knowledge (religion) +1,                    Bluff +1, Hide +3, Move

                        Listen +4, Ride +1, Spot +4                             Silently +2, Pick Pocket +3

Feats:                           Improved Initiative                                Weapon Finesse (rapier)

Climate/Terrain:            Any land and underground                    Any land and underground

Organization:                Solitary or team (2-4)                           Solitary or gang (2-4)

Challenge Rating:          1/2                                                       1/2

Treasure:                      Standard                                              Standard

Alignment:                    Usually good (any)                                Usually evil (any)

Advancement:               By character class                                 By character class

Aasimar

Light (Sp): Aasimars can use light once per day as cast by a sorcerer of 1st level or their character level, whichever is higher.

Skills: Aasimars receive a +2 racial bonus to Spot and Listen checks.

Aasimar Characters

An aasimar’s favored class is paladin.

Tiefling

Darkness (Sp): Tieflings can use darkness once per day as cast by a sorcerer of 1st level or their character level, whichever is higher.

Skills: Tieflings receive a +2 racial bonus to Bluff and Hide checks.

Tiefling Characters

A tiefling’s favored class is rogue.

 

Pseudodragon

Tiny Dragon
Hit Dice: 2d12+2 (15 hp)
Initiative: +0
Speed: 15 ft., fly 60 ft. (good)
AC: 18 (+2 size, +6 natural)
Attacks: Sting +4 melee, bite -1 melee
Damage: Sting 1d3 and poison, bite 1
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. (5_ft. with tail)
Special Attacks: Poison
Special Qualities: See invisibility, telepathy, immunities, SR_19
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha_10
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search_+2, Spot_+5
Feats: Alertness

Climate/Terrain: Temperate and warm forest
Organization: Solitary, pair, or clutch (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral good
Advancement: 3-4 HD (Tiny)

A pseudodragon egg can fetch a price of up to 10,000 gp, and a hatchling as much as 20,000 gp.

Combat

Poison (Ex): Sting, Fortitude save (DC 12); initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.

See Invisibility (Ex): Pseudodragons continuously see invisibility as the spell, with a range of 60 feet.

Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Immunities (Ex): Pseudodragons are immune to sleep and paralysis effects.

Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus to Hide checks. *In forests or overgrown areas, this bonus improves to +8.

 

Purple Worm

Gargantuan Beast
Hit Dice: 16d10+112 (200 hp)
Initiative: -2 (Dex)
Speed: 20 ft., burrow 20 ft., swim 10 ft.
AC: 19 (-4 size, -2 Dex, +15 natural)
Attacks: Bite +20 melee, sting +15 melee
Damage: Bite 2d8+12, sting 2d6+6 and poison
Face/Reach: 30 ft. by 30 ft. (coiled)/"15_ft.
Special Attacks: Improved grab, swallow whole, poison
Special Qualities: Tremorsense
Saves: Fort +17, Ref +8, Will +4
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Climb +14

Climate/Terrain: Any aquatic and underground
Organization: Solitary
Challenge Rating: 12
Treasure: No coins, 50% goods (stone only), no items
Alignment: Always neutral
Advancement: 16-32 HD (Gargantuan); 33-45 HD (Colossal)

Combat

In battle, a purple worm forms into a coil 15 feet across, biting and stinging anything within reach.

Improved Grab (Ex): To use this ability, the purple worm must hit with its bite attack. If it gets a hold, it can attempt to swallow the foe.

Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing dam­age plus 8 points of acid dam­age per round from the worm’s gizzard.  A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

The worm’s interior can hold one Huge, four Large, sixteen Medium-size, or sixty-four Small or smaller opponents.

Poison (Ex): Sting, Fortitude save (DC 24); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.

Tremorsense (Ex): A purple worm can automatically sense the location of anything within 60 feet that is in contact with the ground.