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MONSTERS (U, V & W)

 

Unicorn

Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +3 (Dex)
Speed: 60 ft.
AC: 18 (-1 size, +3 Dex, +6 natural)
Attacks: Horn +11 melee, 2 hooves +3 melee
Damage: Horn 1d8+8, hoof 1d4+2
Face/Reach: 5 ft. by 10 ft./5 ft. (10 ft. with horn)
Special Qualities: Magic circle against evil, spell-like abilities, immunities
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Animal Empathy +11, Listen +11, Move Silently +9, Spot +11, Wilderness Lore +9*
Feats: Alertness

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

Evil and unscrupulous beings sometimes hunt a unicorn for its horn, which can fetch up to 2,000 gp, for use in various healing potions and devices.

Unicorns speak Sylvan and Common.

Combat

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 effects of the spell. The unicorn cannot suppress this ability.

Spell-Like Abilities: Unicorns can detect evil at will as a free action. Once per day a unicorn can use teleport without error 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, as cast by a 5th-level druid, by touching a wounded creature with its horn. Once per day it can use neutralize poison, as cast by an 8th-level druid, with a touch of its horn.

Immunities (Ex): Unicorns are immune to all poisons and to charm and hold spells or abilities.

Skills: *Unicorns receive a +3 competence bonus to Wilderness Lore checks within the boundaries of their forest.

 

Vampire Spawn

Medium-Size Undead
Hit Dice: 4d12 (26 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Slam +5 melee
Damage: Slam 1d6+4 and energy drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Charm, energy drain, blood drain
Special Qualities: Undead, +2 turn resistance, damage reduction 10/silver, cold and electricity resistance 10, gaseous form, spider climb, fast healing 2
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14
Skills: Bluff +8, Climb +8, Craft (any one) or Profession (any one) +10, Hide +10, Jump +8, Listen +11, Move Silently +11, Search +8, Sense Motive +11, Spot +11
Feats: Alertness, Improved Initiative, Lightning ­Reflexes, Skill Focus (any Craft or Profession)

Climate/Terrain: Any land and underground
Organization: Solitary or pack (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: -

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.

Charm (Su): This is similar to the vampire’s domination ability, but the save DC is 14, and the effect is similar to charm person as cast by a 5th-level sorcerer. A charmed subject allows the vampire spawn to drain his or her blood (see below).

Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.

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, inflicting 1d4 points of permanent Constitution drain each round.

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.

Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will, as the spell cast by a 6th-level sorcerer, 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.

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. Once at rest in its coffin, it regains 1 hit point after 1 hour, then resumes healing at the rate of 2 hit points per round.

Skills: Vampire spawn receive a +4 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Repelling and Slaying Vampire Spawn

Vampire spawn are equally vulnerable to attacks that slay vampires.

 

Vargouille

Small Outsider (Evil)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: Fly 30 ft. (good)
AC: 12 (+1 size, +1 Dex)
Attacks: Bite +3 melee
Damage: Bite 1d4 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Shriek, poison, kiss
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 10, Dex 13, Con_12, Int 5, Wis 12, Cha 8
Skills: Listen +4, Spot +3
Feats: Weapon Finesse (bite)

Climate/Terrain: Any land and underground
Organization: Cluster (2-5) or swarm (6-11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 2-3 HD (Small)

Combat

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 both hear the shriek and can clearly see the creature must succeed at a Fortitude save (DC 12) or be paralyzed with fear until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille’s kiss. If the save is successful, that opponent cannot be affected again by that vargouille’s shriek for one day.

Poison (Ex): Bite, Fortitude save (DC 12) or be unable to heal the bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing.

Kiss (Su): A vargouille can kiss a paralyzed target with a successful melee touch attack, beginning a terrible transformation. The affected opponent must succeed at a Fortitude save (DC 19) or begin to transform, losing all his or her hair 1d6 hours later. After another 1d6 hours, 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 suffers 1d6 points of permanent Intelligence and Charisma drain. 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.

 

Wight

Medium-Size Undead
Hit Dice: 4d12 (26 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 15 (+1 Dex, +4 natural)
Attacks: Slam +3 melee
Damage: Slam 1d4+1 and energy drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Energy drain, create spawn
Special Qualities: Undead
Saves: Fort +1, Ref +2, Will_+5
Abilities: Str 12, Dex 12, Con_-, Int 11, Wis 13, Cha 15
Skills: Climb +5, Hide +8, Listen +8, Move Silently +16,
Search +7, Spot +8
Feats: Blind-Fight

Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-5), or pack (6-11)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful_evil
Advancement: 5-8 HD (Medium-size)

Combat

Energy Drain (Su): Living creatures hit by a wight’s slam attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.

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.

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.

Skills: Wights receive a +8 racial bonus to Move Silently checks.

 

Will-o’-wisp

Small Aberration (Air)
Hit Dice: 9d8 (40 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: Fly 50 ft. (perfect)
AC: 29 (+1 size, +9 Dex, +9 deflection)
Attacks: Shock +16 melee
Damage: Shock 2d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Spell immunity, natural invisibility
Saves: Fort +3, Ref +12, Will +9
Abilities: Str -, Dex 29, Con 10, Int_15, Wis 16, Cha 12
Skills: Bluff +11, Listen +17, Search_+14, Spot +17
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative

Climate/Terrain: Any swamp
Organization: Solitary or string (2-4)
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 10-18 HD (Small)

Combat

Spell Immunity (Ex): The only spells that can affect will-o’-wisps are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil.

Natural Invisibility (Ex): A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.

 

Winter Wolf

Large Magical Beast (Cold)
Hit Dice: 6d10+18 (51 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 50 ft.
AC: 15 (-1 size, +1 Dex, +5 natural)
Attacks: Bite +9 melee
Damage: Bite 1d8+6
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Breath weapon, trip
Special Qualities: Scent, cold subtype
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Skills: Hide +6*, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +1*
Feats: Alertness, Improved Initiative

Climate/Terrain: Any cold land and underground
Organization: Solitary, pair, or pack (2-5)
Challenge Rating: 5
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: 7-9 HD (Large); 10-18 HD (Huge)

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): Cone of cold, 15 ft., every 1d4 rounds; damage 4d6, Reflex half DC 16. Winter wolves can use their breath weapon while biting.

Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent 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.

Cold Subtype: Cold immunity; double damage from fire except on a successful save.

Skills: Winter wolves receive a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. *Their natural coloration grants winter wolves a +7 racial bonus to Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus to Wilderness Lore checks when tracking by scent.

 

Worg

Medium-Size Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Scent
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: Hide +7, Listen +9, Move Silently +7, Spot_+9, Wilderness Lore +2*
Feats: Alertness

Climate/Terrain: Any forest, hill, plains, and mountains
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)

More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.

Combat

Mated pairs 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 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 receives a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. A worg has a +4 racial bonus to Wilderness Lore checks when tracking by scent.

 

Wraith

Medium-Size Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (good)
AC: 15 (+3 Dex, +2 deflection)
Attacks: Incorporeal touch +5 melee
Damage: Incorporeal touch 1d4 and 1d6 permanent
Constitution drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Constitution drain, create spawn
Special Qualities: Undead, incorporeal, +2 turn resistance, unnatural aura, daylight powerlessness
Saves: Fort +1, Ref +4, Will +6
Abilities: Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills: Hide +11, Intimidate +10, Intuit Direction +6, Listen +12,
Search +10, Sense Motive +8, Spot +12
Feats: Alertness, Blind-Fight, Combat Reflexes,
Improved Initiative

Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-5), or pack (6-11)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful evil
Advancement: 6-10 HD (Medium-size)

Combat

Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed at a Fortitude save (DC 14) or suffer 1d6 points of permanent Constitution drain.

Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. 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.

Unnatural Aura (Su): Both wild and domesticated animals 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.

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.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

 

Wyvern

Huge Dragon
Hit Dice: 7d12+14 (59 hp)
Initiative: +1 (Dex)
Speed: 20 ft., fly 60 ft. (poor)
AC: 17 (-2 size, +1 Dex, +8 natural)
Attacks: Sting +9 melee, bite +4 melee, 2 wings +4 melee; or _2 claws +9 melee
Damage: Sting 1d6+4 and poison, bite 2d8+2, wing 1d8+2; or claw 1d6+4
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Poison, improved grab, snatch
Special Qualities: Scent, Dragon
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 19, Dex 12, Con 15, Int_6, Wis 12, Cha 9
Skills: Listen +13, Move Silently +9, Spot +13*
Feats: Alertness, Flyby Attack

Climate/Terrain: Temperate and warm forest, hill, and mountains
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan)

Some wyverns speak Draconic, but most are too stupid to understand any language.

Combat

A wyvern can slash with its claws only when making a flyby attack, and it cannot make bite, sting, or wing attacks.

Poison (Ex): Sting, Fortitude save (DC 17); initial and secondary damage 2d6 temporary Constitution.

Improved Grab (Ex): To use this ability, the wyvern must hit with both claw attacks. If it gets a hold, it hangs on and stings.

Snatch: If a wyvern gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claws and its sting attacks each round the hold is maintained. The wyvern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the wyvern flings it while flying, the creature suffers this amount or falling damage, whichever is greater.

Skills: *Wyverns receive a +3 racial bonus to Spot checks when flying during daylight hours.

Dragon: Immune to sleep and paralysis effects.