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MONSTERS (G)
GARGOYLE
|
Medium Monstrous
Humanoid (Earth) |
Hit Dice: |
4d8+19 (37 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares), fly 60 ft. (average) |
Armor Class: |
16 (+2 Dex, +4
natural), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+4/+6 |
Attack: |
Claw +6 melee
(1d4+2) |
Full
Attack: |
2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Damage reduction
10/magic, darkvision 60 ft., freeze |
Saves: |
Fort +5, Ref +6,
Will +4 |
Abilities: |
Str 15, Dex 14,
Con 18, Int 6, Wis 11, Cha 7 |
Skills: |
Hide +7*, Listen
+4, Spot +4 |
Feats: |
Multiattack,
Toughness |
Environment: |
Any |
Organization: |
Solitary, pair,
or wing (5–16) |
Challenge
Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
5–6 HD (Medium);
7–12 HD (Large) |
Level
Adjustment: |
+5 |
Gargoyles often
appear to be winged stone statues, for they can perch indefinitely without
moving and use this disguise to surprise their foes. They require no food,
water, or air, but often eat their fallen foes out of fondness for inflicting
pain.
Gargoyles speak
Common and Terran.
COMBAT
Gargoyles either
remain still, then suddenly attack, or dive onto their prey.
A gargoyle’s
natural weapons are treated as magic weapons for the purpose of overcoming
damage reduction.
Freeze (Ex): A gargoyle can hold itself so still it
appears to be a statue. An observer must succeed on a DC 20 Spot check to
notice the gargoyle is really alive.
Skills: Gargoyles have a +2 racial bonus on Hide,
Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed
against a background of stone.
KAPOACINTH
These cousins of
the gargoyle have the aquatic subtype. They have a base land speed of 40 feet
and a swim speed of 60 feet (no fly speed) and are found only in aquatic
environments.
GARGOYLES AS CHARACTERS
Gargoyle
characters possess the following racial traits.
— +4 Strength, +4
Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
—Medium size.
—A gargoyle’s base
land speed is 40 feet. It also has a fly speed of 60 feet (average).
—Darkvision out to
60 feet.
—Racial Hit Dice:
A gargoyle begins with four levels of monstrous humanoid, which provide 4d8 Hit
Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref
+4, and Will +4.
—Racial Skills: A
gargoyle’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are
Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and
Spot checks, and an additional +8 bonus on Hide checks when it is concealed
against a background of stone.
—Racial Feats: A
gargoyle’s monstrous humanoid levels give it two feats.
— +4 natural armor
bonus.
—Special Qualities
(see above): Damage reduction 10/magic, freeze.
—Automatic Languages:
Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
—Favored Class:
Fighter.
—Level adjustment
+5.
GENIE
Genies are
humanlike beings who dwell on the elemental planes. They are famous for their
strength, guile, and skill with illusion magic.
COMBAT
Genies prefer to
outmaneuver and outthink their foes. They are not too proud to flee if it means
they’ll live to fight another day. If trapped, they bargain, offering treasure
or favors in return for their lives and freedom.
Plane Shift (Sp): A genie can enter any of the elemental planes, the
Astral Plane, or the Material Plane. This ability transports the genie and up
to eight other creatures, provided they all link hands with the genie. It is
otherwise similar to the spell of the same name (caster level 13th).
DJINNI
|
Large Outsider
(Air, Extraplanar) |
Hit Dice: |
7d8+14 (45 hp) |
Initiative: |
+8 |
Speed: |
20 ft. (4
squares), fly 60 ft. (perfect) |
Armor Class: |
16 (–1 size, +4
Dex, +3 natural), touch 13, flat-footed 12 |
Base
Attack/Grapple: |
+7/+15 |
Attack: |
Slam +10 melee
(1d8+4) |
Full Attack: |
2 slams +10
melee (1d8+4) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Air mastery,
spell-like abilities, whirlwind |
Special
Qualities: |
Darkvision 60
ft., immunity to acid, plane shift, telepathy 100 ft. |
Saves: |
Fort +7, Ref +9,
Will +7 |
Abilities: |
Str 18, Dex 19,
Con 14, Int 14, Wis 15, Cha 15 |
Skills: |
Appraise +12,
Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14,
Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12,
Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings) |
Feats: |
Combat Casting,
Combat Reflexes, Dodge, Improved InitiativeB |
Environment: |
Elemental Plane
of Air |
Organization: |
Solitary,
company (2–4), or band (6–15) |
Challenge
Rating: |
5 (noble 8) |
Treasure: |
Standard |
Alignment: |
Always chaotic
good |
Advancement: |
8–10 HD (Large);
11–21 (Huge) |
Level
Adjustment: |
+6 |
The djinn
(singular djinni) are genies from the Elemental Plane of Air.
A djinni is about
10-1/2 feet tall and weighs about 1,000 pounds.
Djinn speak Auran,
Celestial, Common, and Ignan.
Combat
Djinn disdain
physical combat, preferring to use their magical powers and aerial abilities
against foes. A djinni overmatched in combat usually takes flight and becomes a
whirlwind to harass those who follow.
Air Mastery
(Ex): Airborne creatures
take a –1 penalty on attack and damage rolls against a djinni.
Spell-Like
Abilities: At will—invisibility
(self only); 1/day— create food and water, create wine (as create
water, but wine instead), major creation (created vegetable matter
is permanent), persistent image (DC 17), wind walk. Once per day,
a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster
level 20th. The save DCs are Charisma-based.
Whirlwind (Su):
A djinni can transform
itself into a whirlwind once every 10 minutes and remain in that form for up to
7 rounds. In this form, it can move through the air or along a surface at its
fly speed.
The whirlwind is 5
feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall.
The djinni controls the exact height, but it must be at least 10 feet.
A djinni’s
movement while in whirlwind form does not provoke attacks of opportunity, even
if the djinni enters the space another creature occupies. Another creature
might be caught in the whirlwind if it touches or enters the whirlwind, or if
the djinni moves into or through the creature’s space.
Creatures one or
more size categories smaller than the djinni might take damage when caught in
the whirlwind and be lifted into the air. An affected creature must succeed on
a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6
points of damage. It must also succeed on a second DC 20 Reflex save or be
picked up bodily and held suspended in the powerful winds, automatically taking
1d8 points of damage each round. A creature with a fly speed is allowed a DC 20
Reflex save each round to escape the whirlwind. The creature still takes damage
but can leave if the save is successful. The save DC is Strength-based and
includes a +3 racial adjustment.
Creatures trapped
in the whirlwind cannot move except to go where the djinni carries them or to
escape the whirlwind. Creatures caught in the whirlwind can otherwise act
normally, but must make a Concentration check (DC 15 + spell level) to cast a
spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a
–2 penalty on attack rolls. The djinni can have only as many trapped inside a
whirlwind at one time as will fit inside the whirlwind’s volume.
The djinni can
eject any carried creatures whenever it wishes, depositing them wherever the
whirlwind happens to be.
If the whirlwind’s
base touches the ground, it creates a swirling cloud of debris. This cloud is
centered on the djinni and has a diameter equal to half the whirlwind’s height.
The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5
feet away have concealment, while those farther away have total concealment.
Those caught in
the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a
spell.
A djinni in
whirlwind form cannot make melee attacks and does not threaten the area around
it.
Some djinn (1% of
the total population) are noble. A noble djinni can grant three wishes to
any being (nongenies only) who captures it. Noble djinn perform no other
services and, upon granting the third wish, are free of their servitude.
Noble djinn are as strong as efreet (see below), with 10 Hit Dice.
EFREETI
|
Large Outsider (Extraplanar, Fire) |
Hit Dice: |
10d8+20 (65 hp) |
Initiative: |
+7 |
Speed: |
20 ft. (4
squares), fly 40 ft. (perfect) |
Armor Class: |
18 (–1 size, +3
Dex, +6 natural), touch 12, flat-footed 15 |
Base
Attack/Grapple: |
+10/+20 |
Attack: |
Slam +15 melee
(1d8+6 plus 1d6 fire) |
Full Attack: |
2 slams +15
melee (1d8+6 plus 1d6 fire) |
Space/Reach: |
10 ft./ 10 ft. |
Special
Attacks: |
Change size, heat, spell-like abilities |
Special
Qualities: |
Darkvision 60
ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability
to cold |
Saves: |
Fort +9, Ref
+10, Will +9 |
Abilities: |
Str 23, Dex 17,
Con 14, Int 12, Wis 15, Cha 15 |
Skills: |
Bluff +15, Craft
(any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting),
Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft
+14, Spot +15 |
Feats: |
Combat Casting,
Combat Reflexes, Dodge, Improved InitiativeB, Quicken Spell-Like
Ability (scorching ray) |
Environment: |
Elemental Plane
of Fire |
Organization: |
Solitary,
company (2–4), or band (6–15) |
Challenge
Rating: |
8 |
Treasure: |
Standard coins;
double goods; standard items |
Alignment: |
Always lawful
evil |
Advancement: |
11–15 HD
(Large); 16–30 HD (Huge) |
Level
Adjustment: |
— |
The efreet
(singular efreeti) are genies from the Elemental Plane of Fire.
An efreeti stands
about 12 feet tall and weighs about 2,000 pounds.
Efreet speak
Auran, Common, Ignan, and Infernal.
Combat
Efreet love to
mislead, befuddle, and confuse their foes. They do so for enjoyment as well as
a battle tactic.
Change Size (Sp): Twice per day, an efreeti can magically change a
creature’s size. This works just like an enlarge person or reduce
person spell (the efreeti chooses when using the ability), except that the
ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The
save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Heat (Ex): An efreeti’s red-hot body deals 1d6 points
of extra fire damage whenever it hits in melee, or in each round it maintains a
hold when grappling.
Spell-Like
Abilities: At will—detect
magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray
only); 3/day—invisibility, wall of fire (DC 16); 1/day—grant up to three
wishes (to nongenies only), gaseous form, permanent image (DC
18), polymorph (self only). Caster level 12th. The save DCs are
Charisma-based.
JANNI
|
Medium Outsider
(Native) |
Hit Dice: |
6d8+6 (33 hp) |
Initiative: |
+6 |
Speed: |
20 ft. (4
squares), fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly
speed 20 ft. (perfect) |
Armor Class: |
18 (+2 Dex, +1
natural, +5 chainmail), touch 12, flat-footed 16 |
Base
Attack/Grapple: |
+6/+9 |
Attack: |
Scimitar +9
melee (1d6+4/18–20) or longbow +8 ranged (1d8/x3) |
Full Attack: |
Scimitar +9/+4
melee (1d6+4/18–20) or longbow +8/+3 ranged (1d8/x3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Change size, spell-like abilities |
Special
Qualities: |
Darkvision 60
ft., elemental endurance, plane shift, resistance to fire 10,
telepathy 100 ft. |
Saves: |
Fort +6, Ref +7,
Will +7 |
Abilities: |
Str 16, Dex 15,
Con 12, Int 14, Wis 15, Cha 13 |
Skills: |
Appraise +11,
Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6,
Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope
+2 (+4 with bindings) |
Feats: |
Combat Reflexes,
Dodge, Improved InitiativeB, Mobility |
Environment: |
Warm deserts |
Organization: |
Solitary,
company (2–4), or band (6–15) |
Challenge
Rating: |
4 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
7–9 HD (Medium);
10–18 HD (Large) |
Level
Adjustment: |
+5 |
The jann (singular
janni) are the weakest of the genies. Jann are formed out of all four elements
and must therefore spend most of their time on the Material Plane.
Jann speak Common,
one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment
language (Abyssal, Celestial, or Infernal).
Combat
Jann are
physically strong and courageous, and do not take kindly to insult or injury.
If they meet a foe they cannot defeat in a standup fight, they use flight and invisibility
to regroup and maneuver to a more advantageous position.
Change Size (Sp): Twice per day, a janni can magically change a
creature’s size. This works just like an enlarge person or reduce person
spell (the janni chooses when using the ability), except that the ability
can work on the janni. A DC 13 Fortitude save negates the effect. The save DC
is Charisma-based. This is the equivalent of a 2nd-level spell.
Spell-Like
Abilities: 3/day—invisibility
(self only), speak with animals. Caster level 12th. Once per day a
janni can create food and water (caster level 7th) and can use ethereal
jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.
Elemental
Endurance (Ex): Jann can
survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48
hours. Failure to return to the Material Plane before that time expires causes
a janni to take 1 point of damage per additional hour spent on the elemental
plane, until it dies or returns to the Material Plane.
Janni characters
possess the following racial traits.
— +6 Strength, +4
Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma.
—Medium size.
—A janni’s base
land speed is 30 feet. It also has a fly speed of 20 feet (perfect).
—Darkvision out to
60 feet.
—Racial Hit Dice:
A janni begins with six levels of outsider, which provide 6d8 Hit Dice, a base
attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will
+5.
—Racial Skills: A
janni’s outsider levels give it skill points equal to 9 x (8 + Int modifier).
Its class skills are Appraise, Concentration, Craft (any), Escape Artist,
Listen, Move Silently, Ride, Sense Motive, and Spot.
—Racial Feats: A
janni’s outsider levels give it three feats. A janni receives Improved
Initiative as a bonus feat.
— +1 natural armor
bonus.
—Special Attacks
(see above): Change size, spell-like abilities.
—Special Qualities
(see above): Elemental endurance, plane shift, resistance to fire 10,
telepathy. 100 ft.
—Automatic
Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan,
Infernal, Terran.
—Favored Class:
Rogue.
—Level adjustment
+5.
GHAELE
|
Medium Outsider (Chaotic, Extraplanar, Good) |
Hit Dice: |
10d8+20 (65 hp) |
Initiative: |
+5 |
Speed: |
50 ft. (10
squares), fly 150 ft. (perfect) |
Armor Class: |
25 (+1 Dex, +14
natural), touch 11, flat-footed 24,or 14 (+1 Dex, +3
deflection), touch 14, flat-footed 13 |
Base
Attack/Grapple: |
+10/+17 |
Attack: |
+4 holy
greatsword +21 melee
(2d6+14/19–20) or light ray +11 ranged touch (2d12) |
Full Attack: |
+4 holy
greatsword +21/+16 melee
(2d6+14/19–20) or 2 light rays +11 ranged touch (2d12) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, spells, gaze |
Special
Qualities: |
Alternate form,
damage reduction 10/evil and cold iron, darkvision 60 ft., immunity to
electricity and petrification, lowlight vision, protective aura, resistance
to cold 10 and fire 10 spell resistance 28, tongues |
Saves: |
Fort +9, Ref +8,
Will +10 |
Abilities: |
Str 25, Dex 12,
Con 15, Int 16, Wis 17, Cha 16 |
Skills: |
Concentration
+15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge
(any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16,
Spot +16, Use Rope +1 (+3 with bindings) |
Feats: |
Combat
Expertise, Improved Disarm, Improved Initiative, Improved Trip |
Environment: |
A
chaotic good-aligned plane |
Organization: |
Solitary, pair,
or squad (3–5) |
Challenge
Rating: |
13 |
Treasure: |
No coins; double
goods; standard items |
Alignment: |
Always chaotic
good |
Advancement: |
11–15 HD
(Medium); 16–30 HD (Large) |
Level
Adjustment: |
— |
A ghaele can take
the form of an incorporeal globe of eldritch colors, 5 feet in diameter. A
ghaele is about 6 feet tall and weighs about 170 pounds.
Ghaeles speak
Celestial, Infernal, and Draconic, but can communicate with almost any
creature, thanks to their tongues ability.
Combat
Ghaeles who enter
combat prefer direct confrontation and damaging attacks to more subtle or
insidious methods. They usually fight in their humanoid form, wielding
incandescent +4 holy greatswords. If a ghaele desires mobility, it
assumes its globe form and blasts the enemy with light rays.
A ghaele’s natural
weapons, as well as any weapons it wields, are treated as chaotic-aligned and
good-aligned for the purpose of overcoming damage reduction.
Spell-Like
Abilities: At will—aid,
charm monster (DC 17), color spray (DC 14), comprehend languages,
continual flame, cure light wounds (DC 14), dancing lights, detect evil,
detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC
18), greater invisibility (self only), major image (DC 16), see
invisibility, greater teleport (self plus 50 pounds of objects only);
1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of
force. Caster level 12th. The save DCs are Charisma-based.
Spells: Ghaeles in humanoid form can cast divine
spells as 14th-level clerics. A ghaele has access to two of the following
domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity).
The save DCs are Wisdom-based.
Typical Cleric
Spells Prepared (6/7/7/6/5/4/4/3;
save DC 13 + spell level): 0—cure minor wounds, detect magic, guidance,
light, resistance, virtue; 1st—bless, calm animals*, command, divine
favor, obscuring mist, sanctuary, shield of faith; 2nd—aid, align
weapon, bear ’s endurance, hold animal*, lesser restoration, remove paralysis,
zone of truth; 3rd—daylight, gaseous form*, prayer, remove curse,
searing light, water breathing; 4th—death ward, dismissal, divine power,
restoration, summon nature’s ally IV (animal)*; 5th—control winds*,
flame strike, raise dead, true seeing; 6th—banishment, blade barrier,
chain lightning*, heal; 7th—animal shapes*, holy word, summon monster
VII.
*Domain spell.
Domains: Air and Animal.
Gaze (Su): In humanoid form—slay evil creatures of 5
or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the
creature is affected as though by a fear spell for 2d10 rounds. Nonevil
creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will
save or suffer the fear effect. The save DCs are Charisma-based.
Light Ray (Ex):
A ghaele in globe form can
project light rays with a range of 300 feet. This attack overcomes damage
reduction of any type.
Alternate Form
(Su): A ghaele can shift
between its humanoid and globe forms as a standard action. In humanoid form, it
cannot fly or use its light rays, but it can use its gaze attack and spell-like
abilities, make physical attacks, and cast spells. In globe form, it can fly,
use its light rays, and use spell-like abilities, but it cannot cast spells or
use its gaze attack. The globe form is incorporeal, and the ghaele has no
Strength score while in that form.
A ghaele remains
in one form until it chooses to assume a new one. A change in form cannot be
dispelled, nor does the ghaele revert to any particular form when killed. A true
seeing spell or ability, however, reveals both forms simultaneously.
Protective Aura
(Su): Against attacks made
or effects created by evil creatures, this ability provides a +4
deflection bonus to AC and a +4 resistance bonus on saving throws to anyone
within 20 feet of the ghaele. Otherwise, it functions as a magic circle
against evil effect and a lesser globe of invulnerability, both with
a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits
from the circle are not included in a ghaele’s statistics block.)
Tongues (Su): Ghaeles can speak with any creature that
has a language, as though using a tongues spell (caster level 14th). This
ability is always active.
GHOST
Ghosts are the
spectral remnants of intelligent beings who, for one reason or another, cannot
rest easily in their graves.
A ghost greatly
resembles its corporeal form in life, but in some cases the spiritual form is
somewhat altered.
CREATING A GHOST
“Ghost” is an
acquired template that can be added to any aberration, animal, dragon, giant,
humanoid, magical beast, monstrous humanoid, or plant. The creature (referred
to hereafter as the base creature) must have a Charisma score of at least 6.
A ghost uses all
the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do
not recalculate the creature’s base attack bonus, saves, or skill points. It
gains the incorporeal subtype. Size is unchanged.
Hit Dice: All current and future Hit Dice become
d12s.
Speed: Ghosts have a fly speed of 30 feet, unless
the base creature has a higher fly speed, with perfect maneuverability.
Armor Class: Natural armor is the same as the base
creature’s but applies only to ethereal encounters. When the ghost manifests
(see below), its natural armor bonus is +0, but it gains a deflection bonus
equal to its Charisma modifier or +1, whichever is higher.
Attack: A ghost retains all the attacks of the
base creature, although those relying on physical contact do not affect
creatures that are not ethereal.
Full Attack: A ghost retains all the attacks of the
base creature, although those relying on physical contact do not affect creatures
that are not ethereal.
Damage: Against ethereal creatures, a ghost uses
the base creature’s damage values. Against nonethereal creatures, the ghost
usually cannot deal physical damage at all but can use its special attacks, if
any, when it manifests (see below).
Special
Attacks: A ghost retains
all the special attacks of the base creature, although those relying on
physical contact do not affect nonethereal creatures. The ghost also gains a
manifestation ability plus one to three other special attacks as described
below. The save DC against a special attack is equal to 10 + 1/2 ghost’s HD +
ghost’s Cha modifier unless otherwise noted.
Corrupting Gaze
(Su): A ghost can blast
living beings with a glance, at a range of up to 30 feet. Creatures that meet
the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage
and 1d4 points of Charisma damage.
Corrupting
Touch (Su): A ghost that
hits a living target with its incorporeal touch attack deals 1d6 points of
damage. Against ethereal opponents, it adds its Strength modifier to attack and
damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to
attack rolls only.
Draining Touch
(Su): A ghost that hits a
living target with its incorporeal touch attack drains 1d4 points from any one
ability score it selects. On each such successful attack, the ghost heals 5
points of damage to itself. Against ethereal opponents, it adds its Strength
modifier to attack rolls only. Against nonethereal opponents, it adds its
Dexterity modifier to attack rolls only.
Frightful Moan
(Su): A ghost can emit a
frightful moan as a standard action. All living creatures within a 30-foot
spread must succeed on a Will save or become panicked for 2d4 rounds. This is a
sonic necromantic mind-affecting fear effect. A creature that successfully
saves against the moan cannot be affected by the same ghost’s moan for 24
hours.
Horrific
Appearance (Su): Any
living creature within 60 feet that views a ghost must succeed on a Fortitude
save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity
damage, and 1d4 points of Constitution damage. A creature that successfully
saves against this effect cannot be affected by the same ghost’s horrific
appearance for 24 hours.
Malevolence
(Su): Once per round, an
ethereal ghost can merge its body with a creature on the Material Plane. This
ability is similar to a magic jar spell (caster level 10th or the
ghost’s Hit Dice, whichever is higher), except that it does not require a
receptacle. To use this ability, the ghost must be manifested and it must try
move into the target’s space; moving into the target’s space to use the
malevolence ability does not provoke attacks of opportunity. The target can
resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A
creature that successfully saves is immune to that same ghost’s malevolence for
24 hours, and the ghost cannot enter the target’s space. If the save fails, the
ghost vanishes into the target’s body.
Manifestation
(Su): Every ghost has this
ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it
cannot affect or be affected by anything in the material world. When a ghost
manifests, it partly enters the Material Plane and becomes visible but
incorporeal on the Material Plane. A manifested ghost can be harmed only by
other incorporeal creatures, magic weapons, or spells, with a 50% chance to
ignore any damage from a corporeal source. A manifested ghost can pass through
solid objects at will, and its own attacks pass through armor. A manifested
ghost always moves silently. A manifested ghost can strike with its touch
attack or with a ghost touch weapon (see Ghostly Equipment, below). A
manifested ghost remains partially on the Ethereal Plane, where is it not
incorporeal. A manifested ghost can be attacked by opponents on either the
Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect
it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a
spellcasting ghost is not manifested and is on the Ethereal Plane, its spells
cannot affect targets on the Material Plane, but they work normally against
ethereal targets. When a spellcasting ghost manifests, its spells continue to
affect ethereal targets and can affect targets on the Material Plane normally
unless the spells rely on touch. A manifested ghost’s touch spells don’t work
on nonethereal targets.
A ghost has two
home planes, the Material Plane and the Ethereal Plane. It is not considered
extraplanar when on either of these planes.
Telekinesis
(Su): A ghost can use telekinesis
as a standard action (caster level 12th or equal to the ghost’s HD,
whichever is higher). When a ghost uses this power, it must wait 1d4 rounds
before using it again.
Special
Qualities: A ghost has all
the special qualities of the base creature as well as those described below.
Rejuvenation
(Su): In most cases, it’s
difficult to destroy a ghost through simple combat: The “destroyed” spirit will
often restore itself in 2d4 days. Even the most powerful spells are usually
only temporary solutions. A ghost that would otherwise be destroyed returns to
its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16.
As a rule, the only way to get rid of a ghost for sure is to determine the
reason for its existence and set right whatever prevents it from resting in
peace. The exact means varies with each spirit and may require a good deal of
research.
Turn Resistance
(Ex): A ghost has +4 turn
resistance.
Abilities: Same as the base creature, except that the
ghost has no Constitution score, and its Charisma score increases by +4.
Skills: Ghosts have a +8 racial bonus on Hide,
Listen, Search, and Spot checks. Otherwise same as the base creature.
Environment: Any, often as base creature.
Organization: Solitary, gang (2–4), or mob (7–12).
Challenge
Rating: Same as the base
creature +2.
Treasure: None.
Alignment: Any.
Level
Adjustment: Same as the
base creature +5.
Ghostly Equipment
When a ghost
forms, all its equipment and carried items usually become ethereal along with
it. In addition, the ghost retains 2d4 items that it particularly valued in
life (provided they are not in another creature’s possession). The equipment
works normally on the Ethereal Plane but passes harmlessly through material
objects or creatures. A weapon of +1 or better magical enhancement, however,
can harm material creatures when the ghost manifests, but any such attack has a
50% chance to fail unless the weapon is a ghost touch weapon (just as magic
weapons can fail to harm the ghost).
The original
material items remain behind, just as the ghost’s physical remains do. If
another creature seizes the original, the ethereal copy fades away. This loss
invariably angers the ghost, who stops at nothing to return the item to its
original resting place.
GHOUL
|
Ghoul |
Ghast |
|
Medium Undead |
Medium Undead |
Hit Dice: |
2d12 (13 hp) |
4d12+3 (29 hp) |
Initiative: |
+2 |
+3 |
Speed: |
30 ft. (6
squares) |
30 ft. (6
squares) |
Armor Class: |
14 (+2 Dex, +2
natural), touch 12, flat-footed 12 |
17 (+3 Dex, +4
natural), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+1/+2 |
+2/+5 |
Attack: |
Bite +2 melee
(1d6+1 plus paralysis) |
Bite +5 melee
(1d8+3 plus paralysis) |
Full Attack: |
Bite +2 melee
(1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis) |
Bite +5 melee
(1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
Ghoul fever,
paralysis |
Ghoul fever,
paralyis, stench |
Special
Qualities: |
Darkvision 60
ft., undead traits, +2 turn resistance |
Darkvision 60
ft., undead traits, +2 turn resistance |
Saves: |
Fort +0, Ref +2,
Will +5 |
Fort +1, Ref +4,
Will +6 |
Abilities: |
Str 13, Dex 15,
Con —, Int 13, Wis 14, Cha 12 |
Str 17, Dex 17,
Con —, Int 13, Wis 14, Cha 16 |
Skills: |
Balance +6,
Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7 |
Balance +7,
Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8 |
Feats: |
Multiattack |
Multiattack,
Toughness |
Environment: |
Any (Lacedon: Any
aquatic) |
Any |
Organization: |
Solitary, gang
(2–4), or pack (7–12) |
Solitary, gang
(2–4), or pack (2–4 plus 7–12 ghouls) |
Challenge
Rating: |
1 |
3 |
Treasure: |
None |
Standard |
Alignment: |
Always chaotic
evil |
Always chaotic
evil |
Advancement: |
3 HD (Medium) |
5–8 HD (Medium) |
Level
Adjustment: |
— |
— |
Ghouls speak the
languages they spoke in life (usually Common).
COMBAT
Ghouls try to
attack with surprise whenever possible. They strike from behind tombstones and
burst from shallow graves.
Ghoul Fever
(Su): Disease—bite,
Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save
DC is Charisma-based.
An afflicted
humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A
humanoid who becomes a ghoul in this way retains none of the abilities it
possessed in life. It is not under the control of any other ghouls, but it
hungers for the flesh of the living and behaves like a normal ghoul in all
respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack
must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves
have immunity to this paralysis. The save DC is Charisma-based.
LACEDON
These cousins of
the ghoul have the aquatic subtype. They lurk near hidden reefs or other places
where ships are likely to meet their end. They have a base land speed of 30
feet and a swim speed of 30 feet and are found only in aquatic environments.
GHAST
Although these
creatures look just like their lesser kin, they are far more deadly and
cunning.
Combat
Ghoul Fever
(Su): Disease—bite,
Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save
DC is Charisma-based.
Paralysis (Ex):
Those hit by a ghast’s
bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for
1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is
Charisma-based.
Stench (Ex): The stink of death and corruption
surrounding these creatures is overwhelming. Living creatures
within 10 feet
must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A
creature that successfully saves cannot be affected again by the same ghast’s
stench for 24 hours. A delay poison or neutralize poison spell
removes the effect from a sickened creature. Creatures with immunity to poison
are unaffected, and creatures resistant to poison receive their normal bonus on
their saving throws. The save DC is Charisma-based.
GIANT
All giants speak
Giant. Those with Intelligence scores of 10 or higher also speak Common.
COMBAT
Giants relish
melee combat. They favor massive two-handed weapons and wield them with
impressive skill. They have enough cunning to soften up a foe with ranged
attacks first, if they can. A giant’s favorite ranged weapon is a big rock.
Rock Throwing
(Ex): Adult giants are
accomplished rock throwers and receive a +1 racial bonus on attack rolls when
throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50
pounds each (Small objects) up to five range increments. The size of the range
increment varies with the giant’s variety. A Huge giant can
hurl rocks of 60
to 80 pounds (Medium objects).
Rock Catching
(Ex): A giant of at least
Large size can catch Small, Medium, or Large rocks (or projectiles of similar
shape).
Once per round, a
giant that would normally be hit by a rock can make a Reflex save to catch it
as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25
for a Large one. (If the projectile provides a magical bonus on attack rolls,
the DC increases by that amount.) The giant must be ready for and aware of the
attack in order to make a rock catching attempt.
CLOUD GIANT
|
Huge Giant (Air) |
Hit Dice: |
17d8+102 (178
hp) |
Initiative: |
+1 |
Speed: |
50 ft. (10
squares) |
Armor Class: |
25 (–2 size, +1
Dex, +12 natural, +4 chain shirt), touch 9, flat-footed 24 |
Base
Attack/Grapple: |
+12/+32 |
Attack: |
Gargantuan
morningstar +22 melee (4d6+18) or slam +22 melee (1d6+12) or rock +12 ranged
(2d8+12) |
Full Attack: |
Gargantuan
morningstar +22/+17/+12 melee (4d6+18) or 2 slams +22 melee (1d6+12) or rock
+12 ranged (2d8+12) |
Space/Reach: |
15 ft./15 ft. |
Special
Attacks: |
Rock throwing,
spell-like abilities |
Special
Qualities: |
Low-light
vision, oversized weapon, rock catching, scent |
Saves: |
Fort +16, Ref
+6, Will +10 |
Abilities: |
Str 35, Dex 13,
Con 23, Int 12, Wis 16, Cha 13 |
Skills: |
Climb +19, Craft
(any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (stringed
instruments) +2, Sense Motive +9, Spot +15 |
Feats: |
Awesome Blow,
Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack |
Environment: |
Temperate
mountains |
Organization: |
Solitary, gang
(2–4), family (2–4 plus 35% noncombatants plus 1 sorcerer or cleric of
4th–7th level plus 2–5 griffons or 2–8 dire lions), or band (6–9 plus 1
sorcerer or cleric of 4th–7th level plus 2–5 griffons or 2–8 dire lions) |
Challenge
Rating: |
11 |
Treasure: |
Standard coins;
double goods; standard items |
Alignment: |
Usually neutral
good or neutral evil |
Advancement: |
By character
class |
Level
Adjustment: |
— |
Cloud giants’ skin
ranges in color from milky white to light sky blue. Their hair is silvery white
or brass, and their eyes are iridescent blue. Adult males are about 18 feet
tall and weigh about 5,000 pounds. Females are slightly shorter and lighter.
Cloud giants can live to be 400 years old.
Cloud giants dress
in the finest clothing available and wear jewelry. To many, appearance
indicates station: The better the clothes and the finer the jewelry, the more
important the wearer. They also appreciate music, and most can play one or more
instruments (the harp is a favorite).
COMBAT
Cloud giants fight
in well-organized units, using carefully developed battle plans. They prefer to
fight from a position above their opponents. A favorite tactic is to circle the
enemies, barraging them with rocks while the giants with magical abilities
confound them with spells.
Rock Throwing
(Ex): The range increment
is 140 feet for a cloud giant’s thrown rocks.
Oversized
Weapon (Ex): A cloud giant
wields a great, two-handed morningstar (big enough for Gargantuan creatures)
without penalty.
Spell-Like
Abilities: 3/day—levitate
(self plus 2,000 pounds), obscuring mist; 1/day—fog cloud.
Caster level 15th.
CLOUD GIANT CHARACTERS
Most cloud giant
groups include a sorcerer or a cleric.
Good-aligned
clerics have access to two of the following domains: Good, Healing, Strength,
or Sun. Evil-aligned clerics have access to two of the following domains:
Death, Evil, or Trickery.
FIRE GIANT
|
Large Giant
(Fire) |
Hit Dice: |
15d8+75 (142 hp) |
Initiative: |
–1 |
Speed: |
30 ft. in
half-plate armor (6 squares); base speed 40 ft. |
Armor Class: |
23 (–1 size, –1
Dex, +8 natural, +7 half-plate armor) touch 8, flat-footed 23 |
Base
Attack/Grapple: |
+11/+25 |
Attack: |
Greatsword +20
melee (3d6+15) or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6
fire) |
Full Attack: |
Greatsword
+20/+15/+10 melee (3d6+15) or 2 slams +20 melee (1d4+10) or rock +10 ranged
(2d6+10 plus 2d6 fire) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Rock throwing |
Special
Qualities: |
Immunity to
fire, low-light vision, rock catching, vulnerability to cold |
Saves: |
Fort +14, Ref
+4, Will +9 |
Abilities: |
Str 31, Dex 9,
Con 21, Int 10, Wis 14, Cha 11 |
Skills: |
Climb +9, Craft
(any one) +6, Intimidate +6, Jump +9, Spot +14 |
Feats: |
Cleave, Great
Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack |
Environment: |
Warm mountains |
Organization: |
Solitary, gang
(2–5), band (6–9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd
level), hunting/raiding party (6–9 plus 1 adept or sorcerer of 3rd–5th level
plus 2–4 hell hounds and 2–3 trolls or ettins), or tribe (21–30 plus 1 adept,
cleric, or sorcerer of 6th or 7th level plus 12–30 hell hounds, 12–22 trolls,
5–12 ettins, and 1–2 young red dragons) |
Challenge
Rating: |
10 |
Treasure: |
Standard |
Alignment: |
Often lawful
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+4 |
Some fire giants
have bright orange hair.. An adult male is 12 feet tall, has a chest that
measures 9 feet
around, and weighs
about 7,000 pounds. Females are slightly shorter and lighter. Fire giants can
live to be 350 years old.
Fire giants wear
sturdy cloth or leather garments colored red, orange, yellow, or black.
Warriors wear helmets
and half-plate
armor of blackened steel.
COMBAT
Fire giants heat
their rocks in a nearby fire, geyser, or lava pools, so that they deal extra
fire damage. They favor magic flaming swords in melee (when they can get them).
They are also fond of grabbing smaller opponents and tossing them somewhere
very hot.
Rock Throwing
(Ex): The range increment
is 120 feet for a fire giant’s thrown rocks.
Fire Giant
Characters
Most groups of
fire giants include clerics. A fire giant cleric has access to two of the
following domains: Evil, Law, Trickery, or War (most choose Trickery or War,
some choose both).
FROST GIANT
|
Frost Giant |
Frost
Giant Jarl, 8th-Level Blackguard |
|
Large Giant
(Cold) |
Large
Giant (Cold) |
Hit Dice: |
14d8+70 (133 hp) |
14d8+84
plus 8d10+48 (231 hp) |
Initiative: |
–1 |
+5 |
Speed: |
40 ft. (8
squares) |
30
ft. in +2 full plate armor (6 squares); base speed 40 ft. |
Armor Class: |
21 (–1 size, –1
Dex, +9 natural, +4 chain shirt) touch 8, flat-footed 21 |
29
(–1 size, +1 Dex, +9 natural, +10 +2 full plate armor) touch 10,
flat-footed 28 |
Base
Attack/Grapple: |
+10/+23 |
+18/+33 |
Attack: |
Greataxe +18
melee (3d6+13/x3) or slam +18 melee (1d4+9) or rock +9 ranged (2d6+9) |
+2
frost greataxe +30 melee (3d6+18/×3 plus 1d6 cold) or slam +28 melee
(1d4+11) or rock +18 ranged (2d6+11) |
Full Attack: |
Huge greataxe
+18/+13 melee (3d6+13/x3) or 2 slams +18 melee (1d4+9) or rock +9 ranged
(2d6+9) |
+2
frost greataxe +30/+25/+20/+15 melee (3d6+18/×3 plus 1d6 cold) or 2 slams
+28 melee (1d4+11) or rock +18 ranged (2d6+11) |
Space/Reach: |
10 ft./10 ft. |
10
ft./10 ft. |
Special
Attacks: |
Rock throwing |
Rock
throwing, smite good, sneak attack +2d6 |
Special
Qualities: |
Immunity to
cold, low-light vision, rock catching, vulnerability to fire |
Aura
of despair, aura of evil, command undead, dark blessing, detect good, immunity
to cold, low-light vision, poison use, resistance to fire 10, rock catching,
vulnerability to fire |
Saves: |
Fort +14, Ref
+3, Will +6 |
Fort
+25, Ref +13, Will +13 |
Abilities: |
Str 29, Dex 9,
Con 21, Int 10, Wis 14, Cha 11 |
Str
32, Dex 12, Con 22, Int 10, Wis 12, Cha 18 |
Skills: |
Climb +13, Craft
(any one) +6, Intimidate +6, Jump +17, Spot +12 |
Climb
+17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5 |
Feats: |
Cleave, Great
Cleave, Improved Overrun, Improved Sunder, Power Attack |
Cleave,
Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning
Reflexes, Power Attack, Quick Draw |
Environment: |
Cold mountains |
Cold
mountains |
Organization: |
Solitary, gang
(2–5), band (6–9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd
level), hunting/raiding party (6–9 plus 35% noncombatants plus 1 adept or
sorcerer of 3rd–5th level plus 2–4 winter wolves and 2–3 ogres), or tribe
(21–30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12–30
winter wolves, 12–22 ogres, and 1–2 young white dragons) |
Solitary
or with tribe |
Challenge
Rating: |
9 |
17 |
Treasure: |
Standard |
Standard |
Alignment: |
Often chaotic
evil |
Always
chaotic evil |
Advancement: |
By character
class |
By
character class |
Level
Adjustment: |
+4 |
— |
A frost giant’s
hair can be light blue or dirty yellow, and its eyes usually match its hair
color. Frost giants dress in skins and pelts, along with any jewelry they own.
Frost giant warriors add chain shirts and metal helmets decorated with horns or
feathers.
An adult male is
about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter
and lighter, but otherwise identical with males. Frost giants can live to be
250 years old.
COMBAT
Frost giants
usually start combat at a distance, throwing rocks until they run out of
ammunition or the opponent closes, then wading in with their enormous
battleaxes.
A
favorite tactic is to lay an ambush by hiding buried in the snow at the top of
an icy or snowy slope, where opponents will have difficulty reaching them.
Rock
Throwing (Ex): The
range increment is 120 feet for a frost giant’s thrown rocks.
FROST GIANT JARL
A
frost giant leader is often a barbarian, cleric, fighter, or sorcerer, but some
of the most evil and ruthless frost giants become blackguards.
The frost giant jarl described here
has all the qualities and abilities of a typical frost giant, as well as other
abilities (see the statistics block) from being a blackguard. Details on some
of these abilities follow.
Aura of Despair (Su): This jarl radiates a
malign aura that causes enemies within 10 feet of him to take a –2 penalty on
all saving throws.
Aura of Evil (Ex): This jarl radiates a
strong aura of evil (see the detect evil spell) as an 8th-level cleric
of an evil deity.
Command Undead (Su): This jarl can command and
rebuke undead as a 6th-level cleric.
Dark Blessing (Su): This jarl applies his
Charisma modifier as a bonus on all saving throws.
Detect Good (Sp): At will, this jarl can
use detect good as a spell-like ability, duplicating the effect of the detect
good spell.
Poison Use: Blackguards are skilled
in the use of poison and never risk accidentally poisoning themselves when
applying poison to a blade.
Smite Good (Su): Twice per day, this jarl
may attempt to smite good with one normal melee attack. He adds his +4 Charisma
modifier to his attack roll and deals 8 points of extra damage (1 per
blackguard level) if the attack hits. If he accidentally smites a creature that
is not good, the smite has no effect but it is still used up for that day.
Typical Blackguard Spells Prepared (3/1; save DC 11 + spell
level): 1st—cause fear, doom, magic weapon; 2nd—bull’s strength.
Possessions: +2 frost greataxe, +2
full plate armor, cloak of Charisma +2, ring of minor energy resistance (fire),
2 doses
of bloodroot poison. (Benefits of these items are included in the statistics
block.)
FROST GIANT CHARACTERS
Many groups of
frost giants include clerics. A frost giant cleric has access to two of the
following domains: Chaos, Destruction, Evil, or War (most choose Destruction or
War, some choose both).
HILL GIANT
|
Large Giant |
Hit Dice: |
12d8+48 (102 hp) |
Initiative: |
–1 |
Speed: |
30 ft. in hide
armor (6 squares); base speed 40 ft. |
Armor Class: |
20 (–1 size, –1
Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20 |
Base
Attack/Grapple: |
+9/+20 |
Attack: |
Greatclub +16
melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7) |
Full Attack: |
Greatclub
+16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Rock throwing |
Special
Qualities: |
Low-light
vision, rock catching |
Saves: |
Fort +12, Ref
+3, Will +4 |
Abilities: |
Str 25, Dex 8,
Con 19, Int 6, Wis 10, Cha 7 |
Skills: |
Climb +7, Jump
+7, Listen +3, Spot +6 |
Feats: |
Cleave, Improved
Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub) |
Environment: |
Temperate hills |
Organization: |
Solitary, gang
(2–5), band (6–9 plus 35% noncombatants), hunting/raiding party (6–9 plus 2–4
dire wolves), or tribe (21–30 plus 35% noncombatants plus 12–30 dire wolves,
2–4 ogres, and 12–22 orcs) |
Challenge
Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Often chaotic
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+4 |
Skin color among
hill giants ranges from light tan to deep ruddy brown. Their hair is brown or
black, with eyes the same color. Hill giants wear layers of crudely prepared
hides with the fur left on. They seldom wash or repair their garments,
preferring to simply add more hides as their old ones wear out.
Adults are about
10-1/2 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200
years old.
COMBAT
Hill giants prefer
to fight from high, rocky outcroppings, where they can pelt opponents with
rocks and boulders while limiting the risk to themselves.
Hill giants love
to make overrun attacks against smaller creatures when they first join battle.
Thereafter, they stand fast and swing away with their massive clubs.
Rock Throwing
(Ex): The range increment
is 120 feet for a hill giant’s thrown rocks.
HILL GIANTS AS CHARACTERS
Reckless brutes of
incredible strength but little wit, hill giant characters are never truly
accepted into society. Yet they do well on its edges and frontiers, forging a
strong and profitable existence.
Despite their
rugged appearance and great size, their basically humanoid shape makes it easy
for them to relate with more civilized folk.
Hill giant
characters possess the following racial traits.
— +14 Strength, –2
Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
—Large size. –1
penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks,
+4 bonus on grapple checks, lifting and carrying limits double those of Medium
characters.
—Space/Reach: 10
feet/10 feet.
—A hill giant’s
base land speed is 40 feet.
—Low-light vision.
—Racial Hit Dice:
A hill giant begins with twelve levels of giant, which provide 12d8 Hit Dice, a
base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +4, and
Will +4.
—Racial Skills: A
hill giant’s giant levels give it skill points
equal to 15 x (2 +
Int modifier). Its class skills are Climb, Jump, Listen, and Spot.
—Racial Feats: A
hill giant’s giant levels give it five feats.
— +9 natural armor
bonus.
—Special Attacks
(see above): Rock throwing.
—Special Qualities
(see above): Rock catching.
—Weapon and Armor
Proficiency: A hill giant is automatically proficient with simple weapons,
martial weapons, light and medium armor, and shields.
—Automatic Languages:
Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
—Favored Class:
Barbarian.
—Level adjustment
+4.
STONE GIANT
|
Large Giant
(Earth) |
Hit Dice: |
14d8+56 (119 hp) |
Initiative: |
+2 |
Speed: |
30 ft. in hide
armor (6 squares); base speed 40 ft. |
Armor Class: |
25 (–1 size, +2
Dex, +11 natural, +3 hide), touch 11, flat-footed 23 |
Base
Attack/Grapple: |
+10/+22 |
Attack: |
Greatclub +17
melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12) |
Full Attack: |
Greatclub
+17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged
(2d8+12) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Rock throwing |
Special
Qualities: |
Darkvision 60
ft., low-light vision, rock catching |
Saves: |
Fort +13, Ref
+6, Will +7 |
Abilities: |
Str 27, Dex 15,
Con 19, Int 10, Wis 12, Cha 11 |
Skills: |
Climb +11, Hide
+6*, Jump +11, Spot +12 |
Feats: |
Combat Reflexes,
Iron Will, Point Blank Shot, Power Attack, Precise Shot |
Environment: |
Temperate
mountains |
Organization: |
Solitary, gang
(2–5), band (6–9 plus 35% noncombatants), hunting/raiding/trading party (6–9
plus 1 elder), or tribe (21–30 plus 35% noncombatants plus 1–3 elders and 3–6
dire bears) |
Challenge
Rating: |
8 (elder 9) |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
By character
class |
Level
Adjustment: |
+4 (elder +6) |
Stone giants
prefer thick leather garments, dyed in shades of brown and gray to match the
stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds.
Stone giants can live to be 800 years old.
COMBAT
Stone giants fight
from a distance whenever possible, but if they can’t avoid melee, they use
gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to
stand nearly motionless, blending in with the background, then move forward to
throw rocks and surprise their foes.
Rock Throwing
(Ex): The range increment
is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing
a rock.
Rock Catching
(Ex): A stone giant gains
a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
Skills: *A stone giant gains a +8 racial bonus on
Hide checks in rocky terrain.
STONE GIANT ELDERS
Some stone giants
develop special abilities related to their environment. These giant elders have
Charisma scores of at least 15 and spell-like abilities, which they use as
10th-level sorcerers. Once per day they can use stone shape, stone tell, and
either transmute rock to mud or transmute mud to rock (DC 17).
The save DC is Charisma-based. One in ten elders is a sorcerer, usually of 3rd
to 6th level.
STONE GIANTS AS CHARACTERS
Strong, silent
loners, stone giant characters are a rare sight in human lands.
Stone giant
characters possess the following racial traits.
— +16 Strength, +4
Dexterity, +8 Constitution, +2 Wisdom.
—Large size. –1
penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks,
+4 bonus on grapple checks, lifting and carrying limits double those of Medium
characters.
—Space/Reach: 10
feet/10 feet.
—A stone giant’s
base land speed is 40 feet.
—Darkvision out to
60 feet and low-light vision.
—Racial Hit Dice:
A stone giant begins with fourteen levels of giant, which provide 14d8 Hit
Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref
+4, and Will +4.
—Racial Skills: A
stone giant’s giant levels give it skill points equal to 17 x (2 + Int
modifier). Its class skills are Climb, Hide, Listen, and Spot. A stone giant
has a +8 racial bonus on Hide checks in rocky terrain.
—Racial Feats: A
stone giant’s giant levels give it five feats.
— +11 natural
armor bonus.
—Special Attacks
(see above): Rock throwing.
—Special Qualities
(see above): Rock catching.
—Automatic
Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
—Favored Class:
Barbarian.
—Level adjustment
+4.
STORM GIANT
|
Huge Giant |
Hit Dice: |
19d8+114 (199
hp) |
Initiative: |
+2 |
Speed: |
35 ft. (7
squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40
ft. |
Armor Class: |
27 (–2 size, +2
Dex, +12 natural, +5 breastplate) touch 10, flat-footed 25 |
Base
Attack/Grapple: |
+14/+36 |
Attack: |
Greatsword +26
melee (4d6+21/19–20) or slam +26 melee (1d6+14) or composite longbow (+14 Str
bonus) +14 ranged (3d6+14/x3) |
Full Attack: |
Greatsword
+26/+21/+16 melee (4d6+21/19–20) or 2 slams +26 melee (1d6+14) or composite
longbow (+14 Str bonus) +14/+9/+4 ranged (3d6+14/x3) |
Space/Reach: |
15 ft./15 ft. |
Special
Attacks: |
Spell-like
abilities |
Special
Qualities: |
Freedom of
movement, immunity to electricity, low-light vision, rock catching, water
breathing |
Saves: |
Fort +17, Ref
+8, Will +13 |
Abilities: |
Str 39, Dex 14,
Con 23, Int 16, Wis 20, Cha 15 |
Skills: |
Climb +20,
Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump
+24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, Swim +18* |
Feats: |
Awesome Blow,
Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power
Attack |
Environment: |
Warm mountains |
Organization: |
Solitary or
family (2–4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th–10th
level plus 1–2 rocs, 2–5 griffons, or 2–8 sea cats) |
Challenge
Rating: |
13 |
Treasure: |
Standard coins;
double goods; standard items |
Alignment: |
Often chaotic
good |
Advancement: |
By character
class |
Level
Adjustment: |
— |
Very rarely, storm
giants have violet skin. Violet-skinned storm giants have deep violet or
blue-black hair with silvery gray or purple eyes. Adults are about 21 feet tall
and weigh about 12,000 pounds. Storm giants can live to be 600 years old. Storm
giants’ garb is usually a short, loose tunic belted at the waist, sandals or
bare feet, and a headband. They wear a few pieces of simple but finely crafted
jewelry, anklets (favored by barefoot giants), rings, or circlets being most
common. They live quiet, reflective lives and spend their time musing about the
world, composing and playing music, and tilling their land or gathering food.
Combat
Storm giants use
weapons and spell-like abilities instead of throwing rocks. Their composite
longbows have a range increment of 180 feet.
Spell-Like
Abilities: 1/day—call
lightning (DC 15), chain lightning (DC 18). Caster level 15th.
2/day—control weather, levitate. Caster level 20th. The save DCs
are Charisma-based.
Freedom of
Movement (Su): Storm
giants have a continuous freedom of movement ability as the spell (caster level
20th). The effect can be dispelled, but the storm giant can create it again on
its next turn as a free action.
Water Breathing
(Ex): Storm giants can
breathe underwater indefinitely and can freely use their spell-like abilities
while submerged.
Skills: A storm giant has a +8 racial bonus on any
Swim check to perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or endangered. It can use
the run action while swimming, provided it swims in a straight line. *Storm
giants ignore all weight penalties for gear carried when swimming.
Storm Giant
Characters
About 20% of adult
storm giants are sorcerers or clerics. A storm giant cleric has access to two
of the following domains: Chaos, Good, Protection, or War.
GIBBERING MOUTHER
|
Medium
Aberration |
Hit Dice: |
4d8+24 (42 hp) |
Initiative: |
+1 |
Speed: |
10 ft. (2
squares), swim 20 ft. |
Armor Class: |
19 (+1 Dex, +8
natural), touch 11, flat-footed 18 |
Base
Attack/Grapple: |
+3/+3 |
Attack: |
Bite +4 melee
(1) or spittle +4 ranged touch (1d4 acid plus blindness) |
Full Attack: |
6 bites +4 melee
(1) and spittle +4 ranged touch (1d4 acid plus blindness) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Gibbering,
spittle, improved grab, blood drain, engulf, ground manipulation |
Special
Qualities: |
Amorphous,
damage reduction 5/bludgeoning, darkvision 60 ft. |
Saves: |
Fort +7, Ref +4,
Will +5 |
Abilities: |
Str 10, Dex 13,
Con 22, Int 4, Wis 13, Cha 13 |
Skills: |
Listen +4, Spot
+9, Swim +8 |
Feats: |
Lightning
Reflexes, Weapon Finesse |
Environment: |
Underground |
Organization: |
Solitary |
Challenge
Rating: |
5 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
5–12 HD (Large) |
Level
Adjustment: |
— |
A gibbering
mouther is a horrible creature seemingly drawn from a lunatic’s nightmares.
Although not evil, it thirsts after bodily fluids and seems to prefer the blood
of intelligent creatures.
A gibbering
mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200
pounds.
Gibbering mouthers
can speak Common, but seldom say anything other than gibberish.
COMBAT
A gibbering
mouther attacks by shooting out strings of protoplasmic flesh, each ending in
one or more eyes and a mouth that bites at the enemy. A mouther can send out a
total of six such members in any round.
Gibbering (Su): As soon as a mouther spots something
edible, it begins a constant gibbering as a free action. All creatures (other
than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be
affected as though by a confusion spell for 1d2 rounds. This is a sonic
mind-affecting compulsion effect. A creature that successfully saves cannot be
affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is
Charisma-based.
Spittle (Ex): As a free action every round, a gibbering
mouther fires a stream of spittle at one opponent within 30 feet. The mouther
makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage,
and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4
rounds. Eyeless creatures are immune to the blinding effect, but are still
subject to the acid damage. The save DC is Constitution-based.
Improved Grab
(Ex): To use this ability,
a gibbering mouther must hit with a bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity.
Blood Drain
(Ex): On a successful
grapple check after grabbing, that mouth attaches to the opponent. It
automatically deals bite damage and drains blood, dealing 1 point of
Constitution damage each round. A mouth can be ripped off (dealing 1 point of
damage) with a DC 12 Strength check or severed by a successful sunder attempt
(the mouth has 2 hit points).
A severed mouth
continues to bite and drain blood for 1d4 rounds after such an attack. A
creature whose Constitution is reduced to 0 is killed.
Engulf (Ex): A gibbering mouther can try to engulf a
Medium or smaller opponent grabbed by three or more mouths.
The opponent must
succeed on a DC 14 Reflex save or fall and be engulfed. In the next round, the
mouther makes twelve bite attacks instead of six (each with a +4 attack bonus).
An engulfed creature cannot attack the mouther from within. The previously
attached mouths are now free to attack others. The save DC is Strength-based
and includes a +2 racial bonus.
Ground
Manipulation (Su): At
will, as a standard action, a gibbering mouther can cause stone and earth in
all adjacent squares to become a morass akin to quicksand. Softening earth,
sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than
the mouther in that area must take a move-equivalent action to avoid becoming
mired (treat as being pinned).
Amorphous (Ex): A gibbering mouther is not subject to
critical hits. It cannot be flanked.
Skills: Thanks to their multiple eyes, gibbering
mouthers have a +4 racial bonus on Spot checks.
A gibbering
mouther has a +8 racial bonus on any Swim check to perform some special action
or avoid a hazard. It always can choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while swimming, provided it
swims in a straight line.
GIRALLON
|
Large Magical
Beast |
Hit Dice: |
7d10+20 (58 hp) |
Initiative: |
+3 |
Speed: |
40 ft. (8
squares), climb 40 ft. |
Armor Class: |
16 (–1 size, +3
Dex, +4 natural), touch 12, flat-footed 15 |
Base
Attack/Grapple: |
+7/+17 |
Attack: |
Claw +12 melee
(1d4+6) |
Full Attack: |
4 claws +12
melee (1d4+6) and bite +7 melee (1d8+3) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Rend 2d4+9 |
Special
Qualities: |
Darkvision 60
ft., low-light vision, scent |
Saves: |
Fort +7, Ref +8,
Will +5 |
Abilities: |
Str 22, Dex 17,
Con 14, Int 2, Wis 12, Cha 7 |
Skills: |
Climb +14, Move
Silently +8, Spot +6 |
Feats: |
Iron Will,
Toughness (2) |
Environment: |
Warm forests |
Organization: |
Solitary or
company (5–8) |
Challenge
Rating: |
6 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
8–10 HD (Large);
11–21 HD (Huge) |
Level
Adjustment: |
— |
Girallons are
savage, magical cousins of the gorilla. When moving on the ground, a girallon
walks on its legs and lower arms. An adult girallon is about 8 feet tall,
broad-chested, and covered in thick, pure white fur. It weighs about 800
pounds.
COMBAT
A solitary
girallon usually conceals itself in the branches of a tree or under a pile of
leaves and brush, with only its nose showing. When it spots or scents prey, it
charges to the attack. A girallon picks up prey that is small enough to carry
and withdraws, often vanishing into the trees before the victim’s companions
can do anything to retaliate. Against larger foes, a girallon seeks to tear a
single opponent to bits as quickly as it can.
Rend (Ex): A girallon that hits with two or more claw
attacks latches onto the opponent’s body and tears the flesh. This attack
automatically deals an extra 2d4+12 points of damage.
Skills: A girallon has a +8 racial bonus on Climb
checks and can always choose to take 10 on a Climb check, even if rushed or
threatened.
GNOLL
|
Medium Humanoid
(Gnoll) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+1 natural,
+2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15 |
Base
Attack/Grapple: |
+1/+3 |
Attack: |
Battleaxe +3
melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3) |
Full Attack: |
Battleaxe +3
melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +4, Ref +0,
Will +0 |
Abilities: |
Str 15, Dex 10,
Con 13, Int 8, Wis 11, Cha 8 |
Skills: |
Listen +2, Spot
+3 |
Feats: |
Power Attack |
Environment: |
Warm plains |
Organization: |
Solitary, pair,
hunting party (2–5 and 1–2 hyenas), band (10–100 plus 50% noncombatants plus
1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level and 5–8
hyenas), or tribe (20–200 plus 1 3rd-level sergeant per 20 adults, 1 or 2
lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 7–12 hyenas; underground
lairs also have 1–3 trolls) |
Challenge
Rating: |
1 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+1 |
Gnolls are
hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have
dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring
intelligent creatures for food because they scream more. A gnoll is about 7-1/2
feet tall and weighs 300 pounds. Gnolls speak Gnoll.
COMBAT
Gnolls like to
attack when they have the advantage of numbers, using horde tactics and their
physical strength to overwhelm and knock down their opponents. They show little
discipline when fighting unless they have a strong leader; at such times, they
can maintain ranks and fight as a unit. While they do not usually prepare
traps, they do use ambushes and try to attack from a flanking position. Because
of its shield, a gnoll’s modifier on Hide checks (untrained) is –2, which means
gnolls always take special care to seek favorable conditions when laying
ambushes (such as darkness, cover, or some other form of advantageous terrain).
GNOLLS AS CHARACTERS
Gnoll characters
possess the following racial traits.
—Strength +4,
Constitution +2, Intelligence –2, Charisma –2.
—Size Medium.
—A gnoll’s base
land speed is 30 feet.
—Darkvision out to
60 feet.
—Racial Hit Dice:
A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base
attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will
+0.
—Racial Skills: A
gnoll’s humanoid levels give it skill points equal to 5 x (2 + Int modifier).
Its class skills are Listen and Spot.
—Racial Feats: A
gnoll’s humanoid levels give it one feat.
— +1 natural armor
bonus.
—Automatic
Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
—Favored Class:
Ranger.
—Level adjustment
+1.
GNOME
|
Gnome,
1st-Level Warrior |
Svirfneblin,
1st-Level Warrior |
|
Small Humanoid
(Gnome) |
Small Humanoid
(Gnome) |
Hit Dice: |
1d8+2 (6 hp) |
1d8+4 (8 hp) |
Initiative: |
+0 |
+1 |
Speed: |
20 ft. (4
squares) |
15 ft. in banded
mail armor (3 squares); base speed 20 ft. |
Armor Class: |
16 (+1 size, +4
chain shirt, +1 light shield), touch 11, flat-footed 16 |
23 (+1 size, +1
Dex, +4 dodge, +6 banded mail, +1 buckler), touch 16, flat-footed 18 |
Base
Attack/Grapple: |
+1/–3 |
+1/–3 |
Attack: |
Longsword +2
melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20) |
Heavy pick +2
melee (1d4/x4) or light crossbow +3 ranged (1d6/19–20) |
Full Attack: |
Longsword +2
melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20) |
Heavy pick +2
melee (1d4/x4) or light crossbow +3 ranged (1d6/19–20) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
— |
Spell-like
abilities |
Special
Qualities: |
Gnome traits |
Gnome traits,
svirfneblin traits, spell resistance 12 |
Saves: |
Fort +4, Ref +0,
Will –1 |
Fort +5, Ref +3,
Will +2 |
Abilities: |
Str 11, Dex 11,
Con 14, Int 10, Wis 9, Cha 8 |
Str 11, Dex 13,
Con 12, Int 10, Wis 11, Cha 4 |
Skills: |
Hide +3, Listen
+1, Spot +1 |
Hide +2, Listen
+2, Spot +2 |
Feats: |
Weapon Focus
(light crossbow) |
Toughness |
Environment: |
Temperate hills
(Forest gnomes: Temperate forests) |
Underground |
Organization: |
Company (2–4),
squad (11–20 plus 1 leader of 3rd–6th level and 2 3rd-level lieutenants), or
band (30–50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants,
3 7th-level captains, and 2–5 dire badgers) |
Company (2–4),
squad (11–20 plus 1 leader of 3rd–6th level and 2 3rd-level lieutenants), or
band (30–50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants,
3 7th-level captains, and 2–5 Medium earth elementals) |
Challenge
Rating: |
1/2 |
1 |
Treasure: |
Standard |
Standard |
Alignment: |
Usually neutral
good |
Usually neutral |
Advancement: |
By character
class |
By character
class |
Level
Adjustment: |
+0 |
+3 |
Gnomes stand 3 to
3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark
tan to woody brown, their hair is fair, and their eyes can be any shade of
blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear
leather or earth tones, though they decorate their clothes with intricate
stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they
live about 350 years, though some can live almost 500 years.
Gnomes speak their
own language, Gnome. Most gnomes who travel outside gnome lands (as traders,
tinkers, or adventurers) know Common, while warriors in gnome settlements
usually learn Goblin.
Most gnomes
encountered outside their home are warriors; the information in the statistics
block is for one of 1st level.
COMBAT
Gnomes prefer
misdirection and deception over direct confrontation.
They would rather
befuddle or embarrass foes (other than goblinoids or kobolds) than kill them.
Gnomes make heavy
use of illusion magic and carefully prepared ambushes and traps whenever they
can.
Gnome Traits
(Ex): Gnomes possess the
following racial traits.
— +2 Constitution,
–2 Strength.
—Small size. +1
bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4
penalty on grapple checks, lifting and carrying limits 3/4 those of Medium
characters.
—A gnome’s base
land speed is 20 feet.
—Low-light vision.
—Weapon
Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather
than exotic weapons.
— +2 racial bonus
on saving throws against illusions.
—Add +1 to the
Difficulty Class for all saving throws against illusion spells cast by gnomes.
This adjustment stacks with those from similar effects, such as the Spell Focus
feat.
— +1 racial bonus
on attack rolls against kobolds and goblinoids (including goblins, hobgoblins,
and bugbears).
— +4 dodge bonus
to Armor Class against creatures of the giant type (such as ogres, trolls, and
hill giants).
— +2 racial bonus
on Listen checks.
— +2 racial bonus
on Craft (alchemy) checks.
—Automatic
Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant,
Goblin, Orc.
—Spell-Like
Abilities: 1/day—speak with animals (burrowing mammal only, duration 1
minute). A gnome with a Charisma score of at least 10 also has the following
spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster
level 1st; save DC 10 + gnome’s Cha modifier + spell level.
—Favored Class:
Bard.
The gnome warrior
presented here had the following ability scores before racial adjustments: Str
13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
SUBRACES
The information
above is for rock gnomes, the most common variety.
There are two
other major gnome subraces, which differ from rock gnomes as follows.
Svirfneblin
Also called deep
gnomes, svirfneblin are said to dwell in great cities deep underground.
A svirfneblin has
wiry, rock-colored skin usually medium brown to brownish gray. Only males are
bald; females have stringy gray hair. The average svirfneblin lifespan is 250
years.
Svirfneblin speak
Gnome, Common, and Undercommon.
Svirfneblin
Traits (Ex): These traits
are in addition to the rock gnome traits, except where noted.
— –2
Strength, +2 Dexterity, +2 Wisdom, –4 Charisma. These adjustments replace the
rock gnome’s ability score adjustments.
—Stonecunning:
This ability grants deep gnomes a +2 racial bonus on Search checks to notice
unusual stonework. A deep gnome who merely comes within 10 feet of unusual
stonework can make a Search check as though actively searching, and can use the
Search skill to find stonework traps as a rogue can. A svirfneblin can also
intuit depth, sensing the approximate distance underground as naturally as a
human can sense which way is up.
—Darkvision out to
120 feet and low-light vision.
—Spell resistance
equal to 11 + class levels.
— +2 racial bonus
on all saving throws (figured into the statistics for the character presented
here). This trait replaces the rock gnome’s racial bonus on saving throws
against illusions.
—Add +1 to the
Difficulty Class for all saving throws against illusion spells cast by
svirfneblin. This adjustment stacks with those from similar effects, such as
the Spell Focus feat.
— +1 racial bonus
on attack rolls against kobolds and goblinoids.
— +4 dodge bonus
to Armor Class against all creatures (figured into the statistics for the
character presented here). This trait replaces the rock gnome’s dodge bonus
against giants.
—Automatic
Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant,
Goblin, Orc, Terran. This trait replaces the rock gnome’s automatic and bonus
languages.
—Spell-Like
Abilities: 1/day—blindness/deafness (typical save DC 13), blur,
disguise self. Caster level equals the svirfneblin’s class levels. The save
DC is Charisma-based and include a +4 racial modifier. This trait replaces the
rock gnome’s spell-like abilities.
—Nondetection
(Su): A svirfneblin has a continuous nondetection ability as the spell (caster
level equal to class levels).
— +2 racial bonus
on Craft (alchemy) and Listen checks.
— +2 racial bonus
on Hide checks, which improves to +4 underground.
—Favored Class:
Rogue.
—Level adjustment
+3.
The svirfneblin
warrior presented here had the following ability scores before racial
adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating:
Svirfneblin with levels in NPC classes have a CR equal to their character
level. Svirfneblin with levels in PC classes have a CR equal to their character
level +1.
Forest Gnome
They are the
smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just
like regular gnomes except with bark-colored or gray-green skin, and eyes that
can be brown or green as well as blue. A very long-lived people, forest gnomes
have an average life expectancy of 500 years.
Forest Gnome
Traits (Ex): These traits
are in addition to the rock gnome traits, except where noted.
—Pass without
Trace (Su): A forest gnome has the innate ability to use pass without
trace (self only, as a free action) as the spell cast by a druid of the
forest gnome’s class levels.
— +1 racial bonus
on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
—Automatic
Languages: Gnome, Elven, Sylvan, and a simple language that enables them to
communicate on a very basic level with forest animals (this replaces the rock
gnome’s speak with animals ability). Bonus Languages: Common, Draconic,
Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’s automatic and
bonus languages.
— +4 racial bonus
on Hide checks, which improves to +8 in a wooded area.
GOBLIN
|
Goblin,
1st-Level Warrior |
|
Small Humanoid
(Goblinoid) |
Hit Dice: |
1d8+1 (5 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+1 size, +1
Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+1/–3 |
Attack: |
Morningstar +2
melee (1d6) or javelin +3 ranged (1d4) |
Full Attack: |
Morningstar +2
melee (1d6) or javelin +3 ranged (1d4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft. |
Saves: |
Fort +3, Ref +1,
Will –1 |
Abilities: |
Str 11, Dex 13,
Con 12, Int 10, Wis 9, Cha 6 |
Skills: |
Hide +5, Listen
+2, Move Silently +5, Ride +4, Spot +2 |
Feats: |
Alertness |
Environment: |
Temperate plains |
Organization: |
Gang (4–9), band
(10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1
leader of 4th–6th level), warband (10–24 with worg mounts), or tribe (40–400
plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2
lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–24 worgs, and
2–4 dire wolves) |
Challenge
Rating: |
1/3 |
Treasure: |
Standard |
Alignment: |
Usually neutral
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+0 |
A goblin stands 3
to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and
glazed, varying in color from red to yellow. A goblin’s skin color ranges from
yellow through any shade of orange to a deep red; usually all members of a
single tribe are about the same color. Goblins wear clothing of dark leather,
tending toward drab, soiled-looking colors. Goblins speak Goblin; those with
Intelligence scores of 12 or higher also speak Common.
Most goblins
encountered outside their homes are warriors; the information in the statistics
block is for one of 1st level.
COMBAT
Being bullied by
bigger, stronger creatures has taught goblins to exploit what few advantages
they have: sheer numbers and malicious ingenuity. The concept of a fair fight
is meaningless in their society. They favor ambushes, overwhelming odds, dirty
tricks, and any other edge they can devise.
Goblins have a
poor grasp of strategy and are cowardly by nature, tending to flee the field if
a battle turns against them. With proper supervision, though, they can
implement reasonably complex plans, and in such circumstances their numbers can
be a deadly advantage.
Skills: Goblins have a +4 racial bonus on Move
Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the
Mounted Combat feat in place of the Alertness feat, which reduces their Spot
and Listen check modifiers from +3 to +1.
Challenge
Rating: Goblins with
levels in NPC classes have a CR equal to their character level –2.
GOBLINS AS CHARACTERS
Goblin characters
possess the following racial traits.
— –2 Strength, +2
Dexterity, –2 Charisma.
—Small size: +1
bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4
penalty on grapple checks, lifting and carrying limits 3/4 those of Medium
characters.
—A goblin’s base
land speed is 30 feet.
—Darkvision out to
60 feet.
— +4 racial bonus
on Move Silently and Ride checks.
—Automatic
Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class:
Rogue.
The goblin warrior
presented here had the following ability scores before racial adjustments: Str
13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
GOLEM
Golems are
magically created automatons of great power. Constructing one involves the
employment of mighty magic and elemental forces.
The animating
force for a golem is a spirit from the Elemental Plane of Earth. The process of
creating the golem binds the unwilling spirit to the artificial body and
subjects it to the will of the golem’s creator.
COMBAT
Golems are
tenacious in combat and prodigiously strong as well. Being mindless, they do
nothing without orders from their creators. They follow instructions explicitly
and are incapable of any strategy or tactics. They are emotionless in combat
and cannot be provoked.
A golem’s creator
can command it if the golem is within 60 feet and can see and hear its creator.
If uncommanded, a golem usually follows its last instruction to the best of its
ability, though if attacked it returns the attack. The creator can give the
golem a simple command to govern its actions in his or her absence. The golem’s
creator can order the golem to obey the commands of another person (who might
in turn place the golem under someone else’s control, and so on), but the
golem’s creator can always resume control over his creation by commanding the
golem to obey him alone.
Immunity to
Magic (Ex): Golems have
immunity to most magical and supernatural effects, except when otherwise noted.
CONSTRUCTION
The cost to create
given for each golem includes the cost of the physical body and all the
materials and spell components that are consumed or become a permanent part of
the golem. Creating a golem is essentially similar to creating any sort of
magic item. However, a golem’s body includes costly material components that
may require some extra preparation. The golem’s creator can assemble the body
or hire someone else to do the job. The builder must have the appropriate
skill, which varies with the golem variety.
Completing the
golem’s creation drains the appropriate XP from the creator and requires
casting any spells on the final day.
The creator must
cast the spells personally, but they can come from outside sources, such as
scrolls.
The
characteristics of a golem that come from its nature as a magic item (caster
level, prerequisite feats and spells, market price, cost to create) are given
in summary form at the end of each golem’s description.
Note: The market price of an advanced golem (a
golem with more Hit Dice than the typical golem described in each entry) is
increased by 5,000 gp for each additional Hit Die, and increased by an
additional 50,000 gp if the golem’s size increases. The XP cost for creating an
advanced golem is equal to 1/25 the advanced golem’s market price minus the
cost of the special materials required.
CLAY GOLEM
|
Large Construct |
Hit Dice: |
11d10+30 (90 hp) |
Initiative: |
–1 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
22 (–1 size, –1
Dex, +14 natural), touch 8, flat-footed 22 |
Base
Attack/Grapple: |
+8/+19 |
Attack: |
Slam +14 melee
(2d10+7 plus cursed wound) |
Full Attack: |
2 slams +14
melee (2d10+7 plus cursed wound) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Berserk, cursed
wound |
Special
Qualities: |
Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft.,
haste, immunity to magic, low-light vision |
Saves: |
Fort +3, Ref +2,
Will +3 |
Abilities: |
Str 25, Dex 9,
Con —, Int —, Wis 11, Cha 1 |
Skills: |
— |
Feats: |
— |
Environment: |
Any |
Organization: |
Solitary or gang
(2–4) |
Challenge
Rating: |
10 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
12–18 HD
(Large); 19–33 HD (Huge) |
Level
Adjustment: |
— |
This golem has a
humanoid body made from clay. A clay golem wears no clothing except for a metal
or stiff leather garment around its hips.
A clay golem golem
cannot speak or make any vocal noise. It walks and moves with a slow, clumsy
gait. It weighs around 600 pounds.
Combat
Berserk (Ex): When a clay golem enters combat, there is
a cumulative 1% chance each round that its elemental spirit breaks free and the
golem goes berserk. The uncontrolled golem goes on a rampage, attacking the
nearest living creature or smashing some object smaller than itself if no
creature is within reach, then moving on to spread more destruction. Once a
clay golem goes berserk, no known method can reestablish control.
Cursed Wound
(Ex): The damage a clay
golem deals doesn’t heal naturally and resists healing spells. A character
attempting to cast a conjuration (healing) spell on a creature damaged by a
clay golem must succeed on a DC 26 caster level check, or the spell has no
effect on the injured character.
Immunity to
Magic (Ex): A clay golem
is immune to any spell or spell-like ability that allows spell resistance. In
addition, certain spells and effects function differently against the creature,
as noted below.
A move earth spell
drives the golem back 120 feet and deals 3d12 points of damage to it.
A disintegrate spell
slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points
of damage.
An earthquake spell
cast directly at a clay golem stops it from moving on its next turn and deals
5d10 points of damage. The golem gets no saving throw against any of these
effects.
Any magical attack
against a clay golem that deals acid damage heals 1 point of damage for every 3
points of damage it would otherwise deal. If the amount of healing would cause
the golem to exceed its full normal hit points, it gains any excess as
temporary hit points. For example, a clay golem hit by the breath weapon of a
black dragon heals 7 points of damage if the attack would have dealt 22 points
of damage. A clay golem golem gets no saving throw against magical attacks that
deal acid damage.
Haste (Su): After it has engaged in at least 1 round
of combat, a clay golem can haste itself once per day as a free action. The
effect lasts 3 rounds and is otherwise the same as the spell.
Construction
A clay golem’s
body must be sculpted from a single block of clay weighing at least 1,000
pounds, treated with rare oils and powders worth 1,500 gp. Creating the body
requires a DC 15 Craft (sculpting) check or a DC 15 Craft (pottery) check.
CL 11th; Craft
Construct, animate objects, commune, resurrection, caster must be at
least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.
FLESH GOLEM
|
Large Construct |
Hit Dice: |
9d10+30 (79 hp) |
Initiative: |
–1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
18 (–1 size, –1
Dex, +10 natural), touch 8, flat-footed 18 |
Base
Attack/Grapple: |
+6/+15 |
Attack: |
Slam +10 melee
(2d8+5) |
Full Attack: |
2 slams +10
melee (2d8+5) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Berserk |
Special
Qualities: |
Construct
traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic,
low-light vision |
Saves: |
Fort +3, Ref +2,
Will +3 |
Abilities: |
Str 21, Dex 9,
Con —, Int —, Wis 11, Cha 1 |
Skills: |
— |
Feats: |
— |
Environment: |
Any |
Organization: |
Solitary or gang
(2–4) |
Challenge
Rating: |
7 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
10–18 HD
(Large); 19–27 HD (Huge) |
Level
Adjustment: |
— |
A flesh golem is a
ghoulish collection of stolen humanoid body parts, stitched together into a
single composite form. No natural animal willingly tracks a flesh golem. The
golem wears whatever clothing its creator desires, usually just a ragged pair
of trousers. It has no possessions and no weapons. It stands 8 feet tall and
weighs almost 500 pounds.
A flesh golem
golem cannot speak, although it can emit a hoarse roar of sorts. It walks and
moves with a stiff-jointed gait, as if not in complete control of its body.
Combat
Berserk (Ex): When a flesh golem enters combat, there is
a cumulative 1% chance each round that its elemental spirit breaks free and the
golem goes berserk. The uncontrolled golem goes on a rampage, attacking the
nearest living creature or smashing some object smaller than itself if no
creature is within reach, then moving on to spread more destruction. The
golem’s creator, if within 60 feet, can try to regain control by speaking
firmly and persuasively to the golem, which requires a DC 19 Charisma check. It
takes 1 minute of inactivity by the golem to reset the golem’s berserk chance
to 0%.
Immunity to
Magic (Ex): A flesh golem
is immune to any spell or spell-like ability that allows spell resistance. In
addition, certain spells and effects function differently against the creature,
as noted below.
A magical attack
that deals cold or fire damage slows a flesh golem (as the slow spell)
for 2d6 rounds, with no saving throw.
A magical attack
that deals electricity damage breaks any slow effect on the golem and
heals 1 point of damage for every 3 points of damage the attack would otherwise
deal. If the amount of healing would cause the golem to exceed its full normal
hit points, it gains any excess as temporary hit points. For example, a flesh
golem hit by a lightning bolt heals 3 points of damage if the attack
would have dealt 11 points of damage. A flesh golem golem gets no saving throw
against attacks that deal electricity damage.
Construction
The pieces of a
flesh golem must come from normal human corpses that have not decayed
significantly. Assembly requires a minimum of six different bodies—one for each
limb, the torso (including head), and the brain. In some cases, more bodies may
be necessary. Special unguents and bindings worth 500 gp are also required.
Note that creating a flesh golem requires casting a spell with the evil descriptor.
Assembling the
body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check.
CL 8th; Craft
Construct, animate dead, bull’s strength, geas/quest, limited wish,
caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780
XP.
IRON GOLEM
|
Large Construct |
Hit Dice: |
18d10+30 (129
hp) |
Initiative: |
–1 |
Speed: |
20 ft. (4
squares) |
Armor Class: |
30 (–1 size, –1
Dex, +22 natural) touch 8, flat-footed 30 |
Base
Attack/Grapple: |
+12/+28 |
Attack: |
Slam +23 melee
(2d10+11) |
Full Attack: |
2 slams +23
melee (2d10+11) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Breath weapon |
Special
Qualities: |
Construct
traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic,
low-light vision |
Saves: |
Fort +6, Ref +5,
Will +6 |
Abilities: |
Str 33, Dex 9,
Con —, Int —, Wis 11, Cha 1 |
Skills: |
— |
Feats: |
— |
Environment: |
Any |
Organization: |
Solitary or gang
(2–4) |
Challenge
Rating: |
13 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
19–24 HD
(Large); 25–54 HD (Huge) |
Level
Adjustment: |
— |
This golem has a
humanoid body made from iron. An iron golem can be fashioned in any manner,
just like a stone golem (see below), although it almost always displays armor
of some sort. Its features are much smoother than those of a stone golem. Iron
golems sometimes carry a short sword in one hand. An iron golem is 12 feet tall
and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal
noise, nor does it have any distinguishable odor. It moves with a ponderous but
smooth gait. Each step causes the floor to tremble unless it is on a thick,
solid foundation.
Combat
Breath Weapon
(Su): 10-foot cube, cloud
of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial
damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC
is Constitution-based.
Immunity to
Magic (Ex): An iron golem
is immune to any spell or spell-like ability that allows spell resistance. In
addition, certain spells and effects function differently against the creature,
as noted below.
A magical attack
that deals electricity damage slows an iron golem (as the slow spell)
for 3 rounds, with no saving throw.
A magical attack
that deals fire damage breaks any slow effect on the golem and heals 1
point of damage for each 3 points of damage the attack would otherwise deal. If
the amount of healing would cause the golem to exceed its full normal hit
points, it gains any excess as temporary hit points. For example, an iron golem
hit by a fireball gains back 6 hit points if the damage total is 18 points.
An iron golem gets no saving throw against fire effects.
An iron golem is
affected normally by rust attacks, such as that of a rust monster or a rusting
grasp spell.
Construction
An iron golem’s
body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures
and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20
Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft
Construct, cloudkill, geas/quest, limited wish, polymorph any object, caster
must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600
XP.
STONE GOLEM
|
Stone Golem |
Greater Stone Golem |
|
Large Construct |
Huge
Construct |
Hit Dice: |
14d10+30 (107
hp) |
42d10+40
(271 hp) |
Initiative: |
–1 |
–2 |
Speed: |
20 ft. (4
squares) |
20
ft. (4 squares) |
Armor Class: |
26 (–1 size, –1
Dex, +18 natural), touch 8, flat-footed 26 |
27
(–2 size, –2 Dex, +21 natural), touch 6, flat-footed 27 |
Base
Attack/Grapple: |
+10/+23 |
+31/+52 |
Attack: |
Slam +18 melee
(2d10+9) |
Slam
+42 melee (4d8+13) |
Full Attack: |
2 slams +18
melee (2d10+9) |
2
slams +42 melee (4d8+13) |
Space/Reach: |
10 ft./10 ft. |
15
ft./15 ft. |
Special
Attacks: |
Slow |
Slow |
Special
Qualities: |
Construct
traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic,
low-light vision |
Construct
traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic,
low-light vision |
Saves: |
Fort +4, Ref +3,
Will +4 |
Fort
+14, Ref +12, Will +14 |
Abilities: |
Str 29, Dex 9,
Con —, Int —, Wis 11, Cha 1 |
Str
37, Dex 7, Con —, Int —, Wis 11, Cha 1 |
Skills: |
— |
— |
Feats: |
— |
— |
Environment: |
Any |
Any |
Organization: |
Solitary or gang
(2–4) |
Solitary
or gang (2–4) |
Challenge
Rating: |
11 |
16 |
Treasure: |
None |
None |
Alignment: |
Always neutral |
Always
neutral |
Advancement: |
15–21 HD
(Large); 22–42 (Huge) |
— |
Level
Adjustment: |
— |
— |
This golem has a
humanoid body made from stone. A stone golem is 9 feet tall and weighs around
2,000 pounds. Its body is frequently stylized to suit its creator. For example,
it might look like it is wearing armor, with a particular symbol carved on the breastplate,
or have designs worked into the stone of its limbs.
COMBAT
Stone golems are
formidable opponents, being physically powerful and difficult to harm.
Slow (Su): A stone golem can use a slow effect, as the
spell, as a free action once every 2 rounds. The effect has a range of 10 feet
and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC
is Constitution-based.
Immunity to
Magic (Ex): A stone golem
is immune to any spell or spell-like ability that allows spell resistance. In
addition, certain spells and effects function differently against the creature,
as noted below.
A transmute
rock to mud spell slows a stone golem (as the slow spell) for 2d6
rounds, with no saving throw, while transmute mud to rock heals all of
its lost hit points.
A stone to
flesh spell does not actually change the golem’s structure but negates its
damage reduction and immunity to magic for 1 full round.
CONSTRUCTION
A stone golem’s
body is chiseled from a single block of hard stone, such as granite, weighing
at least 3,000 pounds. The stone must be of exceptional quality, and costs
5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC
17 Craft (stonemasonry) check.
CL 14th; Craft
Construct, antimagic field, geas/quest, symbol of stunning, caster must
be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.
GREATER STONE GOLEM
A greater stone golem is 18 feet tall and weighs
around 32,000 pounds. It resembles a typical stone golem in all respects,
except that the Will save DC is 31 against its slow ability. CL 14th; Craft
Construct, antimagic field, geas/quest, symbol of stunning, caster must
be at least 14th level; Price 196,000 gp; Cost 105,000 gp + 7,640 XP.
GORGON
|
Large Magical
Beast |
Hit Dice: |
8d10+40 (85 hp) |
Initiative: |
+4 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
20 (–1 size, +11
natural), touch 9, flat-footed 20 |
Base
Attack/Grapple: |
+8/+17 |
Attack: |
Gore +12 melee
(1d8+7) |
Full Attack: |
Gore +12 melee
(1d8+7) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Breath weapon,
trample 1d8+7 |
Special
Qualities: |
Darkvision 60
ft., lowlight vision, scent |
Saves: |
Fort +11, Ref
+6, Will +5 |
Abilities: |
Str 21, Dex 10,
Con 21, Int 2, Wis 12, Cha 9 |
Skills: |
Listen +9, Spot
+8 |
Feats: |
Alertness,
Improved Initiative, Iron Will |
Environment: |
Temperate plains |
Organization: |
Solitary, pair,
pack (3–4), or herd (5–13) |
Challenge
Rating: |
8 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
9–15 HD (Large);
16–24 HD (Huge) |
Level
Adjustment: |
— |
A typical gorgon
stands over 6 feet tall at the shoulder and measures 8 feet from snout to tail.
It weighs about 4,000 pounds.
Gorgons are
nothing if not aggressive. They attack intruders on sight, attempting to
trample, gore, or petrify them. There is no way to calm these furious
creatures, and they are impossible to domesticate.
COMBAT
Whenever possible,
a gorgon begins an encounter by charging at its opponents.
Breath Weapon
(Su): 60-foot cone, once
every 1d4 rounds (but no more than five times per day), turn to stone
permanently, Fortitude DC 19 negates. The save DC is Constitution-based.
Trample (Ex): Reflex DC 19 half. The save DC is
Strength-based.
GRAY RENDER
|
Large Magical
Beast |
Hit Dice: |
10d10+70 (125
hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
19 (–1 size, +10
natural), touch 9, flat-footed 19 |
Base
Attack/Grapple: |
+10/+20 |
Attack: |
Bite +15 melee
(2d6+6) |
Full Attack: |
Bite +15 melee
(2d6+6); 2 claws +10 melee (1d6+3) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Improved grab,
rend 2d6+9 |
Special
Qualities: |
Darkvision 60
ft., low-light vision, scent |
Saves: |
Fort +14, Ref
+7, Will +4 |
Abilities: |
Str 23, Dex 10,
Con 24, Int 3, Wis 12, Cha 8 |
Skills: |
Hide +2, Spot
+10, Survival +3 |
Feats: |
Cleave, Power
Attack, Improved Bull Rush, Track |
Environment: |
Temperate
marshes |
Organization: |
Solitary |
Challenge
Rating: |
8 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
11–15 HD
(Large); 16–30 HD (Huge) |
Level
Adjustment: |
+5 (cohort) |
A gray render
stands about 9 feet tall in spite of its hunched posture and is about 4 feet
wide. It weighs about 4,000 pounds.
Gray renders are
never found in groups. Each of these asexual creatures produces one offspring
and carries it for a time in a pouch, but thereafter the young render must fend
for itself.
A unique quality
of the gray render is its tendency to bond with, protect, and provide for
another creature (or group of creatures) native to its surroundings. Whether
accepted or not, the render always attempts to remain fairly close, watching
over its adopted charge(s) and daily bringing an offering of meat. It never willingly
harms adopted creatures and retreats if they attack it.
COMBAT
A gray render
attacks to kill, whether to bring down prey or to protect itself or those it
has adopted. When hunting, it sometimes attempts to hide and wait for prey to
wander close.
Improved Grab
(Ex): To use this ability,
a gray render must hit with its bite attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity.
Rend (Ex): A gray render that wins a grapple check
after a successful bite attack establishes a hold, latching onto the opponent’s
body and tearing the flesh. This attack automatically deals 2d6+9 points of
damage.
Skills: Gray renders have a +4 racial bonus on
Spot checks due to their six keen eyes.
GRICK
|
Medium
Aberration |
Hit Dice: |
2d8 (9 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares), climb 20 ft. |
Armor Class: |
16 (+2 Dex, +4
natural), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+1/+3 |
Attack: |
Tentacle +3
melee (1d4+2) |
Full Attack: |
4 tentacles +3
melee (1d4+2); bite –2 melee (1d3+1) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Damage reduction
10/magic, darkvision 60 ft., scent |
Saves: |
Fort +0, Ref +2,
Will +5 |
Abilities: |
Str 14, Dex 14,
Con 11, Int 3, Wis 14, Cha 5 |
Skills: |
Climb +10, Hide
+3*, Listen +6, Spot +6 |
Feats: |
Alertness, TrackB |
Environment: |
Underground |
Organization: |
Solitary or
cluster (2–4) |
Challenge
Rating: |
3 |
Treasure: |
1/10 coins; 50%
goods; 50% items |
Alignment: |
Usually neutral |
Advancement: |
3–4 HD (Medium);
5–6 HD (Large) |
Level
Adjustment: |
— |
An adult grick is
about 8 feet long from the tips of its tentacles to the end of its body and
weighs some 200 pounds. Its body coloration is uniformly dark, with a pale
underbelly.
COMBAT
Gricks attack when
hungry or threatened. They hunt by holing up near high-traffic areas, using
their natural coloration to blend into convenient shadows. When prey (virtually
anything that moves) ventures near, they lash out with their tentacles. A grick’s
rubbery body seems to shed blows of any kind. Its jaws are relatively small and
weak compared to its body mass, so rather than consume its kill immediately, a
grick normally drags its victim back to its lair to be eaten at its leisure.
A grick’s natural
weapons are treated as magic weapons for the purpose of overcoming damage
reduction.
Multiple gricks do
not fight in concert. Each attacks the prey closest to it, and breaks off the
fight as soon as it can drag dead or unconscious prey away.
Skills: A grick has a +8 racial bonus on Climb
checks and can always choose to take 10 on a Climb check, even if rushed or
threatened.
*Their coloration
affords gricks a +8 racial bonus on Hide checks when in natural rocky areas.
GRIFFON
|
Large Magical
Beast |
Hit Dice: |
7d10+21 (59 hp) |
Initiative: |
+2 |
Speed: |
30 ft. (6
squares), fly 80 ft. (average) |
Armor Class: |
17 (–1 size, +2
Dex, +6 natural), touch 11, flat-footed 15 |
Base
Attack/Grapple: |
+7/+15 |
Attack: |
Bite +11 melee
(2d6+4) |
Full Attack: |
Bite +11 melee
(2d6+4) and 2 claws +8 melee (1d4+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Pounce, rake
1d6+2 |
Special
Qualities: |
Darkvision 60
ft., low-light vision, scent |
Saves: |
Fort +8, Ref +7,
Will +5 |
Abilities: |
Str 18, Dex 15,
Con 16, Int 5, Wis 13, Cha 8 |
Skills: |
Jump +8, Listen
+6, Spot +10 |
Feats: |
Iron Will,
Multiattack, Weapon Focus (bite) |
Environment: |
Temperate hills |
Organization: |
Solitary, pair,
or pride (6–10) |
Challenge
Rating: |
4 |
Treasure: |
None |
Alignment: |
Always neutral |
Advancement: |
8–10 HD (Large);
11–21 HD (Huge) |
Level
Adjustment: |
+3 (cohort) |
Griffons are
powerful, majestic creatures with the characteristics of both lions and eagles.
From nose to tail, an adult griffon can measure as much as 8 feet. Neither
males nor females are endowed with a mane. A pair of broad, golden wings emerge
from the creature’s back and span 25 feet or more. A griffon weighs about 500
pounds.
A griffon cannot
speak, but understands Common.
COMBAT
Griffons prefer to
pounce on their prey, either diving to the attack or leaping from above.
Pounce (Ex): If a griffon dives upon or charges a foe,
it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d6+2.
Skills: Griffons have a +4 racial bonus on Jump and
Spot checks.
TRAINING A GRIFFON
Although
intelligent, a griffon requires training before it can bear a rider in combat.
To be trained, a griffon must have a friendly attitude toward the trainer (this
can be achieved through a successful Diplomacy check). Training a friendly
griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a
griffon requires an exotic saddle. A griffon can fight while carrying a rider,
but the rider cannot also attack unless he or she succeeds on a Ride check.
Griffon eggs are
worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each.
Professional trainers charge 1,500 gp to rear or train a griffon.
Carrying Capacity:
A light load for a griffon is up to 300 pounds; a medium load, 301–600 pounds;
and a heavy load, 601–900 pounds.
GRIMLOCK
|
Medium Monstrous
Humanoid |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+1 Dex, +4
natural), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+2/+4 |
Attack: |
Battleaxe +4
melee (1d8+3/×3) |
Full Attack: |
Battleaxe +4
melee (1d8+3/×3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Blindsight 40
ft., immunities, scent |
Saves: |
Fort +1, Ref +4,
Will +2 |
Abilities: |
Str 15, Dex 13,
Con 13, Int 10, Wis 8, Cha 6 |
Skills: |
Climb +4, Hide
+3*, Listen +5, Spot +3 |
Feats: |
Alertness, TrackB |
Environment: |
Underground |
Organization: |
Gang
(2–4), pack (10–20), tribe (10–60 plus 1 leader of 3rd–5th level per 10
adults). |
Challenge
Rating: |
1 |
Treasure: |
Standard coins;
standard goods (gems only); standard items |
Alignment: |
Often neutral
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+2 |
COMBAT
Grimlocks are
blind, but their exceptional senses of smell and hearing allow them to notice
foes nearby. As a result, they usually shun ranged weapons and rush to the
attack, brandishing their stone battleaxes.
Blindsight
(Ex): Grimlocks can sense
all foes within 40 feet as a sighted creature would. Beyond that range, they
treat all targets as having total concealment.
Grimlocks are
susceptible to sound- and scent-based attacks, however, and are affected
normally by loud noises and sonic spells (such as ghost sound or silence)
and overpowering odors (such as stinking cloud or incense-heavy air).
Negating a grimlock’s sense of smell or hearing reduces this ability to normal
Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively
blinded.
Immunities: Grimlocks are immune to gaze attacks,
visual effects, illusions, and other attack forms that rely on sight.
Skills: *A grimlock’s dull gray skin helps it hide
in its native terrain, conferring a +10 racial bonus on Hide checks when in
mountains or underground.
GRIMLOCKS AS CHARACTERS
Grimlock characters
possess the following racial traits.
— +4 Strength, +2
Dexterity, +2 Constitution, –2 Wisdom, –4 Charisma.
—Medium size.
—A grimlock’s base
land speed is 30 feet.
—Racial Hit Dice:
A grimlock begins with two levels of monstrous humanoid, which provide 2d8 Hit
Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref
+3, and Will +3.
—Racial Skills: A
grimlock’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int
modifier, minimum 1). Its class skills are Climb, Hide, Listen, and Spot.
Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground
settings.
—Racial Feats: A
grimlock’s monstrous humanoid levels give it one feat.
—Weapon
Proficiency: A grimlock is automatically proficient with the battleaxe.
— +4 natural armor
bonus.
—Special Qualities
(see above): Blindsight 40 ft., immunities, scent.
—Automatic
Languages: Common, Grimlock. Bonus Languages: Draconic, Dwarven, Gnome, Terran,
Undercommon.
—Favored Class:
Barbarian.
—Level adjustment
+2.