[[],[],[],[],[],[],[],[],[],[{"name":"Aartuk","type":"Plant","ch":3,"challenge_rating":" 03 \u00a0","id":5000,"reference":"Usergen","full_text":"

AARTUK<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Medium-Size Plant<\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/b> 2d8 (9 hp)<\/p> <\/td> <\/tr>

Initiative:<\/b> +0<\/p> <\/td> <\/tr>

Speed:<\/b> 20 ft<\/p> <\/td> <\/tr>

AC: <\/b>14 (+4 natural)<\/p> <\/td> <\/tr>

Attacks:<\/b> Slam +2 melee or tongue +2 melee, spit +1 ranged<\/p> <\/td> <\/tr>

Damage:<\/b> Slam 1d6+1, spit 1d8<\/p> <\/td> <\/tr>

Face\/Reach:<\/b> 5 ft. by 5 ft.\/5 ft. (30 ft with tongue)<\/p> <\/td> <\/tr>

Special Attacks:<\/b> Improved grab, constrict 1d8+1, favored enemy, disease<\/p> <\/td> <\/tr>

Special Qualities:<\/b> Plant, blindsight<\/p> <\/td> <\/tr>

Saves:<\/b> Fort +3, Ref +0, Will +0<\/p> <\/td> <\/tr>

Abilities:<\/b> Str 12, Dex 10, Con 11, Int 10, Wis 10, Cha 10<\/p> <\/td> <\/tr>

Skills:<\/b> Hide +5*, Listen +6, Move Silently +5, Sense Motive +4, Spot +6<\/p> <\/td> <\/tr>

Feats:<\/b> Alertness<\/p> <\/td> <\/tr>

Climate\/Terrain:<\/b> Any temperate to tropical<\/p> <\/div> <\/td> <\/tr>

Organization:<\/b>Solitary (1), Pair (2), Party (3 -9) or Tribe (10-100)<\/span><\/span><\/p> <\/td> <\/tr>

Challenge Rating:<\/b> 3<\/p> <\/td> <\/tr>

Treasure:<\/b> Standard<\/p> <\/td> <\/tr>

Alignment:<\/b> Usually lawful evil<\/p> <\/td> <\/tr>

Advancement:<\/b> By character class<\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

Aartuk live for war, and prefer strong opponents in times of battle. They have been known to let captured opponents go if they discover a more worthy adversary. Aartuk warriors slain in battle are cremated and their ashes kept as a reminder of the brave warriors that fought for the aartuk way of life.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

An aartuk stands about 6 feet tall and has a star-shaped body covered in flexible bark that has the texture of leather. It uses three of its five appendages for locomotion. A snake-like tongue protrudes from its central stump.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

COMBAT<\/h2> <\/td> <\/tr>

An aartuk attacks an opponent by shooting rock-like pellets from its head stalk or lashing out with its tongue.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Improved Grab (Ex):<\/span><\/b> To use this ability, the aartuk must hit an opponent of up to Medium-size with its tongue attack. If it gets a hold, it pulls its opponent 10 feet closer each round and constricts when the opponent is reeled in to its body. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 An opponent can escape with a successful Escape Artist check (DC 12) or Strength check (DC 12). <\/span>A single attack with a slashing weapon that deals at least 10 points of damage severs the tongue (AC 20).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Constrict (Ex):<\/span><\/b> An opponent reeled in to an aartuk\u0092s mouth takes 1d8+1 points of crushing damage each round the hold is maintained.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Favored Enemy (Ex):<\/span><\/b> Similar to the ranger\u0092s favored enemy skill, the aartuk is the sworn enemy of beholders. They gain a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when used against beholders. They also gain this bonus to damage rolls against beholders. For every 5 HD or class levels, this bonus increases by +1.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Disease (Ex):<\/b> By grasping an opponent with its tongue for three consecutive rounds, the aartuk can infect the creature with the aartuk virus<\/i> (Fortitude save DC 11; incubation period 1 day; damage 1d6 temporary Constitution [when damaged creature must make another Fortitude save or lose 1 point permanently]; at Con 0, the creature\u0092s body turns into a jelly-like mass and one month later, a fully grown aartuk emerges from the embryo). A remove disease<\/i> spell cast before a creature dies halts the infection. If successful, the creature must immediately succeed at another Fortitude save (DC 11) or die.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 This virus is the method used by the aartuk race for reproduction.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Plant:<\/span><\/b> Immune to mind-influencing affects, poison, sleep, paralysis, stunning, and polymorphing.\u00a0 Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Blindsight (Ex):<\/b> Aartuks can ascertain all foes within 30 feet using sound, vibration, and scent.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/span><\/b> Aartuk receive skills as though they were monstrous humanoids. *They receive a +4 racial bonus to Hide checks made in forested areas.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Feats:<\/b> Aartuks receive feats as though they were monstrous humanoids.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

Aartuk Characters<\/span><\/h2> <\/td> <\/tr>

The favored class of an aartuk is Fighter. Only aartuk clerics can advance to become Elder Aartuk, however. Aartuk clerics have access to two of the following domains: Destruction, Plant, and War. Arcane magic is extremely rare among the aartuks, but wizards and sorcerers are not unheard of.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Plant","alignment":" Usually lawful evil","environment":" Any temperate to tropical"},{"name":"Aboleth, Grand","type":"Aberration","ch":27,"challenge_rating":" 27 \u00a0","id":5001,"reference":"Usergen","full_text":"

Aboleth, Grand <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Colossal\u00a0Aberration \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 40d8+400\u00a0(580 hp)<\/td> <\/tr>
Initiative: <\/strong> +5<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), swim 60 ft.<\/td> <\/tr>
Armor Class: <\/strong> 21 (-8 size, +1 Dex, +18 natural), touch 3, flat-footed 20<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+30\/+64<\/td> <\/tr>
Attack: <\/strong>Tentacle +40 melee (4d8+18 plus slime)<\/td> <\/tr>
Full Attack: <\/strong>4 tentacles +40 melee (4d8+18 plus slime)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>30 ft.\/30 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Enslave, frightful presence, psionics, slime, spells\r
<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft., telepathic overmind<\/td> <\/tr>
Saves: <\/strong>Fort +23, Ref +14, Will +34 <\/td> <\/tr>
Abilities: <\/strong>Str 46, Dex 12, Con 30, Int 33, Wis 31, Cha 31 <\/td> <\/tr>
Skills: <\/strong>Bluff +53, Concentration +53, Diplomacy +61, Disguise +10 (+14 acting), Intimidate +57, Knowledge (arcana) +54, Knowledge (history) +54, Knowledge (religion) +54, Knowledge (the planes) +54, Listen +53, Sense Motive +53, Spellcraft +61 (+65 scrolls), Spot +53, Survival +10 (+14 on other planes), Swim +26, Use Magic Device +53 (+57 scrolls)\r
<\/td> <\/tr>
Feats: <\/strong>Ability Focus (enslave<\/i>), Automatic Quicken Spell, Combat Casting, Epic Spellcasting, Improved Initiative, Improved Spell Capacity (x2), Iron Will, Quicken Spell, Quicken Spell-Like Ability (telekinesis<\/i>), Skill Focus (Spellcraft), Spell Knowledge (x2), Spell Stowaway (time stop<\/i>) \r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>City (grand aboleth plus 1d2 ruler aboleths plus 3-8 noble aboleths, 7-12 greater aboleths, 35-60 aboleths or saltwater aboleths and 60-160 skum)<\/td> <\/tr>
Challenge Rating: <\/strong>27<\/td> <\/tr>
Treasure: <\/strong>Quadruple standard<\/td> <\/tr>
Alignment: <\/strong>Lawful evil<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Resembling a primeval fish over seventy feet long, this bloated monstrosity has an oversized bulbous head and crescent-shaped tail. Bony ridges protect its three slit-shaped eyes, stacked horizontally on the front of its head. Long tentacles writhe about its body, dripping mucus.<\/i>\r

The grand aboleth is the largest aboleth in existence. It dwells in a vast chamber in the midst of the largest aboleth city, which floats on the lowest portion of the worlds underground seas. All aboleths follow its commands, and the grand aboleth is in constant telepathic communication with all aboleths on its world.\r

It is rumored that multiple grand aboleths exist, each on a different world of the Material Plane.\r

The grand aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. The grand aboleth is over 70 feet long and weighs many tons.\r

Aboleths speak their own language, as well as Undercommon and Aquan.\r

COMBAT\r

The grand aboleth attacks by flailing with its long, slimy tentacles, although it prefers to fight behind its aboleth servants, using its psionic powers at range.\r

Astral Caravan (Sp):<\/b> Once per day, the grand aboleth can lead an expedition through the Astral Plane. This functions exactly as the psionic power of the same name, with augmentation.\r

Enslave (Su):<\/b> At will, the grand aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 33 Will save or be affected as though by a dominate person<\/i> spell (caster level 20th). An enslaved creature obeys the aboleth\u00c2\u0092s telepathic commands until freed by break enchantment<\/i> (remove curse<\/i> has no effect), and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 5 miles from its slave. The save DC is Charisma-based and includes a +3 racial bonus.\r

Frightful Presence (Su):<\/b> The grand aboleth can inspire terror by charging or attacking. Affected creatures must succeed on a DC 28 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the grand aboleth. The save DC is Charisma-based.\r

Knowledgeable (Ex):<\/b> The grand aboleth makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal. Additionally, the grand aboleth gains a +20 racial bonus on all Knowledge checks.\r

Mucus Cloud (Ex):<\/b> The grand aboleth underwater surrounds itself with a viscous cloud of mucus roughly 20 feet thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 28 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.\r

Psionics (Sp):<\/b> At will\u00c2\u0097astral projection, detect chaos\/evil\/good\/law, detect magic, detect thoughts<\/i> (DC 23), dimension door, hypnotic pattern <\/i>(DC 22), illusory wall<\/i> (DC 24), levitate, major image<\/i> (DC 22), mirage arcana<\/i> (DC 25), persistent image<\/i> (DC 25), programmed image<\/i> (DC 26), project image<\/i> (DC 27), telekinesis<\/i> (DC 25), veil<\/i> (DC 26). 3\/day\u00c2\u0097energy resistance, freedom of movement, heal<\/i>, quickened telekinesis<\/i> (DC 25). Effective caster level 30th. The save DCs are Charisma-based.\r

Slime (Ex):<\/b> A blow from an aboleth\u00c2\u0092s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 28 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature\u00c2\u0092s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.\r

A remove disease<\/i> spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal<\/i> or mass heal<\/i> spell can reverse the affliction.\r

Spells:<\/b> The grand aboleth casts spells as a 30th-level sorcerer.\r

Sorcerer Spells Known<\/i> (6\/9\/9\/8\/8\/8\/8\/7\/7\/7\/2\/1, 4 epic\/day, save DC 20 + spell level): \r
0 (automatically quickened)\u00c2\u0097arcane mark, dancing lights, detect magic, ghost sound, mage hand, prestidigitation, read magic, resistance, touch of fatigue; <\/i>\r
1st (automatically quickened)\u00c2\u0097chill touch, color spray, mage armor, true strike, ventriloquism; <\/i>\r
2nd (automatically quickened)\u00c2\u0097blur, daze monster, mirror image, misdirection, touch of idiocy; <\/i>\r
3rd (automatically quickened)\u00c2\u0097dispel magic, dispacement, haste, rage;<\/i>\r
4th\u00c2\u0097black tentacles, confusion, crushing despair, enervation;<\/i>\r
5th\u00c2\u0097cloudkill, feeblemind, mind fog, waves of fatigue;<\/i>\r
6th\u00c2\u0097control water, greater dispel magic, true seeing;<\/i>\r
7th\u00c2\u0097finger of death, greater teleport, insanity;<\/i>\r
8th\u00c2\u0097antipathy, demand, mind blank, moment of prescience;<\/i>\r
9th\u00c2\u0097foresight, mage's disjunction, mass hold monster, power word kill, time stop, weird;<\/i>\r
Epic\u00c2\u0097soul dominion, soul scry.<\/i>\r

Telepathic Overmind (Su):<\/b> The grand aboleth's telepathy extends to anywhere on the same plane when it communicates with its slaves and subject aboleths.\r

Skills:<\/b> An aboleth 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.\r

Psionic Grand Aboleth<\/b>\r
The psionic grand aboleth does not possess spell-like abilities or the enslave ability of the standard grand aboleth. Instead, it has psi-like abilities, including psionic dominate.\r

Special Attacks:<\/b> Bite, enslave, frightful presence, psionics, psi-like abilities, slime\r
Special Qualities:<\/b> Amphibious, astral projection, darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft.\r
Skills:<\/b> Autohypnosis +57, Bluff +53, Concentration +57, Diplomacy +61, Disguise +10 (+14 acting), Intimidate +57, Knowledge (history) +54, Knowledge (psionics) +54, Knowledge (the planes) +54, Listen +53, Psicraft +61 (+65 power stones), Sense Motive +53, Spot +53, Survival +10 (+14 on other planes), Swim +26, Use Psionic Device +53 (+57 power stones)\r
Feats:<\/b> Ability Focus (enslave), Alertness, Combat Manifestation, Extend Power, Epic Expanded Knowledge, Improved Initiative, Improved Manifestation (x2), Improved Metapsionics, Iron Will, Maximize Power, Psionic Meditation, Quicken Power, Twin Power\r

Astral Projection (Ps):<\/b> The psionic grand aboleth may use astral projection<\/i> as a psi-like ability. This otherwise functions as the spell of the same name. This is the equivalent of a 9th-level power.\r

Psionic Powers:<\/b> The psionic grand aboleth manifests powers as a 30th-level psion. It has mastered psionics, and may select its powers from all disciplines. The save DCs are Intelligence-based.\r

Typical Psion Powers Known<\/i> (power points 443): \r
1st\u00c2\u0097burst, dissipating touch, force screen, inertial armor, offensive precognition, offensive prescience; <\/i>\r
2nd\u00c2\u0097biofeedback, brain lock, clairvoyant sense, cloud mind, inflict pain; <\/i>\r
3rd\u00c2\u0097dispel psionics, energy retort, escape detection, forced share pain, hostile empathic transfer, hustle;<\/i>\r
4th\u00c2\u0097correspond, death urge, mindwipe, quintessence, power leech, psionic modify memory, remote viewing, schism, thieving mindlink;<\/i>\r
5th\u00c2\u0097baleful teleport, clairtangent hand, ectoplasmic shambler, metaconcert, mind probe, psionic true seeing, psychic crush, shatter mind blank;<\/i>\r
6th\u00c2\u0097form of doom*, mass cloud mind, mind switch, null psionics field, temporal acceleration;<\/i>\r
7th\u00c2\u0097crisis of life, fate of one, fission, insanity, reddopsi, ultrablast;<\/i>\r
8th\u00c2\u0097astral seed, bend reality, hypercognition, mass time hop, mind seed, psionic greater teleport, true metabolism;<\/i>\r
9th\u00c2\u0097affinity field, assimilate, psychic chirurgery, time regression, timeless body.<\/i>\r
*Acquired via Epic Expanded Knowledge feat.\r

Psi-Like Abilities:<\/b> At will\u00c2\u0097adapt body, astral traveler, body equilibrium, disable<\/i> (65-ft. cone, 23 HD, DC 30*), false sensory input<\/i> (eight targets, DC 23*), mental disruption<\/i> (50-ft. radius, DC 30*), mindlink<\/i> (unwilling, twenty targets, DC 21*), psionic dimension door<\/i> (move action*), psionic levitate, read thoughts<\/i> (DC 22), telekinetic force<\/i> (625 lbs., DC 22*), telekinetic maneuver<\/i> (+33 check modifier*), telekinetic thrust<\/i> (625 lbs., DC 23*); 3\/day\u00c2\u0097body adjustment<\/i> (8d12*), ego whip<\/i> (ML 14th, 3d4, DC 26*), id insinuation<\/i> (ML 14th, six targets, DC 27*), psionic dominate<\/i> (any 2 targets, 20 days, DC 32*), thought shield<\/i> (power resistance 30, 18 rounds*); 1\/day\u00c2\u0097astral caravan<\/i> (25% miss chance, observed speed 40 ft., Knowledge (the planes) check once every 12 hours*), psionic modify memory<\/i> (DC 24), remote viewing<\/i> (DC 24), wall of ectoplasm<\/i> (DC 24). Manifester level 30th. The save DCs are Charisma-based.\r

*Includes augmentation for the aboleth\u00c2\u0092s manifester level.\r

The Grand Aboleth and Lords of Madness<\/i><\/b>\r
If you are using Lords of Madness<\/i> in your campaign, the grand aboleth may qualify for a number of the aboleth specific feats. <\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #131<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Lawful evil","environment":"Underground"},{"name":"Aboleth, Greater","type":"Aberration","ch":11,"challenge_rating":" 11 \u00a0","id":5002,"reference":"Usergen","full_text":"

Aboleth, Greater <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Aberration \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 12d8+72\u00a0(126 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), swim 60 ft.<\/td> <\/tr>
Armor Class: <\/strong> 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+8\/+26<\/td> <\/tr>
Attack: <\/strong>Tentacle +16 melee (1d8+10 plus slime)\r
<\/td> <\/tr>
Full Attack: <\/strong>4 tentacles +16 melee (1d8+10 plus slime)<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Bite, enslave, psionics, slime<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft.\r
<\/td> <\/tr>
Saves: <\/strong>Fort +10, Ref +5, Will +14 <\/td> <\/tr>
Abilities: <\/strong>Str 30, Dex 12, Con 22, Int 21, Wis 19, Cha 19 <\/td> <\/tr>
Skills: <\/strong>Bluff +19, Concentration +21, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +6, Knowledge (any three) +20, Listen +21, Spellcraft +20 (+22 scrolls), Spot +21, Use Magic Device +19 (+21 scrolls), Swim +18<\/td> <\/tr>
Feats: <\/strong>Alertness, Combat Casting, Iron Will, Rapid Metabolism, Spell Penetration<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary, brood (2-3), slaver brood (1 plus 1-5 aboleths plus 7-60 skum), or city (7-12 plus 1 ruler aboleth, 3-8 noble aboleths, 35-60 aboleths or saltwater aboleths and 60-160 skum)<\/td> <\/tr>
Challenge Rating: <\/strong>11<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
Advancement: <\/strong>13-16 HD (Huge); 17-36 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Resembling a primeval fish nearly thirty feet long, this creature has a bulbous head and crescent-shaped tail. Bony ridges protect its three slit-shaped eyes, stacked horizontally on the front of its head. Long tentacles writhe about its body, dripping mucus.<\/i>\r

Greater aboleths are larger, more intelligent versions of the common aboleth. They are normally only encountered in an aboleth city, where they control the slave population with unrelenting cruelty. Their superior enslavement powers make them well-suited for this task. Up to a dozen of these creatures may be found in a single aboleth city, each maintaining its own group of slaves.\r

A greater aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A greater aboleth is 30 feet long and weighs several tons.\r

Aboleths speak their own language, as well as Undercommon and Aquan.\r

COMBAT\r

A greater aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.\r

Astral Traveler (Sp):<\/b> At will, a greater aboleth can join an astral caravan. This functions exactly as the psionic power of the same name.\r

Bite (Ex):<\/b> Although a greater aboleth's mouth is relatively small, it can still deliver a nasty bite. An aboleth's bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can't attack with its tentacles at the same time as it bites. On a successful hit, a greater aboleth's bite deals 1d4+5 points of damage.\r

Enslave (Su):<\/b> At will, a greater aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 23 Will save or be affected as though by a dominate person<\/i> spell (caster level 20th). An enslaved creature obeys the aboleth\u00c2\u0092s telepathic commands until freed by break enchantment (remove curse has no effect), and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 5 miles from its slave. The save DC is Charisma-based and includes a +3 racial bonus.\r

Knowledgeable (Ex):<\/b> A greater aboleth makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal.\r

Mucus Cloud (Ex):<\/b> A greater aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 21 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.\r

Psionics (Sp):<\/b> At will\u00c2\u0097dimension door, hypnotic pattern<\/i> (DC 16), illusory wall<\/i> (DC 18), levitate, mirage arcana<\/i> (DC 19), persistent image<\/i> (DC 19), programmed image<\/i> (DC 20), project image<\/i> (DC 21), telekinesis<\/i> (DC 19), veil<\/i> (DC 20). 3\/day\u00c2\u0097detect thoughts<\/i> (DC 17). Effective caster level 20th. The save DCs are Charisma-based.\r

Slime (Ex):<\/b> A blow from an aboleth\u00c2\u0092s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 21 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature\u00c2\u0092s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.\r

A remove disease<\/i> spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal<\/i> or mass heal<\/i> spell can reverse the affliction.\r

Skills:<\/b> An aboleth 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.\r

Psionic Greater Aboleths<\/b>\r
A psionic greater aboleth does not possess spell-like abilities or the enslave ability of the standard aboleth. Instead, it has psi-like abilities, including psionic dominate.\r

Special Attacks:<\/b> Psi-like abilities, slime\r
Skills:<\/b> Autohypnosis +19, Bluff +19, Concentration +23, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +6, Knowledge (any two) +18, Listen +21, Psicraft +18 (+20 power stones), Spot +21, Use Psionic Device +19 (+21 power stones), Swim +18\r
Feats:<\/b> Alertness, Combat Manifestation, Iron Will, Power Penetration, Psionic Meditation\r

Psi-Like Abilities:<\/b> At will\u00c2\u0097astral traveler, disable<\/i> (60-ft. cone, 20 HD, DC 23*), false sensory input<\/i> (seven targets, DC 17*), mental disruption<\/i> (45-ft. radius, DC 23*), mindlink<\/i> (unwilling, sixteen targets, DC 15*), psionic dimension door<\/i> (move action*), psionic levitate, telekinetic force<\/i> (550 lbs., DC 17*), telekinetic maneuver<\/i> (+27 check modifier*), telekinetic thrust<\/i> (550 lbs., DC 17*); 3\/day\u00c2\u0097ego whip<\/i> (ML 11th, 3d4, DC 20*), id insinuation<\/i> (ML 11th, five targets, DC 20*), psionic dominate<\/i> (any 2 targets, 17 days, DC 23*), read thoughts<\/i> (DC 17), thought shield<\/i> (power resistance 27, 15 rounds*); 1\/day\u00c2\u0097astral traveler, psionic modify memory<\/i> (DC 18), remote viewing<\/i> (DC 18), wall of ectoplasm<\/i> (DC 18). Manifester level 17th. The save DCs are Charisma-based.\r

*Includes augmentation for the aboleth\u00c2\u0092s manifester level.\r

Greater Aboleths and Lords of Madness<\/i><\/b>\r
If you are using Lords of Madness<\/i> in your campaign, greater aboleths may qualify for a number of the aboleth specific feats. \r

A greater aboleth that takes the Powerful Bite feat may qualify for the following new feat.\r

Oversized Maw [General]<\/b>\r
An aboleth with this feat develops jaws large enough to swallow smaller creatures whole.\r
Prerequisite: Aboleth, Huge or larger, Str 30, Powerful Bite, Weapon Focus (bite).\r
Benefit: An aboleth with this may attempt to swallow a creature up to two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes piercing and slashing damage from the aboleth\u00c2\u0092s tooth-lined esophagus. The amount of damage is based on size: 2d8+Str for Huge, 3d8+Str for Gargantuan, and 4d8+Str for Colossal. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the esophagus (AC equals 10 + 1\/2 aboleth's natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An aboleth's interior can hold 1 creature of two size categories smaller, 4 creatures of three size categories smaller, 16creatures of four size categories smaller, and 64 creatures of five or more size categories smaller than itself.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #131<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually lawful evil","environment":"Underground"},{"name":"Aboleth, Noble","type":"Aberration","ch":14,"challenge_rating":" 14 \u00a0","id":5003,"reference":"Usergen","full_text":"

Aboleth, Noble <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Aberration \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 16d8+112\u00a0(184 hp)<\/td> <\/tr>
Initiative: <\/strong> +5<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), swim 40 ft.<\/td> <\/tr>
Armor Class: <\/strong> 18 (-2 size, +1 Dex, +9 natural),, touch 9, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+12\/+32<\/td> <\/tr>
Attack: <\/strong>Tentacle +22 melee (2d8+12 plus slime)\r
<\/td> <\/tr>
Full Attack: <\/strong>4 tentacles +22 melee (2d8+12 plus slime)<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Bite, enslave, psionics, slime<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, darkvision 60 ft., item master, knowledgeable, mucus cloud, telepathy 60 ft.\r
<\/td> <\/tr>
Saves: <\/strong>Fort +12, Ref +6, Will +18 <\/td> <\/tr>
Abilities: <\/strong>Str 34, Dex 12, Con 24, Int 25, Wis 23, Cha 23 <\/td> <\/tr>
Skills: <\/strong>Bluff +25, Concentration +26, Craft (any one) +26, Diplomacy +8, Disguise +6 (+8 acting), Intimidate +8, Knowledge (any three) +26, Listen +27, Spellcraft +26, Spot +27<\/td> <\/tr>
Feats: <\/strong>Alertness, Combat Casting, Iron Will, Improved Initiative, Jack of all Trades, Quicken Spell-Like Ability (telekinesis<\/i>)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary, brood (2-3), slaver brood (1 plus 1-5 aboleths plus 7-60 skum), or city (3-8 plus 1 ruler aboleth, 7-12 greater aboleths, 35-60 aboleths or saltwater aboleths and 60-160 skum)<\/td> <\/tr>
Challenge Rating: <\/strong>14<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
Advancement: <\/strong>17-48 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Resembling a primeval fish over thirty feet long, this creature has an oversized bulbous head and crescent-shaped tail. Bony ridges protect its three slit-shaped eyes, stacked horizontally on the front of its head. Long tentacles writhe about its body, dripping mucus. Two of these tentacles are smaller, ending in three-fingered handlike appendages.<\/i>\r

Noble aboleths serve the city as scientists. They spend their time doing research, conducting experiments, and traveling to other worlds and planes to gather information.\r

A noble aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A noble aboleth is over 30 feet long and weighs several tons.\r

Aboleths speak their own language, as well as Undercommon and Aquan.\r

COMBAT\r

A noble aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.\r

Astral Caravan (Sp):<\/b> Once per day, a noble aboleth can lead an expedition through the Astral Plane. This functions exactly as the psionic power of the same name, with augmentation.\r

Bite (Ex):<\/b> Although a noble aboleth's mouth is relatively small, it can still deliver a nasty bite. An aboleth's bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can't attack with its tentacles at the same time as it bites. On a successful hit, a noble aboleth's bite deals 1d4+6 points of damage.\r

Enslave (Su):<\/b> Three times per day, a noble aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 24 Will save or be affected as though by a dominate person<\/i> spell (caster level 16th). An enslaved creature obeys the aboleth\u00c2\u0092s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.\r

Item Master (Ex):<\/b> A noble aboleth can use any magic item, even spell completion items such as wands or scrolls. It can also create any item or construct as though it had the necessary feats and prerequisite spells or other requirements.\r

Knowledgeable (Ex):<\/b> A noble aboleth makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal. Additionally, a noble aboleth gains a racial bonus on all Knowledge checks equal to half its Hit Dice (+8 for a typical noble aboleth).\r

Mucus Cloud (Ex):<\/b> A noble aboleth underwater surrounds itself with a viscous cloud of mucus roughly 3 feet thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 25 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.\r

Psionics (Sp):<\/b> At will\u00c2\u0097dimension door, hypnotic pattern<\/i> (DC 18), illusory wall<\/i> (DC 20), levitate, major image<\/i> (DC 18), mirage arcana<\/i> (DC 21), persistent image<\/i> (DC 21), programmed image<\/i> (DC 22), project image<\/i> (DC 23), telekinesis<\/i> (DC 21), veil<\/i> (DC 22). 3\/day\u00c2\u0097detect thoughts<\/i> (DC 19), energy resistance, freedom of movement, heal<\/i>, quickened telekinesis<\/i> (DC 21). Effective caster level 20th. The save DCs are Charisma-based.\r

Slime (Ex):<\/b> A blow from an aboleth\u00c2\u0092s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 25 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature\u00c2\u0092s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.\r

A remove disease<\/i> spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal<\/i> or mass heal<\/i> spell can reverse the affliction.\r

Skills:<\/b> An aboleth 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.\r

Psionic Noble Aboleths<\/b>\r
A psionic noble aboleth does not possess spell-like abilities or the enslave ability of the standard noble aboleth. Instead, it has psi-like abilities, including psionic dominate<\/i>.\r

Special Attacks:<\/b> Bite, enslave, psi-like abilities, slime\r
Special Qualities:<\/b> Amphibious, darkvision 60 ft., knowledgeable, mucus cloud, psionic item master, telepathy 60 ft.\r
Skills:<\/b> Bluff +25, Concentration +26, Craft (any one) +26, Diplomacy +8, Disguise +6 (+8 acting), Intimidate +8, Knowledge (any three) +26, Listen +27, Psicraft +26, Spot +27\r
Feats:<\/b> Alertness, Combat Manifestation, Exotic Weapon Proficiency (futuristic weapons)(B), Iron Will, Improved Initiative, Overchannel, Psionic Meditation\r

Psi-Like Abilities:<\/b> At will\u00c2\u0097astral traveler, body equilibrium, disable<\/i> (65-ft. cone, 23 HD, DC 26*), false sensory input<\/i> (eight targets, DC 19*), mental disruption<\/i> (50-ft. radius, DC 26*), mindlink<\/i> (unwilling, twenty targets, DC 17*), psionic dimension door<\/i> (move action*), psionic levitate, telekinetic force<\/i> (625 lbs., DC 19*), telekinetic maneuver<\/i> (+33 check modifier*), telekinetic thrust<\/i> (625 lbs., DC 19*); 3\/day\u00c2\u0097adapt body, body adjustment<\/i> (8d12*), ego whip<\/i> (ML 14th, 3d4, DC 22*), id insinuation<\/i> (ML 14th, six targets, DC 23*), psionic dominate<\/i> (any 2 targets, 20 days, DC 26*), read thoughts<\/i> (DC 19), thought shield<\/i> (power resistance 30, 18 rounds*); 1\/day\u00c2\u0097astral caravan<\/i> (25% miss chance, observed speed 40 ft., Knowledge (the planes) check once every 12 hours*), psionic modify memory<\/i> (DC 20), remote viewing<\/i> (DC 20), wall of ectoplasm<\/i> (DC 20). Manifester level 20th. The save DCs are Charisma-based.\r

*Includes augmentation for the aboleth\u00c2\u0092s manifester level.\r

Psionic Item Master (Ex):<\/b> A noble aboleth can use any psionic item, even power completion items such as power stones. It can also create any item or construct as though it had the necessary feats and prerequisite powers or other requirements.\r

Technological Noble Aboleths<\/b>\r
Some variant noble aboleths focus on technology, rather than magic or psionics. These noble aboleths have access to technology far beyond that of most other races.\r

These \"futuretech items\" mimic the effects of standard magic items, but do not detect as magic, and are not vulnerable to antimagic and magic-suppressing effects. A noble aboleth may create these items using its item master ability.\r

Noble Aboleths and Lords of Madness<\/i><\/b>\r
If you are using Lords of Madness<\/i> in your campaign, noble aboleths may qualify for a number of the aboleth specific feats. \r

A noble aboleth that takes the Powerful Bite feat may qualify for the following new feat.\r

Oversized Maw [General]<\/b>\r
An aboleth with this feat develops jaws large enough to swallow smaller creatures whole.\r
Prerequisite: Aboleth, Huge or larger, Str 30, Powerful Bite, Weapon Focus (bite).\r
Benefit: An aboleth with this may attempt to swallow a creature up to two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes piercing and slashing damage from the aboleth\u00c2\u0092s tooth-lined esophagus. The amount of damage is based on size: 2d8+Str for Huge, 3d8+Str for Gargantuan, and 4d8+Str for Colossal. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the esophagus (AC equals 10 + 1\/2 aboleth's natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An aboleth's interior can hold 1 creature of two size categories smaller, 4 creatures of three size categories smaller, 16creatures of four size categories smaller, and 64 creatures of five or more size categories smaller than itself.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #131<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually lawful evil","environment":"Underground"},{"name":"Aboleth, Ruler","type":"Aberration","ch":21,"challenge_rating":" 21 \u00a0","id":5004,"reference":"Usergen","full_text":"

Aboleth, Ruler <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Aberration \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 21d8+168\u00a0(262 hp)<\/td> <\/tr>
Initiative: <\/strong> +5<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), swim 60 ft.<\/td> <\/tr>
Armor Class: <\/strong> 20 (-4 size, +1 Dex, +13 natural), touch 7, flat-footed 19<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+15\/+41<\/td> <\/tr>
Attack: <\/strong>Tentacle +25 melee (3d8+14 plus slime)<\/td> <\/tr>
Full Attack: <\/strong><\/td> <\/tr>
Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Bite, enslave, frightful presence, psionics, slime, spells<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft., telepathic overmind<\/td> <\/tr>
Saves: <\/strong>Fort +15, Ref +8, Will +22 <\/td> <\/tr>
Abilities: <\/strong>Str 38, Dex 12, Con 26, Int 29, Wis 27, Cha 27 <\/td> <\/tr>
Skills: <\/strong>Bluff +32, Concentration +32, Diplomacy +36, Disguise +8 (+10 acting), Intimidate +34, Knowledge (any 3) +33, Listen +34, Sense Motive +32, Spellcraft +33, Spot +34<\/td> <\/tr>
Feats: <\/strong>Ability Focus (enslave), Alertness, Combat Casting, Extend Spell, Iron Will, Improved Initiative, Quicken Spell-Like Ability (telekinesis<\/i>), Spell Stowaway (time stop<\/i>)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Underground<\/td> <\/tr>
Organization: <\/strong>Solitary or city (1 plus 3-8 noble aboleths, 7-12 greater aboleths, 35-60 aboleths or saltwater aboleths and 60-160 skum)<\/td> <\/tr>
Challenge Rating: <\/strong>21<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
Advancement: <\/strong>22-39 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>1<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Resembling a primeval fish over forty feet long, this bloated monstrosity has an oversized bulbous head and crescent-shaped tail. Bony ridges protect its three slit-shaped eyes, stacked horizontally on the front of its head. Long tentacles writhe about its body, dripping mucus.<\/i>\r

Ruler aboleths, as their name implies, command entire cities of lesser aboleths. These huge, bloated monstrosities are second only to the grand aboleth in intellect and power. A ruler aboleth's telepathic link with its subjects grants it near-omniscience of the goings-on within its domain. \r

A ruler aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A ruler aboleth is over 40 feet long and weighs several tons.\r

Aboleths speak their own language, as well as Undercommon and Aquan.\r

COMBAT\r

A ruler aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.\r

Astral Caravan (Sp):<\/b> Once per day, a ruler aboleth can lead an expedition through the Astral Plane. This functions exactly as the psionic power of the same name, with augmentation.\r

Bite (Ex):<\/b> Although a ruler aboleth's mouth is relatively small, it can still deliver a nasty bite. An aboleth's bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can't attack with its tentacles at the same time as it bites. On a successful hit, a ruler aboleth's bite deals 1d6+7 points of damage.\r

Enslave (Su):<\/b> At will, a ruler aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 33 Will save or be affected as though by a dominate person<\/i> spell (caster level 20th). An enslaved creature obeys the aboleth\u00c2\u0092s telepathic commands until freed by break enchantment (remove curse has no effect), and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 5 miles from its slave. The save DC is Charisma-based and includes a +3 racial bonus.\r

Frightful Presence (Su):<\/b> A ruler aboleth can inspire terror by charging or attacking. Affected creatures must succeed on a DC 28 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the ruler aboleth. The save DC is Charisma-based.\r

Knowledgeable (Ex):<\/b> A ruler aboleth makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal. Additionally, a ruler aboleth gains a racial bonus on all Knowledge checks equal to half its Hit Dice (+10 for a typical ruler aboleth).\r

Mucus Cloud (Ex):<\/b> A ruler aboleth underwater surrounds itself with a viscous cloud of mucus roughly 5 feet thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 28 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.\r

Psionics (Sp):<\/b> At will\u00c2\u0097dimension door, hypnotic pattern<\/i> (DC 20), illusory wall<\/i> (DC 22), levitate, major image<\/i> (DC 20), mirage arcana<\/i> (DC 23), persistent image<\/i> (DC 23), programmed image<\/i> (DC 24), project image<\/i> (DC 25), telekinesis<\/i> (DC 23), veil<\/i> (DC 24). 3\/day\u00c2\u0097detect thoughts<\/i> (DC 21), energy resistance, freedom of movement, heal<\/i>, quickened telekinesis<\/i> (DC 23). Effective caster level 20th. The save DCs are Charisma-based.\r

Slime (Ex):<\/b> A blow from an aboleth\u00c2\u0092s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 28 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature\u00c2\u0092s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.\r

A remove disease<\/i> spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal<\/i> or mass heal<\/i> spell can reverse the affliction.\r

Spells:<\/b> A ruler aboleth casts spells as a 20th-level sorcerer.\r

Sorcerer Spells Known<\/i> (6\/8\/8\/8\/8\/7\/7\/7\/7\/6, save DC 18 + spell level): \r
0\u00c2\u0097arcane mark, dancing lights, detect magic, ghost sound, mage hand, prestidigitation, read magic, resistance, touch of fatigue; <\/i>\r
1st\u00c2\u0097chill touch, color spray, mage armor, true strike, ventriloquism; <\/i>\r
2nd\u00c2\u0097blur, daze monster, mirror image, misdirection, touch of idiocy; <\/i>\r
3rd\u00c2\u0097dispel magic, dispacement, haste, rage;<\/i>\r
4th\u00c2\u0097black tentacles, confusion, crushing despair, enervation;<\/i>\r
5th\u00c2\u0097cloudkill, feeblemind, mind fog, waves of fatigue;<\/i>\r
6th\u00c2\u0097control water, greater dispel magic, true seeing;<\/i>\r
7th\u00c2\u0097finger of death, greater teleport, insanity;<\/i>\r
8th\u00c2\u0097demand, mind blank, moment of prescience;<\/i>\r
9th\u00c2\u0097foresight, power word kill, time stop.<\/i>\r

Telepathic Overmind (Su):<\/b> A ruler aboleth's telepathy extends to a range of 5 miles when it communicates with its slaves and subject aboleths.\r

Skills:<\/b> An aboleth 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.\r

Psionic Ruler Aboleths<\/b>\r
A psionic ruler aboleth does not possess spell-like abilities or the enslave ability of the standard ruler aboleth. Instead, it has psi-like abilities, including psionic dominate<\/i>.\r

Special Attacks:<\/b> Bite, enslave, frightful presence, psionics, psi-like abilities, slime\r
Special Qualities:<\/b> Amphibious, darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft.\r
Skills:<\/b> Autohypnosis +21, Bluff +32, Concentration +30, Diplomacy +36, Disguise +8 (+10 acting), Intimidate +34, Knowledge (any 3) +30, Listen +34, Psicraft +33, Sense Motive +32, Spot +34\r
Feats:<\/b> Ability Focus (psionic dominate<\/i>), Alertness, Combat Manifestation, Extend Power, Iron Will, Improved Initiative, Improved Manifestation, Quicken Power\r

Psionic Powers:<\/b> A psionic ruler aboleth manifests powers as an 18th-level psion (telepath). The save DCs are Intelligence-based.\r

Typical Psion Powers Known<\/i> (power points 361): \r
1st\u00c2\u0097dissipating touch, force screen, inertial armor, offensive precognition, offensive prescience; <\/i>\r
2nd\u00c2\u0097biofeedback, brain lock, cloud mind, inflict pain; <\/i>\r
3rd\u00c2\u0097dispel psionics, energy retort, forced share pain, hostile empathic transfer;<\/i>\r
4th\u00c2\u0097correspond, mindwipe, power leech, thieving mindlink;<\/i>\r
5th\u00c2\u0097metaconcert, mind probe, psionic true seeing, psychic crush, shatter mind blank;<\/i>\r
6th\u00c2\u0097mass cloud mind, mind switch, temporal acceleration;<\/i>\r
7th\u00c2\u0097crisis of life, insanity, ultrablast;<\/i>\r
8th\u00c2\u0097bend reality, mind seed, psionic greater teleport, true metabolism;<\/i>\r
9th\u00c2\u0097affinity field, assimilate, psychic chirurgery, timeless body.<\/i>\r

Psi-Like Abilities:<\/b> At will\u00c2\u0097adapt body, astral traveler, body equilibrium, disable<\/i> (65-ft. cone, 23 HD, DC 28*), false sensory input<\/i> (eight targets, DC 21*), mental disruption<\/i> (50-ft. radius, DC 28*), mindlink<\/i> (unwilling, twenty targets, DC 19*), psionic dimension door<\/i> (move action*), psionic levitate, read thoughts<\/i> (DC 21), telekinetic force<\/i> (625 lbs., DC 21*), telekinetic maneuver<\/i> (+33 check modifier*), telekinetic thrust<\/i> (625 lbs., DC 21*); 3\/day\u00c2\u0097body adjustment<\/i> (8d12*), ego whip<\/i> (ML 14th, 3d4, DC 24*), id insinuation<\/i> (ML 14th, six targets, DC 25*), psionic dominate<\/i> (any 2 targets, 20 days, DC 30*), thought shield<\/i> (power resistance 30, 18 rounds*); 1\/day\u00c2\u0097astral caravan<\/i> (25% miss chance, observed speed 40 ft., Knowledge (the planes) check once every 12 hours*), psionic modify memory<\/i> (DC 22), remote viewing<\/i> (DC 22), wall of ectoplasm<\/i> (DC 22). Manifester level 20th. The save DCs are Charisma-based.\r

*Includes augmentation for the aboleth\u00c2\u0092s manifester level.\r

Ruler Aboleths and Lords of Madness<\/i><\/b>\r
If you are using Lords of Madness<\/i> in your campaign, ruler aboleths may qualify for a number of the aboleth specific feats. \r

A ruler aboleth that takes the Powerful Bite feat may qualify for the following new feat.\r

Oversized Maw [General]<\/b>\r
An aboleth with this feat develops jaws large enough to swallow smaller creatures whole.\r
Prerequisite: Aboleth, Huge or larger, Str 30, Powerful Bite, Weapon Focus (bite).\r
Benefit: An aboleth with this may attempt to swallow a creature up to two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes piercing and slashing damage from the aboleth\u00c2\u0092s tooth-lined esophagus. The amount of damage is based on size: 2d8+Str for Huge, 3d8+Str for Gargantuan, and 4d8+Str for Colossal. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the esophagus (AC equals 10 + 1\/2 aboleth's natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An aboleth's interior can hold 1 creature of two size categories smaller, 4 creatures of three size categories smaller, 16 creatures of four size categories smaller, and 64 creatures of five or more size categories smaller than itself.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #131<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually lawful evil","environment":"Underground"},{"name":"Aboleth, Saltwater","type":"Aberration","ch":8,"challenge_rating":" 8 \u00a0","id":5005,"reference":"Usergen","full_text":"

Aboleth, Saltwater <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Aberration \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
Initiative: <\/strong> +5<\/td> <\/tr>
Speed:<\/strong> 10 ft. (2 squares), swim 80 ft.<\/td> <\/tr>
Armor Class: <\/strong> 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+7\/+23<\/td> <\/tr>
Attack: <\/strong>Tentacle +13 melee (1d8+8 plus slime)\r
<\/td> <\/tr>
Full Attack: <\/strong>4 tentacles +13 melee (1d8+8 plus slime)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/10 ft. (15 ft. w\/tentacles)<\/td> <\/tr>
Special Attacks: <\/strong>Bite, enslave, psionics, slime<\/td> <\/tr>
Special Qualities: <\/strong>Aquatic subtype, darkvision 60 ft., mucus cloud, telepathy 60 ft.\r
<\/td> <\/tr>
Saves: <\/strong>Fort +8, Ref +4, Will +12 <\/td> <\/tr>
Abilities: <\/strong>Str 26, Dex 13, Con 21, Int 18, Wis 17, Cha 20 <\/td> <\/tr>
Skills: <\/strong>Concentration +18, Knowledge (any two) +17, Listen +18, Spot +18, Spellcraft +17, Swim +16<\/td> <\/tr>
Feats: <\/strong>Alertness, Combat Casting, Improved Initiative, Iron Will<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary, brood (2-4), or slaver brood (1d3+1 plus 7-12 skum), or city (35-60 aboleths or saltwater aboleths plus 1 ruler aboleth, 3-8 noble aboleths, 7-12 greater aboleths and 60-160 skum)<\/td> <\/tr>
Challenge Rating: <\/strong>8<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
Advancement: <\/strong>11-16 HD (Huge); 17-24 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Resembling a primeval fish, this creature is 25 feet in length from its bulbous head to its crescent-shaped tail. Three slit-shaped red eyes, protected by bony ridges, are set one atop the other in front of its head. A quartet of serpentine tentacles lash about it.<\/i>\r

Saltwater aboleths are larger, smarter relatives of their freshwater brethren. They make their lairs in deep, undersea caverns, where they scheme to dominate all other sentient life. Saltwater aboleths abhor land-dwelling life forms and strive to eradicate it. \r

A saltwater aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A saltwater aboleth weighs about 12,000 pounds.\r

Aboleths speak their own language, as well as Undercommon and Aquan, and can communicate telepathically.\r

COMBAT\r

A saltwater aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers. Although it possesses less psionic abilities than its freshwater kin, a saltwater aboleth\u00c2\u0092s illusions are harder to resist, and its attacks pack a greater punch.\r

Bite (Ex):<\/b> Although a saltwater aboleth's mouth is relatively small, it can still deliver a nasty bite. An aboleth's bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can't attack with its tentacles at the same time as it bites. On a successful hit, a saltwater aboleth's bite deals 1d4+4 points of damage.\r

Enslave (Su):<\/b> Six times per day, a saltwater aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 20 Will save or be affected as though by a dominate person<\/i> spell (caster level 20th). An enslaved creature obeys the aboleth\u00c2\u0092s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 5 miles from its slave. The save DC is Charisma-based.\r

Mucus Cloud (Ex):<\/b> A saltwater aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 20 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.\r

Psionics (Sp):<\/b> At will\u00c2\u0097detect evil, detect good, detect magic, hypnotic pattern<\/i> (DC 18), mirage arcana<\/i> (DC 21), persistent image<\/i> (DC 21), programmed image<\/i> (DC 22), see invisibility, veil<\/i> (DC 22). Effective caster level 11th. The save DCs are Charisma-based.\r

Slime (Ex):<\/b> A blow from a saltwater aboleth\u00c2\u0092s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 20 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature\u00c2\u0092s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.\r

A remove disease<\/i> spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal<\/i> or mass heal<\/i> spell can reverse the affliction.\r

Skills:<\/b> A saltwater aboleth 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.\r

Psionic Saltwater Aboleths<\/b>\r
A psionic saltwater aboleth does not possess spell-like abilities or the enslave ability of the standard saltwater aboleth. Instead, it has psi-like abilities, including psionic dominate<\/i>.\r

Special Attacks:<\/b> Psi-like abilities, slime\r
Skills:<\/b> Autohypnosis +18, Concentration +18, Knowledge (any one) +17, Listen +18, Psicraft +17, Spot +18, Swim +16\r
Feats:<\/b> Alertness, Combat Manifestation, Improved Initiative, Iron Will\r

Psi-Like Abilities:<\/b> At will\u00c2\u0097detect psionics, disable<\/i> (30-ft. cone, 12 HD, DC 23*), false sensory input<\/i> (five targets, DC 19*), mental disruption<\/i> (20-ft. radius, DC 21*), mindlink<\/i> (unwilling, nine targets, DC 17*); 6\/day\u00c2\u0097psionic dominate<\/i> (any target, 24 hours, DC 23*; 3\/day\u00c2\u0097ego whip<\/i> (ML 7th, 2d4, DC 20*), id insinuation<\/i> (ML 7th, three targets, DC 20*), thought shield<\/i> (power resistance 21, 3 rounds*); 1\/day\u00c2\u0097remote viewing<\/i> (DC 20). Manifester level 11th. The save DCs are Charisma-based.\r

*Includes augmentation for the aboleth\u00c2\u0092s manifester level.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in Dungeon Magazine #12<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually lawful evil","environment":"Any aquatic"},{"name":"Abomination of Diirinka","type":"Outsider","ch":20,"challenge_rating":" 20 \u00a0","id":5006,"reference":"Usergen","full_text":"

Abomination of Diirinka <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 20d8+120\u00a0(230 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 20 ft (4 squares), burrow 20 ft (4 squares)<\/td> <\/tr>
Armor Class: <\/strong> 23 (-1 size, +14 natural), touch 9, flat-footed 23<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+20\/+33<\/td> <\/tr>
Attack: <\/strong>Claw +28 melee (2d4+9\/19-20)<\/td> <\/tr>
Full Attack: <\/strong>3 claws +28 melee (2d4+9\/19-20) and 3 bites +26 melee (1d3+4 plus energy drain)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft\/10 ft<\/td> <\/tr>
Special Attacks: <\/strong>Attach, energy drain, rend 2d4+13<\/td> <\/tr>
Special Qualities: <\/strong>Alien mind, all-around vision, blindsight 60 ft, damage reduction 15\/bludgeoning and good, darkvision 60 ft, earth glide, immunity to acid, cold, electricity, fire, and poison, regeneration 6, rejuvenation, spell resistance 27, spell turning, tremorsense 60 ft<\/td> <\/tr>
Saves: <\/strong>Fort +18, Ref +12, Will +14 <\/td> <\/tr>
Abilities: <\/strong>Str 29, Dex 10, Con 22, Int 10, Wis 11, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Hide +19, Intimidate +23, Listen +25, Knowledge (dungeoneering) +23, Move Silently +23, Search +27, Spot +29, Survival +23 (+25 following tracks, +25 underground)<\/td> <\/tr>
Feats: <\/strong>Alertness, Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Iron Will, Multiattack, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Cavern of the Abomination<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>20<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
Advancement: <\/strong>---<\/td> <\/tr>
Level Adjustment: <\/strong>---<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This loathsome creature has an oblong body the size of two plow horses and is covered in a stony carapace. It has no head, but it has three dead, milk-white eyes lacking lids and pupils, spaced at equal intervals around its upper body. Three sinewy, double-jointed arms sprout from the top of the body, each ending in a sharp set of talons. Three smaller arms jut from the mid-body, one below each eye; each ends in a drooling mouth. Swirling patterns of light and dark energy ripple along the creature's skin; a close look reveals these patterns to be the images of dwarven faces writhing in torment.<\/i>\r

The Abomination was created aeons ago by the mad derro power Diirinka. The god created this monster in answer to a plea from a treacherous dwarf who was driven to betrayal and murder by his desire to own the Axe of the Dwarvish Lords. Diirinka gave the dwarf a talisman to control the creature, though it was designed to fail and free the Abomination to run amok.\r

Diirinka most likely created the Abomination by corrupting a xorn with his magic. Like the xorn, the Abomination has a taste for precious metals and minerals. However, its favorite food is the life force of living creatures, dwarves in particular.\r

The Abomination was trapped in its cavern-dimension for centuries, until freed by a powerful wizard named Tairdo, and his goblin mistress Qamhuul, to wreak havoc among the dwarves they both hated.\r

The Abomination is 12 feet tall and weighs 1,800 pounds.\r

The Abomination speaks Abyssal, Common, Dwarven, Terran, and Undercommon.\r

COMBAT<\/b>\r
The Abomination attacks with its six limbs; it can attack six different targets, but usually concentrates on only one or two. The Abomination's favorite mode of attack is to wait just beneath an earth or stone surface until a foe comes within reach, then emerge suddenly, catching its opponents by surprise. If reduces to 0 hit points, the Abomination appears to melt into the nearest stone or earthen surface.\r

When the Abomination is summoned but is not under someone's control, it will charge off in search of dwarven prey. It remains on the plane it has been summoned to until it has slain and consumed several dwarves, returning home when it has been satiated. After a few months of hunting, if it has not been successful, it will return home hungry.\r

An opponent can attack the Abomination's mouth-arms with a sunder attempt as if they were weapons. The Abomination's mouth-arms have 10 hit points each. If the Abomination is currently grappling a target with the mouth-arm that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of the Abomination's mouth-arms deals 5 points of damage to the creature. The creature regrows severed limbs in 2d6 hours.\r

Attach (Ex)<\/b>: If the Abomination hits with its bite attack, it uses its powerful jaws to latch onto the opponent's body. The Abomination may attach more than one mouth to a creature by making additional bite attacks; each mouth deals automatic bite damage and energy drain on a successful grapple check. \r

When attached, the Abomination is effectively grappling its prey, and can be struck with a weapon or grappled itself. A creature can wrench a mouth-arm loose by making a successful grapple check; however the creature takes 2d6 points of damage in the process.\r

Energy Drain (Su)<\/b>: Living creatures hit by the Abomination's bite attack gain one negative level. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Constitution-based.\r

Draining completely destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. If the Abomination destroys a dwarf this way, the victim's tortured visage appears on the Abomination's body.\r

Rend (Ex)<\/b>: If the Abomination hits with two or more bite attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+13 points of damage.\r

Alien Mind (Ex)<\/b>: Any attempt to establish a telepathic link to the Abomination's mind (via detect thoughts<\/i>, a psionic ability, dominate monster<\/i>, and so on) automatically fails.\r

All-Around Vision (Ex)<\/b>: The Abomination's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. The Abomination can't be flanked. \r

Earth Glide (Ex)<\/b>: The Abomination can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth<\/i> spell cast on an area containing the burrowing Abomination flings the Abomination back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.\r

Regeneration (Ex)<\/b>: Good-aligned bludgeoning weapons, holy water, and spells or effects with the good descriptor deal normal damage to the Abomination.\r

Rejuvenation (Su)<\/b>: The Abomination may only be permanently destroyed on its home plane. If the Abomination is reduced to -10 or fewer hit points on another plane, it dissipates and reforms on its home plane 2d6 hours later. Reducing the Abomination's hit points to -10 or lower on its home plane incapacitates it but doesn't destroy it. However, dousing its remains with holy water and powder from the amulet that controls it will kill it.\r

Spell Turning (Su)<\/b>: The Abomination is permanently protected by a spell turning<\/i> effect (caster level 20th). Any targeted spell that the Abomination successfully resists is turned back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate.\r


Amulet of the Abomination (major artifact)<\/b>\r
The derro power Diirinka crafted this jewel for Brassbeard Moradinson, the dwarf who murdered his uncle Irontooth to get the Axe of the Dwarvish Lords. The amulet of the Abomination<\/i> is about the size of a walnut and consists of a single piece of clear crystal cut into the likeness of a dwarf's head; however, the piece has no curves, so only angles and facets define the head's contours. The crystalline material looks and feels something like diamond. It is tougher, but less bright. The amulet has no pin or chain; it has to be carried in a pouch or tucked into the user's clothing.\r

By holding the amulet and concentrating on it, the bearer can summon the Abomination of Diirinka, which arrives one round later. If the Abomination has recently been slain outside its home plane, it will not appear until it has recovered (see rejuvenation, above). The summoning attempt will fail if the Abomination is on a plane other than its home plane. When the Abomination appears, it appears in any location the bearer can see, regardless of the distance, as chosen by the bearer.\r

Once the Abomination appears, it must succeed on a DC 35 Will save or be under control of the amulet's wielder for 10 minutes. While under the wielder's control, the Abomination performs any action the wielder desires, including returning to its home dimension, so long as the action is within the Abomination's capabilities. The wielder can issue commands only when the Abomination is within sight; if the Abomination is not within the wielder's sight it will follow its last instruction to the best of its ability.\r

If the Abomination succeeds on its saving throw or if the control's duration runs out, the Abomination will act of its own accord. If the duration runs out and the Abomination is in sight, the wielder may attempt to regain control for another 10 minutes, forcing the Abomination to make another Will save.\r

Each time the amulet is used to summon or gain control of the Abomination, the DC for the Will save decreases by 1. If the amulet is not used for 100 years, the save DC increases to its maximum of 35.\r

The Abomination is considered a summoned creature for the purposes of spells such as protection from evil<\/i> and magic circle against evil<\/i>. Any effect that blocks mental control or mind-affecting effects also blocks the amulet wielder's control over the Abomination.\r

The Amulet of the Abomination can be destroyed only by an epic good-aligned weapon forged by dwarves, or a wish or miracle spell cast by a dwarven spellcaster.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Axe of the Dwarvish Lords (1999, Skip Williams).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Cavern of the Abomination"},{"name":"Acid Blob","type":"Ooze","ch":1,"challenge_rating":" 1 \u00a0","id":5007,"reference":"Usergen","full_text":"

Acid Blob <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Ooze \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d10+9\u00a0(25)<\/td> <\/tr>
Initiative: <\/strong> -1<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (+1 size, -1 Dex, +3 natural), touch 9, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/-1<\/td> <\/tr>
Attack: <\/strong>Slam +4 melee (1d4+2)\r
<\/td> <\/tr>
Full Attack: <\/strong>Slam +4 melee (1d4+2)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Acid<\/td> <\/tr>
Special Qualities: <\/strong>Blindsight 60 ft., ooze traits, split<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +0, Will -4 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 8, Con 16, Int -, Wis 1, Cha 1 <\/td> <\/tr>
Skills: <\/strong>-<\/td> <\/tr>
Feats: <\/strong>-<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any underground<\/td> <\/tr>
Organization: <\/strong>Solitary or pack (2-8)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Small)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A 3-foot-diameter blob of green goo bounces along the ground.<\/i>\r

These small blobs live in dark, subterranean places, and are composed of acidic goo. They are usually green, but darker varieties have been reported. Acid blobs are scavengers, and will consume anything except stone. However, they prefer organic matter, and will pursue living targets until death or lunch. Unlike many of its ilk, acid blobs do not move on the wall or ceiling; they just hop along the ground.\r

These small blobs are usually found in groups, since new acid blobs are created by separating from their host and then joining together. This is a purely instinctual occurrence since the blobs have no intelligence.\r

Acid blobs range from 2 to 3 feet in diameter.\r

COMBAT\r

Acid blobs attack instinctually, simply slamming whatever opponent is closest.\r

Acid (Ex):<\/b> An acid blob's acid is not strong enough to continue burning flesh after its strike, but metals are in great danger. A metal weapon that strikes an acid blob dissolves immediately unless it succeeds on a DC 14 Reflex save. The save is Constitution-based.\r

An acid blob's touch deals 14 points of damage per round to metal objects, but the blob must remain in contact with the object for 1 full round to deal this damage.\r

Split (Ex):<\/b> Slashing and piercing weapons deal no damage to an acid blob. Instead the creature splits into two identical blobs, each with half of the original\u00c2\u0092s current hit points (round down). A blob with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Al-Qadim: The Genie's Curse<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Any underground"},{"name":"Actaeon","type":"Fey","ch":9,"challenge_rating":" 09 \u00a0","id":5008,"reference":"Usergen","full_text":"

Actaeon <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Fey \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 11d6+22\u00a0(60 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+13<\/td> <\/tr>
Attack: <\/strong>Spear +9 melee (2d6+4\/x3) or gore +8 melee (2d8+4)<\/td> <\/tr>
Full Attack: <\/strong>Spear +9\/+9 melee (2d6+4\/x3) and gore +3 melee (2d8+2)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft\/10 ft<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Arboreal alacrity, camouflage, damage reduction 5\/cold iron, low-light vision, wild empathy<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +11, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 18, Dex 18, Con 15, Int 12, Wis 13, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Concentration +12, Handle Animal +13, Hide +14*, Intimidate +13, Jump +8, Knowledge (nature) +15, Listen +10, Move Silently +14*, Ride +6, Search +8, Spot +10, Survival +6 (+8 following tracks, +8 aboveground)<\/td> <\/tr>
Feats: <\/strong>Alertness, Enduranceb<\/sup>, Power Attack, Track, Weapon Focus (spear)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate forest<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>09<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+5<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This amazingly tall, powerfully built humanoid has the head, antler rack, and a pair of lower legs of an elk. The rest of its body is humanlike, though covered in shaggy brown fur.<\/i>\r

The actaeon is a solitary protector and hero of the woodlands and the creatures that live there. It is sometimes referred to as an \"elk centaur,\" although in reality its appearance is more similar to that of a minotaur than a centaur.\r

Actaeons are part of a woodland \"fraternity\" that includes centaurs, treants, and other fey creatures such as dryads. They are something like folk heroes to the other inhabitants of the forest, who treat them with awe and respect. Actaeons will often work with druids to preserve the safety of the woods, and many an actaeon has become a druid as well.\r

Actaeons collect small hoards of treasure in well-hidden locations, like hollow tree trunks or beneath rocks. They collect coins and jewels to trade for tools, and food when it becomes scarce.\r

An actaeon stands 9 feet tall and weighs about 550 pounds.\r

An actaeon speaks Sylvan, and some actaeons can speak Common.\r

COMBAT<\/b>\r
An actaeon is a formidable combatant, with a number of special tricks and powers. An actaeon will hide among the trees, practically invisible, and watch intruders in the forest. Anything that wantonly slays innocent woodland creatures, or defiles the woods in any way enrages the actaeon, which springs out of hiding to surprise its foes and exact vengeance upon them.\r

An actaeon carries a selection of wood and bone spears with it, and is quite capable of wielding them in conjunction with its antlers. An actaeon will use its polymorphing breath to dispatch enemies quickly and decisively, or if needed, summon woodland creatures to assist it.\r

Breath Weapon (Su)<\/b>: 10-foot cube, cloud of warm greenish mist lasting 1 round, three times per day, baleful polymorph<\/i> (caster level 11th, forest animals only), Fortitude DC 17 negates. The save DC is Constitution-based.\r

Spell-Like Abilities<\/b>: 1\/day - summon nature's ally VI<\/i>. Caster level 11th.\r

Arboreal Alacrity (Su)<\/b>: When making a full attack action, an actaeon may make one extra attack with any manufactured weapon it is holding. The attack is made using the creature's highest attack bonus with that weapon.\r

Camouflage (Ex)<\/b>: An actaeon can use the Hide skill in any sort of natural terrain, even if the terrain doesn?t grant cover or concealment.\r

Wild Empathy (Ex)<\/b>: This power works like the druid?s wild empathy class feature, except that the actaeon has a +6 racial bonus on the check (as well as a +2 synergy bonus from its ranks in Handle Animal).\r

Skills<\/b>: An actaeon has a +4 racial bonus on Knowledge (nature) and Survival checks.\r

* An actaeon has a +8 racial bonus on Hide and Move Silently checks made in forested areas. \r

ACTAEONS AS CHARACTERS<\/b>\r
Most actaeons are druids, rangers, or barbarians. An actaeon cleric has access to two of the following domains: Animal, Knowledge, Plant, or Protection.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in Dungeons & Dragons Master Set (Frank Mentzer, 1983), Dungeons & Dragons Rules Cyclopedia (1991), and Mystara Monstrous Compendium Appendix (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral","environment":"Temperate forest"},{"name":"Adaro","type":"Fey","ch":12,"challenge_rating":" 12 \u00a0","id":5009,"reference":"Usergen","full_text":"

Adaro <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Fey \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 15d6+60\u00a0(97 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), swim 60 ft.<\/td> <\/tr>
Armor Class: <\/strong> 19 (+7 Dex, +2 natural), touch 17, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+7\/+10<\/td> <\/tr>
Attack: <\/strong>Spear +10 melee (1d8+4\/x3) or nose-saw +14 melee (2d4+3) or fish dart +15 ranged (1d6+3 plus poison)<\/td> <\/tr>
Full Attack: <\/strong>Spear +10\/+5 melee (1d8+4\/x3) and nose-saw +9 melee (2d4+1) or fish dart +15\/+10 ranged (1d6+3 plus poison) or fish dart +13\/+13\/+8 ranged (1d6+3 plus poison) with Rapid Shot<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Fish darts, spells, summon flying fish swarms<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/cold iron, flying fish stride, low-light vision, rainbow walk, swarmfriend, water dependent\r
<\/td> <\/tr>
Saves: <\/strong>Fort +9, Ref +17, Will +12 <\/td> <\/tr>
Abilities: <\/strong>Str 17, Dex 24, Con 19, Int 17, Wis 16, Cha 21 <\/td> <\/tr>
Skills: <\/strong>Balance +9, Concentration +25, Hide +25, Jump +9, Knowledge (arcana) +21, Knowledge (nature) +21, Listen +21, Move Silently +25, Spellcraft +13, Spot +21, Survival +3 (+5 in aboveground natural environments), Swim +18, Tumble +25\r
<\/td> <\/tr>
Feats: <\/strong>Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Concentration), Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or school (adaro plus 1-4 flying fish swarms)<\/td> <\/tr>
Challenge Rating: <\/strong>12<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
Advancement: <\/strong>16-20 HD (Medium); 21-45 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature blends attributes of man and fish. Gills lie behind its humanoid ears, while a sharklike fin crests its head. Its long nose resembles that of a sawfish. Its legs end in tail fins. The creature carries a wicked-looking spear.<\/i>\r

An adaro is a malevolent aquatic fey that torments any terrestrial creatures that wander into its domain. Adaro also have been known to war with merfolk and sahuagin for control of stretches of ocean.\r

It is said that the adaro are led by a powerful chief named Ngorieru.\r

An adaro stands 5 to 6 feet tall and weighs 110 to 250 pounds. \r

Adaro speak Aquan and Sylvan.\r

COMBAT\r

Adaro are nearly always accompanied by flying fish swarms, which they direct to harass their enemies, while hurling members of the swarm as deadly venomous darts. Adaro are also powerful spellcasters, utilizing their magic to weaken foes while improving their own defenses and prowess.\r

Fish Darts (Su):<\/b> An adaro can supernaturally launch flying fish from its accompanying swarms as deadly missiles. This is a ranged attack with a maximum range of 30 feet and a 10-foot range increment. A creature damaged by the attack is exposed to the flying fish's poison, as if it had consumed the fish.\r

Flying Fish Venom:<\/i> Ingested, Fort DC 15, 1d4 Con\/unconsciousness. \r

Flying Fish Stride (Ex):<\/b> An adaro may \"ride\" a flying fish swarm. To do so, the adaro must simply end its movement within the space of a flying fish swarm. The adaro then moves with the swarm on the swarm's action. This ability imposes no penalty on either the adaro or the swarm, and the adaro may still take actions on its own turn (including moving).\r

Rainbow Walk (Sp):<\/b> An adaro may walk upon rainbows. This functions as the air walk<\/i> spell (caster level 15th), but only works during rain while sun is present and up to an hour after rain ends.\r

Spells:<\/b> An adaro casts spells as a 10th-level sorcerer. An adaro can also cast spells from the Water and Weather domains as arcane spells.\r

Sorcerer Spells Known<\/i> (6\/8\/7\/7\/6\/4, save DC 15 + spell level): \r
0\u00c2\u0097dancing lights, detect magic, detect poison, ghost sound, mage hand, message, prestidigitation, read magic, touch of fatigue<\/i>; \r
1st\u00c2\u0097color spray, mage armor, magic missile, ray of enfeeblement, ventriloquism<\/i>; \r
2nd\u00c2\u0097bull's strength, blur, fog cloud, touch of idiocy<\/i>; \r
3rd\u00c2\u0097call lightning, suggestion, slow<\/i>;\r
4th\u00c2\u0097charm monster, control water<\/i>;\r
5th\u00c2\u0097cone of cold<\/i>.\r

Summon Flying Fish Swarms (Sp):<\/b> Once per day, an adaro may automatically summon up to four flying fish swarms. This is the equivalent of a 4th-level spell.\r

Swarmfriend (Ex):<\/b> An adaro never suffers deleterious effects when sharing its space with an aquatic swarm.\r

Water Dependent (Ex):<\/b> An adaro can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master\u00c2\u0092s Guide<\/i>).\r

Skills:<\/b> An adaro 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.\r

Flying Fish Swarm<\/b>\r
Tiny Animal (Aquatic, Swarm)\r
Hit Dice: 8d8+8 (44 hp)\r
Initiative: +6\r
Speed: Swim 40 ft. (8 squares)\r
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13\r
Base Attack\/Grapple: +6\/-\r
Attack: Swarm (2d6)\r
Full Attack: Swarm (2d6)\r
Space\/Reach: 10 ft.\/0 ft.\r
Special Attacks: Distraction (DC 15)\r
Special Qualities: Half damage from slashing and piercing weapons, leaping glide, low-light vision, poison flesh, swarm traits\r
Saves: Fort +7, Ref +8, Will +5\r
Abilities: Str 4, Dex 15, Con 12, Int 1, Wis 12, Cha 2\r
Skills: Jump +22, Listen +3, Spot +3, Swim +12\r
Feats: Alertness, Improved Initiative, Iron Will\r
Environment: Warm aquatic\r
Organization: Solitary or school (2-4 swarms)\r
Challenge Rating: 4\r
Treasure: None\r
Alignment: Always neutral\r
Advancement: None\r
Level Adjustment: \u00c2\u0097\r

Distraction (Ex):<\/b> Any living creature vulnerable to the flying fish swarm's damage that begins its turn with a flying fish swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. The save DC is Constitution-based.\r

Leaping Glide (Ex):<\/b> A flying fish swarm may leap from the water and glide at a speed of 160 feet for up to 8 rounds. The swarm may reach a height equal to the result of its Jump check, then fly with clumsy manueverability. It may descend, but cannot ascend during this travel.\r

Poison Flesh (Ex):<\/b> Ingested, Fort DC 15, 1d4 Con\/unconsciousness. The save DC is Constitution-based.\r

Skills:<\/b> A flying fish swarm has a +16 racial bonus on Jump checks, and uses its Dexterity modifier for Jump checks. A flying fish swarm 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.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1979 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #29<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral evil","environment":"Warm aquatic"},{"name":"Adherer","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":5010,"reference":"Usergen","full_text":"

ADHERER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Medium-Size Aberration<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 4d8+4 (22 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 30 ft<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 17 (+1 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> 2 slams +5 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Slam 1d3+2 and adhesion<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Adhesion<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Immunity to weapons, fire vulnerability, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +2, Ref +2, Will +4<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 14, Dex 12, Con 12, Int 4, Wis 11, Cha 11<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Hide +5*, Listen +6, Move Silently +5, Spot +4<\/span><\/p> <\/td> <\/tr>

Feats:<\/span><\/b> Alertness<\/span><\/p> <\/div> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

Organization:<\/span><\/b> Solitary or gang (2-4)
Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

Advancement:<\/span><\/b> 5-9 HD (Medium-size); 10-12 HD (Large)<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

The adherer is a strange creature that closely resembles a mummy. A creature viewing the adherer at a distance greater than 10 feet can make a Spot check (DC 15) to realize that it is in fact not a mummy, but something else.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The adherer appears as a humanoid about 6 feet tall. Its skin is dull white and hangs in folds (resembling the bandages of a mummy). Its eyes are pale white. The adherer exudes a sour smell that can be detected at a range of 10 feet.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Adherers do not communicate (at least as far as sages know).<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

COMBAT<\/span><\/h2> <\/td> <\/tr>

The adherer attacks by pummeling its foes with its fists. Those successfully attacked will be stuck to the adherer. A favorite tactic of the adherer is to bind up an opponent and use it as a shield.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 A favored tactic of the adherer is to camouflage itself with leaves, sticks, or debris, and then spring out when prey passes nearby.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Adherers are cowardly, and if spotted while hiding, may flee rather than engaging in combat.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Adhesion (Ex): <\/b>A creature striking the adherer with natural weapons, or a creature struck by the adherer\u0092s slam attack, will become stuck to its body. Stuck creatures are considered automatically grappled.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Stuck creatures can free themselves by making a successful Strength check at DC 22. Another creature can aid in removing a stuck creature, but must make a successful Reflex check (DC 12) or become stuck as well.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Boiling liquids, fire, or secretions from the adherers own body weakens the adhesive (DC 15 rather than 22 to escape). An application of the universal solvent<\/i> automatically frees a stuck creature.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 The adhesive automatically dissolves 1d2 hours after the adherer\u0092s death.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Immunity to Weapons (Ex):<\/b> Any slashing or bludgeoning weapon that strikes an adherer deals one-half damage and becomes stuck to its body. Stuck weapons can be freed by making a successful Strength check (DC 22).<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Piercing weapons deal normal damage, but require a full round action to be pulled free (no Strength check is required). Stone weapons of any type are not subject to the secretions of the adherer and will not become stuck to its body.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Fire Vulnerability (Ex): <\/b>An adherer takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills: <\/b>*An adherer receives a +8 racial bonus to Hide checks when it uses its surroundings to camouflage itself (such as sticking leaves and twigs to its body when in the wilderness).<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

The Adherer first appeared in the 1e <\/span>FF<\/span> (1981).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any land and underground"},{"name":"Aeraldoth, Djinn Vizier","type":"Outsider","ch":22,"challenge_rating":" 22 \u00a0","id":5011,"reference":"Usergen","full_text":"

Aeraldoth, Djinn Vizier <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Outsider \t\t\t(Air, Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 27d8+216\u00a0(337 hp)<\/td> <\/tr>
Initiative: <\/strong> +15<\/td> <\/tr>
Speed:<\/strong> 60 ft (12 squares), fly 60 ft (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 42 (-1 size, +11 Dex, +15 natural, +7 insight), touch 27, flat-footed 31<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+27\/+35<\/td> <\/tr>
Attack: <\/strong>Slam +30 melee (2d6+10) or +3 keen shocking burst scimitar<\/i> +33 melee (1d8+13\/15-20 plus 1d6 electricity [plus 1d10 on critical hit])\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +30 melee (2d6+10) or +3 keen shocking burst scimitar<\/i> +33\/+28\/+23\/+18 melee (1d8+13\/15-20 plus 1d6 electricity [plus 1d10 on critical hit])<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Air mastery, spell-like abilities, whirlwind<\/td> <\/tr>
Special Qualities: <\/strong>Control temperature, darkvision 60 ft., immunity to acid, plane shift, spell resistance 31, telepathy 100 ft.\r
<\/td> <\/tr>
Saves: <\/strong>Fort +23, Ref +26, Will +22 <\/td> <\/tr>
Abilities: <\/strong>Str 30, Dex 32, Con 26, Int 24, Wis 25, Cha 25 <\/td> <\/tr>
Skills: <\/strong>Appraise +37 (+39 related to weapons), Balance +13, Concentration +38, Craft (weaponsmithing) +37, Diplomacy +41, Escape Artist +41, Jump +24, Knowledge (nobility and royalty) +37, Knowledge (the planes) +37, Listen +37, Move Silently +41, Sense Motive +37, Spellcraft +37 (+39 scrolls), Spot +37, Survival +37 (+39 on other planes), Tumble +41, Use Magic Device +37 (+39 scrolls), Use Rope +11 (+13 bindings)<\/td> <\/tr>
Feats: <\/strong>Combat Expertise, Combat Reflexes, Dodge, Empower Spell-Like Ability (chain lightning<\/i>), Improved Initiative [B], Improved Natural Attack (slam), Improved Whirlwind Attack (epic), Mobility, Quicken Spell-Like Ability (chain lightning<\/i>), Quicken Spell-Like Ability (control winds<\/i>), Spring Attack, Whirlwind Attack\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Elemental Plane of Air<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>22<\/td> <\/tr>
Treasure: <\/strong>Double standard<\/td> <\/tr>
Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
Advancement: <\/strong>-<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The being looks like a well-formed human with a dark complexion, but nearly twice as tall. He wields a majestic scimitar crackling with electricity.<\/i>\r

Aeraldoth is one of the six viziers who serve the Caliph of the Djinn. He and the other five viziers do not intervene in mortal affairs unless evil forces threaten to seriously disrupt the balance. \r

Aeraldoth stands 10-1\/2 feet tall and weighs 1,000 pounds.\r

Aeraldoth speaks Auran, Celestial, Common, and Ignan.\r

COMBAT\r
Like other djinn, Aeraldoth disdains physical combat, preferring to use his magical powers and aerial abilities against foes. If overmatched in combat, Aeraldoth usually takes flight and becomes a whirlwind to harass those who follow.\r

Note that while Aeraldoth can fulfill another's wish, he seldom does so for fear of disrupting the universal balance.\r

Air Mastery (Ex):<\/b> Airborne creatures take a \u00c2\u00961 penalty on attack and damage rolls against Aeraldoth.\r

Control Temperature (Su):<\/b> As a swift action, Aeraldoth can raise or lower the temperature by 10 degrees in a 100-foot-radius centered on him. Subsequent uses of this ability stack, so he could, for example, lower the temperature by a total of 20 degrees after two rounds.\r

Plane Shift (Sp):<\/b> Aeraldoth can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports Aeraldoth 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).\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097call lightning, control weather, control winds, create food and water, create wine<\/i> (as create water<\/i>, but wine instead), dispel magic, finger of death, gaseous form, invisibility<\/i> (self only), pass without trace, persistent image<\/i> (DC 23), resist energy<\/i> (fire only), wind walk<\/i>; 1\/day\u00c2\u0097grant up to three wishes<\/i> (to nongenies only), major creation<\/i> (created vegetable matter is permanent). Caster level 25th. The save DCs are Charisma-based.\r

Whirlwind (Su):<\/b> Aeraldoth can transform himself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, he can move through the air or along a surface at its fly speed.\r

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. Aeraldoth controls the exact height, but it must be at least 10 feet.\r

Aeraldoth\u00c2\u0092s movement while in whirlwind form does not provoke attacks of opportunity, even if he enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if Aeraldoth moves into or through the creature's space.\r

Creatures one or more size categories smaller than Aeraldoth might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 36 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 36 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 36 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.\r

Creatures trapped in the whirlwind cannot move except to go where Aeraldoth 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 \u00c2\u00964 penalty to Dexterity and a \u00c2\u00962 penalty on attack rolls. Aeraldoth can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind\u00c2\u0092s volume.\r

Aeraldoth can eject any carried creatures whenever he wishes, depositing them wherever the whirlwind happens to be.\r

If the whirlwind\u00c2\u0092s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on Aeraldoth and has a diameter equal to half the whirlwind\u00c2\u0092s 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.\r

Aeraldoth in whirlwind form cannot make melee attacks and does not threaten the area around him.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in I4: Oasis of the White Palm<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic good","environment":"Elemental Plane of Air"},{"name":"Aerial Servant","type":"Elemental","ch":12,"challenge_rating":" 12 \u00a0","id":5012,"reference":"Usergen","full_text":"

AERIAL SERVANT<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Medium-Size Elemental (Air)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 16d8+64 (136 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+9 (+5 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> Fly 60 ft (perfect)<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 19 (+5 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> Slam +21\/+16\/+11<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Slam 2d8+12<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Improved grab, constrict, windblast<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Elemental, damage reduction 10\/+1, natural invisibility, find target, empathic link<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +9, Ref +15, Will +5<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 26, Dex 21, Con 18, Int 4, Wis 10, Cha 11<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Intuit Direction +7, Listen +7, Move Silently +13, Search +4, Spot +7<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Improved Initiative, Weapon Focus (slam)<\/span><\/p> <\/div> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

Organization:<\/span><\/b> Solitary
Challenge Rating:<\/b> 12<\/span><\/p> <\/td> <\/tr>

Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

Advancement:<\/span><\/b> 17-33 HD (Medium-size); 34-48 HD (Large)<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

This creature is a form of air elemental native to the plane of Elemental Air, as well as the Ethereal and Astral planes, and can be summoned to the Material Plane by spellcasters foolish enough to do so.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 <\/span>Normally invisible, if seen on their home plane, they resemble legless humanoids of sparkling blue smoke, with empty eyes, a slash for a mouth, and long, four-fingered hands.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

COMBAT<\/span><\/h2> <\/td> <\/tr>

They rarely engage in combat, using a shearing blast of intensely focused wind to pummel their opponents when they do so and using their slam attack if pressed.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the aerial servant must hit an opponent of up to Large size with its slam attack. If it gets a hold, it can constrict.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Constrict (Ex): <\/b>An aerial servant deals 2d8+12 points of damage with a successful grapple check against Large or smaller creatures. Because it seizes victims by the neck, a creature in the aerial servant\u0092s grasp cannot speak or cast spells with verbal components.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 <\/span>Wind Blast (Su): <\/span><\/b>Line 5 feet wide, 5 feet high, and 80 feet long, once ever 1d4 rounds; 4d8 points of damage and creatures of Large or smaller size are knocked down and back 1d4x10 feet. A successful Reflex save (DC 26) halves the damage and negates the knockdown.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Natural Invisibility (Su):<\/b> This ability is constant, allowing the aerial servant to remain invisible even when attacking. This ability is inherent and is not subject to the invisibility purge<\/i> spell.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Find Target (Sp): <\/b>When ordered to locate a creature or an object, an aerial servant does so unerringly, as though guided by discern location<\/i>. The caster must know the designated creature.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Empathic Link (Ex): <\/b>When summoned, the aerial servant creates a mental link between itself and the caster who summoned it. Should the aerial servant fail the mission it has been assigned, it will return to the caster and attack. The aerial servant can find the caster as long as they are on the same plane of existence. Should the caster leave the plane, it will temporarily break the link, though it will be reestablished once the caster returns to the same plane as the aerial servant.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Elemental:<\/span><\/b> Immune to poison, sleep, paralysis, and stunning.\u00a0Not
subject to critical hits. Aerial servants have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

SUMMONING AN AERIAL SERVANT<\/span><\/h1> <\/td> <\/tr>

An aerial servant is summoned using the clerical spell planar ally<\/i> or the arcane spell planar binding<\/i>.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 An aerial servant obeys the commands of the one who conjured it with respect to finding and returning whatever object or creature is described. Of course, the object or creature must be such as to allow the aerial servant to physically bring it to its caster. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 It will also disappear when its duty is fulfilled, it is dispelled, the caster releases it, or the caster is slain. <\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 If an aerial servant is prevented from completing its mission, it will return to the caster and either attack or attempt to carry him back to the elemental plane of Air. The unfortunate spell caster will likely never be seen again.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

The Aerial Servant first appeared in the 1e MM(Gary Gygax, 1977).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Any","environment":"Any land and underground"},{"name":"Aeserpent","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":5013,"reference":"Usergen","full_text":"

Aeserpent <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 7d10+14\u00a0(52 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 40 ft. (6 squares), climb 30 ft., swim 40 ft.<\/td> <\/tr>
Armor Class: <\/strong> 17 (\u00c2\u00961 size, +4 Dex, +4 natural), touch 13, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+7\/+16<\/td> <\/tr>
Attack: <\/strong>Bite +11 melee (1d8+7 plus bloodcurse venom)<\/td> <\/tr>
Full Attack: <\/strong>Bite +11 melee (1d8+7 plus bloodcurse venom)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Bloodcurse venom, improved grab, swallow whole<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., ophidian sovereignty, scent, shadow blend<\/td> <\/tr>
Saves: <\/strong>Fort +7, Ref +9, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 21, Dex 18, Con 15, Int 6, Wis 12, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Balance +12, Climb +13, Hide +4*, Listen +4, Move Silently +8, Spot +4, Swim +13<\/td> <\/tr>
Feats: <\/strong>Dodge, Improved InitiativeB<\/sup><\/small><\/b><\/small>, Mobility, Spring Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Wilderness of the Beastlands<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>5<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>8\u00c2\u009614 HD (Large); 15\u00c2\u009621 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A large snake with scales so dark it looks like the night itself has streamed into slithering life. Only its thin, yellow eyes and the occasional gleam of a fang can be made out from the shiny blackness of its scales.\r
<\/i>\r
An aeserpent, also known as darkstrike or deathstrike, is a deadly snake that lives in dark places in the outer plane known as the Beastlands. Aeserpents are practically invisible when in darkness, and use this camouflage to ambush prey. When viewed in the light, an aeserpent's scales have a sheen that appears wet or slimy, but it is as dry to the touch as other snakeskin. Aeserpents need much more food than regular snakes, and may attack dangerous predators like bears to satisfy their hunger.\r

An aeserpent is at least 20 feet long and weighs 500 pounds or more.\r

COMBAT<\/b>\r
Deathstrikes attack from the shadows, biting and retreating to wait for their deadly bloodcurse venom to take effect, then swallowing their weakened prey whole. When an aeserpent faces a group it tries to bite the strongest foe, since the agony of its supernatural venom may drive its victims to attack their own friends.\r

Bloodcurse Venom (Su):<\/b> A living creature hit by an aeserpent's bite attack must succeed on a DC 15 Fortitude save or take 1d4 Constitution damage and contract the bloodcurse, a horribly magical transformation that causes a victim's flesh to destroy their own blood and sanity. Bloodcurse venom does not affect creatures without blood, such as Oozes or Plants. Creatures with immunity to poison are unaffected by it, and creatures with a bonus on saves versus poison can apply this bonus on their saving throws.\r

A bloodcurse victim must succeed at a DC 15 Fortitude save every minute or take 1d4 Constitution damage and 1d6 Wisdom damage. The effects of a bloodcurse continues until the victim reaches Constitution 0 (and dies) or the bloodcurse is cured as described below.\r

A bloodcurse victim feels their flesh changing and devouring their own blood. If they succeed at a DC 10 Heal check or Knowledge (arcana) check they realize that consuming the blood of a person untainted by bloodcurse venom will temporarily alleviated their affliction. Another creature observing the victim can discover this information with a DC 18 Heal check or Knowledge (arcana) check. A victim who drinks the blood of another creature of the same type (e.g. a human drinking the blood of a humanoid) will take no Con damage that minute, but still takes Wisdom damage if they fail the Fort save. The amount of blood that is ingested must be enough to do at least 1 hit point of damage to the creature it came from. If bloodcurse damage reduced a victim's Wisdom to 0, they go mad and start attacking other creatures to drink their blood, hoping to stave off death for a few more minutes.\r

Remove curse<\/i> has no effect on a bloodcurse, but a delay poison<\/i> or neutralize poison<\/i> spell affects the bloodcurse as if it were poison. The Heal skill can be used to treat the victim, who uses the Heal check result or his or her saving throw, whichever is higher.\r

The save DCs are Constitution-based.\r

Improved Grab (Ex):<\/b> To use this ability, an aeserpent must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can swallow whole.\r

Ophidian Sovereignty (Ex):<\/b> An aeserpent is immune to spells and abilities that specifically affect snakes and reptiles, such as a Scalykind cleric's ability to rebuke or command reptilian creatures. In addition, an aeserpent has a +2 racial saving throw bonus against enchantment spells or effects. \r

Swallow Whole (Ex):<\/b> An aeserpent can try to swallow a grabbed smaller than itself by making a successful grapple check. Aeserpents can only digest creatures that have been affected by their Bloodcurse Venom, so they will not swallow an opponent who shows no symptoms of poisoning. Once inside, the opponent takes 1d8+5 points of crushing damage plus 1d6 points of acid damage per round from the serpent's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large aeserpent's interior can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.\r

Shadow Blend (Su):<\/b> In any condition of illumination other than full daylight, an aeserpent can disappear into the shadows, giving it total concealment. Artificial illumination, even a light<\/i> or continual flame<\/i> spell, does not negate this ability. A daylight<\/i> spell, however, will. \r

Skills:<\/b> Aeserpents have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. An aeserpent can always choose to take 10 on a Climb check, even if rushed or threatened. Aeserpents use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. An aeserpent 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.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1995 Wizards of the Coast, Inc.
Originally found in Planes of Conflict \r<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Wilderness of the Beastlands"},{"name":"Aetosaur","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5014,"reference":"Usergen","full_text":"

Aetosaur <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8+9\u00a0(22 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+1 Dex, +5 natural), touch 11, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+6<\/td> <\/tr>
Attack: <\/strong>Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4)\r
<\/td> <\/tr>
Full Attack: <\/strong>Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +4, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
Skills: <\/strong>Hide +4, Listen +4, Spot +4<\/td> <\/tr>
Feats: <\/strong>Alertness, Weapon Focus (tail)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any warm land<\/td> <\/tr>
Organization: <\/strong>Solitary or herd (4-24)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>4-5 HD (Medium); 6-9 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This reptilian creature resembles a thick-bodied crocodile, heavily armored with plates of horn-covered bone. Its head has a long beak with rows of small, conical teeth.<\/i>\r

Aetosaurs are a type of herbivorous prehistoric reptile that lived before the age of the dinosaurs. Aetosaurs ate ground vegetation, grazing off stalks and leaves or digging up roots. Ground ferns are a major part of many aetosaurs\\' diet. \r

A typical aetosaur is 6 to 8 feet long (including tail) and weighs 150 to 400 pounds, The biggest species of aetosaur could grow up to twice this size (16 feet or so), the smallest were as little as a yard long.\r

COMBAT\r

An aetosaur will defend itself with its tail and bite if attacked, but prefers to walk away from something that looks like a threat. \r

Spined Aetosaur<\/b>\r
Some aetosaurs have several pairs of horn-covered spikes on the back of these shoulders, which serve as defensive weapons. Make the following changes to the stat block above:\r

Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4) or spines +6 melee (1d4+4)\r
Full Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4) or spines +6 melee (1d4+4)\r
Special Attacks: Spines\r

Spines (Ex):<\/b> Any creature striking an aetosaur with handheld weapons or natural weapons must succeed on a DC 12 Reflex save or take 1d4+4 points of piercing and slashing damage from the reptile\\'s spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. An aetosaur may also use its spines offensively.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any warm land"},{"name":"Afanc","type":"Beast","ch":14,"challenge_rating":" 14 \u00a0","id":5015,"reference":"Usergen","full_text":"

Afanc <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Gargantuan\u00a0Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 15d10+105\u00a0(187 hp)<\/td> <\/tr>
Initiative: <\/strong> 0<\/td> <\/tr>
Speed:<\/strong> Swim 40 ft<\/td> <\/tr>
AC:<\/strong> 14 (-4 size, +8 natural)<\/td> <\/tr>
Attacks:<\/strong>Bite +17 melee, or 2 flippers +17 melee<\/td> <\/tr>
Damage: <\/strong>Bite 5d4+18, or flipper 3d4+12<\/td> <\/tr>
Face\/Reach: <\/strong>20 ft by 40 ft\/10 ft<\/td> <\/tr>
Special Attacks: <\/strong>Whirlpool, swallow whole<\/td> <\/tr>
Special Qualities: <\/strong><\/td> <\/tr>
Saves: <\/strong>Fort +16, Ref +9, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 35, Dex 11, Con 24, Int 6, Wis 13, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Listen +12, Spot +12, Swim +16<\/td> <\/tr>
Feats: <\/strong><\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Warm aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>14<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral (evil tendencies)<\/td> <\/tr>
Advancement: <\/strong>16-30 HD (Gargantuan); 31-45 HD (Colossal)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The afanc is a gigantic, carnivorous fish that creates a whirlpool to sink ships. This predator swims leisurely in shallow saltwater oceans, and its grey or blue gray body leads it to be often mistaken for a whale at a distance. This great fish does have a whale-like body, though it has fish head, scales, and a vertical tail. They are capable of breathing both air and water, but have no capacity to move on land.\r

Afanc are minimally intelligent, and have learned how to trick sailors to their doom. Some stories suggest that some afanc have learned to speak or even sing, in voluminous yet dry voices.\r


COMBAT<\/b>\r
The afanc likes to attack small ships with its whirlpool attack, or charge at small boats and rafts to capsize them. It will usually avoid ships more than 60 feet in length, but it may ram then to see what happens. If it can swallow prey in the water it will, otherwise it attacks with bite or flippers. Using its \"disguise\" as a whale, the afanc often waits for prey to come looking for it, rather than hunting. \r

Whirlpool (Ex)<\/b>: An afanc can create a whirlpool by swimming in closer and closer circles around its target. It will usually attack craft between 30 feet and 60 feet in length in this way, starting near the surface of the water at a distance of 100 feet from the vessel, moving at its normal speed.\r

It takes the afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. As it completes the attack, its speed is doubled, and it is within 40 feet of the ship, which begins to sink below the waves at a rate of 10 feet per round. This attack can be stopped by distractions, such as crew jumping or falling into the water, or successful attack by spells or missile weapons.\r

Swallow Whole (Ex)<\/b>: An afanc can try to swallow an opponent of Large or smaller size by making a successful bite attack. Once inside, the opponent takes 2d4+6 crushing damage plus 2d4+4 points of acid damage per round from the afanc's digestive juices. A swallowed creature can cut its way out by dealing 30 points of damage to the afanc's digestive tract (AC 12). The afanc's gullet can hold two Large, four Medium-size, or eight Small or smaller creatures.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in Monster Manual II (1983), Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Always neutral (evil tendencies)","environment":">Warm aquatic"},{"name":"Agnath, Electric","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5016,"reference":"Usergen","full_text":"

Agnath, Electric <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 1d8+3\u00a0(7 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> Swim 10 ft. (2 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+0\/-9<\/td> <\/tr>
Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
Full Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Electric discharge<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 30 ft., low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +3, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 9, Dex 13, Con 16, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
Skills: <\/strong>Hide +9, Listen +2, Spot +3, Swim +9<\/td> <\/tr>
Feats: <\/strong>Ability Focus (electric discharge)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or school (2-12)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>None<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Slowly paddling along the bottom of the murky shallows is a fish resembling an obese salmon in armor. Its head has a wedge-like shape that it uses to plow into the mud.<\/i>\r

Electric agnaths are plodding shallow-water fish in the order known as cephalaspids. Spending most of their time lazily wallowing in the detritus that they pry microbes and shellfish out of, agnaths are rarely seen, and when they are encountered it is usually the result of a careless adventurer stepping on one by mistake.\r

For all their dopey-looking air of harmlessness, these aquatic bottom-feeders are best left alone due to their hard shells and their capability to create a vicious electrical shock. This electricity is generated from bony ossicles known as electroplaques that are embedded along the length of its spinal armor. The electric agnath is often nicknamed \"paladin lighter\" due to their increased hazard for any armored warrior trudging through their waters.\r

An electric agnath is about 1 foot in length and weighs 7 pounds.\r

COMBAT\r

When endangered, the first strategy of an electric agnath is to attempt to bury itself in the mud and act like a stone in the detritus. If this doesn't work, it will proceed to violently discharge current from its electroplaques in an attempt to dissuade further provocation.\r

Electric Discharge (Su):<\/b> Once per round, an electric agnath can release a jolt of electricity in a 5-foot-radius centered on itself. The shock deals 1d6 points of electricity damage (Reflex DC 15 half). Creatures in metal armor suffer a -4 penalty on their saving throws. The save DC is Constitution-based.\r

Skills:<\/b> An electric agnath uses its Dexterity modifier instead of its Strength modifier for Swim checks. An electric agnath 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.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #176<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Agriotherium (Savannah Bear)","type":"Animal","ch":9,"challenge_rating":" 9 \u00a0","id":5017,"reference":"Usergen","full_text":"

Agriotherium (Savannah Bear) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Animal \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 15d8+75\u00a0(142 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
Armor Class: <\/strong> 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+11\/+25<\/td> <\/tr>
Attack: <\/strong>Claw +20 melee (1d10+10)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +20 melee (1d10+10) and bite +18 melee (1d12+5)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Ferocity, gnaw, improved grab, rend 2d10+15<\/td> <\/tr>
Special Qualities: <\/strong>Dire, low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +14, Ref +10, Will +10 <\/td> <\/tr>
Abilities: <\/strong>Str 31, Dex 15, Con 21, Int 2, Wis 12, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Listen +12, Spot +12<\/td> <\/tr>
Feats: <\/strong>Alertness, Awesome Blow, Improved Bull Rush, Multiattack, Power Attack, Run<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm plains<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or pack (3-6)<\/td> <\/tr>
Challenge Rating: <\/strong>9<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>16-24 HD (Large); 25-30 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This great beast looks like a bear with the proportions of a tiger. It runs towards you, a hungry gleam in its eyes.<\/i>\r

Agriotherium is not a true bear, but rather a hemicyonid, close relatives of bears built for running. They prefer open terrain, so are sometimes called \"savannah bears\". Rather than the omnivory of most bears, Agriotherium is a true carnivore, feeding mostly on the flesh of elephants, rhinos and other huge beasts, although it can and will scavenge and feed on fruits, grubs and honey. Agriotherium hunts in pairs or in small packs, and these groupings are very territorial--they are likely to view intrusions of humanoids into their ranges as a threat. \r

An agriotherium is 10 feet long and 6 feet tall at the shoulder, weighing around 2,200 pounds.\r

COMBAT\r

Agriotherium use pack tactics combined with their great speed and strength to catch prey, then savage it mercilessly with their fierce paws and teeth.\r

Dire (Ex):<\/b> An agriotherium is considered to be a dire animal for the purposes of saving throws.\r

Ferocity (Ex):<\/b> An agriotherium is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.\r

Gnaw (Ex):<\/b> An agriotherium that hits with both claw attacks may make an immediate free bite attack. Additionally, it deals automatic bite damage every round it maintains a grapple.\r

Improved Grab (Ex):<\/b> To use this ability, an agriotherium must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.\r

Rend (Ex):<\/b> If an agriotherium hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d10+15 points of damage.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm plains"},{"name":"Agta","type":"Fey","ch":6,"challenge_rating":" 6 \u00a0","id":5018,"reference":"Usergen","full_text":"

Agta <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Fey \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 8d6+32\u00a0(60 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+15<\/td> <\/tr>
Attack: <\/strong>Slam +10 melee (1d6+7)\r
<\/td> <\/tr>
Full Attack: <\/strong>2 slams +10 melee (1d6+7)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Change size, great roar, rend 2d6+10, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/cold iron, invisibility, low-light vision, sunlight vulnerability, talisman<\/td> <\/tr>
Saves: <\/strong>Fort +6, Ref +7, Will +7 <\/td> <\/tr>
Abilities: <\/strong>Str 24, Dex 13, Con 19, Int 10, Wis 12, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Bluff +13, Climb +14, Diplomacy +11, Disguise +0 (+2 acting), Hide +10, Intimidate +13, Move Silently +10, Sense Motive +12, Sleight of Hand +12<\/td> <\/tr>
Feats: <\/strong>Persuasive, Power Attack, Stealthy<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any forests<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>Double coins, double goods (gems and jewelry), no items (except talisman)<\/td> <\/tr>
Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>9-24 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This muscular, hairy humanoid has dark skin and a dark beard, and is clad in a loincloth. Two short ivory tusks jut upwards from its lower jaw, while a pair of shorter fangs curve downward. It smells of tobacco.<\/i>\r

The agta (also known as the bawo or ungo), is a mischievous, forest-dwelling fey. It prefers to dwell in tall trees, such as banyans and mangroves. It belongs to a group of fey often referred to as a Filipino demons.\r

Although they love playing pranks on humanoids, they can be friendly, and have a fondness for human women. An agta that falls in love with a female human will follow her throughout her life.\r

An agta is 10-12 feet tall and weighs 700 pounds. Skin coloration varies from light brown to coal black. \r

Agta speak Common and Sylvan.\r

COMBAT\r

An agta loves trickery, and uses its invisibility, skills, and ability to change its size to confuse its target. If drawn into battle, it will generally unleash a great roar, increase to Huge size, and pummel foes with its fists.\r

Change Size (Su):<\/b> An agta can change size from Tiny to Huge. The agta gains all size adjustments to space\/reach, ability scores, skills, damage, and combat options such as grapple, as normal for a monster that changes size. An agta can remain in a given size until it chooses to assume a new one. A change in size cannot be dispelled, but an agta reverts to its natural size when killed. A true seeing<\/i> spell or ability reveals its natural size.\r

Huge Agta\r
Hit Dice: 8d6+48 (76 hp)\r
Initiative: +0\r
Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21\r
Grapple: +23\r
Attack: Slam +13 melee (1d8+11)\r
Full Attack: 2 slams +13 melee (1d8+11)\r
Space\/Reach: 15 ft.\/15 ft.\r
Special Attacks: rend 2d8+16\r
Saves: Fort +8, Ref +6\r
Abilities: Str 32, Dex 11, Con 23\r
Skills: Climb +19, Hide +5, Move Silently +9, Sleight of Hand +11\r

Medium Agta\r
Hit Dice: 8d6+16 (44 hp)\r
Initiative: +2\r
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18\r
Grapple: +7\r
Attack: Slam +7 melee (1d4+3)\r
Full Attack: 2 slams +7 melee (1d4+3)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: rend 2d4+4\r
Saves: Fort +4, Ref +8\r
Abilities: Str 16, Dex 15, Con 15\r
Skills: Climb +11, Hide +15, Move Silently +11, Sleight of Hand +13\r

Small Agta\r
Hit Dice: 8d6+8 (36 hp)\r
Initiative: +3\r
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18\r
Grapple: +1\r
Attack: Slam +6 melee (1d3+1)\r
Full Attack: 2 slams +6 melee (1d3+1)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: rend 2d3+1\r
Saves: Fort +3, Ref +9\r
Abilities: Str 12, Dex 17, Con 13\r
Skills: Climb +9, Hide +20, Move Silently +12, Sleight of Hand +14\r

Tiny Agta\r
Hit Dice: 8d6+8 (36 hp)\r
Initiative: +4\r
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18\r
Grapple: -5\r
Attack: Slam +5 melee (1d2-1)\r
Full Attack: 2 slams +5 melee (1d2-1)\r
Space\/Reach: 2-1\/2 ft.\/0 ft.\r
Special Attacks: rend 2d2-1\r
Saves: Fort +3, Ref +10\r
Abilities: Str 8, Dex 19, Con 13\r
Skills: Climb +7, Hide +25, Move Silently +13, Sleight of Hand +15\r

Great Roar (Su):<\/b> Once per minute, an agta can emit a frightful roar. All creatures that can hear the agta must succeed on a DC 14 Will save or be panicked for 8 rounds. Even on a successful save, the victim is still shaken for 1 round. This is a sonic, mind-affecting, fear effect. The save DC is Charisma-based.\r

Rend (Ex):<\/b> If an agta hits with both slam attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 4d6+10 points of damage.\r

Spell-Like Abilities:<\/b> At will--invisibility<\/i> (self only). Caster level 8th.\r

Sunlight Vulnerability (Ex):<\/b> An agta is dazzled in natural sunlight and cannot use any of its spell-like or supernatural abilities while within the area.\r

Talisman (Su):<\/b> An agta bears a talisman that is the source of its strength. If taken or otherwise obtained from the agta, the agta suffers 1d4 points of Strength damage, which is then transferred to the recipient as an enhancement bonus to Strength for 24 hours. If taken after its death, the bearer gains a +4 enhancement bonus to Strength for 24 hours.\r

Skills:<\/b> An agta has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.\r

Kapre<\/b>\r

The kapre (or pugot) has all the abilities of the agta, and gains the following additional abilities. A kapre is CR 7.\r

Alternate Form (Su):<\/b> A kapre can take the form of a cat, dog, boar, snow-white fowl (use the stats for a raven), or a headless, mutiliated corpse. A kapre can shift between its fey and other forms as a standard action. In animal forms, it cannot use its rend ability, but it can use its other special abilities. The animal's eyes appear fiery red, and the animal exhales a harmless blue-green fire and smoke. In corpse form, it retains all abilities and gains frightful presence.\r

A kapre remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the kapre revert to any particular form when killed. A true seeing<\/i> spell, however, reveals both forms simultaneously.\r

Frightful Presence (Su):<\/b> In its headless corpse form, a kapre can unsettle foes with its mere presence. The ability takes effect automatically whenever the kapre moves, attacks, or charges. Creatures within a radius of 60 feet are subject to the effect if they have fewer HD than the kapre. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that kapre's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds. Agtas, kapres, and other similar fey ignore the frightful presence of other kapres.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1985 Wizards of the Coast, Inc.
Originally found in Imagine Magazine #25<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic neutral","environment":"Any forests"},{"name":"Ahuizotl (Maztican)","type":"Magical Beast","ch":9,"challenge_rating":" 9 \u00a0","id":5019,"reference":"Usergen","full_text":"

Ahuizotl (Maztican) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 10d10+40\u00a0(95 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
Armor Class: <\/strong> 21 (\u00c2\u00962 size, +1 Dex, +12 natural), touch 9, flat-footed 20<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+10\/+26<\/td> <\/tr>
Attack: <\/strong>Bite +16 melee (3d6+8) or tail slap +16 melee (1d12+12)<\/td> <\/tr>
Full Attack: <\/strong>Bite +16 melee (3d6+8) and 2 claws +14 melee (1d6+8) or tail slap +16 melee (1d12+12)<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Aquatic rake, breath weapon, breathweird<\/td> <\/tr>
Special Qualities: <\/strong>Amphibious, darkvision 60 ft., low-light vision<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +8, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 27, Dex 12, Con 19, Int 9, Wis 12, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Appraise +3, Hide -5*, Listen +6, Move Silently +3, Spot +6, Survival +4, Swim +16<\/td> <\/tr>
Feats: <\/strong>Alertness, Multiattack, Stealthy, Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary or colony (2-5)<\/td> <\/tr>
Challenge Rating: <\/strong>9<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods; double items<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>11-20 HD (Huge); 21-30 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
What appears to be a giant crocodile covered in featherlike blue-green scales stands on its long rear legs. The water that drips from its massive maw seems to move with a life of its own.<\/i>\r

Dangerous aquatic predators native to Maztica, ahuitzotls are often found in the same territories as other crocodilians. Their superior strength and intellect generally allow them to drive off their less advanced cousins.\r

Although they are amphibious, they prefer to remain in water, particularly fresh water. They frequently inhabit cetays (water-filled sinkholes) and terrorize local natives, demanding sacrifices of food and treasure to appease them. \r

Ahuizotls are solitary, forming short unions to mate and raise young. Females lay a clutch of 1d4 eggs that hatch in roughly 12 weeks. The parents fiercely protect the eggs and young, until they reach maturity and become fully grown in one year. At this point, the mates part ways or turn on each other.\r

An ahuizotl is about 18 feet long with a 9-foot tail. It weighs 3,500 to 4,000 pounds.\r

Ahuizotls speak Common and Draconic.\r

COMBAT\r

Ahuizotls attack prey with their sharp front claws, powerful jaws, and strong tails. If it feels threatened, or is rampaging, an ahuizotl utilizes its breath weapon and the resulting breatweirds to wreak havoc on its adversaries.\r

Aquatic Rake (Ex):<\/b> An ahuizotl that gets a hold can make two rake attacks (+14 melee) with its rear claws for 1d4+4 damage each. An ahuizotl can only use this ability when fighting in or under water.\r

Breath Weapon (Su):<\/b> Three times per day, an ahuitzotl may breath a 15-foot line of water as a standard action. This deals 1d6 points of bludgeoning damage (DC 19 Ref half). The water then immediately becomes a breathweird, which remains for 5d4 rounds, even if the ahuitzotl is slain or leaves the area. An ahuitzotl may have more than one breathweird present at a time. Advanced ahuitzotls have more powerful breathweirds (breathweird Hit Dice equal to 1\/3 ahuitzotl's Hit Dice). The save DC is Constitution-based.\r

Breathweird<\/i>\r
Small Elemental (Water)\r
Hit Dice: 3d8+3 (16 hp)\r
Speed: 30 ft. (6 squares), swim 90 ft.\r
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17\r
BAB\/Grapple: +2\/+12\r
Full Attack: Slam +5 melee (1d6+3)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: Drown\r
Special Qualities: Damage reduction 5\/bludgeoning, darkvision 60 ft., elemental traits, resistance to fire 5, vulnerability to cold and water effects\r
Saves: Fort +4, Ref +1, Will +1\r
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11\r
Skills: Listen +3, Spot +3, Swim +10\r
Feats: Combat Reflexes, Power Attack\r

Drown (Ex):<\/i> To use this ability, a breathweird must hit an opponent of Medium size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and draws the victim into its fluid body. The victim is at risk of drowning (see Water Dangers in the DMG for the risks and effects of drowning). A trapped victim can attack the breathweird or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. If other characters use slashing or piercing weapons to attack the breathweird while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the breathweird. While holding a victim, the breathweird continues to attack with its pseudopods, dealing slam damage to other characters. Breathweirds have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

Vulnerability to Cold and Water Effects (Ex):<\/i> A control water<\/i> spell forces a breathweird to release a trapped character if it fails a Fortitude save. An attack that deals cold damage slows a breathweird (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

Skills:<\/i> Breathweirds have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.\r

Skills:<\/b> An ahuizotl 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. *An ahuizotl gains a +4 racial bonus on Hide checks when in the water. Further, an ahuizotl can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in FMA1 - Fires of Zatal<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually chaotic neutral","environment":"Warm aquatic"},{"name":"Air Dragon","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5020,"reference":"Usergen","full_text":"

Air Dragon (Template)<\/h1>
The dragon resembles a shimmerless diamond suspended in mid air. The rippling of pseudo-muscles, teeth, claws and bone make up the diamond-like cuts.<\/i>\r

An air dragon forms when a great wyrm's body becomes too weak and decrepit, allowing its mind to actually leave the confines of its body. \r

Air dragons feed on emotional emanations of affection, adoration or love. As a result, air dragons are never evil. They are often cared for by other races, who bask in their radiance and beauty, and turn to them for guidance when a problem arises. Their incredible intelligence and wisdom makes air dragons the perfect ambassadors if a feud is dangerously escalating toward war.\r

The eyes of an air dragon often resemble the color of its scales before its transformation. An air dragon speaks any languages it knew before applying the template.

Creating a Air Dragon<\/h2> \u00c2\u0093Air dragon\u00c2\u0094 is an acquired template that can be added to any nonevil dragon of great wyrm age (referred to hereafter as the base creature). An air dragon uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

Note:<\/b> Unlike most other templates, an air dragon can potentially acquire this template more than once, improving more with each application.\r

Size and Type:<\/b> The creature\u00c2\u0092s type is unchanged, but it gains the incorporeal subtype. Do not recalculate the creature's base attack bonus, saves, or skill points. Size is unchanged.\r

Speed:<\/b> An air dragon has a fly speed of 200 feet (perfect).\r

Armor Class:<\/b> An air dragon loses any natural armor bonus it possessed, but gains a deflection bonus equal to its previous natural armor bonus.\r

Attacks:<\/b> An air dragon loses all natural attacks possessed by the base creature.\r

Special Attacks:<\/b> An air dragon retains all the special attacks of the base creature, excluding any that require a physical body. Thus, an air dragon retains its breath weapon, spell use, and spell-like abilities, but loses its crush attack and tail sweep. Some of these attack forms are enhanced, and it also gains some new abilities.\r

Improved Frightful Presence (Ex):<\/i> Each time the template is applied, the radius of an air dragon's frightful presence increases by 10 feet. \r

Improved Magic (Ex):<\/i> Each time the template is applied, an air dragon gains one level of spellcasting, and its caster level for spell-like abilities improves by +1. \r

Telekinetic Control (Su):<\/i> Once every 1d4+1 rounds, an air dragon can use one of the following telekinetic abilities: telekinetic force, telekinetic maneuver<\/i>, or telekinetic thrust<\/i>. Save DCs equal its breath weapon save DC.\r

Telekinetic Force:<\/i> As the power, except that the dragon can move an object weighing up to 1,000 pounds times its Hit Dice. Each time it gains this template, this amount improves by 2,000 pounds.\r

Telekinetic Maneuver:<\/i> As the power, except that the dragon can also hurl a Large or smaller creature against another object. The impact deals 20d6 points of damage to a Large creature, 15d6 to a Medium one, 10d6 to a Small one, 5d6 to a Tiny one, or 1d6 to a Diminutive or Fine creature. Each time it gains this template, damage increases by +2.\r

Telekinetic Thrust:<\/i> As the power, except that the dragon can move creatures or objects with a total weight of up to 1,000 pounds times its Hit Dice. Each time it gains this template, this amount improves by 2,000 pounds.\r

Special Qualities:<\/b> An air dragon retains all the special qualities of the base creature. Again, some are enhanced, and an air dragon gains those described below.\r

Damage Reduction (Su):<\/i> Each time the template is applied, an air dragon's damage reduction improves by 5. When an air dragon's damage reduction would exceed 20, it becomes 5\/epic instead. Thereafter, it continues to improve by 5 with each application of the template.\r

Fast Healing (Ex):<\/i> An air dragon heals 3 points of damage each round so long as it has at least 1 hit point.\r

Spell Resistance (Ex):<\/i> Each time the template is applied, an air dragon's spell resistance improves by +1. \r

Unearthly Grace (Su):<\/i> An air dragon adds its Charisma modifier as a bonus on all its saving throws, and as an additional deflection bonus to its Armor Class.\r

Abilities:<\/b> Each time the template is applied, an air dragon gains +2 Intelligence, +2 Wisdom, and +2 Charisma. As an incorporeal creature, an air dragon has no Strength score.\r

Feats:<\/b> Each time the template is applied, an air dragon gains Epic Prowess as a bonus feat.\r

Organization:<\/b> Solitary or pair.\r
Challenge Rating:<\/b> Same as the base creature + 1.\r
Alignment:<\/b> Same as the base creature.\r
Advancement:<\/b> Same as the base creature.\r
Level Adjustment:<\/b> \u00c2\u0097.\r

The Air Dragon's Body<\/b>\r
When a great wyrm becomes an air dragon, its spirit separates from its physical body. The dragon must choose whether to keep its body alive by sheer mental strength or discard its physical body.\r

If the air dragon discards its body, its physical body dies and the air dragon functions as described above with no additional limitations or abilities. \r

If the air dragon chose to keep its body alive, its physical body becomes a living husk in a state of suspended animation. The air dragon cannot be permanently killed so long as this husk exists. If reduced to 0 hp or fewer, the air dragon is destroyed but reappears 1d4 hours later from its husk. An air dragon cannot travel more than 15,000 miles from its husk or travel to any other plane. Any attempt to force the air dragon out of this range fails; its incorporeal form simply reappears at the point where it would have left the allowed range (or home plane).\r

The husk has hit points and spell resistance equal to the air dragon and the same natural armour bonus and damage reduction that the air dragon had when it was still a great wyrm. The husk has no Dexterity score.\r

In Spelljammer<\/b>\r
In the Spelljammer campaign setting, air dragons exist only on the world of Coliar. Each dragon family unit on Coliar has an air dragon or two as its leader. They make all the decisions that may have serious implications. Even the nondraconic races look to them for their insight and ingenuity.
Challenge Rating: <\/strong>Varies

Sample Air Dragon<\/h2> The following sample air dragon uses a great wyrm brass dragon as its base creature, and has applied the air dragon template only once.\r

Air Dragon<\/b>\r
Gargantuan Dragon (Fire, Incorporeal)\r
Hit Dice: 37d12+296 (536 hp)\r
Initiative: +4\r
Speed: Fly 200 ft. (perfect)\r
Armor Class: 48 (-4 size, +42 deflection), touch 48, flat-footed 48\r
Base Attack\/Grapple: +37\/\u00c2\u0097\r
Attack: \u00c2\u0097\r
Full Attack: \u00c2\u0097\r
Space\/Reach: 20 ft.\/15 ft. \r
Special Attacks: Breath weapon (60 ft. cone of sleep or 120 ft. line of fire 12d6, DC 36), frightful presence (370 ft., DC 34), spell-like abilities, spells, summon djinni, telekinetic control (DC 36)\r
Special Qualities: Blindsense 60 ft., damage reduction 5\/epic, darkvision 120 ft., fast healing 3, immunity to fire, immunity to sleep and paralysis, incorporeal traits, keen senses, spell resistance 31, unearthly grace, vulnerability to cold\r
Saves: Fort +34, Ref +26, Will +32\r
Abilities: Str 37, Dex 10, Con 27, Int 22, Wis 23, Cha 22\r
Skills: Bluff +34, Concentration +36, Diplomacy +34, Escape Artist +28, Gather Information +34, Intimidate +34, Knowledge (any 2) +46, Listen +48, Search +46, Sense Motive +34, Spot +48, Survival +34, Use Magic Device +34\r
Feats: Alertness, Blind-Fight, Cleave, Empower Spell, Epic Prowess (B), Flyby Attack, Hover, Improved Initiative, Maximize Spell, Power Attack, Snatch, Weapon Focus (bite), Weapon Focus (claw), Wingover\r
Environment: Warm deserts\r
Organization: Solitary or pair\r
Challenge Rating: 24\r
Treasure: Triple standard\r
Alignment: Always chaotic good\r
Advancement: 38+ HD (Gargantuan)\r
Level Adjustment: \u00c2\u0097\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097speak with animals<\/i>; 3\/day\u00c2\u0097endure elements<\/i> (120 ft.); 1\/day\u00c2\u0097control weather, control winds<\/i> (DC 21), suggestion<\/i> (DC 19).\r

Spells Known<\/b> (CL 20th, +33 ranged touch, save DC 16 + spell level) \r
0 (6\/day)\u00c2\u0097arcane mark, dancing lights, daze (DC 15), detect magic, flare, ghost sound, mage hand, prestidigitation, read magic;<\/i>\r
1st (8\/day)\u00c2\u0097expeditious retreat, mage armor, magic missile, shield, true strike; <\/i>\r
2nd (8\/day)\u00c2\u0097blur, detect thoughts, fog cloud, invisibility, shatter;<\/i>\r
3rd (7\/day)\u00c2\u0097clairaudience\/clairvoyance, haste, magic circle against law, protection from energy; <\/i>\r
4th (7\/day)\u00c2\u0097chaos hammer, charm monster, detect scrying, divination; <\/i>\r
5th (7\/day)\u00c2\u0097dispel law, feeblemind, telepathic bond, true seeing; <\/i>\r
6th (7\/day)\u00c2\u0097acid fog, find the path, greater dispel magic;<\/i>\r
7th (6\/day)\u00c2\u0097legend lore, plane shift, word of chaos;<\/i>\r
8th (6\/day)\u00c2\u0097cloak of chaos, discern location, prismatic wall; <\/i>\r
9th (6\/day)\u00c2\u0097foresight, miracle, weird.<\/i>\r

Summon Djinni (Sp):<\/b> This ability works like a summon monster<\/i> spell, except that it summons one djinni. This ability is the equivalent of a 7th-level spell.
\u00a0
SJR2 - Realmspace<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Same as the base creature.\r","environment":"Any"},{"name":"Air Fish","type":"Magical Beast","ch":16,"challenge_rating":" 1\/6 \u00a0","id":5021,"reference":"Usergen","full_text":"

Air Fish <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Tiny\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> \u00c2\u00bdd10\u00a0(2 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> Swim 40 ft. (8 squares), fly 40 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/-11<\/td> <\/tr>
Attack: <\/strong>Bite +5 melee (1d3-4)<\/td> <\/tr>
Full Attack: <\/strong>Bite +5 melee (1d3-4)<\/td> <\/tr>
Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, flight, humidity dependency, scent<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +4, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
Skills: <\/strong>Listen +3, Spot +3, Swim +4<\/td> <\/tr>
Feats: <\/strong>Hover (B), Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any warm land<\/td> <\/tr>
Organization: <\/strong>Solitary or school (2-20)<\/td> <\/tr>
Challenge Rating: <\/strong>1\/6<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
Air Fish, Small<\/b>\r
Small Magical Beast\r
Hit Dice: 1d10 (5 hp)\r
Initiative: +2\r
Speed: Swim 40 ft. (8 squares), fly 40 ft. (average)\r
Armor Class: 13 (+1 size, +2 Dex), touch 11, flat-footed 11\r
Base Attack\/Grapple: +1\/-5\r
Attack: Bite +4 melee (1d4-2)\r
Full Attack: Bite +4 melee (1d4-2)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: \u00c2\u0097\r
Special Qualities: Low-light vision, flight, humidity dependency, scent\r
Saves: Fort +2, Ref +4, Will +1\r
Abilities: Str 7, Dex 15, Con 10, Int 1, Wis 12, Cha 2\r
Skills: Listen +3, Spot +3, Swim +6\r
Feats: Hover (B), Weapon Finesse\r
Environment: Any warm land\r
Organization: Solitary or school (2\u00c2\u00965)\r
Challenge Rating: 1\/4\r
Treasure: None\r
Alignment: Always neutral\r
Advancement: 2\u00c2\u00963 HD (Medium)\r
Level Adjustment: \u00c2\u0097\r

Air Fish, Medium<\/b>\r
Medium Magical Beast\r
Hit Dice: 2d10 (11 hp)\r
Initiative: +2\r
Speed: Swim 40 ft. (8 squares), fly 40 ft. (average)\r
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11\r
Base Attack\/Grapple: +2\/+2\r
Attack: Bite +4 melee (1d6)\r
Full Attack: Bite +4 melee (1d6)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: \u00c2\u0097\r
Special Qualities: Low-light vision, flight, humidity dependency, scent\r
Saves: Fort +3, Ref +5, Will +1\r
Abilities: Str 11, Dex 15, Con 10, Int 1, Wis 12, Cha 2\r
Skills: Listen +3, Spot +4, Swim +8\r
Feats: Hover (B), Weapon Finesse\r
Environment: Any warm land\r
Organization: Solitary or school (2\u00c2\u00965)\r
Challenge Rating: 1\/2\r
Treasure: None\r
Alignment: Always neutral\r
Advancement: 3\u00c2\u00964 HD (Medium); 5-6 HD (Large)\r
Level Adjustment: \u00c2\u0097\r

Air Fish, Large<\/b>\r
Large Magical Beast\r
Hit Dice: 5d10+10 (37 hp)\r
Initiative: +1\r
Speed: Swim 40 ft. (8 squares), fly 40 ft. (average)\r
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12\r
Base Attack\/Grapple: +5\/+13\r
Attack: Bite +9 melee (1d8+6)\r
Full Attack: Bite +9 melee (1d8+6)\r
Space\/Reach: 5 ft.\/5 ft.\r
Special Attacks: \u00c2\u0097\r
Special Qualities: Low-light vision, flight, humidity dependency, scent\r
Saves: Fort +6, Ref +5, Will +2\r
Abilities: Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2\r
Skills: Listen +5, Spot +5, Swim +12\r
Feats: Flyby Attack, Hover (B), Weapon Focus (bite)\r
Environment: Any warm land\r
Organization: Solitary or school (2\u00c2\u00965)\r
Challenge Rating: 2\r
Treasure: None\r
Alignment: Always neutral\r
Advancement: 6\u00c2\u00969 HD (Large); 10-15 HD (Huge)\r
Level Adjustment: \u00c2\u0097\r

Air Fish Swarm<\/b>\r
Tiny Magical Beast (Swarm)\r
Hit Dice: 5d10+3 (30 hp)\r
Initiative: +2\r
Speed: Swim 40 ft. (8 squares), fly 40 ft. (good)\r
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12\r
Base Attack\/Grapple: +5\/\u00c2\u0097\r
Attack: Swarm (2d6)\r
Full Attack: Swarm (2d6)\r
Space\/Reach: 10 ft.\/0 ft.\r
Special Attacks: Distraction (DC 12)\r
Special Qualities: Half damage from slashing and piercing, low-light vision, flight, humidity dependency, scent\r
Saves: Fort +4, Ref +6, Will +1\r
Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2\r
Skills: Listen +5, Spot +5, Swim +4\r
Feats: Hover (B), Toughness, Weapon Finesse\r
Environment: Any warm land\r
Organization: Solitary, flight (2-4 swarms), or school (5-20 swarms)\r
Challenge Rating: 2\r
Treasure: None\r
Alignment: Always neutral\r
Advancement: \u00c2\u0097\r
Level Adjustment: \u00c2\u0097\r

This fish flies through the air as if it were swimming in water.<\/i>\r

Air fish are aquatic animals that have been magically altered to live in the air. They have a natural ability to levitate, and \u00c2\u0093swim\u00c2\u0094 through the air by moving their tails and fins.\r

Air fish breathe air, they have lost their ancestors' ability to breathe water and can drown like most air-breathing creatures. Wild air fish are only found in hot, humid environments, such as rainforests or tropical swamps. They must keep their skins and gills moist to avoid death by dehydration. \r

COMBAT\r
Most air fish are not aggressive, fleeing perceived threats. They will bite in self-defense if unable to escape. Some of the larger carnivorous air fish may try to eat humanoids when particularly hungry, but they prefer to prey upon small animals.\r

Flight (Ex):<\/b> An air fish's body is naturally buoyant. This buoyancy allows it to fly and also grants it a permanent feather fall<\/i> effect (as the spells) with personal range.\r

Humidity Dependent (Ex):<\/b> If an air fish spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air fish with dried-out skin must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d4 points of damage. The air fish can cure its dried-out skin by soaking in water for one minute, or by staying in a humid atmosphere for an hour. \r

Skills:<\/b> An air fish 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. \r

Air Fish (template)<\/b>\r
The above sample creatures can be used to emulate air fish versions of most real-world fish. For larger, or more unique fish, the following template may be applied.\r

Creating an Air Fish<\/b>\r
\"Air fish\" is an inherited template that can be added to any animal with the Aquatic subtype (referred to hereafter as the base creature).\r

Size and Type:<\/b> The base creature's type changes to Magical Beast and it loses its Aquatic subtype. An air fish retains all the base creature's statistics and special abilities except as noted below. \r

Hit Dice:<\/b> An air fish's Hit Dice increase to 1d10; recalculate the base creature's hit points.\r

Speed:<\/b> An air fish gains a fly speed equal to the base creature's fastest movement rate. Its aerial maneuverability rating is average if the base creature Small or larger, good if it is Tiny or smaller.\r

Base Attack Bonus:<\/b> An air fish has a base attack bonus equal to its total Hit Dice (as a Magical Beast).\r

Attacks:<\/b> An air fish has the same natural weapons and damage as the base creature, but its attack modifiers increase according to its increased base attack bonus.\r

Special Qualities:<\/b> An air fish retains all the abilities of the base creature and gains the following abilities.\r

Flight (Ex):<\/i> An air fish's body is naturally buoyant. This buoyancy allows it to fly and also grants it a permanent feather fall<\/i> effect (as the spells) with personal range.\r

Humidity Dependent (Ex):<\/i> If an air fish spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air fish with dried-out skin must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d4 points of damage. The air fish can cure its dried-out skin by soaking in water for one minute, or by staying in a humid atmosphere for an hour. \r

Feats:<\/b> An air fish gains Hover as a bonus feat. If the base creature has a feat that is only usable in water (like Swimby Attack) it can exchange it for another feat (such as Flyby Attack).\r

Environment:<\/b> Warm land.\r
Challenge Rating:<\/b> Same as the base creature.\r
Level Adjustment:<\/b> Same as the base creature.\r

Sample Air Fish<\/b>\r
The following creatures have gained the air fish template.\r

Air Shark, Large<\/b>\r
Large Animal\r
Hit Dice: 7d10+7 (45 hp)\r
Initiative: +6\r
Speed: Swim 60 ft. (12 squares), fly 60 ft. (average)\r
Armor Class: 15 (\u00c2\u00961 size, +2 Dex, +4 natural), touch 11, flat-footed 13\r
Base Attack\/Grapple: +7\/+14\r
Attack: Bite +9 melee (1d8+4)\r
Full Attack: Bite +9 melee (1d8+4)\r
Space\/Reach: 10 ft.\/5 ft.\r
Special Attacks: \u00c2\u0097\r
Special Qualities: Blindsense, flight, humidity dependency, keen scent\r
Saves: Fort +8, Ref +7, Will +3\r
Abilities: Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2\r
Skills: Listen +8, Spot +7, Swim +11\r
Feats: Alertness, Great Fortitude, Hover (B), Improved Initiative\r
Environment: Warm land\r
Organization: Solitary, school (2\u00c2\u00965), or pack (6\u00c2\u009611)\r
Challenge Rating: 2\r
Advancement: 8\u00c2\u00969 HD (Large)\r
Level Adjustment: \u00c2\u0097\r

These carnivorous flying fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Large air sharks can reach around 15 feet in length and are a serious threat. \r

COMBAT \r
Air sharks circle and observe potential prey, then dart in and bite with their powerful jaws.\r

Blindsense (Ex):<\/b> A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.\r

Flight (Ex):<\/b> An air shark's body is naturally buoyant. This buoyancy allows it to fly and also grants it a permanent feather fall<\/i> effect (as the spells) with personal range.\r

Humidity Dependent (Ex):<\/b> If an air shark spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air shark with dried-out skin must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d4 points of damage. The air shark can cure its dried-out skin by soaking in water for one minute, or by staying in a humid atmosphere for an hour. \r

Keen Scent (Ex):<\/b> A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.\r

Skills:<\/b> A shark 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.\r

Air Goldfish<\/b> \r
Diminutive Magical Beast\r
Hit Dice: \u00c2\u00bcd10 (1 hp)\r
Initiative: +2\r
Speed: Swim 30 ft. (6 squares), fly 30 ft. (good)\r
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14\r
Base Attack\/Grapple: +0\/-16\r
Attack: \u00c2\u0097\r
Full Attack: \u00c2\u0097\r
Space\/Reach: 1 ft.\/0 ft.\r
Special Attacks: \u00c2\u0097\r
Special Qualities: Flight, humidity dependent, low-light vision, scent\r
Saves: Fort +2, Ref +4, Will +0\r
Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 12, Cha 6\r
Skills: Listen +5, Spot +5, Swim +3\r
Feats: Alertness, Hover (B)\r
Environment: Any warm land\r
Organization: Solitary or shoal (2\u00c2\u009620)\r
Challenge Rating: 1\/10\r
Treasure: None\r
Alignment: Always neutral\r
Advancement: \u00c2\u0097\r
Level Adjustment: \u00c2\u0097\r

Air Goldfish Swarm<\/b>\r
Diminutive Magical Beast (Swarm)\r
Hit Dice: 3d10+3 (19 hp)\r
Initiative: +2\r
Speed: Swim 30 ft. (6 squares), fly 30 ft. (good)\r
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14\r
Base Attack\/Grapple: +3\/\u00c2\u0096\r
Attack: Swarm (1d6)\r
Full Attack: Swarm (1d6)\r
Space\/Reach: 10 ft.\/0 ft.\r
Special Attacks: Distraction\r
Special Qualities: Flight, humidity dependent, immune to weapon damage, low-light vision, scent, swarm traits\r
Saves: Fort +3, Ref +5, Will +2\r
Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 12, Cha 6\r
Skills: Listen +6, Spot +6, Swim +3\r
Feats: Alertness, Toughness, Hover (B)\r
Environment: Warm aquatic\r
Organization: Solitary, flight (2-4 swarms), or school (5-20 swarms)\r
Challenge Rating: 1\r
Treasure: None\r
Alignment: Always neutral\r
Advancement: \u00c2\u0097\r
Level Adjustment: \u00c2\u0097\r

A miniature, carp-like fish swims in the air.<\/i>\r

Air goldfish are one of the most numerous types of air fish, occasionally gathering in large enough numbers to form swarms. These fish are omnivorous, hearty and breed rapidly, so are easy to raise in captivity either as food animals or decorative pets. They are usually kept in birdcages or aviaries. Air goldfish may be a significant prey animal in the wild.\r

An air goldfish looks just like an ordinary goldfish. All air goldfish are brown when hatched, but change color when they reach adulthood. Wild air goldfish are the color of dead leaves (dull browns, yellows or reds), while most domestic varieties have been bred to become brightly colored adults (golden, orange, ruby, white, jet black or some combination of those colors). Some of these domesticated fish have escaped captivity to form colorful schools of feral fish. Air goldfish breeders have also created rare varieties with extremely peculiar shapes (bug eyes, bent tails, oversized fins, et cetera); such 'sports' are unable to survive in the wild.\r

A typical air goldfish is 6 to 8 inches long and weighs a few ounces.\r

COMBAT\r

Air goldfish are inoffensive animals. These fish will eat almost anything, but avoid moving creatures larger than themselves. In normal circumstances, air goldfish always try to flee from threats. They only attack dangerous creatures, such as adventurers, if compelled to by magic or other abnormal influences.\r

Flight (Ex):<\/b> An air fish's body is naturally buoyant. This buoyancy allows it to fly and also grants it a permanent feather fall<\/i> effect (as the spells) with personal range.\r

Humidity Dependent (Ex):<\/b> If an air fish spends more than 24 hours outside a humid environment, its skin grows dry and brittle. An air fish with dried-out skin must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d4 points of damage. The air fish can cure its dried-out skin by soaking in water for one minute, or by staying in a humid atmosphere for an hour.\r

Skills:<\/b> An air goldfish 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.\r

Air Goldfish Swarm<\/b>\r
A starving air goldfish swarm may attack creatures as large as humans. They can bite with enough mouths to do significant damage.\r

Distraction (Ex):<\/b> Any living creature that begins its turn with an air goldfish swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1992 Wizards of the Coast, Inc.
Originally found in Polyhedron #69<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":" Warm land.\r"},{"name":"Air Maiden","type":"Outsider","ch":17,"challenge_rating":" 17 \u00a0","id":5022,"reference":"Usergen","full_text":"

Air Maiden <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Outsider \t\t\t(Extraplanar, Good, Lawful)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 18d8+108\u00a0(189 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 120 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 34 (+4 Dex, +20 natural), touch 14, flat-footed 30<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+18\/+25<\/td> <\/tr>
Attack: <\/strong>+3 frost brand greatsword<\/i> +28 melee (2d6+10\/19-20 plus 1d6 cold) or slam +25 melee (1d8+7)<\/td> <\/tr>
Full Attack: <\/strong>+3 frost brand greatsword<\/i> +28\/+23\/+18\/+13 melee (2d6+10\/19-20 plus 1d6 cold) or slam +25 melee (1d8+7)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Contingent summon, frostblade, spells<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, resistance to fire 10 (from frost brand), spell resistance 28, telepathy 60 ft., tireless travel, weatherborn<\/td> <\/tr>
Saves: <\/strong>Fort +17, Ref +17, Will +17 <\/td> <\/tr>
Abilities: <\/strong>Str 24, Dex 19, Con 22, Int 19, Wis 22, Cha 19 <\/td> <\/tr>
Skills: <\/strong>Concentration +27, Diplomacy +27, Gather Information +25, Hide +25, Knowledge (nature) +27, Knowledge (religion) +25, Listen +27, Move Silently +25, Sense Motive +27, Spellcraft +25, Spot +27, Survival +27 (+29 in aboveground natural environments)<\/td> <\/tr>
Feats: <\/strong>Combat Expertise, Empower Spell, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Lightning Reflexes, Spell Focus (evocation)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Seven Mounting Heavens of Celestia<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or storm (3-12)<\/td> <\/tr>
Challenge Rating: <\/strong>17<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always lawful good<\/td> <\/tr>
Advancement: <\/strong>19-36 HD (Medium); 37-54 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a winged human garbed in flowing robes and glowing with a brilliant light. Its glowing greatsword is encrusted with rime.<\/i>\r

Air maidens are servants of the deity Ukko, the master of the sky and air, and protector of all avian life.\r

An air maiden is 6 feet tall and weighs about 175 pounds.\r

Air maidens speak Auran, Celestial, and Draconic, though they can communicate telepathically with any creature that has a language.\r

COMBAT\r

Air maidens willfully enter battle to protect the interests of Ukko's worshipers and the safety of avian life. Air maidens blend spellcasting with Flyby Attacks with their frostbrands<\/i>, using wind and weather to their advantage.\r

An air maiden's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.\r

Contingent Summon (Sp):<\/b> Upon its death, an air maiden automatically summons another air maiden to complete its mission. A contingently summoned air maiden cannot use this ability to complete the same mission. This ability is the equivalent of a 9th-level spell.\r

Frostblade (Su):<\/b> An air maiden can be armed in an instant by magically summoning a frost brand<\/i>. When separated from the air maiden, the weapon vanishes. An air maiden can summon or dismiss its own weapon as a swift action.\r

This +3 frost greatsword<\/i> sheds light as a torch when the temperature drops below 0\u00c2\u00b0F. At such times it cannot be concealed when wielded, nor can its light be shut off. The air maiden receives resistance to fire 10 while wielding its frostblade. \r

A frost brand<\/i> extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects, though the air maiden must succeed on a dispel check (1d20+14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.\r

Spells:<\/b> An air maiden casts spells as a 17th-level sorcerer, and can also cleric spells and those from the Air, Good, Protection, and Weather domains as arcane spells. \r

Typical Sorcerer Spells Known<\/i> (6\/7\/7\/7\/7\/6\/6\/6\/4, save DC 14 + spell level; evocation spells DC 16 + spell level):\r
0\u00c2\u0097cure minor wounds, detect magic, guidance, light, mage hand, mending, read magic, ray of frost, virtue<\/i>;\r
1st\u00c2\u0097cure light wounds, divine favor, mage armor, sanctuary, shield<\/i>;\r
2nd\u00c2\u0097blur, gust of wind, shield other, whispering wind, wind wall<\/i>;\r
3rd\u00c2\u0097call lightning, cure serious wounds, haste, lightning bolt, sleet storm<\/i>;\r
4th\u00c2\u0097freedom of movement, holy smite, ice storm, shout<\/i>;\r
5th\u00c2\u0097cone of cold, control winds, plane shift, righteous might<\/i>;\r
6th\u00c2\u0097chain lightning, greater dispel magic, heal<\/i>;\r
7th\u00c2\u0097control weather, greater teleport, reverse gravity<\/i>;\r
8th\u00c2\u0097holy aura, whirlwind<\/i>.\r

Tireless Travel (Su):<\/b> Air maidens can travel any distance without tiring.\r

Weatherborn (Ex):<\/b> Air maidens, as servants of a weather god, are largely unaffected by weather. Weather (including wind, rain, and snow) does not penalize their Listen, Search, or Spot checks. Additionally, wind (natural or magical) has no detrimental effects upon their movement.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1980 Wizards of the Coast, Inc.
Originally found in Deities and Demigods Cyclopedia<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful good","environment":"Seven Mounting Heavens of Celestia"},{"name":"Air Sentinel","type":"Elemental","ch":4,"challenge_rating":" 04 \u00a0","id":5023,"reference":"Usergen","full_text":"

AIR SENTINEL<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Medium-Size Outsider (Air, Chaotic, Good)<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice: <\/span><\/b>5d8+10 (32 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+5 (Dex)<\/span><\/p> <\/td> <\/tr>

Speed: <\/span><\/b>Fly 90 ft (perfect)<\/span><\/p> <\/td> <\/tr>

AC: <\/span><\/b>\u00a019 (+5 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

Attacks: <\/span><\/b>Slam +10 melee, 2 lightning bolts +10 ranged<\/span><\/p> <\/td> <\/tr>

Damage: <\/span><\/b>Slam 1d6+5, Lightning bolt 1d6 (shock)<\/span><\/p> <\/td> <\/tr>

Face\/Reach: <\/span><\/b>5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Shock, improved grab, shocking hug<\/span><\/p> <\/td> <\/tr>

Special Qualities: <\/span><\/b>Air shield<\/span><\/p> <\/td> <\/tr>

Saves: <\/span><\/b>Fort +6, Ref +9, Will +6<\/span><\/p> <\/td> <\/tr>

Abilities: <\/span><\/b>Str 20, Dex 21, Con 14, Int 14, Wis 15, Cha 15<\/span><\/p> <\/td> <\/tr>

Skills:<\/span><\/b> Escape Artist +14, Knowledge (the planes) +10, Listen +10, Move Silently +14, Sense Motive +10, Spot +10<\/span><\/p> <\/td> <\/tr>

Feats: <\/span><\/b>Combat Reflexes, Dodge<\/span><\/p> <\/div> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

Climate\/Terrain: <\/span><\/b>Any land<\/span><\/p> <\/td> <\/tr>

Organization: <\/span><\/b>Solitary or family (2-8)<\/span><\/p> <\/td> <\/tr>

Challenge Rating: <\/span><\/b>4<\/span><\/p> <\/td> <\/tr>

Treasure: <\/span><\/b>Standard; double gems<\/span><\/p> <\/td> <\/tr>

Alignment: <\/span><\/b>Always chaotic good<\/span><\/p> <\/td> <\/tr>

Advancement: <\/span><\/b>6-10 HD (Medium-Size); 11-15 HD (Large)<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

Air sentinels are benevolent spirits that reside on the plane of Bytopia.\u00a0 They resemble djinn from the elemental plane of Air.\u00a0 They appear as strong, bald humans from the waist up.\u00a0 Dominant males usually wear a moustache and goatee, and all are fond of all sorts of jewelry.\u00a0 Below the waist, the body of the air sentinel looks much like a small twisting tornado or cone of wind.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Air sentinels are jovial and have a friendly demeanor to all they encounter.\u00a0 They live primarily on Bytopia\u0092s layer of Shurrock, where they perform a vital function.\u00a0 They assume the role of protectors for weaker beings that find their way to the wilder of the Twin Paradises of Bytopia.\u00a0 Sentinels police the layer for beings in danger from either the dangerous weather or terrain.\u00a0 Their duty is to rescue these lost travelers and spirit them away to one of Shurrock\u0092s large sheltered caves.\u00a0 This appears to be the main function of air sentinels, and no one seems to know why they do it, other than the fact that these beings seem to love helping others.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

COMBAT<\/h3> <\/td> <\/tr>

Air sentinels are fiercely nonviolent and loathe combat.\u00a0 They will usually escape from battle with incredible speed, unless something important is at stake.\u00a0 If forced into combat, however, they will release two small electrical charges from their hands, which look like miniature lightning bolts. They can use their slam to cause damage, but usually only use it to hug opponents.\u00a0 If the need is sufficiently pressing, they will use their hug attack to try to knock their opponent out. Air sentinels consider killing an unconscious opponent barbaric.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Shock (Su): <\/span><\/b>The air sentinel\u0092s main lightning bolt attack is a minor electrical attack. The electrical charge ignores all non-magical bonuses from metal armor.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Improved Grab (Ex): <\/b>To use this ability, the air sentinel must hit an opponent of Large size or smaller with its slam attack. If it gets a hold, it hugs.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Shocking Hug (Su): <\/b>An air sentinel wraps its strong arms around an opponent and releases a strong electrical charge. This attack does 3d6 damage (Fortitude save DC 18 for half damage). Any being damaged by this attack must succeed at another Fortitude save (DC 14) or fall unconscious for 1d8 melee rounds.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Air Shield (Su): <\/b>Air sentinels have a limited missile deflection ability that they can use three times per day. The sentinel can forfeit its attack in any round to create a strong vortex of air around it. This air shield imposes a \u00965 penalty to all missile attacks directed against the air sentinel for that round.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

The Air Sentinel first appeared in MC8.<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Elemental","alignment":"Always chaotic good","environment":"Any land"},{"name":"Air Sentinel","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":5024,"reference":"Usergen","full_text":"

Air Sentinel <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium-size\u00a0Outsider \t\t\t(Air, Chaotic, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d8+5\u00a0(27 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), fly 90 ft. (perfect)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+4 Dex), touch 14, flat-footed 10<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+7<\/td> <\/tr>
Attack: <\/strong>Slam +7 melee (1d6+2) or shocking touch +7 touch (1d6+1 electricity)<\/td> <\/tr>
Full Attack: <\/strong>2 slams +7 melee (1d6+2); or 2 shocking touches +7 touch (1d6+1 electricity) <\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Constrict, improved grab, shocking touch, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Air shield, darkvision 60 ft., immunity to electricity, telepathy 100 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +8, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 14, Dex 19, Con 12, Int 14, Wis 15, Cha 15 <\/td> <\/tr>
Skills: <\/strong>Appraise +10, Craft (any one) +10, Diplomacy +12, Knowledge (the planes) +10, Listen +10, Move Silently +12, Search +10, Sense Motive +10, Spot +10, Survival +10 (+12 following tracks, +12 on other planes)<\/td> <\/tr>
Feats: <\/strong>Combat Reflexes, Flyby Attack, Improved Initiative [B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Twin Paradises of Bytopia (Shurrock)<\/td> <\/tr>
Organization: <\/strong>Solitary or family (2\u00c2\u00968)<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always chaotic good<\/td> <\/tr>
Advancement: <\/strong>6-7 HD (Medium); 8-15 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>+5<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The upper half of this creature resembles a bald, muscular human. Its lower half appears to be a small tornado.<\/i>\r

Air sentinels are genies native to the Twin Paradises of Bytopia, where they reside on the layer of Shurrock. They are generally jovial and friendly to others. They act as protectors for weaker beings from the booming thunder squalls and hard rains that often barrage Shurrock. Air sentinels police the layer for beings in danger, rescuing planar travelers and carrying them off to one of many large and sheltered caves.\r

Although their true origin is lost to the ages, sages speculate that some deity or power from the Twin Paradises \u00c2\u0096 having seen the need for some powerful being to protect the many visitors to Shurrock from its strong weather \u00c2\u0096 made a pact with a group of djinn to travel to Shurrock and live there as guardians.\r

Air sentinels breed prodigiously, and have a fiercely strong sense of family and honor. They appear to be immortal, but before two centuries of their lives, air sentinels travel away, never to be seen or heard from again.\r

An air sentinel is about 6 feet tall and weighs about 125 pounds. The dominant males usually sport a moustache and goatee. Most wear jewelry on their humanoid half, such as necklaces, arm bracers, and earrings.\r

Air sentinels speak Auran, Celestial, and Common. \r

COMBAT<\/b>\r
Air sentinels are inherently nonviolent and will generally flee from battle, unless something important is at stake. If forced into combat, air sentinels strike with their shocking touches, attempting to render adversaries unconscious.\r

Air Shield (Su):<\/b> As a free action, an air sentinel can surround itself with a cloak of roaring winds that deflect missiles and gas attacks. This functions like a wind wall<\/i> spell that moves with the air sentinel.\r

Constrict (Ex):<\/b> On a successful grapple check, an air sentinel's shocking touch does electrical damage equal to 3d6 plus twice the sentinel's Constitution bonus (3d6+2 for a typical air sentinel). In addition, the opponent must succeed at a DC 13 Fortitude save or be rendered unconscious for 1d8 rounds. The save DC is Constitution-based.\r

Improved Grab (Ex):<\/b> To use this ability, an air sentinel must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

Shocking Touch (Su):<\/b> An air sentinel can release electrical arcs from its hands as a melee touch attack which does electrical damage equal to 1d6 plus the sentinel's Constitution bonus (1d6+1 electricity for a typical air sentinel).<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Outer Planes Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always chaotic good","environment":"Twin Paradises of Bytopia (Shurrock)"},{"name":"Al-Jahar","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":5025,"reference":"Usergen","full_text":"

Al-Jahar <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Outsider \t\t\t(Evil, Native)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d8+5\u00a0(27 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 30 ft. (average)<\/td> <\/tr>
Armor Class: <\/strong> 12 (+2 Dex), touch 12, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+6<\/td> <\/tr>
Attack: <\/strong>Claw +7 melee (1d6+1)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +7 melee (1d6+1)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Bewitching light, feed on emotions, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Change shape, darkvision 60 ft., immunity to charms and fear, immunity to light-based attacks, psionics, sense emotions, spell resistance 9<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +6, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 15, Con 13, Int 12, Wis 14, Cha 20 <\/td> <\/tr>
Skills: <\/strong>Bluff +15*, Concentration +7, Diplomacy +17*, Disguise +13* (+15 acting), Forgery +5, Gather Information +9, Hide +8, Intimidate +15*, Move Silently +8, Listen +6, Sense Motive +10, Spot +6\r
<\/td> <\/tr>
Feats: <\/strong>Combat Casting, Persuasive\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any urban<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>6-15 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This winged humanoid seems to be composed of sparkling white motes of light. Its genderless form shimmers like a heat-mirage, giving the creature an otherworldly appearance.<\/i>\r

Al-jahar, also known as dazzles, are evil shapechangers who feed upon the base emotions of intelligent creatures. They usually take on the shape of a beautiful human or elven woman. Their origins are unclear: some say al-jahar hail from desolate wastes that were once cursed kingdoms, others believe them fiends summoned by some forgotten rite. Dazzles do not appear to age or breed, so their population may be finite.\r

Al-jahar prefer living in cities, since they are more likely to be discovered in smaller towns. They stake out territories where violence and lust are commonplace and easy to incite, such as dockside taverns. Al-jahar are highly territorial loners, and may attack other al-jahar who trespass onto their territory. These monsters are sometimes encountered in ruins (often settlements ruined by the al-jahar itself), and will try to persuade visitors to transport them to an inhabited area.\r

Al-jahar dislike good creatures, and particularly hate and fear opinicus.\r

Al-jahar speak Common and Elven.\r

Al-jahar stand 5 to 7 feet tall and weigh 75 to 150 pounds.\r

COMBAT\r

Al-jahar try to avoid combat by masquerading as a harmless civilian, such as a beautiful woman or beggar. They then use their intrigue and spell-like abilities to incite others to violence or debauchery in order to feed off their base emotions.\r

Threatened al-jahar attempt to flee, remaining in humanoid disguise were possible, or flying away if their true form is discovered. A hard pressed al-jahar will fight with its talons and magical powers.\r

An al-jahar's natural weapons, as well as any weapon it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.\r

Bewitching Light (Su):<\/b> An al-jahar in its natural form can blind, dominate and fascinate opponents with its light. It can perform each of these functions once per day, with the same effects as the spells blindness\/deafness<\/i> (blinding only, Fort DC 19), dominate person<\/i> (Will DC 19) and rainbow pattern<\/i> (Will DC 19). All are treated as caster level 10th. The save DCs are Charisma-based and include a +2 racial bonus.\r

Bewitching light is opposed by magical darkness. An al-jahar's bewitching light is ineffective if the al-jahar or its opponent is under the effects of a 3rd-level or higher spell with the Darkness descriptor, such as blacklight<\/i> or armor of darkness<\/i>.\r

Change Shape (Su):<\/b> An al-jahar can assume the form of any Small or Medium humanoid. It cannot use its bewitching light powers (see above) when it is in humanoid form.\r

Feed on Emotions (Su):<\/b> An al-jahar can feed off emotional energy, but it can only feed off intelligent creature gripped by strong negative emotions (rage, lust, greed, et cetera), although such emotions can be natural or induced by such spells such as domination, fear or rage. An al-jahar can attempt to feed off all creatures within a 30 ft. radius. Any creature gripped by a hateful passion must attempt a DC 17 Will save, if they fail they take 1 Charisma damage and can not be affected by any al-jahar's feed on emotions attack for the next 24 hours. The save DC is Charisma-based.\r

Al-jahar must feed on emotions to sustain their powers. One point of Charisma damage is enough to sustain an al-jahar for a day. If an al-jahar goes hungry for more than a week it is unable to use its 1\/day spell-like powers, if it goes hungry for a month its 3\/day powers become 1\/day powers, after 3 months it can only use its at-will powers and is fatigued, and if it goes hungry for a year it cannot use any of its spell-like or psionic powers and is exhausted (although it can still change shape and sense or feed on emotions). It is impossible for an al-jahar to starve to death, they can linger for centuries without the strength to cast a spell. An al-jahar can recover from a stage of starvation by feeding off 5 points of Charisma. \r

Immunity to Light-Based Attacks (Ex):<\/b> Al-jahar are immune to all light-based attacks, except those that have a special effect against evil outsiders.\r

Psi-Like Abilities:<\/b> 3\/day\u00c2\u0097telempathic projection<\/i> (DC 16). Manifester level 10th. The save DC is Charisma-based.\r

Sense Emotions (Ex):<\/b> An al-jahar can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 30 ft. radius. This functions like the psionic power empathy<\/i>. This ability gives the al-jahar a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers. \r

Spell-Like Abilities:<\/b> At will\u00c2\u0097flare<\/i> (DC 15), nondetection<\/i> (DC 18), undetectable alignment<\/i> (DC 17); 3\/day\u00c2\u0097charm person<\/i> (DC 16), confusion<\/i> (DC 19), detect thoughts<\/i> (DC 17), quickened flare<\/i> (DC 15), hypnotism<\/i> (DC 16), rage, shocking grasp, ventriloquism<\/i> (DC 16). Caster level 10th. The save DCs are Charisma-based.\r

In Zakhara<\/b>\r
Although most frequently found in Huzuz, al-jahar may appear in any thriving metropolis. Scholars believe al-jahar might be a remnant from the Haunted Lands or the Ruined Kingdoms. Alternatively, these previous city-states and lost kingdoms might have summoned al-jahar using spells now forgotten or forbidden by Enlightenment.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1993 Wizards of the Coast, Inc.
Originally found in City of Delights<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Any urban"},{"name":"Al-mi'raj","type":"Magical Beast","ch":1,"challenge_rating":" 01 \u00a0","id":5026,"reference":"Usergen","full_text":"

AL-MI\u0092RAJ<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Small Magical Beast<\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/b> 1d10+1 (6 hp)<\/p> <\/td> <\/tr>

Initiative: <\/b>+3 (Dex)<\/p> <\/td> <\/tr>

Speed:<\/b> 40 ft<\/p> <\/td> <\/tr>

AC:<\/b> 14 (+1 size, +3 Dex)<\/p> <\/td> <\/tr>

Attacks:<\/b> Gore +5 melee<\/p> <\/td> <\/tr>

Damage:<\/b> Gore 1d6-2<\/p> <\/td> <\/tr>

Face\/Reach:<\/b> 5 ft by 5 ft\/5 ft<\/p> <\/td> <\/tr>

Special Qualities:<\/b> Blink, dimension door, immune to poison, SR 16<\/p> <\/td> <\/tr>

Saves:<\/b> Fort +3, Ref +5, Will -1<\/p> <\/td> <\/tr>

Abilities:<\/b> Str 6, Dex 17, Con 12, Int 5, Wis 9, Cha 6<\/p> <\/td> <\/tr>

Skills: <\/b>Listen +2, Hide +11, Spot +2<\/p> <\/td> <\/tr>

Feats: <\/b>Weapon Finesse (horn)<\/p> <\/div> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

Climate\/Terrain:<\/b> Any temperate land<\/p> <\/td> <\/tr>

Organization:<\/b> Solitary or warren (2-20)
Challenge Rating:<\/b> 1<\/p> <\/td> <\/tr>

Treasure:<\/b> None<\/p> <\/td> <\/tr>

Alignment:<\/b> Usually neutral<\/p> <\/td> <\/tr>

Advancement:<\/b> 2-3 HD (Small)<\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

Al-mi'raj are dangerous because of their unpredictable nature. They are able to teleport short distances, thus earning them the nickname \"blink bunnies.\" They blink seemingly without pattern, attempting to avoid attack.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Al-mi\u0092raj resemble large rabbits with long, soft fur. A single two-foot long, black horn, spiraled like that of a unicorn, protrudes from the forehead. Most al-mi'raj have yellow fur, though white, pink, and even green specimens have been seen.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

COMBAT<\/span><\/h2> <\/td> <\/tr>

Al-mi\u0092raj, much like their normal rabbit counterparts, are nervous creatures, but instead of hopping away at the first sign of danger, an al-mi\u0092raj will become aggressive and move to attack. In combat, an al-mi\u0092raj leaps at its opponent and stabs with its horn.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Blink (Su):<\/span><\/b> Al-mi'raj can blink as the spell cast by a 4th-level sorcerer, and can evoke or end the effect as a free action.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Dimension Door (Su):<\/span><\/b> An al-mi'raj can teleport as dimension door <\/i>cast by a 4th-level sorcerer, once per round as a free action. The ability affects only the al-mi\u0092raj, which never appears within a solid object and can act immediately after teleporting.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Immune to Poisoins (Ex): <\/span><\/b>An al-mi\u0092raj is immune to all poisons.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Feats:<\/span><\/b> Al-mi\u0092raj receive Weapon Finesse as a bonus feat.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

PSIONIC AL-MI\u0092RAJ<\/h3> <\/td> <\/tr>

About 10% of all al-mi\u0092raj possess psionics. Psionics al-mi\u0092raj have Charisma 10. Use the stats above, but add the following special attack.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

\u00a0\u00a0 Psionics (Su):<\/b> At will\u0097control winds, deeper darkness, levitate, and telekinesis. These abilities are as the spells cast by a 4th-level sorcerer (save DC 10 + spell level).<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

The Al-mi\u0092raj first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":" Usually neutral","environment":" Any temperate land"},{"name":"Alan","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":5027,"reference":"Usergen","full_text":"

Alan <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Small\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 4d8\u00a0(18 hp)<\/td> <\/tr>
Initiative: <\/strong> +3<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), fly 40 ft. (average)<\/td> <\/tr>
Armor Class: <\/strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+0<\/td> <\/tr>
Attack: <\/strong>Claw +8 melee (1d4) or spear +5 melee (1d6\/x3) or spear +8 ranged (1d6\/x3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +8 melee (1d4) or spear +5 melee (1d6\/x3) or spear +8 ranged (1d6\/x3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>—<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft.<\/td> <\/tr>
Saves: <\/strong>Fort +1, Ref +7, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 17, Con 11, Int 12, Wis 14, Cha 13 <\/td> <\/tr>
Skills: <\/strong>Bluff +6, Climb +3, Diplomacy +3, Disguise +1 (+3 acting), Hide +12, Intimidate +3, Move Silently +8, Spot +8<\/td> <\/tr>
Feats: <\/strong>Hover, Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Warm forests<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, family (2-5) or clan (5-20)<\/td> <\/tr>
Challenge Rating: <\/strong>2<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+3<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This avian humanoid has the feathered wings and scaly legs of a bird on a humanoid body. Its wings have stubby fingers and its clawed feet have long prehensile toes.<\/i>\r

Alans are birdlike humanoids found deep in the heart of tropical and sub-tropical forests. Alans rarely meet humanoids, but are generally friendly and occasionally helpful. They are mischievous pranksters who often play tricks on intruders. Alan prefer to hide from enemies, most only fight if their homes and families are threatened. Sometimes alans are hostile, attacking lone travelers and raiding humanoid villages at night.\r

Most alan live in small clans. Their lairs are small, ornately fashioned treehouses hidden among the branches of large trees. A typical clan has three to five such houses in a single tree, with sentries perched in nearby trees.\r

An alan stands 3 to 4 feet tall, has a wingspan of about 8 feet, and typically weighs 15 to 25 pounds.\r

Alans speak Common and their own language.\r

COMBAT<\/b>\r

Alans are smart enough to avoid a fair fight, hiding from obviously superior foes. They often hang upside down from tree branches over infrequently travelled trails, hoping to drop upon surprised victims. Once combat starts, they fight from the air, hovering above their opponents.\r

Skills:<\/b> Alans have a +4 racial bonus on Climb checks. They use their Dexterity modifier instead of their Strength modifier for Climb checks. <\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in Kara-Tur: The Eastern Realms<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic neutral","environment":"Warm forests"},{"name":"Alcor","type":"Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5028,"reference":"Usergen","full_text":"

Alcor <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Humanoid \t\t\t(Reptilian)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
Initiative: <\/strong> +2<\/td> <\/tr>
Speed:<\/strong> 25 ft (5 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
Attack: <\/strong>Claw +4 melee (1d3+1); or longspear +3 melee (1d8+1); or dart +4 ranged (1d4+1)<\/td> <\/tr>
Full Attack: <\/strong>Tail slap +4 melee (3d4+1); or 2 claws +4 melee (1d3+1) and bite +2 melee (1d4+1); or longspear +3 melee (1d8+1); or dart +4 ranged (1d4+1)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Downhill charge, tail sweep<\/td> <\/tr>
Special Qualities: <\/strong>Arctic adaptation, skiing<\/td> <\/tr>
Saves: <\/strong>Fort +2, Ref +5, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 13, Dex 15, Con 13, Int 4, Wis 8, Cha 10 <\/td> <\/tr>
Skills: <\/strong>Balance +7, Jump +8, Listen +1<\/td> <\/tr>
Feats: <\/strong>Multiattack, Weapon Finesse<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Cold hills and mountains<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or band (2-8)<\/td> <\/tr>
Challenge Rating: <\/strong>02<\/td> <\/tr>
Treasure: <\/strong>50% coins; 50% goods; 50% items<\/td> <\/tr>
Alignment: <\/strong>Usually neutral<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+1 (for weapon-wielders only)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This tall humanoid looks like a cross between a powerfully built human and a pale-scaled lizard. Its most distinguishing feature is its large, flat tail.<\/i>\r

The alcor is distantly related to lizardfolk, and has adapted itself to life in a frigid climate. The alcor is sometimes known as \u00c2\u0093the skier\u00c2\u0094 due to its ability to balance on its tail and glide down snow-covered hills. Alcors otherwise only walk for short distances or if navigating flat terrain or going uphill.\r

Most alcors are not very bright, and concern themselves primarily with finding food. A few groups of alcor are of superior intelligence to their common cousins (Int 9), and have learned to fashion crude weapons from sharp stones and wood. These two types of alcor do not generally cooperate with or live near each other, but they will combine forces briefly against a common enemy.\r

An alcor is usually 6 to 7 feet tall with white or pale blue scales. It can stand and balance on its large, flat tail which is 3 to 4 feet long, and nearly 2 feet wide. An alcor can weigh from 200 to 250 pounds.\r

Alcors speak Draconic.\r

COMBAT<\/b>\r
An alcor charges headlong into combat, attacking with its razor-sharp claws and bite. Its strong tail also makes an effective weapon for knocking foes off their feet, but this attack can only be used when the alcor is not skiing on it. If it knocks down an opponent, it will focus on that target and ignore all others while it is still down.\r

Most alcor tribes do not use weapons, but a few groups have learned the art of weaponry. These alcor usually carry javelins or darts to throw at their enemies before closing. A favored tactic of these smarter alcor is to charge downhill at their foes with a spear. They usually drop the spear after the charge and jump to attack with their claws.\r

Downhill Charge (Ex)<\/b>: When an alcor makes a charge while skiing downhill, its attack deals double damage in addition to the normal benefits and hazards of a charge. \r

Tail Sweep (Ex)<\/b>: This special attack allows an alcor to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the alcor\u00c2\u0092s space in any direction. Creatures within the swept area are affected if they are Large or smaller. A tail sweep allows for a Trip Attack without provoking an attack of opportunity. Rather than making an opposed Strength check, any affected creatures can attempt a Reflex save to avoid the Trip (DC 12). Successfully avoiding the Trip does not allow for the opponent to make a Trip Attack of their own.\r

Arctic Adaptation (Ex)<\/b>: An alcor does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 40 degrees and -20 degrees. In conditions of extreme cold (below -20 degrees) they must make Fortitude saves like any other creature, but gain a +4 racial bonus on this save.\r

Skiing (Ex)<\/b>: By balancing itself on its large, flat tail, the alcor can glide rapidly across snow and ice while moving downhill. It can move as a run (x4) on slight grades (less than 45 degrees) or as a run (x5) on severe grades (45 degrees or more).\r

Skills<\/b>: Because of their tails, alcors have a +4 racial bonus on Jump and Balance checks.\r

ALCORS AS CHARACTERS<\/b>\r
An alcor's favored class is barbarian, and alcor leaders tend to be barbarians or druids. Alcor clerics can choose two of the following domains: Animal, Plant, and Water.\r

Alcor characters possess the following racial traits.\r

- +2 Strength, +4 Dexterity, +2 Constitution, - 6 Intelligence, -2 Wisdom. \r
- Medium size.\r
- An alcor's base land speed is 25 feet.\r
- Racial Hit Dice: An alcor begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.\r
- Racial Skills: An alcor's humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Balance, Jump, and Listen. An alcor receives a +4 racial bonus to Jump and Balance checks.\r
- Racial Feats: An alcor's humanoid levels give it two feats.\r
- +3 natural armor bonus.\r
- Natural Weapons: Tail slap (3d4), 2 claws (1d4), and bite (1d4).\r
- Special Attacks (see above): Downhill charge, tail sweep.\r
- Special Qualities (see above): Arctic adaption, skiing.\r
- Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Orc, Sylvan.\r
- Favored Class: Barbarian.\r
- Level Adjustment +1.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1985 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #101 (\"Creature Catalog III,\" September 1985, Michael Persinger).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral","environment":"Cold hills and mountains"},{"name":"Algoid","type":"Plant","ch":4,"challenge_rating":" 04 \u00a0","id":5029,"reference":"Usergen","full_text":"

ALGOID<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

Medium-Size Plant<\/span><\/b><\/p> <\/td> <\/tr>

Hit Dice:<\/span><\/b> 5d8+15 (37 hp)<\/span><\/p> <\/td> <\/tr>

Initiative: <\/span><\/b>+0<\/span><\/p> <\/td> <\/tr>

Speed:<\/span><\/b> 20 ft<\/span><\/p> <\/td> <\/tr>

AC:<\/span><\/b> 15 (+5 natural)<\/span><\/p> <\/td> <\/tr>

Attacks:<\/span><\/b> 2 slams +7 melee<\/span><\/p> <\/td> <\/tr>

Damage:<\/span><\/b> Slam 1d8+6<\/span><\/p> <\/td> <\/tr>

Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

Special Attacks: <\/span><\/b>Animate trees, stun<\/span><\/p> <\/td> <\/tr>

Special Qualities:<\/span><\/b> Plant, damage reduction 20\/+2, weapon immunities, fire immunity, susceptibilities, low-light vision<\/span><\/p> <\/td> <\/tr>

Saves:<\/span><\/b> Fort +7, Ref +1, Will +1<\/span><\/p> <\/td> <\/tr>

Abilities:<\/span><\/b> Str 19, Dex 10, Con 16, Int 4, Wis 10, Cha 11<\/span><\/p> <\/td> <\/tr>

Skills: <\/span><\/b>Hide +4*, Listen +4, Move Silently +4<\/span><\/p> <\/div> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

Climate\/Terrain:<\/span><\/b> Temperate and warm forest, marsh, and underground<\/span><\/p> <\/td> <\/tr>

Organization:<\/span><\/b> Solitary, pair, or cluster (3-6)
Challenge Rating:<\/b> 4<\/span><\/p> <\/td> <\/tr>

Treasure:<\/span><\/b> 50% coins; 50% goods; 50% items<\/span><\/p> <\/td> <\/tr>

Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

Advancement:<\/span><\/b> 6-9 HD (Medium-size); 10-15 HD (Large)<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

The algoid is a living colony of algae that has developed some semblance of intelligence and mobility. The algoid appears as a 7-foot tall, green humanoid with coarse, rough features.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

\u00a0\u00a0 Animate Trees (Ex):<\/span><\/b> 90-foot range, two trees, as the liveoak<\/i> spell cast by a 10th-level druid.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Stun (Ex):<\/b> If an algoid delivers a successful critical hit to an opponent, the opponent must succeed at a Fortitude save (DC 16) or be stunned for 1d4 rounds.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Plant:<\/span><\/b> The algoid is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits and is immune to mind-influencing attacks.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Weapon Immunities (Ex):<\/b> Algoids take one-half damage from slashing or piercing weapons.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Immunities (Ex):<\/b> Algoids take no damage from fire or electricity.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Susceptibilities:<\/span><\/b> Control water <\/i>deals 1d6 points of damage per caster level to an algoid.<\/span><\/p> <\/td> <\/tr>

\u00a0\u00a0 Skills:<\/span><\/b> The algoid receives a +4 racial bonus to Hide, Listen, and Move Silently checks. *They receive a +12 racial bonus to Hide checks when in a swampy or forested area.<\/span><\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

\u00a0<\/p> <\/td> <\/tr>

The Algoid first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

\u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":" Temperate and warm forest, marsh, and underground"},{"name":"Alguduir","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5030,"reference":"Usergen","full_text":"

Alguduir <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium-size\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 4d10+4\u00a0(26 hp)<\/td> <\/tr>
Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
Speed:<\/strong> 20 ft, fly 60 ft (good), swim 40 ft<\/td> <\/tr>
AC:<\/strong> 17 (+3 Dex, +4 natural)<\/td> <\/tr>
Attacks:<\/strong>Bill +5 melee, 2 claws +0 melee<\/td> <\/tr>
Damage: <\/strong>Bill 1d6+1, claws 1d4+1<\/td> <\/tr>
Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, rake 1d4+1, swoop<\/td> <\/tr>
Special Qualities: <\/strong>Spell reflection, SR 19<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +7, Will +1 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 16, Con 12, Int 7, Wis 10, Cha 11 <\/td> <\/tr>
Skills: <\/strong>Hide +8, Listen +5, Move Silently +7, Spot +5, Swim +6<\/td> <\/tr>
Feats: <\/strong>Alertness<\/td> <\/tr>

<\/td> <\/tr>
Climate: <\/strong>Any marsh<\/td> <\/tr>
Organization: <\/strong>Solitary or family (1-2 adults plus 1-2 young)<\/td> <\/tr>
Challenge Rating: <\/strong>02<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>5-8 HD (Medium-Size), 9-12 HD (Large)<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The alguduir is a rare carnivorous bipedal bird that inhabits large marshes. This large creature is amphibious and a capable swimmer, capable of diving with great force and accuracy from the air. This creature is 7 feet in overall length, and its body is well padded but sleek, and covered in tough, durable scales that glisten with oil. Its wings are mottled with white, brown, and gray, and its head and body are either gray or green-gray in color, helping it to stay camouflaged. Its eyes are slitted and usually yellow or green. It has gills near its throat, behind and underneath its bill. It has five black talons on its front feet, and four on the rear feet.

The alguduir's wings are eagle-like, and their natural oils allow it to shed water rapidly like a duck. Thus, an underwater alguduir can swim to the surface and fly in one action. Its scaled body makes its appearance somewhat draconic, leading it to be sometimes known as the \"swamp dragon\".

These creatures make their home in tangled, weedy clumps of solid ground at the heart of their large swamp, which they protect with their lives. Young will hide at the first sign of danger, leaving the parents to stalk the intruders. The adults always share a kill with their young. The alguduir feeds primarily on fish, snakes, frogs, mussels, and other small aquatic life.

Alguduir cannot speak, although they are intelligent enough to understand a word or two, or even complete phrases of languages they have been exposed to. Alguduir snarl, grunt, or shriek, with a full range of emotion, but are eerily silent when they hunt.

COMBAT<\/b>
In combat, an alguduir attacks with its sharp bill and front talons, trying to grapple and rake with its rear talons. It hunts by flying low over the marsh plants that provide it with excellent camouflage. The alguduir will use its repeated marsh-bird to signal its position to its mate. Alguduirs hunting as a pair will position an enemy between them, allowing one to attack and driving the opponent to the other, opening the victim up to flank and back attacks.

Alguduirs are as capable combatants underwater as on land or in the air. They like to grab aquatic animals in their rear claws, holding them above the water's surface until they suffocate. Similarly, they will drag down air-breathing prey and hold them underwater until they drown.

Improved Grab (Ex)<\/b>: To use this ability, the alguduir must hit with both claw attacks. If it gets a hold, it can rake.

Rake (Ex)<\/b>: An alguduir that gets a hold can make two rake attacks (+5 melee) with its rear claws for 1d4+1 damage each.

Swoop (Ex)<\/b>: Alguduir gain a +2 attack bonus when diving from the air to attack a land-based or underwater opponent.

Spell Reflection (Ex)<\/b>: Alguduirs possess an inexplicable natural ability that mimics the spell turning<\/i> spell. This phenomenon is not magical in nature, and is an unconscious act not under the control of the alguduir. The carcasses of dead alguduir even retain the ability for 4d4 minutes after death. Spells and spell-like abilities that are unaffected by this ability must still pass the alguduir's Spell Resistance to affect it.

Skills<\/b>: Alguduir are naturally camouflaged in swampland, and receive a +4 to Hide checks while in any type of marsh.


ALGUDUIR YOUNG<\/b>
Alguduir young are 1 HD creatures and have the same abilities as their parents, with the following exceptions: their natural armor is only +2, their speed is 10 (fly 40, swim 30), their beak only does 1d4 damage, their front claws only do 1d2 damage and they can't rake. They are Small creatures, only 1-4 feet long. They are otherwise identical to adults.
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David \"Zeb\" Cook).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Any marsh"},{"name":"Amazon","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5031,"reference":"Usergen","full_text":"

Amazon (Template)<\/h1>
A tall female warrior.<\/i>\r

Amazons are formidable warrior women who live in small, reclusive tribes with their children and subservient menfolk. There are amazon tribes of many humanoid races \u00c2\u0096 human amazons are the most common, but the sages have recorded dwarf, elf, gnome or even halfling amazon tribes. In theory, any humanoid female could become an amazon, even a \"monstrous\" race like a bugbear or kobold. Only females are allowed to follow the ways of the amazon, but a worthy enough female warrior may be adopted into a clan following a period of initiation, training, and questing.\r

The basic unit of amazon society is the clan. Their culture is fiercely martial, with the most powerful warrior ruling as tribal queen. Each clan has fighting skills and tactics well suited to whichever environment they live in \u00c2\u0096 horse archers for steppe amazons, longbow armed canoeists for island amazons, et cetera.\r

Amazons are exceptionally tall examples of their race. They tend to be handsome but hard-eyed, and may seem callous or cold-hearted.\r
<\/i>\r
The majority of amazons use the elite ability array. Those that do not usually fail to meet the harsh standards of amazon society and are banished. Such exiles are not allowed to rejoin their clan except under the most extraordinary circumstances.

Creating a Amazon<\/h2> \"Amazon\" is a template that can be added to any humanoid female (referred to hereafter as the \"base creature\").\r

An amazon uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

Size and Type:<\/b> Same as base creature.\r

Hit Dice:<\/b> Same as base creature.\r

Speed:<\/b> Same as base creature.\r

Armor Class:<\/b> Same as base creature.\r

Attack:<\/b> An amazon retains all the attacks of the base creature and also gains an unarmed strike special attack (see below). The amazon retains any weapons or natural weapons possessed by the base creature. An amazon fighting without weapons uses its unarmed strike special attack or its primary natural weapon (if it has any).\r

Amazons are highly skilled in arms, they are proficient in light armour, shields, and all simple and martial weapons.\r

Full Attack:<\/b> An amazon fighting without weapons uses either its unarmed strike special attack (see below) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack.\r

Damage:<\/b> An amazon's unarmed strike does damage as given in the table below, according to the amazon's size.

Size<\/b><\/td><\/b>
Damage<\/center><\/td><\/tr>
Fine<\/td>
1<\/center><\/td><\/tr>
Diminutive<\/td>
1d2<\/center><\/td><\/tr>
Tiny<\/td>
1d3<\/center><\/td><\/tr>
Small<\/td>
1d4<\/center><\/td><\/tr>
Medium<\/td>
1d6<\/center><\/td><\/tr>
Large<\/td>
1d8<\/center><\/td><\/tr>
Huge<\/td>
2d6<\/center><\/td><\/tr>
Gargantuan<\/td>
3d6<\/center><\/td><\/tr>
Colossal<\/td>
4d6<\/center><\/td><\/tr>
<\/td><\/tr><\/table>
Special Attacks:<\/b> An amazon retains all the special attacks of the base creature and gains the unarmed strike special attack described below.\r

Martial Training (Ex):<\/b><\/i> Amazons are talented fighters. An amazon with levels in humanoid gains a base attack bonus equal to her humanoid Hit Dice. An amazon qualifies for feats as if she were a fighter of a level equal to her Base Attack Bonus. Amazons are proficient with all simple and martial weapons and with medium armor, light armor and all shields (including tower shields). An amazon gains Improved Unarmed Strike and Weapon Focus (in 1 weapon) as bonus feats.\r

Unarmed Strike (Ex):<\/b><\/i> An amazon has an unarmed strike ability equal to a 1st level monk. This stacks with unarmed strike from class levels in monk or other sources.\r

Special Qualities:<\/b> An amazon retains all the special qualities of the base creature and gains those described below.\r

Uncanny Dodge (Ex):<\/b><\/i> An amazon can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.\r

If an amazon gains uncanny dodge as a class ability she automatically gains improved uncanny dodge instead (see the Rogue class in the Players' Handbook). \r

Abilities:<\/b> Increase from the base creature as follows: Str +4, Dex +2, Con +2, Cha +2.\r

Skills:<\/b> Same as the base creature. Amazons gain a +4 racial bonus to Spot checks.\r

Feats:<\/b> Amazons gain Improved Unarmed Strike and Weapon Focus (in 1 weapon) as bonus feats. The Weapon Focus is in one of the traditional weapons used by the amazon's society \u00c2\u0096 usually spear, longsword, battleax, or composite shortbow.\r

Environment:<\/b> Any, usually same as base creature.\r
Organization:<\/b> Solitary, party (10-20 plus 1 leader of 5th-6th level, and 1 emezon cleric, adept or wizard of 1st-2nd level), expedition (20-50 plus 1-4 leaders of 5th-6th level, 1 captain of 7th-8th level, and 1-4 emezon clerics, adepts or wizards of 1st-2nd level) or clan (30-100 plus 4-8 leaders of 5th-6th level, 1 captain of 7th-8th level, 1 queen of 9th-12th level, 30-100 male 1st level warriors, 60-200 noncombatants, 2-5 emezon clerics, adepts or wizards of 1st-2nd level, and 1 emezon cleric or wizard of 2nd-5th level).\r

Challenge Rating:<\/b> Same as the base creature +1.\r
Treasure:<\/b> Standard.\r
Alignment:<\/b> Same as the base creature.\r
Advancement:<\/b> By character class.\r
Level Adjustment:<\/b> Same as the base creature +2.

Challenge Rating: <\/strong>Base creature +1

Sample Amazon<\/h2> The following sample creature has gained the amazon template.\r

Amazon Heroine<\/b>\r
4th level human fighter\r
<\/b>Medium Humanoid\r
Hit Dice:<\/b> 4d10+12 (34 hp)\r
Initiative:<\/b> +3\r
Speed:<\/b> 20 ft. (4 squares); base speed 30 ft.\r
Armor Class:<\/b> 18 (+3 Dex, +5 breastplate), touch 13, flat-footed 15\r
Base Attack\/Grapple:<\/b> +4\/+8\r
Attack:<\/b> Masterwork spear +8 melee (1d8+8\/\u00c3\u00973) or cold iron battleaxe +7 melee (1d8+4\/\u00c3\u00973) or silver shortsword +6 melee (1d6+4\/19-20) or unarmed strike +7 melee (1d6+4) or masterwork spear +8 ranged (1d8+4\/\u00c3\u00973) or masterwork composite longbow (+4 Str bonus) +8 ranged (1d8+4\/\u00c3\u00973)\r
Full Attack:<\/b> Masterwork spear +8 melee (1d8+8\/\u00c3\u00973) or cold iron battleaxe +7 melee (1d8+4\/\u00c3\u00973) or silver shortsword +7 melee (1d6+4\/19-20) or unarmed strike +7 melee (1d6+4) or masterwork spear +8 ranged (1d8+4\/\u00c3\u00973) or masterwork composite longbow (+4 Str bonus) +8 ranged (1d8+4\/\u00c3\u00973)\r
Space\/Reach:<\/b> 5 ft.\/5 ft.\r
Special Attacks:<\/b> Martial training, unarmed strike\r
Special Qualities:<\/b> Uncanny dodge\r
Saves:<\/b> Fort +7, Ref +4, Will +2\r
Abilities:<\/b> Str 18, Dex 17, Con 16, Int 8, Wis 12, Cha 12\r
Skills:<\/b> 14 SPs\r
Feats:<\/b> Cleave, Combat Reflexes, Improved Unarmed StrikeB<\/sup><\/small><\/b><\/small>, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (spear)B<\/sup><\/small><\/b><\/small>, Weapon Specialization (spear)\r
Environment:<\/b> Any land\r
Organization:<\/b> Solitary, party (10-20 plus 1 leader of 5th-6th level, and 1 emezon cleric, adept or wizard of 2nd-4th level), party (20-50 plus 1-4 leaders of 5th-6th level, 1 captain of 7th-8th level, and 1-4 emezon clerics, adepts or wizards of 2nd-4th level) or clan (30-100 plus 4-8 leaders of 5th-6th level, 1 captain of 7th-8th level, 1 queen of 9th-12th level, 30-100 emezon 1st level warriors, 60-200 noncombatants, 2-5 emezon clerics, adepts or wizards of 2nd-4th level, and 1 emezon cleric or wizard of 4th-8th level).\r
Challenge Rating:<\/b> 5\r
Treasure:<\/b> Standard\r
Alignment:<\/b> Usually neutral\r
Advancement:<\/b> +2\r
Level Adjustment:<\/b> \u00c2\u0097\r

This amazon is an elite human female 4th level fighter with the following ability scores before racial and template adjustments: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10. Her 4th level ability advancement was placed in Strength.\r

Equipment:<\/b> +1 breastplate<\/i>, +1 cloak of resistance<\/i>, masterwork composite longbow (+4 Str bonus) with 40 arrows, masterwork spear, cold iron battleaxe, silver shortsword, sunrod<\/i>, potion of lesser restoration, potion of enlarge person<\/i>, potion of shield of faith +2<\/i>, oil of magic weapon<\/i>, 2 potions of cure light wound<\/i>, 45 gold pieces.
\u00a0
Polyhedron Newszine #22<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Same as the base creature.\r","environment":" Any, usually same as base creature.\r"},{"name":"Amazon, Emezon","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5032,"reference":"Usergen","full_text":"

Amazon, Emezon (Template)<\/h1>
A handsome but timid seeming male humanoid.<\/i>\r

In any society where amazon cultures thrive, one is likely to find the emezon. Whereas amazons are paragons of female warrior culture, emezons are exemplars of male domesticity. Emezons normally serve as cooks, nannies, and decorators for the amazons of their tribe. \r

Emezons stay as far removed from battle as they can. Only on the rarest of occasions are emezons pressed into guard duty. Most of the time, they simply fight with whatever improvised weapons can be found, and only after unleashing a pitiful wail.\r

Amazons treat the emezons of their tribe well, and award the best among them with a trophy each month to encourage excellence.

Creating a Amazon, Emezon<\/h2> \"Emezon\" is a template that can be added to any humanoid male (referred to hereafter as the \"base creature\").\r

An emezon uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

Size and Type:<\/b> Same as the base creature.\r

Hit Dice:<\/b> Same as the base creature.\r

Speed:<\/b> Same as the base creature.\r

Armor Class:<\/b> Same as the base creature.\r

Attack:<\/b> Same as the base creature.\r

Full Attack:<\/b> Same as the base creature.\r

Damage:<\/b> Same as the base creature.\r

Special Attacks:<\/b> An emezon retains all the special attacks of the base creature and gains the pitiful wail special attack described below.\r

Pitiful Wail (Su):<\/i><\/b> As a standard action, an emezon can moan and cry woefully. All humanoids (other than amazons) within a 60-foot spread must succeed on a Will save (DC 10 plus half racial hit dice plus Charisma bonus) or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same emezon's wail for 24 hours.\r

A captivated victim is charmed (as the charm monster <\/i>spell, except that the victim's attitude toward the emezon is adjusted to helpful) and moves toward the emezon, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. A victim within reach of the emezon stop moving and tries to comfort and protect the distressed emezon, but will fight in self-defense if attacked. The effects of a pitiful wail continues for as long as the emezon wails and for 1 round thereafter. A bard's countersong ability allows the captivated creature to attempt a new Will save.\r

Special Qualities:<\/b> Same as the base creature.\r

Abilities:<\/b> Increase from the base creature as follows: Str -2, Cha +2. Same as the base creature.\r

Skills:<\/b> Same as the base creature.\r

Feats:<\/b> Same as the base creature.\r

Environment:<\/b> Any, usually same as base creature.\r
Organization:<\/b> Organization:<\/b> Solitary, family (1-4 plus 1 amazons and 0-4 children), settlement (10-20 plus 5-40 children and 1 cleric, adept or wizard of 1st-2nd level; plus 10-20 amazons and 1 amazon leader of 5th-6th level) or clan (30-100 plus 60-200 non-combatants, 2-5 clerics, adepts, or wizards of 2nd-8th level, and 1 cleric or wizard of 7th-12th level; plus 30-100 amazons, 4-8 amazon leaders of 5th-6th level, 1 amazon captain of 7th-8th level, and 1 amazon queen of 9th-12th level)\r
Challenge Rating:<\/b> Same as the base creature.\r
Treasure:<\/b> Standard.\r
Alignment:<\/b> Same as the base creature.\r
Advancement:<\/b> By character class.\r
Level Adjustment:<\/b> Same as the base creature +1.\r


Challenge Rating: <\/strong>As base creature

Sample Amazon, Emezon<\/h2> The following sample creature has gained the amazon template.\r

Emezon Domestic<\/b>\r
1st level human expert\r
<\/b>Medium Humanoid\r
Hit Dice:<\/b> 1d6 (3 hp)\r
Initiative:<\/b> +0\r
Speed:<\/b> 30 ft. (6 squares)\r
Armor Class:<\/b> 11 (+1 padded), touch 10, flat-footed 11\r
Base Attack\/Grapple:<\/b> +0\/-2\r
Attack:<\/b> Light mace -2 melee (1d6-2)\r
Full Attack:<\/b> Light mace -2 melee (1d6-2)\r
Space\/Reach:<\/b> 5 ft.\/5 ft.\r
Special Attacks:<\/b> Pitiful wail\r
Special Qualities:<\/b> \u00c2\u0097\r
Saves:<\/b> Fort +0, Ref +0, Will +3\r
Abilities:<\/b> Str 6, Dex 11, Con 10, Int 9, Wis 13, Cha 14\r
Skills:<\/b> Craft (any 1) +6, Diplomacy +6, Heal +5*, Profession (any 1) +5, Sense Motive +5\r
*Heal skill does not include a use of his Healer's Kit.\r
Feats:<\/b> Skill Focus (Craft)\r
Environment:<\/b> Any land\r
Organization:<\/b> Organization:<\/b> Solitary, family (1-4 plus 1 amazons and 0-4 children), settlement (10-20 plus 5-40 children and 1 cleric, adept or wizard of 1st-2nd level; plus 10-20 amazons and 1 amazon leader of 5th-6th level) or clan (30-100 plus 60-200 non-combatants, 2-5 clerics, adepts, or wizards of 2nd-8th level, and 1 cleric or wizard of 7th-12th level; plus 30-100 amazons, 4-8 amazon leaders of 5th-6th level, 1 amazon captain of 7th-8th level, and 1 amazon queen of 9th-12th level)\r
Challenge Rating:<\/b> 1\/2\r
Treasure:<\/b> Standard\r
Alignment:<\/b> Usually neutral\r
Advancement:<\/b> By character class\r
Level Adjustment:<\/b> +1\r

This emezon is a non-elite human male 1st level expert with the following ability scores before racial and template adjustments: Str 8, Dex 11, Con 10, Int 9, Wis 13, Cha 12.\r

Equipment:<\/b> Leather armor, light mace, healer's kit.\r

COMBAT<\/b>\r

Pitiful Wail (Su):<\/b> DC 12.\r

Zee Chefs<\/b>\r
Emezon clerics can select a special cleric domain, the Culinary Domain, which is detailed below. An emezon cleric with the Culinary Domain belongs to an order called zee chefs, who practice a curious food-related religion. An emezon cleric has access to two of the following domains: Artifice, Community, Culinary and Protection.\r

Culinary Domain<\/b>\r
Any conjuration (creation) spell used to create food or drink will have the number of creatures it can nourish increased by one-half.\r

Culinary Domain Spells<\/i><\/b>\r
1 goodberry<\/i>\r
2 aid<\/i>\r
3 create food and water<\/i>\r
4 cocoadaemon\/chocodeva<\/i>*\r
5 fabricate<\/i>**\r
6 heroes' feast<\/i>\r
7 true creation<\/i>**\r
8 mage's magnificent mansion<\/i>\r
9 iron body<\/i>\r

* New spell \u00c2\u0096 see cocoadaemon<\/b><\/u><\/a> or chocodeva<\/b><\/u><\/a> for details.\r
** These spells can only create food and drink.
\u00a0
Polyhedron Newszine #23 (1984)<\/em>
<\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Same as the base creature.\r","environment":" Any, usually same as base creature.\r"},{"name":"Amber Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5033,"reference":"Usergen","full_text":"

Amber Dragon <\/h1><\/td> <\/tr>


<\/td> <\/tr>
Dragon (Earth)<\/strong><\/td> <\/tr>
Environment: <\/strong>Temperate and cold forests<\/td> <\/tr>
Organization: <\/strong>Solitary (one dragon any age); clutch (1d4+1 wyrmling, very young, young, juvenile, or young adult dragons); or family (pair of mature adults plus 1d4+1 offspring)<\/td> <\/tr>
Challenge Ratings: <\/strong>Wyrmling 2; very young 3; young 5; juvenile 8; young adult 10; adult 11; mature adult 12; old 14; very old 16; ancient 18; wyrm 19; great wyrm 20<\/td> <\/tr>
Treasure: <\/strong>Triple standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile 13-14 HD (Large); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 (Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>Wyrmling +2; very young +4; young +4; juvenile +5<\/td> <\/tr>
\u00a0<\/td> <\/tr><\/table><\/td><\/tr>

Amber Dragons by Age<\/b><\/p>
Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
Grapple<\/b><\/font><\/td>
Attack<\/b><\/font><\/td>Fort
Save<\/b><\/font><\/td>
Ref
Save<\/b><\/font><\/td>
Will
Save<\/b><\/font><\/td>
Breath
Weapon
(DC)<\/b><\/font><\/td>
Frightful
Presence
DC<\/b><\/font><\/td><\/tr>
Wyrmling<\/font><\/td>T<\/font><\/td>3d12+3\u00a0(22)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+3\/-5<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td>1d8\u00a0(12)<\/font><\/td>-<\/font><\/td><\/tr>
Very Young<\/font><\/td>S<\/font><\/td>6d12+6\u00a0(45)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+6\/+3<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+6<\/font><\/td>2d8\u00a0(14)<\/font><\/td>-<\/font><\/td><\/tr>
Young<\/font><\/td>M<\/font><\/td>9d12+18\u00a0(76)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+9\/+11<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+7<\/font><\/td>3d8\u00a0(16)<\/font><\/td>-<\/font><\/td><\/tr>
Juvenile<\/font><\/td>L<\/font><\/td>12d12+36\u00a0(114)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+12\/+20<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+10<\/font><\/td>4d8\u00a0(19)<\/font><\/td>-<\/font><\/td><\/tr>
Young Adult<\/font><\/td>L<\/font><\/td>15d12+60\u00a0(157)<\/font><\/td>21<\/font><\/td>10<\/font><\/td>19<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+15\/+24<\/font><\/td>+19<\/font><\/td>+13<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>5d8\u00a0(21)<\/font><\/td>19<\/font><\/td><\/tr>
Adult<\/font><\/td>L<\/font><\/td>18d12+72\u00a0(189)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+18\/+28<\/font><\/td>+23<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+14<\/font><\/td>6d8\u00a0(23)<\/font><\/td>22<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>H<\/font><\/td>21d12+105\u00a0(241)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+21\/+37<\/font><\/td>+27<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+15<\/font><\/td>7d8\u00a0(25)<\/font><\/td>23<\/font><\/td><\/tr>
Old<\/font><\/td>H<\/font><\/td>24d12+120\u00a0(276)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+24\/+41<\/font><\/td>+31<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+18<\/font><\/td>8d8\u00a0(27)<\/font><\/td>26<\/font><\/td><\/tr>
Very Old<\/font><\/td>H<\/font><\/td>27d12+162\u00a0(337)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+27\/+45<\/font><\/td>+35<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+19<\/font><\/td>9d8\u00a0(29)<\/font><\/td>27<\/font><\/td><\/tr>
Ancient<\/font><\/td>H<\/font><\/td>30d12+180\u00a0(375)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+30\/+49<\/font><\/td>+39<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+22<\/font><\/td>10d8\u00a0(31)<\/font><\/td>30<\/font><\/td><\/tr>
Wyrm<\/font><\/td>G<\/font><\/td>33d12+231\u00a0(445)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+33\/+57<\/font><\/td>+41<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+23<\/font><\/td>11d8\u00a0(33)<\/font><\/td>31<\/font><\/td><\/tr>
Great Wyrm<\/font><\/td>G<\/font><\/td>36d12+288\u00a0(522)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+36\/+61<\/font><\/td>+45<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+26<\/font><\/td>12d8\u00a0(36)<\/font><\/td>34<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>

Amber Dragon Abilities by Age<\/b><\/p>
Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
Level*<\/b><\/font><\/td>
SR<\/b><\/font><\/td><\/tr>
Wyrmling<\/font><\/td>40 ft. (8 squares), fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>14 (+2 size, +2 natural), touch 12, flat-footed 14<\/font><\/td>Immunity to fire, resistant to poison<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
Very Young<\/font><\/td>40 ft. (8 squares), fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>16 (+1 size, +5 natural), touch 11, flat-footed 16<\/font><\/td>Blink<\/i><\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
Young<\/font><\/td>40 ft. (8 squares), fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>18 (+8 natural), touch 10, flat-footed 18<\/font><\/td>-<\/font><\/td>1st<\/font><\/td>-<\/font><\/td><\/tr>
Juvenile<\/font><\/td>40 ft. (8 squares), fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>20 (-1 size, +11 natural), touch 9, flat-footed 20<\/font><\/td>-<\/font><\/td>3rd<\/font><\/td>-<\/font><\/td><\/tr>
Young Adult<\/font><\/td>40 ft. (8 squares), fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>23 (-1 size, +14 natural), touch 9, flat-footed 23<\/font><\/td>DR 5\/magic, wild shape<\/font><\/td>5th<\/font><\/td>18<\/font><\/td><\/tr>
Adult<\/font><\/td>40 ft. (8 squares), fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>26 (-1 size, +17 natural), touch 9, flat-footed 26<\/font><\/td>-<\/font><\/td>7th<\/font><\/td>19<\/font><\/td><\/tr>
Mature Adult<\/font><\/td>40 ft. (8 squares), fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>28 (-2 size, +20 natural), touch 8, flat-footed 28<\/font><\/td>DR 10\/magic<\/font><\/td>9th<\/font><\/td>20<\/font><\/td><\/tr>
Old<\/font><\/td>40 ft. (8 squares), fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>31 (-2 size, +23 natural), touch 8, flat-footed 31<\/font><\/td>-<\/font><\/td>11th<\/font><\/td>22<\/font><\/td><\/tr>
Very Old<\/font><\/td>40 ft. (8 squares), fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>34 (-2 size, +26 natural), touch 8, flat-footed 34<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>24<\/font><\/td><\/tr>
Ancient<\/font><\/td>40 ft. (8 squares), fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>37 (-2 size, +29 natural), touch 8, flat-footed 37<\/font><\/td>-<\/font><\/td>15th<\/font><\/td>26<\/font><\/td><\/tr>
Wyrm<\/font><\/td>40 ft. (8 squares), fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>38 (-4 size, +32 natural), touch 6, flat-footed 38<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>27<\/font><\/td><\/tr>
Great Wyrm<\/font><\/td>40 ft. (8 squares), fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>41 (-4 size, +35 natural), touch 6, flat-footed 41<\/font><\/td>-<\/font><\/td>19th<\/font><\/td>28<\/font><\/td><\/tr><\/table><\/td><\/tr>
\u00a0<\/td> <\/tr>
* Can also cast druid spells as arcane spells.<\/font>\r

The dragon is sleek and sinuous its scales glistening in the moonlight. The dragon\u00c2\u0092s scales are reddish brown with darker yellow-green bands along the dragon\u00c2\u0092s neck, back, and tail. The dragon\u00c2\u0092s head is thin and long, with two long horns point backwards from its head, and a single long horn on its snout. A sticky red-brown substance drips from the creature\u00c2\u0092s fangs. The creature spreads its large wings, and then suddenly it fades from view.<\/i>\r

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.\r

On hatching an amber dragon\\'s scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.\r

Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes. Smaller specimens have been known to lair in hollowed out trees.\r

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.\r

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.\r

Combat \r

Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.\r

Breath Weapon (Su):<\/b> The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.\r

Blink (Sp):<\/b> A very young or older amber dragon can use this ability as the spell once per day for each two age categories it is, thus an adult amber dragon can use the ability three times per day. This is as the spell cast by a sorcerer of the dragon\u00c2\u0092s age category or its caster level whichever is higher. The range is personal.\r

Wild Shape (Su):<\/b> A young adult or older amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four times per day and has access to four different animal forms of tiny to huge size to choose from. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.\r

Skills:<\/b> Climb, Jump, and Survival are class skills for amber dragons.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Temperate and cold forests"},{"name":"Ambuchar Devayam (Tan Chin)","type":"Undead","ch":18,"challenge_rating":" 18 \u00a0","id":5034,"reference":"Usergen","full_text":"

Ambuchar Devayam (Tan Chin) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Undead \t\t\t(Extraplanar, Incorporeal)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 16d12\u00a0(104 hp)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> Fly 30 ft. (6 squares)(perfect)<\/td> <\/tr>
Armor Class: <\/strong> 23 (+4 Dex, +5 deflection, +4 profane), touch 23, flat-footed 19<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+8\/-<\/td> <\/tr>
Attack: <\/strong>Incorporeal touch +12 melee (1d10 plus energy drain plus frightful touch)<\/td> <\/tr>
Full Attack: <\/strong>2 incorporeal touches +12 melee (1d10 plus energy drain plus frightful touch)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Draining gaze, energy drain, frightful touch, possession, slaves of Tan Chin, spell-like abilities, stamp of Tan Chin<\/td> <\/tr>
Special Qualities: <\/strong>Crystal phylactery, damage reduction 15\/magic and silver, darkvision 60 ft., immunity to cold, incorporeal traits, +8 turn resistance, undead traits<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +9, Will +10 <\/td> <\/tr>
Abilities: <\/strong>Str -, Dex 18, Con -, Int 19, Wis 18, Cha 21 <\/td> <\/tr>
Skills: <\/strong>Bluff +24, Concentration +24, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +26, Knowledge (arcana) +23, Knowledge (history) +23, Knowledge (the planes) +23, Spellcraft +25 (+27 scrolls), Survival +4 (+6 on other planes), Use Magic Device +24 (+26 scrolls)<\/td> <\/tr>
Feats: <\/strong>Ability Focus (frightful strike), Ability Focus (possession), Empower Spell-Like Ability, Greater Spell Penetration, Quicken Spell-Like Ability, Spell Penetration<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Solon (or unnamed home plane)<\/td> <\/tr>
Organization: <\/strong>Solitary or Court (Ambuchar Devayam plus 2d6 dowagu and 4d4 5th-level necromancers and 20-30 HD of random undead)<\/td> <\/tr>
Challenge Rating: <\/strong>18<\/td> <\/tr>
Treasure: <\/strong>Triple standard<\/td> <\/tr>
Alignment: <\/strong>Lawful evil<\/td> <\/tr>
Advancement: <\/strong>-<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
An unnerving chill surrounds a pair of disembodied golden eyes.<\/i>\r

Ambuchar Devayam was once known as Tan Chin, a powerful necromance and the emperor of the Shou Lung region of Kara-Tur. He was a cruel ruler, and his people revolted and banished him from the land. Tan Chin ventured to the region of Solon and unconvered ancient Imaskari magic, which he combined with his own potent necromancy to become a unique undead entity upon his death. He then conqured Solon and took the name Ambuchar Devayam and made himself raja of Solon. He now seeks to reclaim Shou Lung through his ever-growing army of the undead.\r

Ambuchar Devayam spends most of his time in Solon in the Star Houses or the Ebony Temple, wherein his crystal phylactery resides. The Ebony Temple has portals to various unknown planes, and it is assumed that the unnamed plane upon which his essence resides can be reached there. It is said that acquiring four ebony artifacts of the Imaskari from these other planes, and tossing them into the Bottomless Pit of Fire in the Ebony Temple will destroy Ambuchar Devayam forever.\r

Ambuchar Devayam is 6 feet tall and weightless in his incorporeal state. \r

Ambuchar Devayam speaks Common, Infernal, and Undercommon.\r

COMBAT\r

Ambuchar Devayam feeds upon the life force of the living, and as such prefers to use his energy drain attack when possible. He often possesses other beings, and retains the use of his supernatural and spell-like abilities while in these hosts.\r

Crystal Phylactery (Su):<\/b> The raja Ambuchar Devayam's soul is tied to the Material Plane through a phylactery, like a lich's, which is apparently made of crystal. If he is ever destroyed, his phylactery regenerates his incorporeal \"body\" in one hour. In addition, if the crystal phylactery is destroyed by normal means, it reforms itself in 24 hours. (If Ambuchar Devayam is destroyed while his crystal phylactery is destroyed, he does not reform until the phylactery does.) The phylactery should be considered an artifact, and the means of its permanent destruction should be determined by the DM.\r

Draining Gaze (Su):<\/b> 1 point of Constitution drain, range 30 feet, Fortitude DC 23 negates. The save DC is Charisma-based.\r

Energy Drain (Su):<\/b> Living creatures hit by Ambuchar Devayam's incorporeal touch attack gain one negative level. The DC is 23 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Ambuchar Devayam gains 5 temporary hit points.\r

Frightful Strike (Su):<\/b> Any creature struck by the incorporeal touch of Ambuchar Devayam must succeed on a DC 25 Will save or cower for 1d4 rounds. Even on a successful save, the victim must make a second DC 25 Will save or be panicked for 1d4 rounds. The save DCs are Charisma-based.\r

Possession (Su):<\/b> Once per round, Ambuchar Devayam can attempt to merge his incorporeal body with a creature on the Material Plane. This ability functions as the magic jar<\/i> spell, except that it does not require a receptacle and as outlined below. To use this ability, Ambuchar Devayam attempts to move into the creature's space; if the creature fails a DC 25 Will save, Ambuchar Devayam merges with the creature and takes possession of it. If the save succeeds, Ambuchar Devayam does not possess the creature and cannot move into its space, and the creature is immune to Ambuchar Devayam's possession for 1 hour. Attempting to possess a creature does not provoke attacks of opportunity.\r

While possessing a creature, Ambuchar Devayam keeps his Su and Sp abilities, including his gaze and touch attacks. In addition, each day that Ambuchar Devayam possesses a creature, the possessed creature suffers a negative level. These negative levels cannot be removed in any way while the creature is possessed, but they also do not result in actual level loss until the possession ends. However, as normal, a creature with as many negative levels as HD still dies.\r

Slaves of Tan Chin (Su):<\/b> Any creature that has been marked with the Stamp of Tan Chin (either by a dowagu or Ambuchar Devayam himself) becomes a zombie (or greater undead, at the DM's discretion) immediately upon its death. The victim is now under the completely control of Ambuchar Devayam and will seek him out immediately to receive orders. Undead marked by the Stamp of Tan Chin are so completely controlled by Ambuchar Devayam that they may not be rebuked, commanded, or otherwise magically controlled by any other creature.\r

Spell-Like Abilities:<\/b> Ambuchar Devayam may use any spell from the necromancy school as a spell-like ability. He may use each spell only once per day, but may apply his Empower Spell-Like Ability and Quicken Spell-Like Ability to up to three spell-like abilities each (caster level limits still apply). Caster level 20th. Save DCs are 15 + spell level.\r

Stamp of Tan Chin (Su):<\/b> As a full round action, Ambuchar Devayam may place a dark tattoo upon a creature as long as he possesses some corporeal creature. This mark cannot be removed through anything short of divine intervention or the destruction of Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange<\/i> or alter self<\/i>, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. <\/td> <\/tr>
\u00a0<\/td> <\/tr>
1990 Wizards of the Coast, Inc.
Originally found in FRA3: Blood Charge<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Lawful evil","environment":"Solon (or unnamed home plane)"},{"name":"Amebelodon (Shovel-Tusked Mastodon)","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5035,"reference":"Usergen","full_text":"

Amebelodon (Shovel-Tusked Mastodon) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 11d8+66\u00a0(115 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), swim 15 ft.<\/td> <\/tr>
Armor Class: <\/strong> 16 (-2 size, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+8\/+27<\/td> <\/tr>
Attack: <\/strong>Slam +17 melee (2d8+11) <\/td> <\/tr>
Full Attack: <\/strong>Slam +17 melee (2d8+11) and 2 stamps +12 melee (2d6+5) <\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Toss muck, trample 2d12+16\r
<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, marsh move, scent<\/td> <\/tr>
Saves: <\/strong>Fort +13, Ref +7, Will +5 <\/td> <\/tr>
Abilities: <\/strong>Str 32, Dex 11, Con 23, Int 2, Wis 10, Cha 5 <\/td> <\/tr>
Skills: <\/strong>Listen +9, Spot +9, Swim +19<\/td> <\/tr>
Feats: <\/strong>Alertness, Endurance, Improved Natural Attack (slam), Iron Will<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate swamps<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or herd (3-6)<\/td> <\/tr>
Challenge Rating: <\/strong>7<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>10-27 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This gigantic elephantlike creature has two sets of tusks, the upper pair like those of a typical elephant, and the lower pair longer, straighter, and shovel-like.<\/i>\r

The amebelodon is a mastodon-sized proboscidean adapted to life in swamps and rivers. It uses its shovel-like tusks to scoop up water plants which make up the bulk of its diet or to scrape bark from trees.\r

An amebelodon stands 10 feet high at the shoulder and weighs over 4,000 pounds. \r

COMBAT\r

An amebelodon fights much like an elephant, although its tusks are not useful in battle.\r

Marsh Move (Ex):<\/b> Amebelodons take no movement penalties for moving in marshes or mud.\r

Toss Muck (Ex):<\/b> As a standard action, an amebelodon can toss a tuskful of muck at a target within 20 feet. This requires a ranged touch attack. The target is blinded until it takes a move action to wipe off the muck. This ability may only be used in muddy or marshy terrain.\r

Trample (Ex):<\/b> Reflex half DC 25. The save DC is Strength-based.\r

Skills:<\/b> An amebelodon 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.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1988 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate swamps"},{"name":"Amiq Rasol","type":"Undead","ch":6,"challenge_rating":" 6 \u00a0","id":5036,"reference":"Usergen","full_text":"

Amiq Rasol <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 9d12\u00a0(58 hp)<\/td> <\/tr>
Initiative: <\/strong> +6<\/td> <\/tr>
Speed:<\/strong> 50 ft. (10 squares), swim 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+4\/+5<\/td> <\/tr>
Attack: <\/strong>Bite +7 melee (1d6+1 plus energy drain)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +7 melee (1d6+1 plus energy drain) and 2 claws +4 melee (1d4)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Beguile, energy drain<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/magic and silver, darkvision 60 ft., death site dependent, living disguise, rejuvenation, +4 turn resistance, undead traits<\/td> <\/tr>
Saves: <\/strong>Fort +3, Ref +7, Will +6 <\/td> <\/tr>
Abilities: <\/strong>Str 12, Dex 14, Con \u00c2\u0097, Int 13, Wis 15, Cha 19 <\/td> <\/tr>
Skills: <\/strong>Bluff +20, Diplomacy +8, Disguise +16 (+28 acting*), Hide +6, Intimidate +12, Listen +10, Move Silently +6, Profession (sailor) +14, Search +5, Sense Motive +6, Spot +10, Swim +21<\/td> <\/tr>
Feats: <\/strong>Ability Focus (beguile), Combat Reflexes (B), Improved Initiative (B), Lightning Reflexes (B), Multiattack, Weapon Finesse, Weapon Focus (bite)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any coastal<\/td> <\/tr>
Organization: <\/strong>Solitary or crew (2\u00c2\u009610)<\/td> <\/tr>
Challenge Rating: <\/strong>6<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral, usually evil<\/td> <\/tr>
Advancement: <\/strong>10-18 HD (Medium)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
The man would appear to be an ordinary pirate, but his teeth and nails are elongated, and his eyes glow with an eerie green light.<\/i>\r

Amiq rasol, also called \"deep men\" or \"dark men\", arise from corsairs who were marooned, murdered, or otherwise lost at sea. They now haunt the coasts or islands near the sites of their demise, existing in a state of undeath until their remains are given a proper burial.\r

Most amiq rasol hate the living, feeding on the life force of those unfortunate enough to cross their paths. Some lean toward neutrality, preferring to attempt to convince those that encounter them to seek out their remains and give them a proper burial. These amiq rasol may even lead those who aid them to a cache of buried treasure from their privateering days, in exchange for the release of true death.\r

Amiq rasol are about the same height and weigh as humans. \r

Amiq rasol speak any languages they knew in life (usually Common).\r

COMBAT\r

An amiq rasol often pretend to be a shipwrecked sailor to get close to its prospective prey. They like to use their Bluff skill or beguile ability to try to lure away a victim from their companions, hoping to pick off intruders one on one. They often employ ambush tactics, and are extremely familiar with the terrain around their lair.\r

Beguile (Su):<\/b> An amiq rasol can target a single creature it can see within 300 feet. This is a mind-affecting ability, and the creature must be able to see the amiq rasol for it to take effect. The targeted creature must make a DC 20 Will saving throw. If the save is successful, that creature cannot be affected by that amiq rasol's beguile for one day.\r

Failure indicates the creature is utterly beguiled and moves toward the amiq rasol, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. A beguiled victim who moves within 5 feet of the amiq rasol must make a DC 20 Will saving throw or be charmed as per charm monster<\/i> cast by an 8th-level sorcerer. Success means that the character is freed from the beguilement and is immune to that amiq rasol's beguilement for 24 hours. The beguiling effect continues so long as the amiq rasol beckons. An amiq rasol does not need to continue to beckon to keep a victim charmed. The save DCs are Charisma-based. \r

An amiq rasol can use its beguile ability both above and below the water. A nonevil amiq rasol often moves out of the water to use this ability, attempting to convince mortals to travel to the place of its death, locate its remains, and have the proper death rites performed upon them. Evil amiq rasol move into deep water, forcing a beguiled victim to move toward them but never allowing the victim to get within 5 feet. If these unlucky creatures fail their second saving throw, they usually drown.\r

Death Site Dependent (Su):<\/b> An amiq rasol is mystically bound to the site of its demise. If it ever strays more than 100 miles from it, it is immediately returned to the spot of its death, as if a word of recall<\/i> had been used. An amiq rasol gains turn immunity while at its death site.\r

Energy Drain (Su):<\/b> Living creatures hit by a amiq rasol's bite attack gain one negative level. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the amiq rasol gains 5 temporary hit points.\r

Living Disguise (Su):<\/b> An amiq rasol is under a permanent illusion (glamer) effect which makes it appear to be a living creature. A Spot check which beats the amiq rasol's Disguise check (the Rasol gets a +10 bonus on this check) will reveal it to be some kind of unnatural monster, but not what kind; it requires an additional DC 18 Knowledge (religion) check to reveal it is an undead creature. A creature that touches the amiq rasol may also make a DC 18 Will save to recognize it is undead. This does not dispel the illusion nor reveal its true appearance. Only a true seeing<\/i> effect or entry into an antimagic field<\/i> can reveal the amiq rasol's true appearance. The detect undead<\/i> spell will also reveal the amiq rasol's true nature, but not its true appearance. Creatures with the scent special quality receives a +10 bonus on the above checks to penetrate the amiq rasol's living disguise. The check and save DCs are Charisma-based.\r

Rejuvenation (Su):<\/b> An amiq rasol cannot be permanently destroyed through simple combat: The \u00c2\u0093destroyed\u00c2\u0094 spirit will restore itself in 24 hours. Even the most powerful spells are usually only temporary solutions. An amiq rasol that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + amiq rasol's HD) against DC 16. One sure way to get rid of an amiq rasol for sure is to locate its remains and give them a proper burial. Unlike most undead, amiq rasol are vulnerable to raise dead<\/i> spells and abilities, which will destroy the amiq rasol (and not restore it to life). Amiq rasol are affected by ressurection<\/i> and other life-restoring spells as normal for undead creatures.\r

Skills:<\/b> An amiq rasol has a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. An amiq rasol 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. <\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Corsairs of the Great Sea<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral, usually evil","environment":"Any coastal"},{"name":"Amiskwia","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":5037,"reference":"Usergen","full_text":"

Amiskwia <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), swim 60 ft.<\/td> <\/tr>
Armor Class: <\/strong> 13 (+1 Dex, +2 natural), touch 11, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
Attack: <\/strong>Bite +4 melee (1d6+3)<\/td> <\/tr>
Full Attack: <\/strong>Bite +4 melee (1d6+3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
Special Qualities: <\/strong>Vermin traits, water dependent<\/td> <\/tr>
Saves: <\/strong>Fort +4, Ref +2, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 15, Dex 12, Con 13, Int \u00c2\u0097, Wis 8, Cha 2 <\/td> <\/tr>
Skills: <\/strong>Swim +10<\/td> <\/tr>
Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any aquatic<\/td> <\/tr>
Organization: <\/strong>Solitary, cluster (2-5) or colony (5-20)<\/td> <\/tr>
Challenge Rating: <\/strong>1<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>4-6 HD (Medium); 7-9 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This wormlike creature has a rounded head tipped with two tentacles. Its body flattens out and broadens in the trunk, narrowing where it meets the broad, paddle-shaped tail. A small tubular opening is found where the trunk meets the head, suggesting a mouth.<\/i>\r

Amiskwia is a prehistoric, soft-bodied marine invertebrate. It spends most of its time crawling across the muddy ocean floor looking for food. Amiskwia are primarily scavengers, but capture prey if given the chance. They can spend several hours at a time on dry land, and often leave the water to comb beaches for food or travel from one body of water to another.\r

An amiskwia is 5 feet long and weighs 250 pounds.\r

COMBAT<\/b>\r
Amiskwia is a simple predator, swimming or crawling toward prey and biting with its tubular mouth opening.\r

Water Dependent (Ex):<\/b> Amiskwia can survive out of the water for 10 minutes per point of Constitution (after that, refer to the drowning rules).\r

Skills:<\/b> An amiskwia 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.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1994 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #204<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Amitok","type":"Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5038,"reference":"Usergen","full_text":"

Amitok <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Humanoid \t\t\t(Goblinoid)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
Armor Class: <\/strong> 13 (+3 natural), touch 10, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+1\/+4<\/td> <\/tr>
Attack: <\/strong>Claw +4 melee (1d4+3)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +4 melee (1d4+3)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>---<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft, reckless, resistance to cold 5<\/td> <\/tr>
Saves: <\/strong>Fort +5 (+9 against poison), Ref +0, Will +0 <\/td> <\/tr>
Abilities: <\/strong>Str 16, Dex 11, Con 14, Int 7, Wis 11, Cha 8 <\/td> <\/tr>
Skills: <\/strong>Handle Animal +1, Hide +0, Listen +1, Spot +1, Survival +1<\/td> <\/tr>
Feats: <\/strong>Improved Initiative<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any cold land and underground<\/td> <\/tr>
Organization: <\/strong>Band (3-30) or colony (6-60 males, plus 3-30 females, 18-180 young, 1 2nd-5th level adept, and 2-12 winter wolves or 4-24 hoar foxes)<\/td> <\/tr>
Challenge Rating: <\/strong>02<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
Advancement: <\/strong>By character class<\/td> <\/tr>
Level Adjustment: <\/strong>+1<\/td> <\/tr>
\u00a0<\/td> <\/tr>
\r
This broad-built humanoid stands about a foot taller than a human. Its flat face is pale blue and hairless, as are its wickedly clawed hands. Its body is covered in light gray, almost white, fur. <\/i>\r

The amitoka are a strain of hobgoblin, also known as snow goblins, that have acclimated themselves to arctic climates. A thick layer of fat keeps them warm and helps them resist poisons. These beasts are carnivorous and are always on the hunt, using their environment as camouflage. They will eat anything, including their own that die in combat. Amitok culture revolves completely around acquiring food. They collect no treasure, but sometimes pile up the items of their victims to attract more victims.\r

Amitoka lair in short tunnel systems dug deeply into the snow. Each lair has 2-5 large communal rooms. The colony\u00c2\u0092s females defend these tunnels fiercely while the males are out hunting. The colony often has tribal pets that are used for hunting. Amitoka shamans are their rulers, and are usually the largest and strongest of the bunch.\r

These creatures are completely antisocial to other races, considering them as nothing other than a potential meal. They occasionally cooperate with quaggoths, but generally despise everything that is not an amitok. Barbarian tribes that live near amitoka refer to them as \u00c2\u0093demons.\u00c2\u0094\r

An amitok is 7 feet tall and weighs 350 pounds.\r

Amitoka speak Goblin and Giant.\r

COMBAT<\/b>\r
Amitoka are fierce, almost suicidal combatants. They do not use weapons and enjoy rending flesh with their claws. When facing overwhelming odds, amitoka will just pile on the biggest enemy, hoping to win out despite any losses they may face.\r

Reckless (Ex)<\/b>: Amitoka fear no creature, and receive a +4 morale bonus on saving throws against fear.\r

Skills<\/b>: Amitoka receive a +8 racial bonus on Hide checks in snowy or icy environments.\r


AMITOKA AS CHARACTERS<\/b>\r
Most amitok leaders are adepts, and all amitok spellcasters are generally adepts. Amitok clerics worship Cryonax and can choose any two of the following domains: Air, Animal, Evil, and Water.\r

Amitok characters possess the following racial traits: \r

- +6 Strength, +4 Constitution, -4 Intelligence, -2 Charisma \r
- Medium size. \r
- An amitok's base land speed is 30 feet. \r
- Darkvision out to 60 feet.\r
- Racial Hit Dice: An amitok 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. \r
- Racial Skills: An amitok's humanoid levels give it skill points equal to 5 \u00c3\u0097 (2 + Int modifier). Its class skills are Handle Animal, Listen, Spot, and Survival. \r
- Racial Feats: An amitok's humanoid levels give it one feat. \r
- +3 natural armor bonus. \r
- +8 racial bonus on Hide checks in snowy environments.\r
- +4 racial bonus on saves against poison.\r
- Resistance to cold 5.\r
- Automatic Languages: Common, Goblin, Giant. Bonus Languages: Draconic, Gnoll, Orc. \r
- Favored Class: Barbarian. \r
- Level Adjustment +1.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1984 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #89 (\u00c2\u0093Creature Catalog,\u00c2\u0094 September 1984, Roger Moore).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral evil","environment":"Any cold land and underground"},{"name":"Amphicyon (Bear Dog)","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":5039,"reference":"Usergen","full_text":"

Amphicyon (Bear Dog) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Animal \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 7d8+28\u00a0(59)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 15 (\u00c2\u00961 size, +1 Dex, +5 natural), touch 10, flat-footed 14<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+17<\/td> <\/tr>
Attack: <\/strong>Claw +12 melee (1d8+8)<\/td> <\/tr>
Full Attack: <\/strong>2 claws +12 melee (1d8+8) and bite +7 melee (3d6+4)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Trip<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, scent\r
<\/td> <\/tr>
Saves: <\/strong>Fort +9, Ref +6, Will +3 <\/td> <\/tr>
Abilities: <\/strong>Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Listen +5, Spot +7, Swim +12<\/td> <\/tr>
Feats: <\/strong>Endurance, Improved Natural Attack (Bite)[B], Run, Track<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate plains<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>4<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>8-12 HD (Large), 13-16 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature somewhat resembles a bear, but its tail is heavier, its neck thicker, and its mouth more wolflike than ursine. Its body is almost leonine.<\/i>\r

Neither bears nor dogs, the amphicyon shares traits of both. Unlike its omnivorous cousins, an amphicyon is a powerful carnivore.\r

These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial.\r

COMBAT\r

An amphicyon attempts to grab prey with its powerful claws and then sink its powerful jaws into the neck or ribcage to finish it off.\r

Trip (Ex):<\/b> An amphicyon that hits with its bite attack can attempt to trip the opponent (+12 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the amphicyon.\r

Skills:<\/b> An amphicyon has a +4 racial bonus on Swim checks.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in Dragon #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate plains"},{"name":"Amphitere","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5040,"reference":"Usergen","full_text":"

Amphitere <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 5d10+5\u00a0(32)<\/td> <\/tr>
Initiative: <\/strong> +5<\/td> <\/tr>
Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+5\/+13<\/td> <\/tr>
Attack: <\/strong>Bite +8 melee (1d4+4) or tongue +8 melee (1d4+2 plus poison)\r
<\/td> <\/tr>
Full Attack: <\/strong>Bite +8 melee (1d4+4) or tongue +8 melee (1d4+2 plus poison)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Constrict 1d4+6, improved grab, poison\r
<\/td> <\/tr>
Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent\r
<\/td> <\/tr>
Saves: <\/strong>Fort +5, Ref +7, Will +2 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 17, Con 13, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
Skills: <\/strong>Balance +4, Climb +5, Hide +1, Listen +5, Spot +5<\/td> <\/tr>
Feats: <\/strong>Alertness, Improved Initiative<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any temperate or warm land<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>3<\/td> <\/tr>
Treasure: <\/strong>Standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>6-10 HD (Large); 11-15 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This larger constrictor snake flies through the air with undersized membranous wings that don't appear large enough to support it. Its large eyes are surrounded by rings, and two tongues flicker out of its mouth, one forked and one with an arrowlike tip. Its tail ends in an arrow-shaped stinger.<\/i>\r

Amphiteres are flying serpents found in most temperate or tropical regions.\r

Amphiteres are usually solitary, but they come together during a brief mating season. The female raises the young alone, abandoning them after six weeks. The strongest hatchlings move on to find their own territories, while the weakest generally starve and perish. When prey is especially bountiful, the number of amphiteres in a region can number up to 200 before they scatter. Such massed swarms are extremely deadly to local humanoid populations.\r

Hatchling amphiteres sell for 500 gp on the open market. They are often trained to serve as guardians, but due to their cowardice, are usually allowed to lurk among rafters and other ambush locations rather than out in the open.\r

A typical amphitere is about twelve feet long and weighs 25 pounds. Its coloration resembles other serpents native to its territory. Their wings can be either feathered or membranous, and some have arrow-shaped tail spikes (granting an additional secondary attack that deals 1d6+2 points of piercing damage). \r

COMBAT\r

Amphiteres are solitary, cowardly predators. They prefer to hunt lone creatures, preferably smaller, weaker ones. When the encounter other flying creatures such as griffons, hippogriffs, and giant eagles, amphiteres attempt to strike quickly and poison the adversary before it can retaliate.\r

Constrict (Ex):<\/b> On a successful grapple check, an amphitere deals 1d4+6 points of damage. \r

Improved Grab (Ex):<\/b> To use this ability, an amphitere must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. \r

Poison (Ex):<\/b> Injury, tongue thrust, Fort DC 13 negates, initial damage 1d6 Con, secondary damage 2d4 Con. The save DC is Constitution-based.\r
<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1998 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #248<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any temperate or warm land"},{"name":"An-Ur, The Wandering Death","type":"Dragon","ch":22,"challenge_rating":" 22 \u00a0","id":5041,"reference":"Usergen","full_text":"

An-Ur, The Wandering Death <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Colossal\u00a0Dragon \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 31d12+308\u00a0(509)<\/td> <\/tr>
Initiative: <\/strong> +4<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 50 ft. (clumsy), swim 20 ft.<\/td> <\/tr>
Armor Class: <\/strong> 35 (\u00c2\u00968 size, +0 Dex, +33 natural), touch 2, flat-footed 35<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+31\/+58<\/td> <\/tr>
Attack: <\/strong>Bite +35 melee (4d8+11)<\/td> <\/tr>
Full Attack: <\/strong>2 bites +35 melee (4d8+11) and 2 claws +32 melee (4d6+5) and 2 wings +32 melee (2d8+5) and tail slap +32 melee (4d6+16)<\/td> <\/tr>
Space\/Reach: <\/strong>30 ft.\/20 ft. (30 ft. with bite)<\/td> <\/tr>
Special Attacks: <\/strong>Breath weapon, crush 4d8+16, frightful presence, spells, tail sweep 2d8+16<\/td> <\/tr>
Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 20\/good and magic, ethereal vision, immunity to paralysis and sleep<\/i>, keen senses, see ethereal, spell resistance 33, strike ethereal creatures\r
<\/td> <\/tr>
Saves: <\/strong>Fort +25, Ref +17, Will +25 <\/td> <\/tr>
Abilities: <\/strong>Str 33, Dex 10, Con 27, Int 25, Wis 26, Cha 25 <\/td> <\/tr>
Skills: <\/strong>Bluff +41, Concentration +42, Diplomacy +47, Hide -16*, Intimidate +43, Knowledge (arcana) +41, Knowledge (religion) +41, Knowledge (the planes) +41, Listen +42, Search +41, Sense Motive +44, Spellcraft +43, Spot +42, Survival +8 (+10 on other planes) <\/td> <\/tr>
Feats: <\/strong>Epic Toughness (x2), Flyby Attack, Hover, Improved Initiative, Multiattack, Negotiator, Power Attack, Wingover, Snatch, Weapon Focus (bite)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Ethereal Plane<\/td> <\/tr>
Organization: <\/strong>Solitary<\/td> <\/tr>
Challenge Rating: <\/strong>22<\/td> <\/tr>
Treasure: <\/strong>Triple standard<\/td> <\/tr>
Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
Advancement: <\/strong>32+ HD (Colossal)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This massive dragon appears ghostly, its scales rippling with a myriad of colors. Small tusks jut from the lower jaws of its wide snout, and its tail ends in a bladelike tip.<\/i>\r

An-Ur wanders the limitless expanse of the Deep Ethereal, feeding on the prima matera - or concentrated ethereal mist - that makes up the Ethereal Plane. An-Ur appears as a ghostly shape on the rare occasions during which it semi-materializes on the Prime Material Plane, but it ripples with myriad colors when seen on the Deep Ethereal. Some sages have pointed to An-Ur's many hues as 'proof' of its connection to the curtain of vaporous color, a shimmering wall of ethereal mist that serves as a doorway to specific areas on the Border Ethereal.\r

An-Ur lives a solitary existence on the Ethereal Plane, navigating the Waveless Sea on its own implacable course. Some sages speculate that it floats through the plane and acts like an ecological regulator, feeding off of the energy that bleeds into the Ethereal from the Inner Planes and maintaining some form of equilibrium.\r

Since it sometimes discovers or coerces items and treasure from individuals unfortunate enough to raise its ire, An-Ur must have a lair hidden in the Deep Ethereal, but no one has discovered it.\r

An-Ur is the oldest of Tiamat's children. Legends say that it sprang into being from Tiamat's first breath. Despite existing for hundreds of centuries, An-Ur has steadfastly ignored the ongoing struggle between the courts of Tiamat and Bahamut.\r

An-Ur feeds off the swirling ethereal particles that compose the Ethereal Plane, culling its food like a whale. Once every three hundred years or so, this creature's hunger flares, and it must consume vast amounts of prima matera. It is the time of An-Ur's Hungering that the creatures of the Ethereal Plane fears the most, as it scours the Deep Ethereal, devouring entire demiplanes. Once it finds an appetizing demiplane, An-Ur causes it to break apart using an innate ability similar to the demiplane decay Priest spell.\r

An-Ur is 140 feet long and weighs over 275 tons.\r

An-Ur speaks Draconic and Infernal.\r

Combat\r

An-Ur avoids combat when it can. Though smaller and less physically imposing than other unique dragons, An-Ur commands fearsome combat powers.\r

If its breath weapon or cyclone summoning fail to neutralize a threat, An-Ur fights with claws, teeth, tail, and spells. An-Ur is always interested in negotiation rather than combat, and any honest attempt to end a battle (whose outcome is unknown) through peaceful resolution usually succeeds. It possesses incredible intelligence and typical dragon instincts, so negotiating parties might need to make difficult concessions. An-Ur rarely keeps its word, and adventurers who successfully parley with this dragon often find themselves under attack again after it has regained its strength.\r

An-Ur's natural weapons are treated as evil-aligned magic weapons for the purpose of overcoming damage reduction.\r

Blindsense (Ex):<\/b> An-Ur can pinpoint creatures within a distance of 60 feet. Opponents An-Ur can't actually see still have total concealment against it.\r

Breath Weapon (Su):<\/b> An-Ur has two different breath weapons, a 70-foot cone of force or a 140-foot line of ethereal mist. The force breath deals 24d6 points of force damage, and like all force effects, its breath weapon affects ethereal creatures when An-Ur is on the Material Plane. A successful Reflex save (DC 33) halves the damage. Any creature caught within the area of the ethereal mist must make a successful Reflex save (DC 33) or find itself transported to the Ethereal Plane. The save DC is Constitution-based. Once An-Ur breathes, it must wait 1d4 rounds before using its breath weapon again.\r

Crush (Ex):<\/b> When flying or jumping, An-Ur can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under it's body. Each creature in the affected area must succeed at a Reflex save (DC 33) or be pinned, automatically taking 4d8+16 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if An-Ur chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.\r

Ethereal Jaunt (Su):<\/b> An-Ur can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with ethereal jaunt<\/i> cast by a 20th-level sorcerer.\r

Ethereal Vision (Ex):<\/b> While on the Material Plane, An-Ur can see ethereal creatures as if they were visible. While on the Ethereal Plane, An-Ur can see normally out to the range of its darkvision (normally creatures on the Ethereal Plane have a visual limit of 60 feet). Note that blindsense functions normally even on the Ethereal Plane, regardless of visual limits.\r

Frightful Presence (Ex):<\/b> Whenever An-Ur attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 32 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to that An-Ur's frightful presence for 24 hours. The save DC is Charisma-based.\r

Keen Senses (Ex):<\/b> An-Ur sees four times as well as a human in shadowy illumination and twice as well in normal light.\r

See Ethereal (Su):<\/b> An-Ur can see ethereal creatures as if they were visible.\r

Spells:<\/b> An-Ur casts arcane spells as a 10th-level sorcerer, and can also cast cleric spells and those from the Destruction, Evil, Law, and Trickery domains as arcane spells.\r

Typical Sorcerer Spells Known<\/i> (spells known 9\/5\/4\/3\/2\/1\/-\/-\/-\/-; spells per day 6\/8\/8\/8\/6\/4\/-\/-\/-\/-; save DC 17 + spell level): 0\u00c2\u0097detect magic, ghost sound, guidance, mage hand, message, open\/close, prestidigitation, read magic, resistance<\/i>; 1st\u00c2\u0097color spray, expeditious retreat, mage armor, magic missle, shield<\/i>; 2nd\u00c2\u0097cat's grace, cure moderate wounds, detect thoughts, resist energy<\/i>; 3rd\u00c2\u0097dispel magic, displacement, heroism<\/i>; 4th\u00c2\u0097resilient sphere, solid fog<\/i>; 5th\u00c2\u0097wall of force<\/i>.\r

Strike Ethereal Creatures (Ex):<\/b> An-Ur can strike ethereal creatures as if they were material. This ability does not allow An-Ur while on the Ethereal Plane to affect creatures on the Material Plane.\r

Summon Ethereal Cyclone (Su):<\/b> Three times per day, while on the Ethereal Plane, An-Ur can summon an ethereal cyclone. This requires a full-round action, and the storm lasts for 1 minute. All creatures (except undead) within 300 feet of An-Ur are affected as described in Chapter 5 of Manual of the Planes<\/i>. (If you don't have access to Manual of the Planes<\/i>, you can simply rule that each creature within the cyclone is thrown 1d10 miles in a random direction.) This power has no effect anywhere other than on the Ethereal Plane.\r

Skills:<\/b> *An-Ur has a +8 racial bonus on Hide checks when on the Ethereal Plane.\r

An-Ur and the Draconomicon<\/i><\/b>\r
If you are using the Draconomicon<\/i>, the following changes are recommended.\r

Feats:<\/b> Replace Improved Initiative and Weapon Focus (bite) with Quicken Breath and Tempest Breath.\r

Spells:<\/b> Replace cat's grace<\/i> with scintillating scales<\/i>.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1999 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #260, \"Spawn of Tiamat, Children of Bahamut\", Keith Francis Strohm.<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always neutral evil","environment":"Ethereal Plane"},{"name":"Anancus (Pike-Tusked Elephant)","type":"Animal","ch":8,"challenge_rating":" 8 \u00a0","id":5042,"reference":"Usergen","full_text":"

Anancus (Pike-Tusked Elephant) <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 10d8+60\u00a0(105 hp)<\/td> <\/tr>
Initiative: <\/strong> +0<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 16 (-2 size, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+7\/+27<\/td> <\/tr>
Attack: <\/strong>Gore +17 melee (2d10+18)<\/td> <\/tr>
Full Attack: <\/strong>Slam +17 melee (2d6+12) and 2 stamps +15 melee (2d6+6) or gore +17 melee (2d10+18)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>15 ft.\/10 ft. (15 ft. with tusks)<\/td> <\/tr>
Special Attacks: <\/strong>Improved grab, toss, trample 2d8+18<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +13, Ref +7, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 34, Dex 10, Con 23, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
Skills: <\/strong>Listen +10, Spot +9<\/td> <\/tr>
Feats: <\/strong>Alertness, Improved Bull Rush, Multiattack, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate forest<\/td> <\/tr>
Organization: <\/strong>Solitary or herd (2-20)<\/td> <\/tr>
Challenge Rating: <\/strong>8<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>11-20 HD (Huge); 21-28 HD (Gargantuan)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This elephantine creature has extremely long, straight tusks, almost as long as its body, jutting straight out from its mouth. Its ears and trunk are smaller than most other elephants.<\/i>\r

The anancus is a proboscidean adapted to life in temperate forests, where it feeds on foliage. Its size and deadly tusks prevent most predators from bother it, although its young sometimes fall prey to larger carnivores.\r

An anancus has a shoulder height of about 15 feet, weighs between 8 and 10 tons, and has tusks roughly 15 feet long. \r

COMBAT\r

An anancus usually only becomes aggressive if it or its young are threatened. Once angered, it attacks with its long tusks, scooping up smaller foes and tossing them against trees or onto the ground to be trampled.\r

Improved Grab (Ex):<\/b> To use this ability, an anancus must hit a Large or smaller opponent with a gore attack. If it gets a hold, it tosses its opponent.\r

Jungle Movement (Ex):<\/b> Pike-tusked elephants have supreme agility and maneuverability despite their size, allowing them to pass through the thickest forests with ease. An anancus can move through light undergrowth without penalty, and treats heavy undergrowth as light undergrowth for the purposes of movement (two squares to pass through, +2 to Tumble and Move Silently DCs).\r

Narrow Berth (Ex):<\/b> Due to its narrow body, an anancus is treated as being one size smaller than it actually is for the purposes of squeezing (see page 149 of the Player\u00c2\u0092s Handbook for the rules for squeezing).\r

Toss (Ex):<\/b> Pike-tusked elephants vigorously shake any creature caught in their tusks and fling it in a random direction. Resolve the toss as a bull rush maneuver (+20 check modifier), except that there is no attack of opportunity, since the anancus has already grabbed its foe when it tries to toss the victim. The anancus does not need to move with its foe in order to to throw its foe more than 5 feet. If the tossed victim beats the anancus's bull rush check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.\r

Trample (Ex):<\/b> As a full-round action, an anancus can move up to twice its speed and literally run over Large or smaller creatures. This attack deals 2d8+18 points of damage. Trampled opponents can make attacks of opportunity against the anancus at a -4 penalty. If they do not make attacks of opportunity, trample opponents can attempt a DC 27 Reflex save for half damage. The save DC is Strength-based.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate forest"},{"name":"Andrewsarchus","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5043,"reference":"Usergen","full_text":"

Andrewsarchus <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Animal \t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 9d8+45\u00a0(85)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
Armor Class: <\/strong> 14 (\u00c2\u00961 size, +1 Dex, +4 natural), touch 10, flat-footed 13<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+18<\/td> <\/tr>
Attack: <\/strong>Bite +13 melee (2d6+12)<\/td> <\/tr>
Full Attack: <\/strong>Bite +13 melee (2d6+12)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>-<\/td> <\/tr>
Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
Saves: <\/strong>Fort +11, Ref +7, Will +4 <\/td> <\/tr>
Abilities: <\/strong>Str 27, Dex 13, Con 20, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
Skills: <\/strong>Hide +1, Listen +7, Spot +7<\/td> <\/tr>
Feats: <\/strong>Alertness, Endurance, Improved Natural Attack (bite), Run, Track[B]<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Temperate plains<\/td> <\/tr>
Organization: <\/strong>Solitary or pair<\/td> <\/tr>
Challenge Rating: <\/strong>5<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral<\/td> <\/tr>
Advancement: <\/strong>10\u00c2\u009618 HD (Large); 19-27 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>-<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This animal looks somewhat like a wolf, but it is bigger than a bear and possesses hoof-like nails instead of claws. Its short fur has similar coloration to that of a lion, except in darker patches along the top of its neck and back, surrounding its eyes, and tipping its tail and feet.<\/i>\r

Andrewsarchus (and-rooz-ARK-us) is a mammalian carnivore that resembles a wolf, but is larger than a rhinoceros. These predators tend to hunt and scavenge along riverbanks and shorelines of other bodies of water.\r

A typical andrewsarchus stands 6 feet tall at the shoulder and is over 15 feet in length. Its skull is nearly 3 feet long and 2 feet wide. It weighs about 3,300 pounds.\r

COMBAT\r

An andrewsarchus prefers to hunt other large mammals, tearing through flesh and bone with its enormous jaws and strong teeth.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1991 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate plains"},{"name":"Angel of Healing","type":"Outsider","ch":8,"challenge_rating":" 8 \u00a0","id":5044,"reference":"Usergen","full_text":"

Angel of Healing <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 7d8+7\u00a0(38 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 60 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 17 (+1 Dex, +3 natural, +3 deflection), touch 14, flat-footed 16<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+6<\/td> <\/tr>
Attack: <\/strong>+2 flaming shortsword<\/i> +8 melee (1d6+2 plus 1d6 fire\/19-20) or slam +6 melee (1d4)<\/td> <\/tr>
Full Attack: <\/strong>+2 flaming shortsword<\/i> +8\/+3 melee (1d6+2 plus 1d6 fire\/19-20) or slam +6 melee (1d4)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities\r
<\/td> <\/tr>
Special Qualities: <\/strong>Change shape, damage reduction 5\/evil, darkvision 60 ft., healing touch, holy grace, low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 5, resistance to electricity 10 and fire 10, spell resistance 22, tongues, touch of life, touch of regeneration<\/td> <\/tr>
Saves: <\/strong>Fort +6 (+10 against poison), Ref +6, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 10, Dex 12, Con 13, Int 10, Wis 17, Cha 17 <\/td> <\/tr>
Skills: <\/strong>Concentration +11, Diplomacy +15, Heal +16, Knowledge (religion) +10, Listen +13, Sense Motive +13, Spot +13, Use Magic Device +14<\/td> <\/tr>
Feats: <\/strong>Empower Spell-Like Ability (aid), Flyby Attack, Skill Focus (Heal)<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or host (3-6)<\/td> <\/tr>
Challenge Rating: <\/strong>8<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
Alignment: <\/strong>Always good (any)<\/td> <\/tr>
Advancement: <\/strong>8-10 HD (Medium), 11-21 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A beautiful humanoid garbed in white robes hovers on white, feathery wings sprouting from her back. Although her expression is compassionate, she carries a fiery longsword in one hand.<\/i>\r

Angels of healing, or hospitaler angels, answer the prayers of those who are ill or injured. They travel the planes providing healing to those in need, and occasionally accompany heavenly armies in battle against the forces of evil.\r

An angel of healing is 5 1\/2 to 6 feet tall and weighs about 150 to 175 pounds.\r

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

COMBAT\r

Angels of healing, as their name implies, tend to wounded and fallen comrades first and foremost. If necessary, they defend themselves with their flaming shortswords or unleash a holy smite<\/i> if surrounded by evil foes.\r

An angel of healing's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

Change Shape (Su):<\/b> An angel of healing can assume the form of any Small or Medium humanoid.\r

Healing Touch (Su):<\/b> At will, with a mere touch, an angel of healing may channel positive energy into a creature to wipe away its afflictions. This immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind<\/i> spell, and ends any additional effects from poison, as the neutralize poison<\/i> spell. It also cures 1d8 points of damage + 1 point per HD of the angel (1d8+7 for a typical angel of healing, maximum +20).\r

Healing touch does not remove ability damage, negative levels, or permanently drained levels.\r

Used against an undead creature, healing touch deals damage instead of curing the creature (Will DC 16 half), but it has no other effect. The save DC is Charisma-based. \r

Holy Grace (Ex):<\/b> An angel of healing gains a deflection bonus to its Armor Class equal to its Charisma modifier.\r

Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 7th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

Regeneration (Ex):<\/b> An angel of healing takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097aid, continual flame, detect evil, discern lies<\/i> (DC 17); 3\/day\u00c2\u0097empowered aid, holy smite<\/i> (DC 17), shield other<\/i>. Caster level 8th. The save DCs are Charisma-based.\r

Tongues (Su):<\/b> An angel of healing can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 7th). This ability is always active.\r

Touch of Life (Su):<\/b> Three times per day, an angel of healing can restore life to a recently deceased creature. To do so, the angel must touch the subject within a number of rounds after the victim's death equal to the angel's HD (6 rounds for a typical angel of healing). Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead<\/i>, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to -1 hit points (but is stable). \r

Touch of Regeneration (Su):<\/b> At will, with a mere touch, an angel of life can regrow a creature's lost or damaged body part, as if casting a regenerate<\/i> spell. <\/td> <\/tr>
\u00a0<\/td> <\/tr>
1978 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #17<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel of Mercy","type":"Outsider","ch":15,"challenge_rating":" 15 \u00a0","id":5045,"reference":"Usergen","full_text":"

Angel of Mercy <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 14d8+56\u00a0(119 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 40 ft. (8 squares), fly 80 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 21 (+4 Dex, +17 natural), touch 14, flat-footed 17<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+14\/+20<\/td> <\/tr>
Attack: <\/strong>+4 longsword<\/i> +24 melee (1d8+13\/19-20) or slam +20 melee (1d8+6)<\/td> <\/tr>
Full Attack: <\/strong>+4 longsword<\/i> +24\/+19\/+14 melee (1d8+13\/19-20) or slam +20 melee (1d8+6)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Mercy, spell-like abilities, spells\r
<\/td> <\/tr>
Special Qualities: <\/strong>Change shape, damage reduction 10\/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 5, resistance to electricity 10 and fire 10, spell resistance 30, tongues<\/td> <\/tr>
Saves: <\/strong>Fort Fort +13 (+17 against poison), Ref +13, Will +15 <\/td> <\/tr>
Abilities: <\/strong>Str 23, Dex 19, Con 19, Int 20, Wis 22, Cha 22 <\/td> <\/tr>
Skills: <\/strong>Concentration +21, Diplomacy +25, Heal +23, Hide +21, Intimidate +23, Knowledge (religion) +22, Knowledge (the planes) +22, Listen +23, Move Silently +21, Sense Motive +23, Spellcraft +22 (+24 scrolls), Spot +22, Survival +6 (+8 on other planes), Use Magic Device +23 (+25 scrolls)\r
<\/td> <\/tr>
Feats: <\/strong>Extend Spell, Flyby Attack, Improved Counterspell, Improved Initiative, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or host (3-12)<\/td> <\/tr>
Challenge Rating: <\/strong>15<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
Alignment: <\/strong>Always good (any)<\/td> <\/tr>
Advancement: <\/strong>15-18 HD (Medium); 19-36 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A venerable, handsome humanoid in white robes soars on white, feathery wings sprouting from its back. It carries a glowing longsword.<\/i>\r

Angels of mercy serve as guides, protectors, and last-minute rescuers to the weak and innocent.\r

An angel of mercy is 5 1\/2 to 6 feet tall and weighs about 150-250 pounds.\r

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

COMBAT\r

An angel of mercy usually holds back to protect its charge, using spell-like abilities until forced into melee. An angel of mercy rarely uses lethal force, unless squaring off against a creature clearly beyond redemption (such as an evil outsider) or immune to nonlethal damage (such as constructs or undead creatures). If quarter is requested by an adversary, an angel of mercy always grants it as long as the foe honestly agrees to repent (a fact which can be determined via detect thoughts<\/i> and discern lies<\/i>).\r

An angel of mercy's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

Change Shape (Su):<\/b> An angel of mercy can assume the form of any Small or Medium humanoid.\r

Mercy (Su):<\/b> An angel of mercy may choose to deal nonlethal damage with any of its natural attacks, weapon attacks, spells, or spell-like abilities at no penalty or increase in spell level or casting time.\r

Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 14th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

Regeneration (Ex):<\/b> An angel of mercy takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097cure serious wounds, daylight, detect thoughts<\/i> (DC 18), discern lies<\/i> (DC 20), greater teleport, remove curse, remove disease, wall of fire, wall of ice<\/i> (DC 20), wall of stone<\/i>; 3\/day\u00c2\u0097blade barrier, wind walk<\/i>; 1\/day\u00c2\u0097atonement<\/i>. Caster level 14th. The save DCs are Charisma-based.\r

Spells:<\/b> Angels of mercy can cast divine spells as 14th-level clerics. An angel of mercy has access to two of the following domains: Community, Good, Nobility, Protection, or Travel (plus any others from its deity). The save DCs are Wisdom-based.\r

Typical Cleric Spells Prepared<\/i> (6\/7\/7\/5\/5\/4\/4\/2; save DC 16 + spell level): \r
0\u00c2\u0097create water, detect magic, guidance, purify food and drink, resistance, virtue<\/i>; \r
1st\u00c2\u0097bless<\/i> (2), divine favor*, endure elements<\/i> (2), sanctuary, shield of faith<\/i> (2); \r
2nd\u00c2\u0097aid, align weapon, bear's endurance, bull's strength, lesser restoration, make whole, shield other, status*<\/i>;\r
3rd\u00c2\u0097continual flame, create food and water<\/i>, extended spiritual weapon, magic vestment*, prayer, searing light<\/i>; \r
4th\u00c2\u0097control water, death ward<\/i>, extended prayer, freedom of movement, greater status*, spell immunity<\/i>;\r
5th\u00c2\u0097flame strike<\/i> (2), greater command*, righteous might, spell resistance<\/i>; \r
6th\u00c2\u0097blade barrier<\/i> (2), find the path, heroes\u00c2\u0092 feast*, mass bear's endurance<\/i>; \r
7th\u00c2\u0097control weather, holy word, refuge*<\/i>. \r
*Domain spell. Domains: Community and Nobility.\r

Tongues (Su):<\/b> An angel of mercy can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 14th). This ability is always active.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1978 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #17<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel of the Ninth Order","type":"Outsider","ch":8,"challenge_rating":" 8 \u00a0","id":5046,"reference":"Usergen","full_text":"

Angel of the Ninth Order <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 6d8+30\u00a0(57 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 24 (-1 size, +1 Dex, +8 natural, +5 breastplate, +1 light steel shield), touch 10, flat-footed 23<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
Attack: <\/strong>+1 mighty cleaving longsword<\/i> +11 melee (2d6+8\/19-20) or slam +10 melee (2d8+7)<\/td> <\/tr>
Full Attack: <\/strong>+1 mighty cleaving longsword<\/i> +11\/+6 melee (2d6+8\/19-20) or slam +10 (2d8+7)<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Holy armament, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Change shape, damage reduction 10\/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 19, tongues<\/td> <\/tr>
Saves: <\/strong>Fort +10 (+14 against poison), Ref +6, Will +8 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 12, Con 20, Int 17, Wis 17, Cha 23 <\/td> <\/tr>
Skills: <\/strong>Concentration +14, Diplomacy +17, Heal +12, Hide +2*, Intimidate +15, Knowledge (any 1) +12, Listen +12, Move Silently +6*, Search +12, Sense Motive +12, Spot +12, Survival +3 (+5 following tracks) (*Includes -4 armor check penalty)<\/td> <\/tr>
Feats: <\/strong>Cleave, Great Cleave, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or host (1-3 archangels plus 12-100 lesser angels)<\/td> <\/tr>
Challenge Rating: <\/strong>8<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
Alignment: <\/strong>Always good (any)<\/td> <\/tr>
Advancement: <\/strong>7-18 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a nine foot tall, beautiful, muscular human clad in pristine white garments. It possesses a pair of white, feathered wings.<\/i>\r

Angels of the Ninth Order, or \\\"common angels\\\", make up the greater part of the angelic hosts, serving the angels of the other orders and assisting them as messengers, soldiers, and the like.\r

A common angel is 9 feet tall and weighs about 500 pounds.\r

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

COMBAT\r

Angels of the Ninth Order wade into battle against the forces of evil, dropping foes with their +1 mighty cleaving weapons<\/i>. Although most carry longswords, warhammers are another common armament for these angels.\r

A common angel\\'s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

Change Shape (Su):<\/b> A common angel can assume the form of any Small or Medium humanoid.\r

Holy Armament (Su):<\/b> Any nonmagical melee weapon wielded by an angel of the Ninth Order is treated as a +1 mighty cleaving weapon<\/i>. Should the weapon be separated from the angel, it loses these bonuses.\r

Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 6th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097cure light wounds, hold person<\/i> (DC 19), purify food and drink, remove disease<\/i>; 3\/day\u00c2\u0097speak with dead<\/i> (DC 19); 1\/day\u00c2\u0097control weather<\/i> (caster level 12th), plane shift<\/i>. Caster level 6th. The save DCs are Charisma-based.\r

Tongues (Su):<\/b> A common angel can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 6th). This ability is always active.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1980 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel of Wrath","type":"Outsider","ch":13,"challenge_rating":" 13 \u00a0","id":5047,"reference":"Usergen","full_text":"

Angel of Wrath <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 13d8+65\u00a0(123 hp)<\/td> <\/tr>
Initiative: <\/strong> +8<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 32 (+1 Dex, +8 natural, +9 +1 light fortification full plate<\/i>, +4 +2 lion's shield<\/i>), touch 11, flat-footed 31<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+13\/+20<\/td> <\/tr>
Attack: <\/strong>+3 holy longsword<\/i> +23 melee (1d8+10\/19-20) or slam +20 melee (1d8+5)\r
<\/td> <\/tr>
Full Attack: <\/strong>+3 holy longsword<\/i> +23\/+18\/+13 melee (1d8+10\/19-20) or slam +20 melee (1d8+7)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Death throes, retributive strike, spell-like abilities<\/td> <\/tr>
Special Qualities: <\/strong>Change shape, damage reduction 10\/evil, darkvision 60 ft., heavenly armaments, low-light vision, immunity to acid, cold, and petrification, light fortification, protective aura, regeneration 5, resistance to electricity 10 and fire 10, spell resistance 27, tongues<\/td> <\/tr>
Saves: <\/strong>Fort +13 (+17 against poison), Ref +12, Will +11 <\/td> <\/tr>
Abilities: <\/strong>Str 25, Dex 18, Con 20, Int 17, Wis 17, Cha 20 <\/td> <\/tr>
Skills: <\/strong>Balance +17, Concentration +21, Diplomacy +23, Intimidate +21, Jump +4, Knowledge (religion) +19, Knowledge (the planes) +19, Listen +19, Move Silently +15, Sense Motive +19, Spot +19, Survival +3 (+5 on other planes), Tumble +15 (includes armor check penalty)<\/td> <\/tr>
Feats: <\/strong>Cleave, Empower Spell-Like Ability (wall of fire), Great Cleave, Improved Initiative, Power Attack\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or host (3-8)<\/td> <\/tr>
Challenge Rating: <\/strong>13<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
Alignment: <\/strong>Always good (any)<\/td> <\/tr>
Advancement: <\/strong>14-18 HD (Medium); 19-36 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
A muscular, handsome humanoid warrior stands resplendent in golden full plate armor. A golden halo surrounds its head, and white, feathery wings sprout from its back. It carries a golden shield bearing a lion's face, and wields a glowing longsword.<\/i>\r

Angels of wrath serve as mighty champions in angelic armies. They are often sent to battle powerful fiends or are assigned to guard extremely valuable holy relics.\r

An angel of wrath is 5 1\/2 to 6 feet tall and weighs about 150-250 pounds.\r

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

COMBAT\r

Angels of wrath fight fearlessly against the forces of evil, preferring to rely on their blades rather than their magical abilities.\r

An angel of wrath's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

Change Shape (Su):<\/b> An angel of wrath can assume the form of any Small or Medium humanoid.\r

Death Throes (Ex):<\/b> When killed, an angel of wrath explodes in a blinding flash of holy power that deals 1d6 points of damage per Hit Die (13d6 for a typical angel of wrath, maximum 20d6) to any evil creature within 100 feet (Reflex DC 21 half), and heals good-aligned creatures within the area by a similar amount. The spell deals only half damage to creatures who are neither good nor evil, and deals 1d8 points of damage per Hit Die (maximum 20d8) to evil outsiders. The save DC is Constitution-based.\r

Heavenly Armaments (Su):<\/b> An angel of wrath can be armed in an instant by magically summoning a suit of golden armor, shield, and sword. The sword functions as a +3 holy longsword<\/i>, the shield as a lion's shield<\/i>, and the armor as a suit of +1 light fortification full plate<\/i>. This supernatural armor allows the angel to fly with no penalty, and does not affect its land speed. Upon the angel's death, or when separated from the angel, the weapon, armor, and shield vanishes. An angel of wrath can summon or dispel its own accoutrements as a free action. \r

Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 13th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

Regeneration (Ex):<\/b> An angel of wrath takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.\r

Retributive Strike (Ex):<\/b> An angel of wrath may make an attack of opportunity once per round as an immediate action against a creature that damaged it with a melee attack.\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097cure serious wounds, daylight, detect evil, dispel magic, geas\/quest, remove curse, remove disease, remove fear<\/i>; 3\/day\u00c2\u0097empowered wall of fire<\/i>; 1\/day\u00c2\u0097holy word<\/i> (DC 22). Caster level 13th. The save DCs are Charisma-based.\r

Tongues (Su):<\/b> An angel of wrath can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 13th). This ability is always active.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1978 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #17<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Agathion","type":"Outsider","ch":9,"challenge_rating":" 09 \u00a0","id":5048,"reference":"Usergen","full_text":"

Angel, Agathion <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Medium\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 7d8+7\u00a0(38 hp)<\/td> <\/tr>
Initiative: <\/strong> +7<\/td> <\/tr>
Speed:<\/strong> 50 ft (10 squares)<\/td> <\/tr>
Armor Class: <\/strong> 23 (+3 Dex, +10 natural), touch 13, flat-footed 20<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+7\/+11<\/td> <\/tr>
Attack: <\/strong>+1 shock heavy mace +12 melee (1d8+7) or touch +11 melee (positive energy touch)<\/td> <\/tr>
Full Attack: <\/strong>+1 shock heavy mace +12 melee (1d8+7) or touch +11 melee (positive energy touch)<\/td> <\/tr>
Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
Special Attacks: <\/strong>Positive energy touch, spell-like abilities, spells, turn undead (+3, 2d6+11, 8th)<\/td> <\/tr>
Special Qualities: <\/strong>Damage reduction 10\/evil, darkvision 60 ft, greater shapechange, immunity to acid, cold, death effects, disintegration, energy drain, and petrification, object form, positive adaptation, protective aura, resistance to electricity 10 and fire 10, low-light vision, spell resistance 18, tongues<\/i><\/td> <\/tr>
Saves: <\/strong>Fort +6 (+10 against poison), Ref +8, Will +9 <\/td> <\/tr>
Abilities: <\/strong>Str 19, Dex 16, Con 13, Int 16, Wis 18, Cha 17 <\/td> <\/tr>
Skills: <\/strong>Concentration +11, Diplomacy +13, Disguise +11, Hide +13, Jump +12, Knowledge (any two) +13, Listen +12, Move Silently +13, Search +11, Sense Motive +14, Spellcraft +13, Spot +12, Survival +4 (+6 following tracks)<\/td> <\/tr>
Feats: <\/strong>Improved Initiative, Improved Turning, Power Attack<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
Organization: <\/strong>Solitary or army (50-100)<\/td> <\/tr>
Challenge Rating: <\/strong>09<\/td> <\/tr>
Treasure: <\/strong>None<\/td> <\/tr>
Alignment: <\/strong>Always neutral good<\/td> <\/tr>
Advancement: <\/strong>8-14 HD (Medium); 15-21 HD (Large)<\/td> <\/tr>
Level Adjustment: <\/strong>+8<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This being somewhat resembles an elf, though it has luminescent skin and bright, shining eyes.<\/i>\r

Agathions (or, agathinons) are the warriors among angels, while the other angels are considered celestial stewards. These helpful spirits are found in multitudes on the Upper Planes, where they seek to serve good beings. On the outer planes they appear in their natural humanoid form, with males and females equal in size and power.\r

Sometimes agathia choose to travel to the Material Plane, or are ordered to go there. They travel there singularly, and always adopt another material form. Depending on the mission, they may appear as a humanoid, or a beneficent creature such as a lammasu, shedu, or unicorn. They can also become non-corporeal and contain their life-force in an object such as a ring, talisman, weapon, or vase. As an object, it becomes something useful that will aid a particular character of good alignment.\r

Agathia are stern beings, serious and unyielding in their righteous mission. They are devoted to their constant pursuit of doing good deeds. They aid mortals in confrontations against evil on the orders of higher celestials (or even gods), lending all of their abilities to the fight.\r

Agathions speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues<\/i> ability.\r

An agathion is about 5 feel tall and weighs about 110 pounds.\r

COMBAT<\/b>\r
In their natural form, agathia never attack with weapons, although they may use their touch attack. When faced with combat, they usually assume another form. In humanoid form, agathia will attack with weapons and spells. In the form of another type of creature, an agathion will use whatever powers that creature has, plus the agathion will have the ability to turn undead. When in object form, the agathion is unable to attack in melee, but it will bestow spells to a good person, turn undead, and use its other powers to assist its companions.\r

An agathion's spirit returns to its home plane if its material form is slain or abandoned. If it chooses to leave, it will return only if called for. If killed, it cannot return for 10-60 years, while it regains its strength.\r

An agathion's natural weapons are treated as good-aligned for the purpose of overcoming damage reduction.\r

An agathion may be summoned using a summon monster VI<\/i> spell.\r

Positive Energy Touch (Su)<\/b>: In its natural form, an agathion's touch is fused with positive energy. This energy heals nonevil living creatures of 1d6+6 hit points. Against undead or evil creatures, it instead deals 1d6+6 points of damage.\r

Spell-Like Abilities<\/b>: At will - aid<\/i>, bless<\/i>, clairaudience<\/i>\/clairvoyance<\/i>, detect evil<\/i>, detect thoughts<\/i> (DC 15), discern lies<\/i> (DC 17), hold person<\/i> (DC 16), plane shift<\/i> (DC 20); 3\/day - continual flame<\/i>, cure serous wounds<\/i>, dispel evil<\/i> (DC 18), dispel magic<\/i>, holy smite<\/i> (DC 17), polymorph<\/i> (self only), remove curse<\/i>, remove disease<\/i>, remove fear<\/i>; 1\/day - commune<\/i>, raise dead<\/i>. Caster level 7th. The save DCs are Charisma-based.\r

Spells<\/b>: Agathia can cast divine spells as 7th-level clerics. An agathion has access to two of the following domains: Destruction, Good, or War (plus any others from its deity). The save DCs are Wisdom-based.\r

Typical Cleric Spells Prepared<\/i> (6\/5\/4\/3\/2; save DC 14 + spell level): 0 - create water<\/i>, detect magic<\/i>, guidance<\/i>, resistance<\/i> (2), virtue<\/i>; 1st - bless<\/i>, cause fear<\/i>, divine favor<\/i>, entropic shield<\/i>, inflict light wounds<\/i>*, shield of faith<\/i>; 2nd - align weapon<\/i>, bear's endurance<\/i>, bull's strength<\/i>, eagle's splendor<\/i>, shatter<\/i>*; 3rd - contagion<\/i>*, daylight<\/i>, prayer<\/i>, summon monster III<\/i>; 4th - death ward<\/i>, dismissal<\/i>, divine power<\/i>*.\r
*Domain spell. Domains: Destruction and War.\r

Turn Undead (Su)<\/b>: An agathion can turn or destroy undead as an 8th-level cleric (this includes the benefits of the Improved Turning feat). An agathion can make up to six turn attempts per day.\r

Greater Shapechange (Su)<\/b>: An agathion may assume the shape of any creature as a standard action. This functions exactly like the shapechange<\/i> spell (caster level 10th), except the agathion retains its own supernatural abilities while in its new form.\r

Object Form (Su)<\/b>: An agathion may change into a object, as per the polymorph any object<\/i> spell (caster level 10th), except that it retains its Intelligence, Wisdom, and Charisma score, and can remain as an object until it chooses to return to its natural form. It may assume the form of any magic item of less than artifact status. It cannot move on its own while in object form, unless the item has the ability to do so, and since it lacks limbs it cannot use spells that require material or somatic components. An agathion can perceive the world around it and can communicate normally while in object form. \r

In all other respects, an agathion functions as a creature, not an object. It gains no hardness or additional hit points in object form, and any spells, attacks, or effects that specifically target it are resolved as if they had been used against the creature's natural form except that the agathion benefits from a size bonus to AC appropriate to the size it has assumed.\r

An agathion in object form can form a special bond with a character of good alignment (or a neutral character, if her current actions suit the agathion's mission). An agathion in object form in a creature's possession may bestow the ability to cast divine spells as a 1st-level cleric to the creature. An agathion in object form may also bestow upon the creature the ability to turn undead as a 7th-level cleric. (These abilities end when the agathion is no longer in that creature's possession.) An agathion in object form may use its positive energy touch to inflict damage upon evil creatures automatically.\r

Positive Adaptation (Ex)<\/b>: An agathion does not exceed its full normal hit points or need to make Fortitude saves due to being in a positive-dominant environment.\r

Protective Aura (Su)<\/b>: 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 an agathion. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 7th). This aura can be dispelled, but the light can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

Tongues (Su)<\/b>: An agathion can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 7th). This ability is always active.<\/td> <\/tr>
\u00a0<\/td> <\/tr>
1983 Wizards of the Coast, Inc.
Originally found in the first edition Monster Manual II (1983, Gary Gygax), and as an \"aasimon\" in Monstrous Compendium MC8 - Outer Planes Appendix (1991), and Planescape Monstrous Compendium I (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral good","environment":"Any good-aligned plane"},{"name":"Angel, Archangel","type":"Outsider","ch":13,"challenge_rating":" 13 \u00a0","id":5049,"reference":"Usergen","full_text":"

Angel, Archangel <\/h1><\/td> <\/tr>


<\/td> <\/tr>

Large\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

Hit Dice: <\/strong> 11d8+55\u00a0(104 hp)<\/td> <\/tr>
Initiative: <\/strong> +1<\/td> <\/tr>
Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
Armor Class: <\/strong> 30 (-1 size, +1 Dex, +12 natural, +8 full plate), touch 10, flat-footed 29<\/td> <\/tr>
Base Attack\/Grapple: <\/strong>+11\/+20<\/td> <\/tr>
Attack: <\/strong>+3 evil outsider bane silver greatsword<\/i> +18 melee (3d6+10\/19-20) or slam +15 melee (2d8+7)<\/td> <\/tr>
Full Attack: <\/strong>+3 evil outsider bane silver greatsword<\/i> +18\/+13 melee (3d6+10\/19-20) or slam +15 (2d8+7)\r
<\/td> <\/tr>
Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
Special Attacks: <\/strong>Spell-like abilities, summon angels<\/td> <\/tr>
Special Qualities: <\/strong>Change shape, damage reduction 10\/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 22, tongues<\/td> <\/tr>
Saves: <\/strong>Fort +12 (+16 against poison), Ref +10, Will +10 <\/td> <\/tr>
Abilities: <\/strong>Str 20, Dex 12, Con 20, Int 17, Wis 17, Cha 23 <\/td> <\/tr>
Skills: <\/strong>Concentration +19, Diplomacy +22, Disguise +20, Gather Information +20, Intimidate +20, Knowledge (religion) +17, Listen +17, Move Silently +9*, Sense Motive +17, Spot +17, Survival +17 (*includes -6 armor check penalty)<\/td> <\/tr>
Feats: <\/strong>Empower Spell-Like Ability (spiritual weapon), Lightning Reflexes, Power Attack, Stand Still, Track (B)\r
<\/td> <\/tr>

<\/td> <\/tr>
Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
Organization: <\/strong>Solitary, pair, or host (1-3 archangels plus 12-100 lesser angels)<\/td> <\/tr>
Challenge Rating: <\/strong>13<\/td> <\/tr>
Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
Alignment: <\/strong>Always good (any)<\/td> <\/tr>
Advancement: <\/strong>12-22 HD (Large); 23-50 HD (Huge)<\/td> <\/tr>
Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
\u00a0<\/td> <\/tr>
This creature resembles a beautiful, muscular human nearly ten feet tall. It is clad in white garments and wears a suit of glimmering plate armor, through which flap its white, feathered wings.<\/i>\r

Archangels act as messengers or as marshals in heavenly armies. Their power varies greatly, with the mightiest known to lead armies of several thousand lesser angels.\r

An archangel is 10 feet tall and weighs about 700 pounds.\r

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

COMBAT\r

Archangels generally lead other angels into battle, felling fiends with their +3 evil outsider bane silver greatswords<\/i>.\r

An archangel's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

Change Shape (Su):<\/b> An archangel can assume the form of any Small or Medium humanoid.\r

Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 11th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

Spell-Like Abilities:<\/b> At will\u00c2\u0097continual flame, detect evil, discern lies, dispel evil, dispel magic, holy smite<\/i> (DC 20), prayer, spiritual weapon<\/i>; 3\/day\u00c2\u0097empowered spiritual weapon, plane shift<\/i>; 1\/day\u00c2\u0097blade barrier<\/i> (DC 22), call lightning storm<\/i> (DC 21), earthquake, flame strike<\/i> (DC 21), holy word<\/i> (DC 23), insect plague, raise dead, symbol of persuasion<\/i> (DC 22), symbol of sleep<\/i> (DC 21), symbol of stunning<\/i> (DC 23). Caster level 11th. The save DCs are Charisma-based.\r

Summon Angels (Sp):<\/b> Three times per day, an archangel can summon 1d6 angels of the ninth order, 1d4 agathions or movanic devas, 1d3 angels of healing, or 1 monadic deva. This ability is the equivalent of a 9th-level spell.\r

Tongues (Su):<\/b> An archangel can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 11th). This ability is always active.\r

Advanced Archangels<\/b>\r
Archangels run a wide gamut of power levels, from serving as messengers to generals of heavenly armies leading several thousand warrior angels into battle.\r

As an archangel gains additional Hit Dice, its caster level increases at a similar rate (max 20th). Its spell resistance is equal to its Challenge Rating +9. \r

Additionally, archangels of 23 or more Hit Dice gain the following:\r

  • Damage reduction improves to 15\/epic and evil <\/li>\r
  • Regeneration improves to 15<\/li> \r
  • Spell-Like Abilities: blade barrier, call lightning storm, flame strike, insect plague, raise dead<\/i>, and symbol of sleep<\/i> all can now be used 3\/day. <\/li>\r
  • Summon Angels (Sp):<\/i> Three times per day, an archangel can summon 3d6 angels of the ninth order, 1d8 agathions or movanic devas, 1d6 angels of healing, 1d4 monadic devas, or 1d2 angels of wrath or astral devas. This ability is the equivalent of a 9th-level spell. <\/li>\r
    <\/list><\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Cherub","type":"Outsider","ch":25,"challenge_rating":" 25 \u00a0","id":5050,"reference":"Usergen","full_text":"

    Angel, Cherub <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 36d8+324\u00a0(486 hp)<\/td> <\/tr>
    Initiative: <\/strong> +11<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 42 (-1 size, +7 Dex, +26 natural), touch 16, flat-footed 35<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+36\/+53<\/td> <\/tr>
    Attack: <\/strong>+5 fiery blast greatsword<\/i> +53 melee (3d6+24 plus 3d6 fire\/19-20 plus 6d6 fire on a critical hit) or slam +48 melee (2d8+13)<\/td> <\/tr>
    Full Attack: <\/strong>+5 fiery blast greatsword<\/i> +53\/+48\/+43\/+38 melee (3d6+24 plus 3d6 fire\/19-20 plus 6d6 fire on a critical hit) or 2 slams +48 melee (2d8+13)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, change shape, damage reduction 20\/epic and evil, darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, localized omniscience, low-light vision, protective aura, regeneration 20, resistance to electricity 10 and fire 10, spell resistance 38, tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +29 (+33 against poison), Ref +27, Will +30 <\/td> <\/tr>
    Abilities: <\/strong>Str 36, Dex 25, Con 28, Int 28, Wis 30, Cha 32 <\/td> <\/tr>
    Skills: <\/strong>Concentration +48, Diplomacy +54, Escape Artist +46, Heal +49, Hide +42, Intimidate +50, Knowledge (arcana) +48, Knowledge (nature) +48, Knowledge (religion) +48, Knowledge (the planes) +48, Listen +49, Move Silently +46, Search +48, Sense Motive +49, Spellcraft +52 (+56 scrolls), Spot +49, Survival +10 (+14 following tracks, +14 on other planes, +14 in aboveground natural environments), Use Magic Device +50 (+54 scrolls), Use Rope +7 (+11 bindings)<\/td> <\/tr>
    Feats: <\/strong>Blinding Speed, Cleave, Combat Expertise, Dodge, Great Cleave, Empower Spell-Like Ability (fire storm<\/i>), Improved Initiative, Mobility, Power Attack, Quicken Spell-Like Ability (greater dispel magic<\/i>), Spell Stowaway (heal<\/i>), Spring Attack, Whirlwind Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or host (4-8 plus up to 32 HD of lesser angels)<\/td> <\/tr>
    Challenge Rating: <\/strong>25<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always good (any)<\/td> <\/tr>
    Advancement: <\/strong>37-54 HD (Huge), 55-70 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, four-winged humanoid bears a four-sided head with the faces of a lion, ox, eagle, and man. It wields a great flaming sword.<\/i>\r

    The cherubim are second only to the mighy seraphim in the angelic hierarchy. They are often placed as guardians of sites of great holy importance, such as the throneroom of a deity. are the Cherubim are sometimes called the \"guardians of light and of the stars\" due to their rank and role among the angels.\r

    A cherub is 12 feet tall and weighs 1,000 pounds.\r

    Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

    COMBAT\r

    Cherubim are watchful guardians, able to see in all directions at once with their four-faced heads. Although they possess the usual angelic array of spell-like powers, the cherubim's greatest weapon is the fiery power they imbue into their mighty blades.\r

    A cherub's natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.\r

    All-Around Vision (Ex):<\/b> A cherub's many faces give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Change Shape (Su):<\/b> A cherub can assume the form of any Small or Medium humanoid.\r

    Fiery Blast (Su):<\/b> Any melee weapon wielded by a cherub is trated as a fiery blast<\/i> weapon. A fiery blast<\/i> weapon is sheathed in fire, though this deals no damage to the cherub. On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition.\r

    Localized Omniscience (Su):<\/b> Cherubim continuously use arcane sight, detect thoughts, discern lies<\/i>, and true seeing<\/i> as the spells (caster level 20th), except all function to a range of 120 feet.\r

    Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 36th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

    Regeneration (Ex):<\/b> A cherub takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite<\/i> (DC 25), imprisonment<\/i> (DC 30), invisibility<\/i> (self only), lesser restoration<\/i> (DC 23), remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead<\/i> (DC 24), wall of fire, waves of fatigue<\/i>; 3\/day\u00c2\u0097blade barrier<\/i> (DC 27), chain lightning<\/i> (DC 27), flame strike<\/i> (DC 26), earthquake<\/i> (DC 29), heal<\/i> (DC 27), mass charm monster<\/i> (DC 29), permanency<\/i>, quickened greater dispel magic, waves of exhaustion<\/i>; 1\/day\u00c2\u0097empowered fire storm<\/i> (DC 29), greater restoration<\/i> (DC 28), power word blind, power word kill, power word stun, prismatic spray<\/i> (DC 28), wish<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    Tongues (Su):<\/b> A cherub can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 36th). This ability is always active.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Dominion","type":"Outsider","ch":18,"challenge_rating":" 18 \u00a0","id":5051,"reference":"Usergen","full_text":"

    Angel, Dominion <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 19d8+95\u00a0(180 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 33 (-1 size, +4 Dex, +20 natural), touch 13, flat-footed 29<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+19\/+29<\/td> <\/tr>
    Attack: <\/strong>+4 merciful heavy mace<\/i> +28 melee (2d6+13) or slam +24 melee (2d8+6)<\/td> <\/tr>
    Full Attack: <\/strong>+4 merciful heavy mace<\/i> +28\/+23\/+18\/+13 melee (2d6+13) or slam +24 melee (2d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Awe, brazen bottle, repel evil, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, damage reduction 15\/evil, darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, low-light vision, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 31, tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +18 (+22 against poison), Ref +15, Will +18 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 19, Con 20, Int 24, Wis 24, Cha 27 <\/td> <\/tr>
    Skills: <\/strong>Balance +26, Concentration +27, Craft (any 2) +29, Diplomacy +34, Intimidate +30, Knowledge (any 3) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +31, Spellcraft +29, Spot +29, Survival +7 (+9 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Cleave, Dodge, Great Fortitude, Improved Initiative, Mobility, Negotiator, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>18<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always good (any)<\/td> <\/tr>
    Advancement: <\/strong>19-33 HD (Large); 34-57 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a divinely beautiful human of unusual size. From its shoulders sprouts a pair of feathered wings. It carries a macelike sceptre with a glowing orb of light upon its head.<\/i>\r

    Dominions regulate the duties of lower angels. They rarely interfere in the affairs of mortals, but are occasionally dispatched to deal with fiends that take too much interest in the Material Plane. Dominions also are tasked with illuminating the activities of false prophets or mortals masquerading as divine beings.\r

    A dominion is 9 feet tall and weighs 500 pounds.\r

    Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

    COMBAT\r

    Although they generally deal with confrontation through the use of diplomacy and intimidation, dominions are not afraid to wade into melee with their +4 merciful heavy maces<\/i>. They take great pleasure in battling and defeating fiends.\r

    A dominion's natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.\r

    Awe (Su):<\/b> Once per day, a dominion may create an aura that can deeply affect mortals. Creatures that can see the dominion must succeed on a DC 27 Will save to avoid the effects. A creature that succeeds on its saving throw remains immune to that dominion's awe for 24 hours. This effect lasts for 2d6+6 rounds. This is a mind-affecting effect. The save DC is Charisma-based. \r

    A dominion can choose from the following effects each round as a free action while its awe power is in effect: \r

    Daze:<\/i> Affected beings just stare at the dominion in fascination. Awed creatures may defend themselves normally, but can take no actions. If a creature attacked physically, it will recover in the following round. \r

    Fright:<\/i> Affected beings become shaken and suffer a \u00c2\u00962 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the dominion makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. \r

    Resolve:<\/i> The dominion's allies receive a +4 morale bonus on attack rolls, saves, and checks, while the dominion's foes suffer a \u00c2\u00964 morale penalty on attack rolls, saves, and checks. \r

    Brazen Bottle:<\/b> Each dominion carries a special form of iron flask<\/i> which may only be used to trap evil outsiders.\r

    Change Shape (Su):<\/b> A dominion can assume the form of any Small or Medium humanoid.\r

    Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 19th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

    Regeneration (Ex):<\/b> A dominion takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.\r

    Repel Evil (Su):<\/b> Three times per day, a dominion can attempt to telepathically drive away all evil creatures from an area. All evil beings without a divine rank within a 60-foot-radius must succeed on a DC 27 Will save or immediately exit the area to the best of their abilities. This effect otherwise functions as the repulsion<\/i> spell in that area, except it only effects evil creatures without a divine rank, and it has a duration of 24 hours. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097continual flame, dispel evil, greater dispel magic, holy smite<\/i> (DC 22), invisibility<\/i> (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead<\/i>; 3\/day\u00c2\u0097banishment<\/i> (DC 25), blade barrier<\/i> (DC 24), power word stun, raise dead, waves of fatigue<\/i>; 1\/day\u00c2\u0097baleful polymorph<\/i> (DC 23), flesh to stone<\/i> (DC 24), greater shout<\/i> (DC 26), greater restoration, mass hold monster<\/i> (DC 27), waves of exhaustion<\/i>. Caster level 19th. The save DCs are Charisma-based.\r

    The following abilities are always active on the dominion's person, as the spells (caster level 19th); detect evil, detect snares and pits, discern lies<\/i> (DC 22), see invisibility<\/i>, and true seeing<\/i>. They can be dispelled, but the dominion can reactivate them as a free action.\r

    Tongues (Su):<\/b> A dominion can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 19th). This ability is always active.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Light","type":"Outsider","ch":12,"challenge_rating":" 12 \u00a0","id":5052,"reference":"Usergen","full_text":"

    Angel, Light <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+30\u00a0(75 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> Fly 120 ft (perfect) (24 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+1 size, +4 Dex, +5 natural), touch 15, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+1<\/td> <\/tr>
    Attack: <\/strong>Lightstrike +15 melee touch (1d12)<\/td> <\/tr>
    Full Attack: <\/strong>Lightstrike +15 melee touch (1d12)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Lightstrike, spell-like abilities, summon angels<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/evil, darkvision 60 ft, holy sanctuary, immunity to acid, cold, death effects, mind affecting effects, and petrification, protective aura, resistance to electricity 10 and fire 10, low-light vision, spell resistance 22, tongues<\/i>, uncanny dodge<\/td> <\/tr>
    Saves: <\/strong>Fort +10 (+14 against poison), Ref +11, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 18, Con 17, Int 12, Wis 16, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Concentration +14, Diplomacy +17, Intimidate +12, Knowledge (any three) +13, Listen +18, Move Silently +12, Search +11, Sense Motive +13, Spellcraft +10, Spot +18, Survival +3 (+5 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Dodge, Flyby Attack, Improved Initiative, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always good (any)<\/td> <\/tr>
    Advancement: <\/strong>11-30 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>+8 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This swirling mass of mists and light constantly shifts its shape and form. From deep inside its interior shines a chaotic rainbow of colors that changes rapidly and randomly.<\/i>\r

    Lights are energy creatures, champions of good that inhabit the Upper Planes. From a distance, lights are sometimes confused for lantern archons. Lights, however, are significantly more powerful celestial stewards. Rumors imply that good-aligned creatures that look at this colorful nimbus will see a memory of their finest moment in life, whereas evil creatures will see the life they could have led if they had made better choices. \r

    Gods create lights to serve as cohorts for very high-level worshipers with the Leadership feat. On very rare occasions, a light may also serve as a companion for a specific quest. To request the help of a light for such a quest, a worshiper must fast for three days and three nights, silently meditating in total solitude, bathing himself in holy water at the end of this meditation. If the ritual is done properly, the applicant's god will send a light to serve him, if the god judges him worthy. With less than one thousand lights in existence, each one cannot afford to stay with a single worshiper for long.\r

    Lights speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues<\/i> ability.\r

    COMBAT<\/b>\r
    Lights are champions of good, always ready to engage evil creatures in combat. They will use their lightstrike on evil creatures, and their spell-like abilities to incapacitate other attackers.\r

    A light's natural weapons are treated as good-aligned for the purpose of overcoming damage reduction.\r

    Lightstrike (Su)<\/b>: A light's touch attack functions similarly to a brilliant energy weapon, ignoring nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the light energy passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) Unlike a brilliant energy weapon, the lightstrike can harm undead. Only evil and neutral creatures are harmed by a lightstrike; good creatures are unaffected, and it deals only half damage to creatures that are neither good nor evil.\r

    Spell-Like Abilities<\/b>: At will - aid<\/i>, bless<\/i>, detect evil<\/i>, discern lies<\/i> (DC 19), light<\/i>; 7\/day - continual flame<\/i>, daylight<\/i>, hold person<\/i>; 3\/day - cure serous wounds<\/i>, dispel evil<\/i> (DC 20), dispel magic<\/i>, holy smite<\/i> (DC 19), polymorph<\/i> (self only), remove curse<\/i>, remove disease<\/i>, remove fear<\/i>; 1\/day - commune<\/i>, raise dead<\/i>. Caster level 12th. The save DCs are Charisma-based.\r

    Summon Angel (Sp)<\/i><\/b>: Once per day a light can attempt to summon 1 agathion with a 50% chance of success. This ability is the equivalent of a 6th-level spell.\r

    Holy Sanctuary (Su)<\/b>: A light has a continuous sanctuary<\/i> effect (as the spell, DC 20) that affects only nonevil creatures. The save DC is Charisma-based.\r

    Protective Aura (Su)<\/b>: 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 a light. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 10th). This aura can be dispelled, but the light can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

    Rejuvenation (Su)<\/b>: Lights may only be permanently destroyed on their home plane. If a light is reduced to -10 or fewer hit points on another plane, it dissipates and reforms on its home plane one month later.\r

    Tongues (Su)<\/b>: A light can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 10th). This ability is always active.\r

    Uncanny Dodge (Ex)<\/b>: A light retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 14th level. It can flank characters with the uncanny dodge ability as if it were a 10th-level rogue.\r

    Skills<\/b>: A light has a +8 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain) and Planescape Monstrous Compendium Appendix I (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Ophan","type":"Outsider","ch":24,"challenge_rating":" 24 \u00a0","id":5053,"reference":"Usergen","full_text":"

    Angel, Ophan <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 33d8+264\u00a0(412 hp)<\/td> <\/tr>
    Initiative: <\/strong> +15<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 41 (-1 size, +7 Dex, +25 natural), touch 16, flat-footed 34<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+33\/+49<\/td> <\/tr>
    Attack: <\/strong>Slam +44 melee (2d8+12 plus holy flames)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +44 melee (2d8+12 plus holy flames)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Holy flames, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, change shape, damage reduction 20\/epic and evil, darkvision 60 ft., fires of heaven, immunity to acid, cold, and petrification, localized omniscience, low-light vision, protective aura, regeneration 20, resistance to electricity 10 and fire 10, spell resistance 34, tongues\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +26 (+30 against poison), Ref +25, Will +27 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 25, Con 26, Int 27, Wis 28, Cha 31 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Bluff +46, Concentration +44, Diplomacy +54, Disguise +10 (+14 acting), Heal +45, Intimidate +50, Jump +16, Knowledge (any 4) +44, Listen +45, Search +44, Sense Motive +45, Spellcraft +44 (+48 scrolls), Spot +45, Survival +9 (+13 following tracks), Tumble +43, Use Magic Device +46 (+50 scrolls)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (mass hold monster<\/i>), Awesome Blow, Combat Expertise, Dodge, Flyby Attack, Improved Bull Rush, Improved Initiative, Mobility, Power Attack, Quicken Spell-Like Ability (flame strike<\/i>), Spring Attack, Superior Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or host (1-4 plus 1 cherub and up to 20 HD of lesser angels)<\/td> <\/tr>
    Challenge Rating: <\/strong>24<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always good (any)<\/td> <\/tr>
    Advancement: <\/strong>34-68 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A great golden wheel wreathed in flames, with a smaller slowly rotating wheel nested within it, floats in the air before you. Hundreds of humanoid eyes covering the surface of each spoke stare intensely outward and an overwhelming feeling of tranquilty washes over you as it approaches.<\/i>\r

    Ophanim are the carriers of a deity's throne. They work closely with cherubim, and are known to appear to prophets to bestow enlightenment and wisdom.\r

    An ophan is 10 feet in diameter and weighs 1,000 pounds.\r

    Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

    COMBAT\r

    Ophanim defend the throne of their deity with selfless dedication. The holy flames that limn them burn their adversaries.\r

    An ophan\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.\r

    All-Around Vision (Ex):<\/b> An ophan\u00c2\u0092s many eyes gives it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Change Shape (Su):<\/b> An ophan can assume the form of any Small or Medium humanoid.\r

    Fires of Heaven (Su):<\/b> Half the damage dealt by an ophan's spells or special abilities that would normally deal fire damage results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. This has no effect on abilities like flame strike<\/i>, which already deal partial damage from divine power.\r

    Holy Flames (Ex):<\/b> An ophan\u00c2\u0092s slam attack deals bludgeoning damage plus 4d8 points of damage from the angel's flaming body. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.\r

    Those hit by an ophan\u00c2\u0092s slam attack also must succeed on a DC 33 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.\r

    Creatures hitting an ophan with natural weapons or unarmed attacks take fire and holy damage as though hit by the ophan\u00c2\u0092s attack, and also catch on fire unless they succeed on a Reflex save.\r

    Localized Omniscience (Su):<\/b> Ophanim continuously use arcane sight, detect thoughts, discern lies<\/i>, and true seeing<\/i> as the spells (caster level 20th), except all function to a range of 120 feet.\r

    Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 33rd). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

    Regeneration (Ex):<\/b> An ophan takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097aid, augury, commune, continual flame, dimensional anchor, fireball<\/i> (DC 23), flaming sphere<\/i> (DC 22), greater dispel magic, hold monster<\/i> (DC 25), lesser restoration, remove curse, remove disease, remove fear, scorching ray<\/i>; 3\/day\u00c2\u0097divination, heal, heat metal<\/i> (DC 22), mass hold monster<\/i> (DC 31), quickened flame strike<\/i> (DC 25), wall of fire<\/i>; 1\/day\u00c2\u0097dream, fire storm<\/i> (DC 28), greater restoration, incendiary cloud<\/i> (DC 28), legend lore, meteor swarm<\/i> (DC 29), plane shift, vision<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    Tongues (Su):<\/b> A throne can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 33rd). This ability is always active.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Power","type":"Outsider","ch":15,"challenge_rating":" 15 \u00a0","id":5054,"reference":"Usergen","full_text":"

    Angel, Power <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d8+84\u00a0(147)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 90 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 36 (-1 size, +4 Dex, +19 natural, +4 +2 medium fortification large steel shield<\/i>), touch 13, flat-footed 32<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+14\/+26<\/td> <\/tr>
    Attack: <\/strong>+2 cold iron evil outsider bane bastard sword<\/i> +23 melee (2d8+10\/19-20) or slam +21 melee (2d8+12)<\/td> <\/tr>
    Full Attack: <\/strong>+2 cold iron evil outsider bane bastard sword<\/i> +23\/+18\/+13 melee (2d8+10\/19-20) or slam +21 melee (2d8+12)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Aura of heroic inspiration, change shape, damage reduction 10\/evil, darkvision 60 ft., lay on hands, low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +15 (+19 against poison), Ref +13, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 18, Con 22, Int 16, Wis 17, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Concentration +23, Diplomacy +24, Escape Artist +21, Hide +17, Intimidate +22, Knowledge (the planes) +20, Listen +20, Move Silently +21, Sense Motive +20, Search +20, Spot +20, Survival +3 (+5 following tracks, +5 on other planes), Use Rope +4 (+6 bindings)<\/td> <\/tr>
    Feats: <\/strong>Cleave, Empower Spell-Like Ability (holy smite<\/i>), Exotic Weapon Proficiency (bastard sword)(B), Improved Initiative, Improved Sunder, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or trio<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always good (any)<\/td> <\/tr>
    Advancement: <\/strong>15-21 HD (Large); 22-42 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a beautiful, muscular human of nearly twice normal height. It has a glowing countenance and a pair of white, feathered wings.<\/i>\r

    Powers zealously strive to maintain order in the Multiverse. As such, they are the chief opponents of demons, who seek to sow chaos. \r

    A power is 12 feet tall and weighs about 1,200 pounds.\r

    Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

    COMBAT\r

    Powers are among the most martially-focused of the angels, wading into battle against the forces of evil while inspiring allies with their courage. Powers view demons as their chief foes, and carry armaments designed to destroy the chaotic fiends.\r

    A power's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

    Aura of Heroic Inspiration (Su):<\/b> A power continually emanates an aura that inspires its allies. This functions as greater heroism<\/i> (caster level 14th), except it affects all good-aligned creatures within a 60-foot-radius. The power can suppress or resume this aura as a free action.\r

    Change Shape (Su):<\/b> A power can assume the form of any Small or Medium humanoid.\r

    Lay on Hands (Su):<\/b> As the paladin class feature, except that each day, a power can heal an amount of damage equal to its full normal hit points.\r

    Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 14th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097hold monster<\/i> (DC 19), holy smite<\/i> (DC 19), silence<\/i> (DC 17), true seeing<\/i>; 3\/day\u00c2\u0097blade barrier<\/i> (DC 21), dimensional anchor, dispel evil<\/i> (DC 20), empowered holy smite<\/i> (DC 19), flame strike<\/i> (DC 20), stone tell<\/i>; 1\/day\u00c2\u0097earthquake, holy word<\/i> (DC 22), raise dead<\/i>. Caster level 14th. The save DCs are Charisma-based.\r

    Tongues (Su):<\/b> A power can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 14th). This ability is always active.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Principality","type":"Outsider","ch":13,"challenge_rating":" 13 \u00a0","id":5055,"reference":"Usergen","full_text":"

    Angel, Principality <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d8+33\u00a0(82 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 90 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 29 (+3 Dex, +12 natural, +4 armor), touch 13, flat-footed 26<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+15<\/td> <\/tr>
    Attack: <\/strong>+3 defending light mace<\/i> +18 melee (1d8+7) or slam +15 melee (1d8+6)<\/td> <\/tr>
    Full Attack: <\/strong>+3 defending light mace<\/i> +18\/+13 melee (1d8+7) or slam +15 melee (1d8+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, summon angels<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, crown, damage reduction 10\/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 26, tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +10 (+14 against poison), Ref +10, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 17, Con 16, Int 19, Wis 19, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Bluff +20, Diplomacy +26, Disguise +20 (+22 acting), Gather Information +20, Heal +18, Hide +19, Knowledge (any 2) +18, Listen +18, Move Silently +19, Sense Motive +20, Spot +18<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Improved Disarm, Negotiator, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or court (2-6 plus 4-12 movanic devas)<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always good (any)<\/td> <\/tr>
    Advancement: <\/strong>12-20 HD (Medium); 21-33 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a beautiful, regal human. It has a glowing countenance and a pair of white, feathered wings. A golden crown rests upon its temple, and it carries a golden scepter.<\/i>\r

    Principalities are entrusted with the protection of religion, temples, and priests. They watch over mortal leaders, preventing manipulation from the powers of evil. Principalities are strong believers in free will, preferring to work by inspiration rather than direct action.\r

    A principality is about 7-1\/2 feet tall and weighs about 250 pounds.\r

    Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

    COMBAT\r

    Principalities never use more force than is necessary, restricting their actions to the minimum necessary to protect their charge.\r

    As champions of free will, principalities only use their command<\/i> and suggestion<\/i> spell-like abilities to stop vandals from attacking sacred places.\r

    A principality's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

    Change Shape (Su):<\/b> A principality can assume the form of any Small or Medium humanoid.\r

    Crown:<\/b> A principality's crown grants a +4 armor bonus to AC and functions as a circlet of persuasion<\/i>.\r

    Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 11th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097break enchantment, command<\/i> (DC 17), confusion<\/i> (DC 18), discern lies<\/i> (DC 20), invisibility, message, project image<\/i> (DC 23), suggestion<\/i> (DC 19), true seeing, ventriloquism, whispering wind<\/i>; 1\/day\u00c2\u0097control weather, dream, flame strike<\/i> (DC 21), freedom of movement, greater teleport, restoration<\/i>. Caster level 11th. The save DCs are Charisma-based.\r

    Summon Angels (Sp):<\/b> Once per day, a virtue can can attempt to summon 1d4 angels of the ninth order or 1d4 movanic devas with a 65% chance of success. This ability is the equivalent of an 8th-level spell.\r

    Tongues (Su):<\/b> A principality can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 11th). This ability is always active.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Seraph","type":"Outsider","ch":27,"challenge_rating":" 27 \u00a0","id":5056,"reference":"Usergen","full_text":"

    Angel, Seraph <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 44d8+440\u00a0(638 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 46 (-1 size, +7 Dex, +30 natural), touch 16, flat-footed 39<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+44\/+63<\/td> <\/tr>
    Attack: <\/strong>+5 holy power greatsword<\/i> +64 melee (3d6+27\/17-20 plus 1d6 on a critical hit and DC 47 Fort save or die) or slam +58 melee (2d8+15)<\/td> <\/tr>
    Full Attack: <\/strong>+5 holy power greatsword<\/i> +64\/+59\/+54\/+49 melee (3d6+27\/17-20 plus 1d6 on a critical hit and DC 47 Fort save or die) and +5 holy power greatsword<\/i> +64\/+59\/+54\/+49 melee (3d6+22\/19-20 plus 1d6 on a critical hit and DC 47 Fort save or die) and 2 slams +58 melee (2d8+15)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Holy power, holy terror, master of divine magic, smite evil, summon angels<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, damage reduction 20\/epic and evil, darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, localized omniscience, low-light vision, protective aura, regeneration 20, resistance to electricity 10 and fire 10, spell resistance 40, tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +34 (+38 against poison), Ref +31, Will +36 <\/td> <\/tr>
    Abilities: <\/strong>Str 40, Dex 25, Con 30, Int 30, Wis 32, Cha 34 <\/td> <\/tr>
    Skills: <\/strong>Balance +60, Concentration +57, Diplomacy +65, Escape Artist +54, Gather Information +59, Heal +58, Hide +50, Intimidate +59, Jump +21, Knowledge (religion) +57, Knowledge (the planes) +57, Listen +58, Move Silently +54, Search +57, Sense Motive +58, Spellcraft +57 (+63 scrolls), Spot +58, Survival +11 (+17 following tracks, +17 on other planes), Tumble +54, Use Magic Device +59 (+65 scrolls), Use Rope +7 (+13 bindings)<\/td> <\/tr>
    Feats: <\/strong>Cleave, Combat Expertise, Devastating Critical (greatsword), Empower Spell-Like Ability (blade barrier<\/i>), Great Cleave, Greater Multiweapon Fighting, Improved Critical (greatsword), Improved Multiweapon Fighting*, Multiweapon Fighting, Overwhelming Critical (greatsword), Perfect Multiweapon Fighting, Power Attack, Quicken Spell-Like Ability (heal<\/i>), Superior Combat Expertise, Weapon Focus (greatsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or host (3-4 plus up to 44 HD of lesser angels)<\/td> <\/tr>
    Challenge Rating: <\/strong>27<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always good (any)<\/td> <\/tr>
    Advancement: <\/strong>45-66 HD (Huge), 67-72 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a towering, muscular, regal human of unrivaled beauty. A pair of white-feathered wings sprout from its back, and its entire body is limned in flame. Its four arms wield two radiant greatswords.<\/i>\r

    The seraphim are the greatest of angels, rivaling (and often surpassing) the Celestial Paragons of the archons, eladrin, and guardinals. Only four seraphim are known to exist at a given time. As the elite of the angelic hosts, seraphim take their orders directly from their deity, and likewise, their word is the word of a god.\r

    Seraphim spend most of their time attending to the greatest deities of good-aligned pantheons. Rarely do their actions bring them to the Material Plane. Seraphim are also called \"angels of love, light, and fire\".\r

    A seraph is 12 feet tall and weighs 1,500 pounds.\r

    Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

    COMBAT\r

    Seraphs are true paragons of the angels. They are a force to be reckoned with in battle, capable of smiting evil with numerous strikes of their holy power greatswords<\/i>. Seraphim can call upon nearly all known divine magic on a whim.\r

    A seraph\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.\r

    Change Shape (Su):<\/b> A seraph can assume the form of any Small or Medium humanoid.\r

    Holy Power (Su):<\/b> Any melee weapon wielded by a seraphim is treated as a holy power<\/i> weapon. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 44 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The save DC is Charisma-based.\r

    Holy Terror (Su):<\/b> Evil creatures viewing a seraph for the first must succeed on a DC 44 Will save or cower for 1d6 rounds, as the seraph appears as a great flaming serpent. Even on a successful save, an evil creature is shaken for 1 round. A creature that succeeds on its Will save remains immune to that seraph's holy terror for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.\r

    Localized Omniscience (Su):<\/b> Seraphim continuously use arcane sight, detect evil, detect snares and pits, detect thoughts, discern lies<\/i>, and true seeing<\/i> as the spells (caster level 20th), except all function to a range of 120 feet.\r

    Master of Divine Magic (Sp):<\/b> At will, a seraphim may use any core divine spell from the cleric spell list or the Fire, Glory, Good, or Sun domains as a spell-like ability, as long as it is not opposed in alignment. A seraphim may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for such abilities is 21 + spell level (10 + spell level + seraphim's Wisdom bonus). Seraphs tend to favor spells such as blade barrier, holy aura<\/i>, and holy smite<\/i>.\r

    Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 44th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

    Regeneration (Ex):<\/b> A seraph takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.\r

    Smite Evil (Su):<\/b> Once per day a seraph can make a normal melee attack to deal extra damage equal to its Hit Dice against an evil foe.\r

    Summon Angels (Sp):<\/b> Once per day, a seraph can automatically summon a total number of Hit Dice of angels equal to its own Hit Dice total (44 HD for a typical seraph). For example, a seraph could summon 2 solars (22 HD), or it could call one solar (22 HD), one astral deva (12 HD), and one monadic deva (10 HD). This ability is the equivalent of a 9th-level spell.\r

    Tongues (Su):<\/b> A seraph can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 44th). This ability is always active.\r

    Feats:<\/b> In combination with its natural abilities, a seraph's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Seraphic Deva","type":"Outsider","ch":17,"challenge_rating":" 17 \u00a0","id":5057,"reference":"Usergen","full_text":"

    Angel, Seraphic Deva <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d8+80\u00a0(152 hp)<\/td> <\/tr>
    Initiative: <\/strong> +9<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 120 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 34 (-1 size, +5 Dex, +20 natural), touch 14, flat-footed 29<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+16\/+28<\/td> <\/tr>
    Attack: <\/strong>+3 greatsword<\/i> +26 melee (3d6+15\/17-20) or slam +23 melee (2d8+8)<\/td> <\/tr>
    Full Attack: <\/strong>+3 greatsword<\/i> +26\/+21\/+16\/+11 melee (3d6+15\/17-20) or slam +23 melee (2d8+8)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fiendish heads will roll, spell-like abilities, summon angels, wall of holy power, wrath of god<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, damage reduction 15\/evil, divine resilience, darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, low-light vision, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 37, tongues, uncanny dodge\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort Fort +15 (+19 against poison), Ref +15, Will +16 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 20, Con 20, Int 22, Wis 22, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Concentration +24, Diplomacy +28, Gather Information +26, Heal +25, Hide +20, Intimidate +26, Knowledge (arcana) +25, Knowledge (religion) +25, Knowledge (the planes) +25, Listen +25, Move Silently +24, Sense Motive +25, Spot +25, Survival +6 (+8 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Cleave, Empower Spell-Like Ability (holy smite<\/i>), Great Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Spell Stowaway (time stop<\/i>)(B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or host (1-2 seraphic devas plus 2-8 lesser angels of any kind)<\/td> <\/tr>
    Challenge Rating: <\/strong>17<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always good (any)<\/td> <\/tr>
    Advancement: <\/strong>17-32 HD (Large); 33-48 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Standing nearly ten feet tall, this extremely beautiful humanoid glides on long, white-feathered wings. It seems to glow with inner power, and wields a majestic greatsword in its hands.<\/i>\r

    The most powerful of the devas, seraphic devas are tasked with watching over the Lower Planes, rescuing good planar travelers who inadvertently end up there and monitoring the travel of evil outsiders into border planes.\r

    A seraphic deva is 10 feet tall and weighs 600 pounds.\r

    Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

    COMBAT\r

    A seraphic deva is well-suited to battle fiends on their home planes. Its ability to withstand the overpowering evil planar traits, as well as spell resistance that can be overcome by only the mightiest of fiends, make it the perfect angel to lead assaults or rescue missions into the Lower Planes. Seraphic devas complement their potent melee prowess with offensive spell-like abilities. If faced with overwhelming odds, a seraphic deva calls in angelic aid or the wrath of its deity.\r

    A seraphic deva\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

    Change Shape (Su):<\/b> A seraphic deva can assume the form of any Small or Medium humanoid.\r

    Divine Resilience (Ex):<\/b> Seraphic devas are immune to the detrimental effects of mildly and strongly evil-aligned planes.\r

    Fiendish Heads Will Roll (Su):<\/b> Any slashing weapon wielded by a seraphic deva is treated as a vorpal<\/i> weapon when used against evil creatures.\r

    Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 16th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

    Regeneration (Ex):<\/b> A seraphic deva takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097aid, continual flame, commune, cure serious wounds, detect evil, discern lies, dispel evil<\/i> (DC 22), greater dispel magic, holy aura<\/i> (DC 25), holy smite<\/i> (DC 21), holy word<\/i> (DC 24), invisibility<\/i> (self only), plane shift, remove curse, remove disease, remove fear<\/i>; 3\/day\u00c2\u0097blade barrier<\/i> (DC 23), empowered holy smite<\/i> (DC 21), heal<\/i>; 1\/day\u00c2\u0097earthquake, insect plague, resurrection<\/i>. Caster level 16th. The save DCs are Charisma-based.\r

    Summon Angels (Sp):<\/b> Once per day, a seraphic deva can automatically summon 1d8 angels of healing, 1d8 movanic devas (Fiend Folio<\/i>), 1d4 angels of wrath, 1d4 monadic devas (Fiend Folio<\/i>), 1 angel of mercy, or 1 astral deva. This ability is the equivalent of a 9th-level spell.\r

    Tongues (Su):<\/b> A seraphic deva can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 16th). This ability is always active.\r

    Wall of Holy Power (Sp):<\/b> Three times per day, a seraphic deva can call forth an immobile curtain of shimmering white light. This wall can be created anywhere within 260 feet. It can be formed into either a curtain up to 320 feet long or a ring with a radius up to 40 feet. In either form, the wall is 20 feet high. The wall deals 6d6+16 points of divine damage to any evil creature passing through it. The wall deals double damage to evil outsiders. If the wall appears where creatures are, each creature takes damage as if passing through the wall. The wall remains for as long as the deva concentrates plus 16 rounds thereafter. This is the equivalent of a 5th-level spell (caster level 16th).\r

    Wrath of God (Su):<\/b> Once per day, a seraphic deva can channel the divine power of its deity into a spectacular offensive display. \r

    When called, four 2-foot-diameter spheres spring from the seraphic deva's outstretched hand and streak in straight lines to the spots it selects. The spheres leave a sparkling trail of pure light.\r

    If a sphere is aimed at a specific creature, the deva may make a ranged touch attack to strike the target with the sphere. Any creature struck by one of these spheres takes 4d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere\u00c2\u0092s divine damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target\u00c2\u0092s space. You may aim more than one sphere at the same target.\r

    Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 12d6 points of divine damage to each creature in the area (Reflex DC 25 half). If a creature is within the area of more than one sphere, it must save separately against each. This effect has the good descriptor. The save DC is Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1978 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #17<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Throne","type":"Outsider","ch":24,"challenge_rating":" 24 \u00a0","id":5058,"reference":"Usergen","full_text":"

    Angel, Throne <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 29d8+203\u00a0(333 hp)<\/td> <\/tr>
    Initiative: <\/strong> +15<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 40 (-1 size, +7 Dex, +24 natural), touch 16, flat-footed 33<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+29\/+44<\/td> <\/tr>
    Attack: <\/strong>+5 longsword of speed<\/i> +44 melee (2d6+16\/19-20) or slam +39 melee (2d8+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>+5 longsword of speed<\/i> +44\/+44\/+39\/+34\/+29 melee (2d6+16\/19-20) or 2 slams +39 melee (2d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Aura of justice, indelible imprint, mimic class feature, shielded by justice, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, damage reduction 15\/epic and evil, darkvision 60 ft., immunity to acid, cold, and petrification, legal knowledge, localized omniscience, low-light vision, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 34, tongues<\/td> <\/tr>
    Saves: <\/strong>Fort Fort +23 (+27 against poison), Ref +23, Will +24 <\/td> <\/tr>
    Abilities: <\/strong>Str 32, Dex 25, Con 24, Int 26, Wis 27, Cha 29 <\/td> <\/tr>
    Skills: <\/strong>Balance +39, Concentration +39, Craft (any 1) +40, Diplomacy +45, Escape Artist +39, Hide +35, Intimidate +41, Knowledge (any 2) +40, Listen +40, Move Silently +39, Search +40, Sense Motive +40, Spellcraft +40, Spot +40, Survival +8 (+12 following tracks), Use Rope +7 (+11 bindings)<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Cleave, Dire Charge, Great Cleave, Empower Spell-Like Ability (blade barrier<\/i>), Flyby Attack, Improved Initiative, Improved Sunder, Power Attack, Superior Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or host (1-4 plus up to 30 HD of lesser angels)<\/td> <\/tr>
    Challenge Rating: <\/strong>24<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always good (any)<\/td> <\/tr>
    Advancement: <\/strong>30-33 HD (Large); 34-68 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, muscular humanoid has flawless alabaster skin and white, feathered wings. It carries a golden longsword.<\/i>\r

    Thrones are the bringers of justice among the angels, and are among the most powerful angels in service to a deity. Their name is symbolic of their representation of their deity's justice and authority.\r

    Thrones spend much of their time pondering the disposition of divine judgments and meting out divine justice on behalf of their deities.\r

    Despite their power and status, thrones are intensely humble. They dispense justice with perfect objectivity and without fear of pride or ambition. \r

    A throne is 9 feet tall and weighs 500 pounds.\r

    Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

    COMBAT\r

    A throne joins combat only to dispense justice. As a result, most battles are one-on-one, an unfortunate venture for their opponents, for most damage inflicted upon thrones is reflected upon the attacker.\r

    A throne\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.\r

    Aura of Justice (Su):<\/b> Three times per day, a throne can project an aura of implacable justice that unsettles its enemies. All opponents within 20 feet of the throne must make a DC 33 Will save or be shaken for 2d4 rounds. Those who succeed are immune to the throne's aura of justice for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.\r

    Change Shape (Su):<\/b> A throne can assume the form of any Small or Medium humanoid.\r

    Indelible Imprint (Su):<\/b> When a throne is slain, the dying angel releases holy energy to brand its murderer for all time. The instant the angel dies, all creatures within 100 feet who have dealt damage to the angel within the past day must make a DC 33 Will save. Those that succeed suffer no ill effects. Creatures that fail receive an unsightly rune upon their faces that instantly identifies them to any good outsider as a murderer of a throne. The mark may be removed with a wish<\/i> or miracle<\/i> spell. The save DC is Charisma-based. \r

    Legal Knowledge (Su):<\/b> A throne has an innate understanding of legal processes throughout the various worlds and planes of the multiverse. As a result, a throne gains a +8 racial bonus on all Knowledge and Gather Information checks related to laws or legal proceedings (such as recalling whether carrying weapons is illegal in a certain city or researching proper courtoom etiquette). It also gains the same bonus on Charisma-based skill or ability checks made to argue legal matters.\r

    Localized Omniscience (Su):<\/b> Thrones continuously use arcane sight, detect thoughts, discern lies<\/i>, and true seeing<\/i> as the spells (caster level 20th), except all function to a range of 120 feet.\r

    Mimic Class Features (Su):<\/b> A throne may mimic the class features of any single character class. Treat the throne as if it were a character of 15th-level in this class. The throne gains only the class features; it does not gain additional skills or skill points, for example. \r

    Protective Aura (Su):<\/b> 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 angel. Otherwise, it functions as a magic circle against evil<\/i> effect and a lesser globe of invulnerability<\/i>, both with a radius of 20 feet (caster level 29th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

    Regeneration (Ex):<\/b> A throne takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.\r

    Shielded by Justice (Su):<\/b> A throne's innate powers of justice are so strong that some of its wounds are transferred to its attacker. The throne takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the throne is taken by the attacker. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the throne suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with its attacker because it is not hit point damage.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097aid, commune, continual flame, greater dispel magic, holy smite<\/i> (DC 23), imprisonment<\/i> (DC 28), remove curse, remove disease, remove fear, speak with dead<\/i> (DC 22), waves of fatigue, zone of truth<\/i>; 3\/day\u00c2\u0097empowered blade barrier<\/i> (DC 25), heal<\/i> (DC 25), mark of justice, waves of exhaustion<\/i>; 1\/day\u00c2\u0097power word stun<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    Tongues (Su):<\/b> A throne can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 29th). This ability is always active.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angel, Virtue","type":"Outsider","ch":12,"challenge_rating":" 12 \u00a0","id":5059,"reference":"Usergen","full_text":"

    Angel, Virtue <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (+4 Dex, +9 natural), touch 14, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+13<\/td> <\/tr>
    Attack: <\/strong>+1 holy halberd<\/i> +14 melee (1d10+5\/x3) or slam +13 melee (1d8+3)<\/td> <\/tr>
    Full Attack: <\/strong>+1 holy halberd<\/i> +14\/+9 melee (1d10+5\/x3) or slam +13 melee (1d8+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, damage reduction 10\/evil, darkvision 60 ft., healing touch, immunity to acid, cold, and petrification, low-light vision, protective aura, resistance to electricity 10 and fire 10, spell resistance 22, tongues, touch of beneficence\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +12 (+16 poison), Ref +11, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 19, Con 20, Int 18, Wis 17, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Balance +17, Concentration +18, Craft (any 1) +17, Diplomacy +20, Escape Artist +17, Knowledge (any 3) +17, Listen +16, Move Silently +17, Sense Motive +16, Spot +16, Use Rope +4 (+6 bindings)\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (hold person<\/i>)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always good (any)<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Medium); 21-30 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This perfectly formed human has a glowing countenance and white, feathered wings.<\/i>\r

    Virtues are tasked with working toward the greater good on the Material Plane. They are known to work miracles and bestow grace and valor to the worthy. \r

    A virtue is about 7-1\/2 feet tall and weighs about 250 pounds.\r

    Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.\r

    COMBAT\r

    A virtue joins battle whenever it serves the greater good, slashing evil foes with its +1 holy halberd<\/i>.\r

    A virtue's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

    Change Shape (Su):<\/b> A virtue can assume the form of any Small or Medium humanoid.\r

    Healing Touch (Su):<\/b> At will, with a mere touch, a virtue may channel positive energy into a creature to wipe away its afflictions. This immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind<\/i> spell, and ends any additional effects from poison, as the neutralize poison<\/i> spell. It also cures 1d8 points of damage + 1 point per HD of the angel (1d8+10 for a typical virtue, maximum +20).\r

    Healing touch does not remove ability damage, negative levels, or permanently drained levels.\r

    Used against an undead creature, healing touch deals damage instead of curing the creature (Will DC 20 half), but it has no other effect. The save DC is Charisma-based.\r

    Protective Aura (Su):<\/b> 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 angel. 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 10th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097command<\/i> (DC 16), create food and water, hold person<\/i> (DC 18), insect plague, speak with dead<\/i> (DC 18), true seeing<\/i>; 3\/day\u00c2\u0097quickened hold person<\/i> (DC 18); 1\/day\u00c2\u0097raise dead<\/i>; 1\/year\u00c2\u0097miracle<\/i>. Caster level 10th. The save DCs are Charisma-based.\r

    Summon Angels (Sp):<\/b> Once per day, a virtue can can attempt to summon 1d3 angels of the ninth order or 1d3 movanic devas with a 50% chance of success. This ability is the equivalent of an 8th-level spell.\r

    Tongues (Su):<\/b> A virtue can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 10th). This ability is always active.\r

    Touch of Beneficence (Su):<\/b> Once per week, a virtue can bestow upon a deserving mortal a fraction of their god's own radiance, conveying a permanent +2 bonus to the mortal's Charisma score. This is an inherent bonus and does not stack with bonuses granted from wish<\/i> spells or similar effects, including another touch of beneficence. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #35<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good (any)","environment":"Any good-aligned plane"},{"name":"Angreden","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":5060,"reference":"Usergen","full_text":"

    Angreden <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12+8\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+6<\/td> <\/tr>
    Attack: <\/strong>Club +19 melee (1d6+4) or enfeebling touch +19 melee touch<\/td> <\/tr>
    Full Attack: <\/strong>Club +19 melee (1d6+4) or enfeebling touch +19 melee touch<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Enfeebling touch, final curse, terrifying gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to cold, unholy toughness<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 15, Con -, Int 8, Wis 11, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +9, Listen +7, Spot +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Cleave, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (2-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always evil<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium); 9-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A blackened, bloated corpse with an extremely oversized head ambles forth, its face a mask of anger and its body shuddering with rage.<\/i>\r

    An angreden is the undead remnant of a being so filled with anger and hatred that its corpse cannot rest. Its name means \"filled with anger\" in several languages. Angredens also arise on occasion from victims who died while under a powerful curse, and now seek to share that curse with other members of the living.\r

    Angredens have such a poor disposition that they find cooperation with others difficult. Occasionally up to a dozen band together, but these alliances are filled with strife and frequent quarrels.\r

    Angredens exist only to vent their insatiable rage upon the living. When unable to inflict harm or death, angredens vent their anger upon their surroundings, attempting to smash everything in sight.\r

    An angreden stands 5 to 7 feet tall and weighs 100 to 200 pounds. \r

    Angredens speak any languages they spoke in life (usually Common).\r

    COMBAT\r

    Angredens are unsophisticated combatanats, simply smashing and beating things with clubs, rocks, or their fists.\r

    Enfeebling Touch (Su):<\/b> Any creature struck by an angreden's melee touch attack must succeed on a DC 14 Fortitude save or suffer a penalty to Strength equal to 1d6+1 per two HD of the angreden (maximum 1d6+5). The subject\u00c2\u0092s Strength score cannot drop below 1. The save DC is Charisma-based.\r

    Final Curse (Su):<\/b> Upon reaching 0 hit points, an angreden may utter a curse as an immediate action. This functions as a bestow curse<\/i> spell (caster level 4th), but does not require a touch attack and may only be directed upon the angreden's slayer. A successful DC 14 Will save negates the curse. The save DC is Charisma-based.\r

    Terrifying Gaze (Su):<\/b> Panicked for 4 rounds (or shaken for 1 round on with a successful DC 14 Will save), 30 feet. The save DC is Charisma-based.\r

    Unholy Toughness (Ex):<\/b> An angreden gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #198<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always evil","environment":"Any land and underground"},{"name":"Animal Lord","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5061,"reference":"Usergen","full_text":"

    ANIMAL LORD (template)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    The Animal Lords live in the Happy Hunting Grounds (Beastlands). For each animal there is a corresponding animal lord. There is a fox lord, a bass lord, a mouse lord, a horse lord, and hundreds of other animal lords.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Animal lords can appear in two distinct forms: a human form and an animal form. In either form, each animal lord looks quite different. In humanoid form, they look much like a human man or woman but with subtle features of the animal in question. In this form, they are of Medium-size, about 6 feet tall. In animal form, they look like the animal over which they exercise dominion. The tiger lord will look like a sleek, beautiful tiger, the badger lord will appear as a badger, etc.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 While it would be incorrect to say that the animal lords are immoral, it would not be wrong to say they are amoral, especially when dealing with outside affairs. The animal lords care little for anything besides matters directly related to their business. They will conduct their day-to-day affairs related to the animal over which they hold dominion with little regard for the world around them.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 That is not to say that the existence of the animal lords does not benefit other animals or people. If a person or other animal is in a lord's territory, the lord will often aid the creature to get rid of it rather than let it die. But in all other dealings, an animal lord can be brutal and seemingly uncaring. There is, as they say, no such thing as animal politics.<\/span><\/p> <\/td> <\/tr>

    The spirits of the animal lords are immortal. In a sense, they are the gods to their respective animals. If an animal lord's form is killed, its essence will reappear in another of its animals, far away, perhaps even on another plane.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The primary driving force of the animal lords is nature. Its own will and the will of the individual are deferred to nature. Although the rabbit lord will seek vengeance upon man for destroying the homeland of rabbits, he will not shed a tear for a rabbit killed by natural predators. It is the way of nature and the will of the gods.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    CREATING AN ANIMAL LORD<\/span><\/h4> <\/td> <\/tr>

    \u0093Animal lord\u0094 is a template that can be added to any mundane animal found in Appendix I of the MM<\/i> (referred to here as the \u0091base creature\u0092).\u00a0 Animals given this template have their type changed to \u0093Outsider.\u0094<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 An Animal Lord uses the base creature\u0092s statistics and special abilities as noted here.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hit Dice:<\/span><\/b> Total HD increases to 20. If Hit Dice is above 20 then it does not change. Hit Die type remains d8.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Speed:<\/b> Same as the base creature in either form or 30 feet, whichever is higher. If the base creature has any other type of movement (flight, swim), the animal lord retains that movement rate in animal form only.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 AC: <\/span><\/b>The animal lord has +8 natural armor or the base creature\u0092s natural armor whichever is better. Animal lords gain a +2 insight bonus to AC from their continuous foresight ability.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Attacks: <\/span><\/b>An animal lord retains all of the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1\/2 animal lord\u0092s HD + animal lord\u0092s Charisma modifier unless noted otherwise.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Animal lords lose their special attacks from their animal type when in human form, but retain those listed below, unless noted otherwise.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 <\/span><\/b>Spell-Like Abilities:<\/span><\/i> At will\u0097charm person, plane shift, teleport without error<\/i> (self plus 50 pounds of objects only); 3\/day\u0097anti-magic field<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 10 + animal lord\u0092s Cha modifier).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Allies (Sp):<\/i> Three times per day an animal lord can automatically summon 2d4 creatures of its animal type (including were-creatures). These creatures will always be of maximum hit dice.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Qualities: <\/span><\/b>An animal lord retains all the special abilities of the base creature (unless noted otherwise) and gains those listed below, and also gains the \u0093Outsider\u0094 type. Unless otherwise noted, all special qualities can be used in either of the animal lord\u0092s forms.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alternate Form (Su):<\/i> All animal lords can shift into animal or human form as though using the polymorph self<\/i> spell. Changing forms is a standard action. Upon changing forms, the animal lord regains hit points as if having rested for a day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Damage Reduction (Ex):<\/i> An animal lord gains damage reduction 20\/+2 in either form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Darkvision (Ex):<\/i> Range 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Resistances (Ex):<\/i> Acid, cold, and fire 30<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell Resistance (Ex):<\/i> SR 28<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sealed Mind (Ex):<\/i> Immune to all mind-influencing effects<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Detect Thoughts (Su):<\/i> An animal lord can continuously detect thoughts as the spell cast by a 20th-level sorcerer (save DC 20 + animal lord\u0092s Int modifier). It can suppress or resume this ability as a free action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Foresight (Su):<\/i> An animal lord is continuously protected by foresight as the spell cast by a 20th-level sorcerer. It can suppress or resume this ability as a free action. This ability grants the animal lord a +2 insight bonus on its AC and Reflex saves.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/i> An animal lord can communicate telepathically with any creature within 100 feet that has a language. Each animal lord can also communicate telepathically with all animals of its type.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Saves:<\/b> All saves are Good (+12 on all for \u0093Outsider\u0094). Animal lords gain a +2 insight bonus to Reflex saves (from the foresight ability).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ability Scores:<\/span><\/b> Increase from the base creature as follows: Str +8, Dex +8, Con +8, Int +18, Wis +6, Cha +10. These ability scores remain constant in either form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> An animal lord has 8 skill points, plus its Intelligence modifier, per Hit Die. Treat all skills as class-skills. The animal lord receives all racial bonuses (except circumstantial bonuses) for its animal type when in either form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/b> Animal lords have five feats, including any listed for its animal type.<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (Animal lord plus 10-25 HD worth of creatures of the animal lord\u0092s type)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>Same as the base creature +12<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> N\/A<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Two sample animal lords follow on the next pages.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    SAMPLE ANIMAL LORDS<\/span><\/h3> <\/td> <\/tr>

    This example uses a 3 HD panther (found under the Leopard entry in the Monster Manual<\/i>) as the base creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    CAT LORD<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 20d8+120 (210 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+8 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft; 40 ft, climb 20 ft as panther<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 28 (+8 Dex, +8 natural, +2 insight bonus)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +27 melee; Bite +28 melee, claw +26 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d6+7; bite 1d6+7, claw 1d3+3 as panther<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks:<\/span><\/b>\u00a0\u00a0\u00a0\u00a0 Spell-like abilities, summon allies; pounce, improved grab, rake 1d6+3 as panther<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 20\/+2, SR 28, resistances, sealed mind, detect thoughts, foresight, scent, telepathy, darkvision 60 ft<\/span>
    <\/span>Saves:<\/span><\/b> Fort +18, Ref +22, Will +16<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 24, Dex 27, Con 23, Int 20, Wis 18, Cha 16<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Balance +35, Climb +30, Concentration +29, Disguise +19, Hide +35*, Knowledge (arcana) +28, Listen +27, Move Silently +35, Search +22, Spellcraft +28, Spot +27<\/span><\/p> <\/td> <\/tr>

    Feats<\/span><\/b>: Cleave, Dodge, Multiattack, Power Attack, Weapons Finesse (bite, claw)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (Cat Lord plus 2-5 leopards, tigers, lions, panthers, or weretigers)
    Challenge Rating:<\/b> 14<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> N\/A<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h4> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> The Cat Lord receives a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 when the Cat Lord is in animal form.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0\u00a0 This example uses a 1\/4 HD mouse (use the rat entry in the MM<\/i>) as the base creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    MOUSE LORD<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 20d8+80 (170 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+10 (+6 Dex +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft, climb 30 ft; 15 ft, climb 15 ft as mouse<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 26 (+6, +8 natural, +2 insight bonus)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +20 melee; Bite +26 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d3; bite 1d6, bite 1d3 as mouse<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks:<\/span><\/b> Spell-like abilities, summon allies<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 20\/+2, SR 28, resistances, sealed mind, detect thoughts, foresight, scent, telepathy, darkvision 60 ft<\/span>
    <\/span>Saves:<\/span><\/b> Fort +16, Ref +18, Will +16<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 10, Dex 23, Con 18, Int 20, Wis 18, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Balance +31, Bluff +24, Climb +29, Concentration +27, Escape Artist +24, Hide +27, Jump +14, Knowledge (arcana) +21, Listen +22, Move Silently +33, Search +15, Spellcraft +28, Spot +27<\/span><\/p> <\/td> <\/tr>

    Feats<\/span><\/b>: Endurance, Improved Initiative, Mobility, Run, Weapons Finesse (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (Mouse Lord plus 10-100 mice)
    Challenge Rating:<\/b> 14<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> N\/A<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h4> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> The Mouse Lord receives a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. She uses her Dexterity modifier for Climb checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The original Animal Lord (the Cat Lord) first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Template","alignment":"Any","environment":"Any land and underground"},{"name":"Animal, Dire","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5062,"reference":"Usergen","full_text":"

    Animal, Dire (Template)<\/h1>
    Dire animals are feral looking beasts with a vaguely prehistoric look. They have long, sharp teeth and claws, and there is a glow of savage intelligence in their eyes.\r

    Though they resemble the animal from which they are born, dire animals are more aggressive and generally larger than their normal counterparts.\r

    Creating a Animal, Dire<\/h2> \u00c2\u0093Dire\u00c2\u0094 is a template that can be added to any animal (referred to hereafter as the \u00c2\u0093base animal\u00c2\u0094). The animal gains the subtype Dire. It uses all the base animal's statistics and abilities except as noted here.\r

    Size:If the base animal is Small or smaller, increase its size category by one or to the largest size listed in its advancement range, whichever is greater. If the base animal is Medium-size or larger, its size increases to the largest size listed for the base animal\u00c2\u0092s advancement range. The base animal gains all the benefits and detriments that arise from increased size (see the MM).\r

    Hit Dice: <\/strong>Increase by +2 HD
    AC:<\/strong> Same as the base animal and natural armor increases by +2. This bonus stacks with the bonus gained from the increase in size
    Special Attacks: <\/strong>A dire animal retains all the base animal's special attacks. The damage of its special attacks is adjusted upwards for the increased size and ability scores, where applicable
    Special Qualities: <\/strong>A dire animal retains all the base animal's special qualities. These special qualities are adjusted upwards for the increased size and ability scores, where applicable
    Saves: <\/strong>Recalculate the saves with all values high
    Abilities: <\/strong>Dire animals gain the following ability score increases: Str +4, Dex +2, and Con +2. These bonuses stack with any bonuses gained from a size increase (see the MM)
    Skills: <\/strong>Same as base animal, adjusted for increased ability scores, where applicable
    Challenge Rating: <\/strong>Same as base animal +2

    \u00a0
    Inspired by the Dire Aninals in the 3e Monster Manual. Template first published in the Tome of Horrors by Necromancer Games<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Ankou","type":"Undead","ch":5,"challenge_rating":" 5 \u00a0","id":5063,"reference":"Usergen","full_text":"

    Ankou <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d12\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-1 Dex, +5 natural, +6 profane), touch 15, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+9<\/td> <\/tr>
    Attack: <\/strong>Large scythe +10 melee (2d6+7\/19-20\/x4) or slam +9 melee (1d4+5)<\/td> <\/tr>
    Full Attack: <\/strong>Large scythe +10 melee (2d6+7\/19-20\/x4) or 2 slams +9 melee (1d4+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8+7, improved grab, oversized weapon<\/td> <\/tr>
    Special Qualities: <\/strong>All-terrain travel, ankou weaknesses, blindsight 60 ft., cart of the dead, darkvision 60 ft., shielded by the sixfold realm, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +1, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 8, Con \u00c2\u0097, Int 7, Wis 17, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Hide +10, Survival +14<\/td> <\/tr>
    Feats: <\/strong>Improved Critical (scythe)(B), Improved Initiative, Power Attack, Track (B), Weapon Focus (scythe)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Tarterian Depths of Carceri<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>9-24 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A solitary farmer can be seen in the distance, his clothing dusty and ragged, and a wide-brimmed hat atop his head. He carries a large, well-worn scythe. As it draws closer with slow, stiff, deliberate steps, it is evident that the man is emaciated, his skin pulled tightly across his bones. The wooden creak of a heavily-laden cart accompanies him, but there is no such vehicle in sight. His head continues to turn from side to side, as if looking for something. Suddenly, it lifts its head, and glowing, flame-red eyes meet your gaze.<\/i>\r

    Arising from the remains of a miserly farmer or peasant, one so debased as to have murdered his own family out of greed or to have allowed his family to perish rather than share his hoard of food with them, the ankou is now an undead abomination. It roams the countryside in search of victims to slay and cart off to the nether realms.\r

    An ankou is an opportunistic killer, always choosing the most easily accessible prey. Extremely patient, an ankou will follow an escaped victim at its slow, plodding pace for the rest of the night, until it either catches and dispassionately kills him, or until the first light of dawn intrudes, banishing the ankou back to Carceri until the next dusk. An ankou possesses no memory of the prior day's activities, and thus will not resume its pursuit the next night. Should the same victim cross its path again, however, the ankou will pursue it as if the first encounter never took place. \r

    All that remains after an ankou\u00c2\u0092s attack are a line of the victim\u00c2\u0092s footprints that end at the point where the victim was waylaid by the driver of an ox or horse-pulled cart, and the wheel ruts that continue down the road, fading to nothingness.\r

    Ankou are about the same height and about half the weight as humans. \r

    Ankou speak Abyssal, Common, and Infernal.\r

    COMBAT\r

    An ankou slowly and deliberately approaches the most available prey, attacking with its massive scythe or pummeling with its supernatural strength. If it grabs a victim, it crushes it with a powerful bear hug.\r

    All-Terrain Travel (Ex):<\/b> An ankou (and its cart) ignores all movement penalties based upon terrain (such as ice, undergrowth, etc.). \r

    Ankou Weaknesses (Ex):<\/b> Ankou are unable to cross open water or flames. An ankou struck by holy water (even only a splash) is immediately forced to return to its home plane (no saving throw). Ankou are automatically returned to Carceri at the first light of dawn, but are free to plane shift again at dusk.\r

    Cart Of the Dead (Su):<\/b> An ankou is followed everywhere it goes by an invisible cart pulled by an equally invisible ox or horse. The cart and its beast of burden produce noise and leave a trail of wheel-ruts and hoof-prints like a normal horse- or ox-cart would. The Cart of the Dead can travel over any terrain without any penalty, even rolling across or through water, and can carry a load of up to 1,000 pounds. The cart can only carry inanimate objects, which become as invisible and intangible as the cart itself. Only the ankou can load or unload the cart, but if the cart is dismissed any objects it is carrying regain physicality and fall to the ground. Neither cart nor beast can be damaged by any weapon or spell, although it can be dismissed from existence by a dismissal, dispel evil or a similar higher-level banishment spell, or by the destruction or banishment of its ankou. The ankou can resummon a banished Cart of the Dead the following night.\r

    Constrict (Ex):<\/b> An ankou deals 1d8+5 points of damage with a successful grapple check against a Large or smaller creature. \r

    Improved Grab (Ex):<\/b> To use this ability, an ankou must hit a Large or smaller opponent with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. \r

    Oversized Weapon (Ex):<\/b> An ankou can wield weapons sized for Large creatures without penalty.\r

    Plane Shift (Su):<\/b> At will, an ankou can shift between the Astral Plane and either the Material Plane or the Tarterian Depths of Carceri (or vice-versa) as a full-round action. The ankou cannot shift other creatures between planes, although it can shift while carrying or wearing any inanimate object(s) it can lift, and may bring its Cart of the Dead and its contents along with it.\r

    Shielded by the Sixfold Realm (Ex):<\/b> An ankou gains a +6 profane bonus to its Armor Class.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #162<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Tarterian Depths of Carceri"},{"name":"Anomalocaris","type":"Vermin","ch":8,"challenge_rating":" 8 \u00a0","id":5064,"reference":"Usergen","full_text":"

    Anomalocaris <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+84\u00a0(138 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> Swim 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-4 size, +10 natural), touch 6, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+33<\/td> <\/tr>
    Attack: <\/strong>Tentacle +17 melee (2d6+12)<\/td> <\/tr>
    Full Attack: <\/strong>2 tentacles +17 melee (2d6+12) and bite +12 melee (3d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., damage reduction 5\/\u00c2\u0097, light fortification, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 10, Con 25, Int \u00c2\u0097, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Swim +20<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13-24 HD (Gargantuan); 25-48 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An enormous creature swims into view. Big as a longship, its flattened torpedo-shaped body tapers to a fanlike tail. A row of overlapping finlike lobes run down each flank, undulating in concert with its tail to drive the beast through the water. Its broad head sports two semi-globular eyes on short stalks and what appear to be a pair of giant, walrus-like tusks. A second look reveals these \"tusks\" to be tentacle-like grasping appendages lined with spiky protrusions. These appendages flex inwards towards a circular mouth on the underside of the creature's head. Said mouth irises in and out, clashing together a ring of jagged teeth; more rings of teeth lie farther down the creature\u00c2\u0092s throat, ready to grind up anything it swallows.<\/i>\r

    Anomalocaris, or \"odd shrimp\", somewhat resembles a giant squid with curved walrus tusks. By far the largest creature in the primeval oceans it calls home, anomalocaris is a free-swimming predator that had no competitors apart from other anomalocaris.\r

    An anomalocatis's body is up to 80 feet long, their weight ranges from 20 tons to 150 tons or more.\r

    COMBAT<\/b>\r
    An anomalocaris views any creature small enough to swallow as a potential meal. An anomalocaris aggressively chases prey, seizing victims in its pseudo-tusks and transferring them to its mouth to be swallowed and ground up by its toothy gullet.\r

    An anomalocaris will attack prey on the surface as well as underwater. They may mistake ships for rival anomalocaris and attack them, which can result in vessels being capsized by an anomalocaris surfacing beneath them. Any creatures thrown in the water when their craft capsizes will usually be attacked by the anomalocaris that \"defeated\" its perceived rival.\r

    Capsize (Ex):<\/b> A submerged anomalocaris that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.\r

    Improved Grab (Ex):<\/b> To use this ability, an anomalocaris must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.\r

    Light Fortification (Ex):<\/b> An anomalocaris's overlapping lateral lobes protect its vital areas and makes it resistant to extra damage from critical hits and sneak attacks. Anytime an anomalocaris is hit by a critical hit or a sneak attack, it has a 25% chance to resist the extra damage.\r

    Swallow Whole (Ex):<\/b> An anomalocaris can try to swallow a grabbed opponent two size categories smaller than itself by making a successful grapple check. Once inside, the opponent is masticated by the multiple rows of teeth lining the anomalocaris's gizzard, taking 3d8+18 points of bludgeoning\/slashing\/piercing damage plus 8 points of acid damage per round. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan anomalocaris's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.\r

    Skills:<\/b> An anomalocaris 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.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #204<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Ant Lion","type":"Vermin","ch":5,"challenge_rating":" 05 \u00a0","id":5065,"reference":"Usergen","full_text":"

    ANT LION<\/span><\/h1> <\/div> <\/td> <\/tr>

    Large Vermin<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 8d8+8 (44 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>-1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft, burrow 10 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 18 (-1 size, -1 Dex, +10 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +8 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 2d8+4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Improved grab, tear<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Vermin<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +7, Ref +1, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 16, Dex 9, Con 13, Int \u0096, Wis 13, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +7, Spot +7<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm desert, forest, hill, plains, and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or nest (mated pair and 1-4 noncombatant young)
    Challenge Rating:<\/b> 5<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> 1\/10 coins; 50% goods; 50% items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 9-12 HD (Large); 13-24 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The ant lion is a huge, vicious insect that lurks at the bottom of deep pits, feeding on creatures unlucky enough to fall in.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The ant lion resembles a cross between a mole and a giant ant. Its body, gray or sandy brown in color, is covered completely by a leathery exoskeleton with patches of coarse black bristles that are sensitive to movement and odor. It has deep-set beady eyes, rows of jagged teeth capable of both tearing and grinding, and six thick legs with sharp claws and flat bristles. The claws are used for digging while the bristles sweep away the loose soil. The ant lion's most prominent features are its mandibles, silvery gray and razor-edged, extending three feet from its mouth. A single barb centered on the inner ridge of each mandible is used to impale and hold prey.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The ant lion seldom stalks its prey. Instead, it digs deep, tapering pits about 60 feet in diameter, buries itself at the bottom beneath a covering of sand, gravel, and stone, and waits for its prey. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When a victim lands in the bottom of the pit, the ant lion bursts from its covering of sand and stones and attempts to grab its foe with its mandibles. If successful, the ant lion will not release its prey until either it or the prey is dead.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the ant lion must hit with its bite attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tear (Ex): <\/b>An ant lion automatically hits a held opponent with its bite attack each round it maintains the hold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vermin:<\/span><\/b> Immune to mind-influencing effects. Ant lions have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Ant Lion first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":"Any","environment":"Temperate and warm desert, forest, hill, plains, and underground"},{"name":"Antelope","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5066,"reference":"Usergen","full_text":"

    Antelope <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+3 Dex, +1 natural), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
    Attack: <\/strong>Gore +2 melee (1d4+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Gore +2 melee (1d4+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Stampede<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 17, Con 12, Int 2, Wis 11, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +5*, Jump +15, Listen +7, Spot +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness (B), Endurance, Run (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (4\u00c2\u009624)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium), 5 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This mammal has a light and elegant frame, slender and graceful limbs, small cloven hooves, and a short tail. It sports a pair of horns on its head.<\/i>\r

    These stats reflect a mid-sized antelope, like a gazelle or an imapala.\r

    Antelope are herbivorous mammals that can be found in nearly any environements. They are generally swift, agile, and able to leap great distances.\r

    Antelope stand 3 to 6 feet tall at the shoulder, and can weigh up to 2,000 pounds. Coloration varies among species, as does horn length. Some antelope sport stripes. Antelope have been known to live more than 20 years.\r

    COMBAT\r

    Antelope attempt to flee from predators. During mating seasons, males can be quite aggressive versus others of their kind.\r

    Stampede (Ex):<\/b> A frightened herd of antelope flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Medium size or smaller that gets in their way, dealing 1d10 points of damage for each five antelope in the herd (Reflex DC 12 half). The save DC is Strength-based.\r

    Skills:<\/b> Antelopes have a +2 racial bonus on Hide, Listen, and Spot checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +4.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any land"},{"name":"Anuchu","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5067,"reference":"Usergen","full_text":"

    Anuchu <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Humanoid \t\t\t(Anuchu)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 15 (+3 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>Longsword +2 melee; or longbow +3 ranged; or bite +2 melee<\/td> <\/tr>
    Damage: <\/strong>Longsword 1d8+2; or longbow 1d8; or bite 1d4+3<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 16, Con 15, Int 14, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Move Silently +6, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, troop (3-10, plus 1 2nd-level ranger), tribe (10-200, plus 5-20 wolves, plus 1 2nd-level cleric per 20 anuchu; plus 1 4th-level ranger, 1 3rd-level cleric, and 1 3rd-level wizard per 50 anuchu; plus 1 9th-level ranger per 100 anuchu)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The anuchu are sociable humanoids, which meld qualities of both wolves and foxes into their appearance. These forest-dwelling humanoid canids stand about 7 feet tall on average. They have orange fur covering most of their torso, except for patches of white fur on the chest, hands, muzzle, and feet. They have reddish-brown eyes, pointed ears with black tips, brown padded palms and soles, black lips, and sharp canine teeth. They keep a mane of long red hair in varying styles, often with braids and ponytails. These people are commonly referred to as \"fox-people\" by other humanoids. The average life span of an anuchu is 140 years.\r

    Anuchu are well-dressed and make their own clothes, popular dress including tunics, cloaks, and so forth usually of green, brown, gray, or blue. They very rarely wear armor, though they are well versed in normal tools and weapons. Anuchu communities are composed mostly of mound houses or dens overgrown with vegetation, and similar dwellings.\r

    Anuchu are able to speak Common, Halfling, Elf, Gnome, and their own language. The anuchu can also speak with most canine animals and keep wolves as guardians.\r

    COMBAT<\/b>\r
    Anuchu are usually a peaceful people, but more than ready to defend themselves and their community. They initiate combat with their longbows, trying to take out opponents at a distance if possible. If forced to melee, they prefer to use longswords, but a few of the more accomplished warriors carry bastard swords. If caught in close combat or otherwise unable to use a weapon, the anuchu will bite instead.\r

    Skills<\/b>: Anuchu receive a +2 racial bonus to Move Silently checks when in natural surroundings.\r


    SOCIETY<\/b>\r
    The anuchu deal with other good humanoids in a friendly manner, though they prefer the company of their own kind to that of elves, dwarves, humans, or halflings. Similarly, most races find them too talkative and perhaps a bit arrogant as well.\r

    Some sages speculate that anuchu are related to gnolls. Their size and appearance certainly suggest that there may be a similar history, but their demeanor shows that they are far removed from that savage race.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #119 (1987, \"The Dragon's Bestiary: A Walk Through the Woods\", Allan Hopkins).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral good","environment":">Temperate and warm forest"},{"name":"Anuchu","type":"Humanoid","ch":"10","challenge_rating":"","id":5068,"reference":"Usergen","full_text":"

    Anuchu <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Humanoid \t\t\t(Anuchu)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 Dex), touch 12, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+0<\/td> <\/tr>
    Attack: <\/strong>Longsword +0 melee (1d8\/19-20) or longbow +2 ranged (1d8\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +0 melee (1d8\/19-20) or longbow +2 ranged (1d8\/x3) or bite +0 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>---<\/td> <\/tr>
    Special Qualities: <\/strong>Canine empathy, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 15, Con 13, Int 13, Wis 10, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Move Silently +4*, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, troop (3-10, plus 1 2nd-level ranger), or tribe (10-200, plus 1 2nd-level cleric per 20 anuchu; plus 1 4th-level ranger, 1 3rd-level cleric, and 1 3rd-level wizard per 50 anuchu; plus 1 9th-level ranger per 100 anuchu; plus 5-20 wolves)<\/td> <\/tr>
    Challenge Rating: <\/strong>\u00c2\u00bd<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid creature blends qualities of both foxes and wolves into its appearance. Its torso is covered in orange fur, with white fur on the chest, hands, muzzle, and feet. Its eyes are reddish-brown, its pointed ears have black tips, and its padded palms and soles and brown. A set of sharp canine teeth shows through its black lips. The humanoid is well-dressed and has a mane of long red hair tied into braids and a ponytail.<\/i>\r

    The anuchu are sociable forest-dwelling humanoid canids that stand about 7 feet tall on average. Humans commonly refer to these people as \"fox-people.\" The average life span of an anuchu is 140 years.\r

    Anuchu make their own clothes; popular dress includes tunics, cloaks, and so forth usually of green, brown, gray, or blue. They very rarely wear armor, though they are well versed in normal tools and weapons. Anuchu communities are composed mostly of mound houses or dens overgrown with vegetation, and similar dwellings.\r

    Anuchu are able to speak Common and their own language. Many anuchu learn the languages of races they are friendly with, usually Halfling, Elf, Gnome, and Sylvan. The anuchu can also speak with most canine animals and keep wolves as guardians for the community.\r

    Most anuchu encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.\r

    COMBAT<\/b>\r
    Anuchu are usually a peaceful people, but more than ready to defend themselves and their community. An anuchu initiates combat with its longbow, trying to take out opponents at a distance if possible. If forced into melee, most anuchu prefer to use a longsword, but a few of the more accomplished warriors carry bastard swords. If caught in close combat or otherwise unable to use a weapon, an anuchu will bite instead.\r

    Canine Empathy (Ex)<\/b>: Anuchu are able to communicate with canine animals through body language, scent, and vocalization as if they shared a common language.\r

    Skills<\/b>: *Anuchu have a +4 racial bonus on Move Silently checks when in natural surroundings.\r

    ANUCHU SOCIETY<\/b>\r
    The anuchu deal with other good humanoids in a friendly manner, though they prefer the company of their own kind to that of elves, dwarves, humans, or halflings. Similarly, most races find them too talkative and perhaps a bit arrogant as well.\r

    Some sages speculate that anuchu are related to gnolls. Their size and appearance certainly suggest that there may be a similar history, but their demeanor shows that they are far removed from that savage race.\r

    ANUCHU AS CHARACTERS<\/b>\r
    Anuchu leaders tend to be rangers. An anuchu cleric has access to two of the following domains: Animal, Good, and Plant. Psionic anuchu are very rare, but not unheard of.\r

    Anuchu characters possess the following racial traits.\r

    Dex +4, Con +2, Int +2, Cha -2. \r
    A anuchu\u00c2\u0092s base land speed is 30 feet. \r
    Low-light vision. \r
    +2 natural armor bonus.\r
    +2 racial bonus to Move Silently checks when in natural surroundings.\r
    Special Qualities: Scent, speak with canines. \r
    Automatic Languages: Common, Anuchu. Bonus Languages: Elf, Gnome, Halfling, Sylvan. \r
    Favored Class: Ranger. \r
    Level adjustment +2.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #119 (\"The Dragon's Bestiary,\" March 1987, Allan Hopkins).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral good","environment":"Temperate and warm forest"},{"name":"Aoskian Hound","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5069,"reference":"Usergen","full_text":"

    Aoskian Hound <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 Dex, +4 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 bites +5 melee (1d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bark<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 13, Con 15, Int 4, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +11, Listen +10, Search -1, Spot +10, Survival +2* <\/td> <\/tr>
    Feats: <\/strong>Alertness, Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands (Sigil)<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral, often evil<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium), 5-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, heavily-muscled hound has two heads.<\/i>\r

    Aoskian hounds are two-headed dogs found mostly in the planar city of Sigil. Their name derives from their first breeders, followers of the long-dead and nearly forgotten god Aoskar. These carnivorous dogs are primarily nocturnal. Few are found in the wilds of the Outlands, mostly those whose masters were killed while traveling, or their descendants.\r

    A typical Aoskian hound stands 3 feet high at the shoulder and weighs 300 pounds.\r

    COMBAT\r

    An Aoskian hound generally issues a jarring warning bark when intruders or adversaries are first spotted, then closes to bite with its two sets of powerful jaws.\r

    Bark (Su):<\/b> When an Aoskian hound barks, all creatures except evil outsiders within a 30-foot spread must succeed on a DC 13 Will save or become stunned for 1 round and dazed for 1d4 rounds thereafter. This is a sonic effect. Whether or not the save is successful, an affected creature is immune to the same hound's bark for 24 hours. The save DC is Constitution-based.\r

    Skills:<\/b> Aoskian hounds have a +4 racial bonus on Jump checks. An Aoskian hound's two heads give it a +2 racial bonus on Listen, Spot, and Search checks. *Aoskian hounds have a +4 racial bonus on Survival checks when tracking by scent.\r

    Training an Aoskian Hound<\/b>\r
    An Aoskian hound serves readily as a guard animal, but it requires training. Training an Aoskian hound requires a Handle Animal skill check with the normal +5 increase to DCs for training a magical beast. See the Handle Animal skill description for more information on training and handling magical beasts.\r

    A fully trained Aoskian hound costs 1,500 gp. Aoskian hound puppies are worth 200 gp on the open market. Professional trainers charge 500 gp to train an Aoskian hound. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in In the Cage: A Guide to Sigil<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral, often evil","environment":"Concordant Domain of the Outlands (Sigil)"},{"name":"Ape of the Isle","type":"Magical Beast","ch":15,"challenge_rating":" 15 \u00a0","id":5070,"reference":"Usergen","full_text":"

    Ape of the Isle <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d10+90\u00a0(189 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares), climb 20 ft<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+36<\/td> <\/tr>
    Attack: <\/strong>Slam +26 melee (1d8+10)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +26 melee (1d8+10) and bite +24 melee (2d6+5) and 2 stamps +24 melee (2d8+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Boulder smash, constrict 1d8+10, double damage against objects, improved grab, rend 2d8+15, trample 2d6+15<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fast healing 5, gallop, immune to mind-affecting abilities, low-light vision, resistance to fire 10, electricity 10, and cold 10, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +12, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 13, Con 20, Int 4, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Climb +18, Jump +21 (+25 gallop), Listen +11, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Alertness, Awesome Blow, Cleave, Improved Bull Rush, Multiattack, Power Attack, Snatch<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>19-36 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This simian appears to be nothing more than a gigantic gorilla, with a heavy coat of brownish-black fur and yellow eyes.<\/i>\r

    Apes of the Isle are so named because they were originally found on the demiplane called The Isle of the Ape. Zagyg the Mad apparently placed them on the demiplane, though whether he created them or took them from someplace else is unknown. There are only five apes on the Isle, all female, besides their leader, Oonga. Though these apes are long-lived, there are not enough of them to sustain a viable community and have not bred in years. These apes prefer to eat plants, but will eat meat if available. Despite this, they are very aggressive to other creatures. \r

    The apes of the Isle average 24 feet in height, and weigh about 12,000 pounds.\r

    COMBAT<\/b>\r
    Apes of the Isle begin combat by charging and attempting to overrun their foes. In melee, they attack with fists and bite. An ape of the Isle can easily uproot a tree of up to 72 feet in height and 6 feet in diameter, and use the tree as a Huge greatclub (3d8 damage).\r

    Boulder Smash (Ex)<\/b>: An ape of the Isle can throw a Large boulder (10 ft. by 10 ft.), potentially hitting or dispersing multiple targets, at a range increment of 120 feet. To throw a boulder, an ape of the Isle must target a 10-foot-square area and hit AC 15. A success means that creatures and objects in the target area must make a Reflex save (DC = ape's attack roll) or take 3d8+10 points of damage. If a creature in the target area succeeds on the save, it moves 5 feet backward or to the side, though if it cannot move out of the area it takes half damage.\r

    Constrict (Ex)<\/b>: An ape of the Isle deals automatic slam damage with a successful grapple check.\r

    Double Damage against Objects (Ex)<\/b>: An ape of the Isle that makes a full attack against an object or structure deals double damage.\r

    Improved Grab (Ex)<\/b>: To use this ability, an ape of the Isle must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. On a successful grapple check, an ape of the Isle deals automatic bite damage.\r

    Rend (Ex)<\/b>: If an ape of the Isle hits with both slam attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d8+15 points of damage.\r

    Trample (Ex)<\/b>: Reflex half DC 29. The save DC is Strength-based.\r

    Gallop (Ex)<\/b>: An ape of the Isle can get down on all fours and gallop along at a speed of 50 feet, provided that its hands are free. When running on all fours, an ape of the Isle can launch itself into a jump. The jump DCs for both long jumps and high jumps are halved while galloping.\r

    Skills<\/b>: Apes of the Isle have a +8 racial bonus on Climb checks. An ape of the Isle can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in module WG6 - Isle of the Ape (1985, Gary Gygax).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm forest"},{"name":"Ape of the Isle, Oonga","type":"Magical Beast","ch":18,"challenge_rating":" 18 \u00a0","id":5071,"reference":"Usergen","full_text":"

    Ape of the Isle, Oonga <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 36d10+200\u00a0(398 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 50 ft (10 squares), climb 20 ft<\/td> <\/tr>
    Armor Class: <\/strong> 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+36\/+56<\/td> <\/tr>
    Attack: <\/strong>Slam +47 melee (1d8+12)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +47 melee (1d8+12) and bite +45 melee (2d6+6) and 2 stamps +45 melee (2d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Boulder smash, constrict 1d8+12, double damage against objects, improved grab, rend 2d8+18, trample 2d6+18<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fast healing 5, gallop, immune to mind-affecting abilities, low-light vision, resistance to fire 15, electricity 15, and cold 15, scent, spell resistance 29<\/td> <\/tr>
    Saves: <\/strong>Fort +25, Ref +21, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 13, Con 20, Int 8, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +20, Jump +33 (+37 gallop), Listen +16, Spot +16<\/td> <\/tr>
    Feats: <\/strong>Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Snatch\r
    Epic Feats:<\/b> Epic Prowess, Epic Sunder, Epic Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or troupe (Oonga plus 2-4 apes of the Isle)<\/td> <\/tr>
    Challenge Rating: <\/strong>18<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This mighty simian appears to be nothing more than a gigantic gorilla, with a heavy coat of brownish-black fur and yellow eyes. This one appears to have a regal bearing, and commands the respect of the others.<\/i>\r

    Oonga is the monarch of the apes found on the Isle of the Ape. He is the largest and fiercest of his kind, and dwells alone. Those creatures too stupid to stay away from his lair are torn to pieces and devoured. The savage Kawibusa tribe that dwells on the island offers him sacrifices and worships him as a god.\r

    Oonga is 30 feet tall and weighs about 20,000 pounds. He speaks no languages, but is intelligent enough to learn them.\r

    COMBAT<\/b>\r
    Oonga begins combat by charging and attempting to overrun his foes. In melee, he attacks with his fists and bite. Oonga can easily uproot a tree of up to 90 feet in height and 9 feet in diameter, and use the tree as a Huge greatclub (3d8 damage).\r

    Boulder Smash (Ex)<\/b>: Oonga can throw a Large boulder (10 ft. by 10 ft.), potentially hitting or dispersing multiple targets, at a range increment of 120 feet. To throw a boulder, Oonga must target a 10-foot-square area and hit AC 15. A success means that creatures and objects in the target area must make a Reflex save (DC = Oonga's attack roll) or take 3d8+10 points of damage. If a creature in the target area succeeds on the save, it moves 5 feet backward or to the side, though if it cannot move out of the area it takes half damage.\r

    Constrict (Ex)<\/b>: Oonga deals automatic slam damage with a successful grapple check.\r

    Double Damage against Objects (Ex)<\/b>: If Oonga makes a full attack against an object or structure, he deals double damage.\r

    Improved Grab (Ex)<\/b>: To use this ability, Oonga must hit with his slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict. On a successful grapple check, Oonga deals automatic bite damage.\r

    Rend (Ex)<\/b>: If Oonga hits with both slam attacks, he latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d8+18 points of damage.\r

    Trample (Ex)<\/b>: Reflex half DC 40. The save DC is Strength-based.\r

    Gallop (Ex)<\/b>: Oonga can get down on all fours and gallop along at a speed of 60 feet, provided that his hands are free. When running on all fours, Oonga can launch himself into a jump. The jump DCs for both long jumps and high jumps are halved while galloping.\r

    Skills<\/b>: Oonga has a +8 racial bonus on Climb checks. Oonga can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in module WG6 - Isle of the Ape (1985, Gary Gygax).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm forest"},{"name":"Ape, Giant","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5072,"reference":"Usergen","full_text":"

    Ape, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+40\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00962 size, +1 Dex, +7 natural), touch 9, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+27<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (2d4+10) or rock +7 ranged (2d6+10)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (2d4+10) and bite +10 melee (2d6+5) or rock +7 ranged (2d6+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fierce grappler, improved grab, rend 3d6+15, rock throwing, toss<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +10, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 13, Con 18, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +18, Listen +8, Spot +8, Survival +4<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will, Lightning Reflexes, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests or mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Huge), 21-30 (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive, feral ape is nearly three times as tall as a man.<\/i>\r

    Giant apes are massive relatives of the dire ape.\r

    A giant ape stands about 18 feet tall and weighs from 6,000 to 10,000 pounds.\r

    COMBAT\r

    Like dire apes, giant apes attack anything that enters their territory, even other apes. They are just as likely to throw a grappled opponent as rend them. Giant apes are also capable of throwing large stones with considerable accuracy.\r

    Dire (Ex):<\/b> Giant apes are considered to be dire animals for the purposes of saving throws. \r

    Fierce Grappler (Ex):<\/b> Giant apes have a +2 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    Improved Grab (Ex):<\/b> To use this ability, a giant ape must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can toss its opponent.\r

    Rend (Ex):<\/b> If a giant ape hits with both claw attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 3d6+15 points of damage.\r

    Rock Throwing (Ex):<\/b> Giant apes are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant ape can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments. The range increment is 60 feet for a giant ape's thrown rocks.\r

    Toss (Ex):<\/b> A giant ape can toss a grappled opponent in a random direction. Resolve the toss as a bull rush maneuver (+18 check modifier), except there is no attack of opportunity, as the giant ape has already grabbed its victim. The giant ape does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the giant ape\u00c2\u0092s bull rush check, he remains in his current square with no ill effects and is no longer grappled. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.\r

    Skills:<\/b> Giant apes have a +4 racial bonus on Intimidate checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Giant apes have a -4 racial penalty on Swim checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in I13 - Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any forests or mountains"},{"name":"Apodalypse","type":"Aberration","ch":13,"challenge_rating":" 13 \u00a0","id":5073,"reference":"Usergen","full_text":"

    Apodalypse <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Aberration \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d8+65\u00a0(123 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> Swim 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+27<\/td> <\/tr>
    Attack: <\/strong>Bite +17 melee (4d6+10)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +17 melee (4d6+10) and 4 extra limbs +15 melee (1d8+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, extra limbs, improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, damage reduction 10\/good and magic, darkvision 60 ft, fortification, immunity to cold, keen scent, necrotic life, spell resistance 21, undead aura, unliving immunities, vulnerability to holy water, vulnerability to turning<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +5, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 13, Con 21, Int 6, Wis 12, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Listen +9, Spot +9, Swim +18<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Improved Initiative, Iron Will, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or clutch (1 apodalypse plus 1-6 progeny)<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>14-26 HD (Huge); 27-39 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature from the darkest of nightmares has an unstable form, a patchwork made up of the skin of humanoids with screaming faces and flailing arms, contrasted with fish scales, octopoidal tentacles, and manta wings. This mess surrounds a massive, shark-like maw.<\/i>\r

    The apodalypse was the horrible result of a foolish experiment combining reanimated shark tissue implanted in living humanoids. The first apodalypse was created using formulae and recipes found in the unholy tome, The Nekton Fragments.\r

    An apodalypse consists of an undead core, sheathed in a husk of still-living flesh that is constantly disintegrating and falling away. This aquatic monstrosity steals the flesh of the living to maintain its form and it's semi-undead existence. It can spend days unmoving to conserve its stolen flesh before it is forced to go hunting for the living. When prey is plentiful, an apodalypse can release a clutch of progeny, each of which has the potential to grow into a full-fledged apodalypse.\r

    An apodalypse is about 30 feet in diameter and weighs 10 tons.\r

    COMBAT<\/b>\r
    An apodalypse attacks with its savage bite, trying to swallow as many opponents as possible. Creatures that die within an apodalypse have their flesh cannibalized and incorporated into the evil horror. The flesh remains faintly living while it becomes a part of the beast.\r

    Energy Drain (Su)<\/b>: Living creatures inside an apodalypse's interior gain 2 negative levels each round. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the apodalypse gains 5 temporary hit points.\r

    Improved Grab (Ex)<\/b>: To use this ability, an apodalypse must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.\r

    Swallow Whole (Ex)<\/b>: An apodalypse can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent is subject to the creature's energy drain. A swallowed creature can cut its way out by using a light slashing or piercing weapon to kill the apodalypse from the inside (AC 15). \r

    An apodalypse's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.\r

    Extra Limbs (Ex)<\/b>: An apodalypse has a multitude of appendages on its body stolen from previous victims it has incorporated into its body. It may use up to four of these appendages at random in any given round, each of which usually consists of a slam, claw, bite, sting, gore, tentacle, tail slap, or wing. Each such attack form deals 1d8 points of damage of the type appropriate to the attack form (see p. 312 in the Monster Manual).\r

    Amphibious (Ex)<\/b>: Although an apodalypse is aquatic, it can survive indefinitely on land.\r

    Fortification (Ex)<\/b>: When a critical hit or sneak attack is scored on an apodalypse, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally.\r

    Keen Scent (Ex)<\/b>: An apodalypse can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.\r

    Necrotic Life (Ex)<\/b>: Even on a failed save, an apodalypse suffers only half damage from spells or effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a apodalypse suffers no damage.\r

    Undead Aura (Ex)<\/b>: An apodalypse registers as an undead creature for the purposes of spells and effects that detect undead (such as detect undead<\/i>). An apodalypse counts as half its HD for the purposes of aura strength.\r

    Unliving Immunities (Ex)<\/b>: An apodalypse is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, disease, and death effects. An apodalypse is not subject to ability drain or energy drain. An apodalypse is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.\r

    Vulnerability to Holy Water (Ex)<\/b>: Holy water scalds the flesh of an apodalypse, dealing 1d4 points of damage per direct hit with a flask.\r

    Vulnerability to Turning (Ex)<\/b>: Any turning attempt targeting an apodalypse that would turn or rebuke an undead of the apodalypse's HD dazes the apodalypse for 1 round. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns an apodalypse for 2d4 rounds.\r

    Skills<\/b>: An apodalypse 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in module Night of the Shark (1997, Bruce R. Cordell).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral evil","environment":"Any aquatic and underground"},{"name":"Apodalypse, Progeny","type":"Aberration","ch":2,"challenge_rating":" 02 \u00a0","id":5074,"reference":"Usergen","full_text":"

    Apodalypse, Progeny <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Aberration \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares), swim 30 ft<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 size, +3 Dex), touch 15, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-6<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (2d4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (2d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>2 \u00c2\u00bd ft\/2 \u00c2\u00bd ft<\/td> <\/tr>
    Special Attacks: <\/strong>Burrow, subsume<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, blindsight 60 ft, damage reduction 5\/good, darkvision 60 ft, fortification, immunity to cold, keen scent, necrotic life, undead aura, unliving immunities, vulnerability to holy water, vulnerability to turning<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Escape Artist +8, Hide +13, Move Silently +6, Swim +8<\/td> <\/tr>
    Feats: <\/strong>Stealthy, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Cluster (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This appears to be a wasp's nest hanging from the ceiling, though in reality it is more like a tightly coiled snake wrapped in squamous flesh. At the end of the snake is an eyeless, shark-like head with a mouth filled with rows of sharp teeth.<\/i>\r

    An apodalypse progeny is the foul offspring of the evil parent creature. Like an adult apodalypse, this monster is partly undead and partly alive. A progeny can remain in a dormant state for years, even centuries, hanging and waiting for prey.\r

    An apodalypse progeny is about 2 feet long when unfurled and weighs 2 pounds.\r

    COMBAT<\/b>\r
    Progeny attack immediately when disturbed by living humanoids. They prefer to drop onto unsuspecting vitctims from above. Once active, a progeny can use its coiled length to leap up to 20 feet through the air, or to swim through water, and deliver a vicious bite.\r

    An apodalypse progeny will try to burrow into flesh, in an attempt to subsume its victim and turn it into a mindless husk of flesh. If a progeny controls a husk for a full month, it transforms the victim's body and becomes an adult apodalypse.\r

    Burrow (Ex)<\/b>: If an apodalypse progeny hits a Small or larger living creature with a bite attack, on its next turn it can attempt to burrow into the target's flesh. The target may attempt a DC 14 Reflex save to prevent the progeny from burrowing in (a helpless creature can't prevent the burrowing). If the save fails, each round thereafter the target takes 2d4 points of Constitution damage. The save DC is Constitution-based. \r

    If any damage is dealt to a burrowing progeny, the creature it is burrowing into takes the same amount of damage. \r

    Subsume (Su)<\/b>: A burrowing apodalypse progeny will reach a creature's spinal column in 1d4+2 rounds, at which point the host automatically becomes paralyzed. Beginning with that round, the progeny will begin to digest the spinal column and lower brain stem of the victim. As the progeny eats, it replaces the spinal column with its own body, eventually attaching itself to the victim's brain when complete.\r

    Any successful turning attempt on a progeny that is in the process of subsuming its host will kill the progeny instantly and end the subsumption.\r

    The process of subsumption takes 6 full rounds, inflicting 2d6 hit points of damage upon the victim per round. At the end of 6 full rounds, the victim dies and the progeny takes control of the body. Subsumption prevents any form of raising or resurrection, although a wish<\/i> or a miracle<\/i> spell can restore the victim to life and its original form, destroying the progeny.\r

    Amphibious (Ex)<\/b>: Although an apodalypse is aquatic, it can survive indefinitely on land.\r

    Fortification (Ex)<\/b>: When a critical hit or sneak attack is scored on an apodalypse, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally.\r

    Keen Scent (Ex)<\/b>: An apodalypse can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.\r

    Necrotic Life (Ex)<\/b>: Even on a failed save, an apodalypse suffers only half damage from spells or effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a apodalypse suffers no damage.\r

    Undead Aura (Ex)<\/b>: An apodalypse registers as an undead creature for the purposes of spells and effects that detect undead (such as detect undead<\/i>). An apodalypse counts as half its HD for the purposes of aura strength.\r

    Unliving Immunities (Ex)<\/b>: An apodalypse is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, disease, and death effects. An apodalypse is not subject to ability drain or energy drain. An apodalypse is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.\r

    Vulnerability to Holy Water (Ex)<\/b>: Holy water scalds the flesh of an apodalypse, dealing 1d4 points of damage per direct hit with a flask.\r

    Vulnerability to Turning (Ex)<\/b>: Any turning attempt targeting an apodalypse that would turn or rebuke an undead of the apodalypse's HD dazes the apodalypse for 1 round. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns an apodalypse for 2d4 rounds.\r

    Skills<\/b>: An apodalypse progeny 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in module Night of the Shark (1997, Bruce R. Cordell).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral evil","environment":"Any land and underground"},{"name":"Apollyon","type":"Outsider","ch":15,"challenge_rating":" 15 \u00a0","id":5075,"reference":"Usergen","full_text":"

    Apollyon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d8+150\u00a0(217 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 28 (-1 size, +4 Dex, +15 natural), touch 12, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+28<\/td> <\/tr>
    Attack: <\/strong>Claw +23 melee (1d6+9\/19-20 plus bleeding wounds) or death ray +18 ranged touch<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +23 melee (1d6+9\/19-20 plus bleeding wounds) and bite +21 melee (1d8+4 plus bleeding wounds plus cursed wound) or death ray +18 ranged touch\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Adamantine claws, bleeding wounds, death ray<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/adamantine, darkvision 60 ft., deathwatch, immunity to death and fear effects, tomb-tainted, tongues\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +13, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 19, Con 30, Int 12, Wis 21, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +8, Hide +18, Intimidate +24, Knowledge (religion) +19, Listen +23, Move Silently +22, Search +19, Sense Motive +23, Spot +23, Survival +23 (+25 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (death ray), Combat Expertise, Flyby Attack, Improved Critical (claw), Multiattack, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Home plane of a death deity<\/td> <\/tr>
    Organization: <\/strong>Solitary or mortuary (2-15)<\/td> <\/tr>
    Challenge Rating: <\/strong>15<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>16-30 HD (Large); 31-45 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gaunt, hairless humanoid stands ten feet tall. Its skin is gray and scaly, while its eyes resemble smoldering coals. Huge, batlike wings spread from its back, and its arms end in adamantine talons. Its mouth is filled with protruding ivory fangs.<\/i>\r

    Apollyon serve as messengers of death deities and guardians of their realms. Apollyon are occasionally sent to the Material Plane to assist a trusted servant who continues to send the deity an influx of new subjects. Apollyon are also dispatched to guard or destroy items antithetical to the domain of death, such as life-restoring magic items or a fountain of eternal youth.\r

    An apollyon stands 10 feet tall and weighs 900 pounds.\r

    Apollyon speak Common, Draconic, Celestial, and Infernal in harsh voices, but rarely do so. They can also communicate with nearly any creature with their tongues<\/i> ability, but usually only proclaim short utterances of imminent demise.\r

    COMBAT\r

    Apollyons are efficient killers, for their primary purpose is a high death toll. An apollyon generally opens with its death ray, then rips targets apart with its devastating claws and bite, while waiting for its death ray to become available again. Apollyons do not seem to enjoy battle, and take no joy in inflicting pain. They simply dispatch the living in the fastest possible manner.\r

    Adamantine Claws (Ex):<\/b> An apollyon's claw attacks are treated as adamantine weapons for the purpose of overcoming damage reduction.\r

    Bleeding Wounds (Ex):<\/b> A wound from an apollyon's natural attacks continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure<\/i> spell or other healing spell (heal, mass heal<\/i>, and so on).\r

    Cursed Wound (Ex):<\/b> Damage caused by an apollyon's bite attack doesn\u00c2\u0092t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by an apollyon's bite attack must succeed on a caster level check (DC 10 + plus the apollyon's Hit Dice; DC 25 for a typical apollyon), or the spell has no effect on the injured character.\r

    Death Ray (Su):<\/b> An apollyon can project a thin, gray ray up to 100 feet from its eyes. Any living creature struck by this ray takes 1d100 points of damage (Fort DC 25 half). After striking one target, the ray dissipates and cannot be used again for 1d4 rounds. This is a death effect. The save DC is Charisma-based. \r

    Death's grip is so strong on those slain by one of his apollyon's death rays that a caster level check (DC 10 + plus the apollyon's Hit Dice; DC 25 for a typical apollyon) is required to restore life via resurrection<\/i> and similar life-restoring magic. \r

    Deathwatch (Su):<\/b> An apollyon continuously ascertains the condition of creatures near death within 60 feet, as the deathwatch<\/i> spell (caster level 15th). \r

    Tomb-Tainted (Ex):<\/b> Although outsiders, apollyons are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). An apollyon may be turned as if it were an undead creature.\r

    Tongues (Su):<\/b> An apollyon can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 15th). This ability is always active.\r

    In the Realms<\/b>\r
    In Faer\u00c3\u00bbn, the apollyon serve Kelemvor on the Fugue Plane. \r

    On Oerth<\/b>\r
    In Greyhawk, the apollyon serve Nerull in Carceri.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #42<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Home plane of a death deity"},{"name":"Apparatus of Dreadful Construction","type":"Construct","ch":40,"challenge_rating":" 40 \u00a0","id":5076,"reference":"Usergen","full_text":"

    Apparatus of Dreadful Construction <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 100d10+60\u00a0(610)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), burrow 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 60 (\u00c2\u00964 size, \u00c2\u00961 Dex, +55 natural), touch 5, flat-footed 60<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+75\/+109<\/td> <\/tr>
    Attack: <\/strong>Bite +93 melee (12d8+22)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +93 melee (12d8+22)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Burn, combustion cloud, road of ruin, trample 10d12+33<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 25\/adamantine and epic, darkvision 60 ft., fast healing 5, immovable, immunity to fire, immunity to magic, low-light vision, random plane shift<\/td> <\/tr>
    Saves: <\/strong>Fort +33, Ref +32, Will +33 <\/td> <\/tr>
    Abilities: <\/strong>Str 54, Dex 9, Con -, Int -, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>-<\/td> <\/tr>
    Feats: <\/strong>-<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>40<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appears to be a massive, fully enclosed, horseless chariot made of iron and black metal rolls forth, its three great metal chimneys spewing sparks and flames high into the air. Its two monstrous studded wheels creak with its great weight. Eight metal teeth, each as large as a man, continually chomp as if driven by a great piston, chewing threw everything it encounters. A road of foul-smelling, smoking matter is left in its wake.<\/i>\r

    The Apparatus of Dreadful Construction is a large wheeled mechanism, reputed to be made of adamantite-alloyed iron, that briefly appears on certain worlds at random, leaving a trail of chaos in its wake. The purpose and origins of the device are a mystery, though some sages specualte that it was built with the assistance of tinker gnomes (fueled by the fact that some tinker gnomes actively pursue the device to study it.) Another theory is that it is a reactivated relic from an ancient empire. Regardless of its origins, its first appearance in dates back only 130 years, leading sages to assume that the device is either of recent construction or lay dormant until accidentally activated by a curious (and no doubt now deceased) discoverer. \r

    As it travels across the landscape, the Apparatus destroys everything in its path. It always moves in a perfectly straight line, undaunted by any means to change its course. It is said to be able to survive falls from great heights, continuing on undamaged from the point where it lands. The Apparatus's single-minded movements and actions leads many to believe that it has escaped its original creator's control and now runs entirely of its own volition. \r

    The Apparatus stands 15 feet high, 20 feet wide, and 25 feet long and weighs about 30 tons.\r

    The Apparatus cannot speak or make any vocal noise, nor does it have any distinguishable odor (other than the smell of smoke and cinders it leaves in its wake). It moves with a ponderous but smooth gait, causing the ground to tremble for a hundred feet in all directions.\r

    COMBAT\r

    The Apparatus simply rolls over anything in its path. It does not stop to do battle with other creatures, but may harm them in the course of its actions.\r

    The Apparatus's natural weapons are treated as epic and adamantine for purposes of overcoming damage reduction.\r

    Burn (Ex):<\/b> The Apparatus's natural attacks deal normal damage plus fire damage because of the creature's great heat. Anyone hit by the Apparatus's natural attacks must succeed on a DC 60 Reflex save or catch on fire. The flame burns for 10 rounds. Unless it is still in contact with the Apparatus, a burning creature can take a move action to put out the flames. The save DC is Constitution-based.\r

    Creatures hitting the Apparatus with natural weapons or unarmed attacks take fire damage as though hit by the Apparatus's attack, and also catch on fire unless they succeed on a DC 60 Reflex save.\r

    Combustion Cloud (Ex):<\/b> Three great metal chimneys rear from the Apparatus's stern, spewing sparks and flames up to 30 feet into the air. Any creature or object within 30 feet must succeed on a DC 60 Reflex save or take an extra 3d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues while within the area and for another 10 rounds thereafter. Unattended flammable materials within the area ignite automatically. The save DC is Constitution-based.\r

    Immovable (Su):<\/b> The Apparatus cannot be moved by any means short of epic magic or direct divine intervention. It automatically succeeds on all opposed bull rush, grapple, and trip attempts.\r

    Immunity to Magic (Ex):<\/b> The Apparatus 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.\r

    A magical attack that deals cold damage slows the Apparatus (as the slow<\/i> spell) for 3 rounds, with no saving throw.\r

    Random Plane Shift (Su):<\/b> If submerged in water, the apparatus is randomly transported to deep waters on another plane 1d20 rounds later. This functions like the plane shift<\/i> spell (caster level 20th), except it affects only the apparatus and the destination plane is determined randomly.\r

    Road of Ruin (Su):<\/b> As it moves, the Apparatus converts destroyed material into a black paved road measuring 20 feet wide, with churned earth and ground rock littering either side. The road has hardness 10 and 100 hit points per 5-foot section. The road is extremely hot, dealing 6d6 points of fire damage to anything that touches it within the first hour. For each hour thereafter, it cools, dealing 1d6 less damage until it is completely cool 7 hours later. Additionally, the toxic substances mixed with the raw materials are deadly to plants, automatically killing all plant life within 150 feet. Plant creatures are entitled to a DC 60 Fortitude save; even on a success, the creature still takes 5d6 points of damage. The save DC is Constitution-based.\r

    Trample (Ex):<\/b> Reflex half DC 82. The save DC is Strength-based.\r

    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Encyclopedia Magica Vol 1<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any"},{"name":"Apparition","type":"Undead","ch":7,"challenge_rating":" 07 \u00a0","id":5077,"reference":"Usergen","full_text":"

    APPARITION<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Undead (Incorporeal)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 8d12 (52 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+2 Dex, +3 deflection)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Incorporeal touch +6 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Incorporeal touch 1d4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Suggestion strangle, create spawn<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Undead, detect living, incorporeal, turn resistance +2, unnatural aura, sunlight powerlessness<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +2, Ref +3, Will +7<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str \u0096, Dex 14, Con \u0096, Int 10, Wis 13, Cha 16<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +13, Listen +12, Search +11, Spot +12<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Alertness, Blind-Fight, Improved Initiative<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or gang (2-4)
    Challenge Rating:<\/b> 7<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 9-24 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    An apparition appears as a translucent skeletal humanoid dressed in rags. Its eyes glow with a pale crimson flame.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The apparition attacks by fear alone. By implanting a suggestion in a victim\u0092s mind, it attempts to actually scare the life out of him. If overpowered or if it fails in its attempt to slay a living creature it will flee.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Suggestion Strangle (Su): <\/b>An apparition attacks by implanting a suggestion<\/i> in the victim\u0092s mind convincing the target it is being strangled by the apparition. The target must succeed at a Will save (DC 17) to disbelieve the suggestion. On a failed save, the victim must immediately succeed at a Fortitude save (DC 15) or die from fright. If the Fortitude save is made, the victim acts as if affected by a fear<\/i> spell for 1d4 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the target succeeds at the Will save, it cannot be affected by that apparition\u0092s suggestion strangle for one day.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature protected by a magic circle from evil<\/i> or protection from evil<\/i> cannot be affected by the apparition\u0092s suggestion strangle<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Detect Living (Su): <\/b>An apparition can sense living creatures up to 100 feet away.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Create Spawn (Su):<\/b> A creature slain by an apparition will rise in 1d4 hours as an apparition. Spawn are not commanded by or under the control of the apparition who created them. They possess none of the abilities they had in life.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Incorporeal:<\/b> Only harmed by +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Unnatural Aura (Su): <\/b>Both wild and domesticated animals can sense the unnatural presence of an apparition at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Undead:<\/b> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Apparitions have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sunlight Powerlessness (Ex):<\/b> Apparitions are utterly powerless in natural sunlight (not merely a <\/span>daylight<\/span> spell) and flee from it. An apparition caught in sunlight cannot attack and can take only partial action.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Apparition first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Undead","alignment":"Any","environment":"Any land and underground"},{"name":"Aquatic Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5078,"reference":"Usergen","full_text":"

    Aquatic Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Aquatic)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 and 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 8\u00c2\u00969 HD; very young 11\u00c2\u009612 HD; young 14\u00c2\u009615 HD; juvenile 17\u00c2\u009618 HD; young adult 20\u00c2\u009621 HD; adult 23\u00c2\u009624 HD; mature adult 26\u00c2\u009627 HD; old 29\u00c2\u009630 HD; very old 32\u00c2\u009633 HD; ancient 35\u00c2\u009636 HD; wyrm 38\u00c2\u009639 HD; great wyrm 41+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +4; very young +4; young +5; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Aquatic Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>M<\/font><\/td>7d12+14\u00a0(59)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+7\/+10<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>+5<\/font><\/td>+6<\/font><\/td>2d10\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>L<\/font><\/td>10d120+30\u00a0(65)<\/font><\/td>21<\/font><\/td>10<\/font><\/td>17<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+10\/+19<\/font><\/td>+14<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>+8<\/font><\/td>4d10\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>L<\/font><\/td>13d12+39\u00a0(123)<\/font><\/td>25<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+13\/+24<\/font><\/td>+19<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+10<\/font><\/td>6d10\u00a0(19)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>16d12+64\u00a0(168)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>19<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+16\/+29<\/font><\/td>+24<\/font><\/td>+14<\/font><\/td>+10<\/font><\/td>+12<\/font><\/td>8d10\u00a0(22)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>H<\/font><\/td>19d12+95\u00a0(218)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+19\/+37<\/font><\/td>+27<\/font><\/td>+16<\/font><\/td>+11<\/font><\/td>+14<\/font><\/td>10d10\u00a0(24)<\/font><\/td>22<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>22d10+110\u00a0(253)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+22\/+41<\/font><\/td>+31<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+16<\/font><\/td>12d10\u00a0(26)<\/font><\/td>24<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>25d12+150\u00a0(312)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+25\/+44<\/font><\/td>+34<\/font><\/td>+20<\/font><\/td>+14<\/font><\/td>+18<\/font><\/td>14d10\u00a0(28)<\/font><\/td>26<\/font><\/td><\/tr>
    Old<\/font><\/td>G<\/font><\/td>28d12+196\u00a0(378)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+28\/+52<\/font><\/td>+36<\/font><\/td>+23<\/font><\/td>+16<\/font><\/td>+20<\/font><\/td>16d10\u00a0(31)<\/font><\/td>28<\/font><\/td><\/tr>
    Very Old<\/font><\/td>G<\/font><\/td>31d12+248\u00a0(449)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+31\/+56<\/font><\/td>+40<\/font><\/td>+25<\/font><\/td>+17<\/font><\/td>+22<\/font><\/td>18d10\u00a0(33)<\/font><\/td>30<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>34d12+306\u00a0(527)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>27<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+34\/+60<\/font><\/td>+44<\/font><\/td>+28<\/font><\/td>+19<\/font><\/td>+24<\/font><\/td>20d10\u00a0(36)<\/font><\/td>32<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>C<\/font><\/td>37d12+370\u00a0(610)<\/font><\/td>41<\/font><\/td>10<\/font><\/td>31<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+37\/+64<\/font><\/td>+48<\/font><\/td>+30<\/font><\/td>+20<\/font><\/td>+26<\/font><\/td>22d10\u00a0(38)<\/font><\/td>34<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>C<\/font><\/td>40d12+400\u00a0(660)<\/font><\/td>45<\/font><\/td>10<\/font><\/td>31<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+40\/+73<\/font><\/td>+49<\/font><\/td>+33<\/font><\/td>+22<\/font><\/td>+28<\/font><\/td>24d10\u00a0(40)<\/font><\/td>36<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Aquatic Dragon Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>40 ft., swim 150 ft.<\/font><\/td>+0<\/font><\/td>14 (+4 natural), touch 10, flat-footed 14<\/font><\/td>Hold breath, immunity to strangulation, immunity to water, resistance to cold 5 and fire 5, vulnerability to electricity<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., swim 150 ft.<\/font><\/td>+0<\/font><\/td>16 (-1 size, +7 natural), touch 9, flat-footed 16<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., swim 150 ft.<\/font><\/td>+0<\/font><\/td>19 (-1 size, +10 natural), touch 9, flat-footed 19<\/font><\/td>\u00c2\u0097<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., swim 150 ft.<\/font><\/td>+0<\/font><\/td>22 (-1 size, +13 natural), touch 9, flat-footed 22<\/font><\/td>Resistance to cold 10 and fire 10<\/font><\/td>3rd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., swim 150 ft.<\/font><\/td>+0<\/font><\/td>24 (\u00c2\u00962 size, +16 natural), touch 8, flat-footed 24<\/font><\/td>DR 5\/magic<\/font><\/td>5th<\/font><\/td>21<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., swim 150 ft.<\/font><\/td>+0<\/font><\/td>27 (\u00c2\u00962 size, +19 natural), touch 8, flat-footed 27<\/font><\/td>\u00c2\u0097<\/font><\/td>7th<\/font><\/td>23<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., swim 150 ft.<\/font><\/td>+0<\/font><\/td>30 (\u00c2\u00962 size, +22 natural), touch 8, flat-footed 30<\/font><\/td>DR 10\/magic, Resistance to cold 15 and fire 15<\/font><\/td>9th<\/font><\/td>25<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., swim 200 ft.<\/font><\/td>+0<\/font><\/td>31 (\u00c2\u00964 size, +25 natural), touch 6, flat-footed 31<\/font><\/td>\u00c2\u0097<\/font><\/td>11th<\/font><\/td>27<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., swim 200 ft.<\/font><\/td>+0<\/font><\/td>34 (\u00c2\u00964 size, +28 natural), touch 6, flat-footed 34<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>28<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., swim 200 ft.<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00964 size, +31 natural), touch 6, flat-footed 37<\/font><\/td>Resistance to cold 20 and fire 20<\/font><\/td>15th<\/font><\/td>30<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., swim 200 ft.<\/font><\/td>+0<\/font><\/td>36 (\u00c2\u00968 size, +34 natural), touch 2, flat-footed 36<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>31<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., swim 200 ft.<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00968 size, +37 natural), touch 2, flat-footed 39<\/font><\/td>\u00c2\u0097<\/font><\/td>19th<\/font><\/td>33<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    This dragon's body is long and slender. A small crest runs the length of its back, and two smaller crests adorn its neck and tail. Its four webbed feet are tipped with sharp claws, and its tail sports four spikes, two on each side. A pair of frills sweep back behind its eyes, while a second pair hand down from where its jaws meet. A strong briny scent accompanies the creature.<\/i>\r

    Although they share territory with many lung dragons and superficially resemble a few, aquatic dragons are most closely related to dragon turtles. Aquatic dragons prowl the depths of large saltwater and freshwater seas and oceans, feeding on anything smaller than themselves. Since they are capable of retaining great draughts of water in their lungs, aquatic dragons can effectively \"hold their breath\" and make raids on surface communities.\r

    Aquatic dragons make their lairs in deep underwater caverns. Such lairs often have at least one chamber filled with air, in which the dragon stores scrolls and other magic items that are vulnerable to water. The entrance to an aquatic dragon's lair is generally tangled in seaweed, and the dragon often ties at least one strand to itself when it sleeps to detect a disturbance. Because they are immune to strangulation, aquatic dragons often make their lairs near patches of strangleweed for additional defense.\r

    An aquatic dragon's scales vary in color from seafoam green to azure. As the dragon ages, its scales darken, to a deep green or blue at great wyrm.\r

    Combat\r

    Aquatic dragons are highly maneuverable in water, and use this to great effect. They utilize their breath weapon strategically, often using it to blow the hulls out of seagoing vessels.\r

    An aquatic dragon lacks wing buffet attacks, but gains two additional claw attacks upon reaching Medium size. Due to the spikes, its tail slap attack deals half piercing damage.\r

    Breath Weapon (Su):<\/b> An aquatic dragon has one type of breath weapon, a cone of adhesive particles that stick to everything in the area. One round after the use of the breath weapon, the particles undergo a reaction with the surrounding water and deal electricity damage to anything they touch, including equipment. A successful Reflex save at the time the breath weapon is used halves the damage (by reducing the number of particles that stick to a character and his or her equipment). This breath weapon does not function out of the water. An aquatic dragon is immune to the effects of its own breath weapon, as its scales naturally inhibit the particles from energizing.\r

    Hold Breath (Ex):<\/b> An aquatic dragon can hold great draughts of water in its lungs. It may do so for a number of rounds equal to 8 times its Constitution score. If out of water at that time, it risks drowning. While holding its breath, an aquatic dragon may not use its bite attack or breath weapon.\r

    Immunity to Strangulation (Ex):<\/b> Due to a combination of powerful neck musculature and its inherent resistance to water pressure, an aquatic dragon cannot be strangled. This renders it immune to garrotte attacks, the constriction attack of chokers, and other attacks that target the neck and deal damage based upon cutting off breathing. \r

    Immunity to Water (Ex):<\/b> An aquatic dragon is immune to the detrimental effects of spells with the water descriptor. \r

    Water Pressure Tolerance (Su):<\/b> Aquatic dragons are able to survive in the deepest oceans due to innate magic, and thus take no damage from water pressure at any depths (see Water Dangers in the Dungeon Master's Guide). \r

    Skills:<\/b> Survival, Swim, and Tumble are considered class skills for aquatic dragons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #134<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always lawful evil","environment":"Any aquatic"},{"name":"Arack","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5079,"reference":"Usergen","full_text":"

    Arack <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon ()<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-4)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 1\/2; very young 1; young 2; juvenile 2; young adult 3; adult 4; mature adult 4; old 5; very old 6; ancient 7; wyrm 8; great wyrm 9<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Aracks by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>S<\/font><\/td>1d12+1\u00a0(7)<\/font><\/td>13<\/font><\/td>12<\/font><\/td>13<\/font><\/td>2<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+1\/-2<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td>+2<\/font><\/td>Special\u00a0(11)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>2d12+4\u00a0(17)<\/font><\/td>14<\/font><\/td>13<\/font><\/td>14<\/font><\/td>2<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+2\/+0<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+3<\/font><\/td>Special\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>3d12+9\u00a0(28)<\/font><\/td>17<\/font><\/td>14<\/font><\/td>17<\/font><\/td>3<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+3\/+6<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+3<\/font><\/td>Special\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>4d12+16\u00a0(4218)<\/font><\/td>18<\/font><\/td>15<\/font><\/td>18<\/font><\/td>3<\/font><\/td>11<\/font><\/td>8<\/font><\/td>+4\/+8<\/font><\/td>+8<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+4<\/font><\/td>Special\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>5d12+25\u00a0(57)<\/font><\/td>21<\/font><\/td>16<\/font><\/td>21<\/font><\/td>4<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+5\/+14<\/font><\/td>+9<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+4<\/font><\/td>Special\u00a0(17)<\/font><\/td>12<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>6d12+36\u00a0(75)<\/font><\/td>22<\/font><\/td>17<\/font><\/td>22<\/font><\/td>4<\/font><\/td>11<\/font><\/td>12<\/font><\/td>+6\/+16<\/font><\/td>+11<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+5<\/font><\/td>Special\u00a0(19)<\/font><\/td>14<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>L<\/font><\/td>7d12+42\u00a0(87)<\/font><\/td>23<\/font><\/td>18<\/font><\/td>23<\/font><\/td>5<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+7\/+17<\/font><\/td>+12<\/font><\/td>+11<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>Special\u00a0(19)<\/font><\/td>14<\/font><\/td><\/tr>
    Old<\/font><\/td>L<\/font><\/td>8d12+56\u00a0(108)<\/font><\/td>24<\/font><\/td>19<\/font><\/td>24<\/font><\/td>5<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+8\/+19<\/font><\/td>+14<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+7<\/font><\/td>Special\u00a0(21)<\/font><\/td>15<\/font><\/td><\/tr>
    Very Old<\/font><\/td>L<\/font><\/td>9d12+63\u00a0(121)<\/font><\/td>25<\/font><\/td>20<\/font><\/td>25<\/font><\/td>6<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+9\/+20<\/font><\/td>+15<\/font><\/td>+13<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>Special\u00a0(21)<\/font><\/td>16<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>10d12+90\u00a0(155)<\/font><\/td>28<\/font><\/td>21<\/font><\/td>28<\/font><\/td>6<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+10\/+27<\/font><\/td>+17<\/font><\/td>+16<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>Special\u00a0(24)<\/font><\/td>17<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>H<\/font><\/td>11d12+99\u00a0(170)<\/font><\/td>29<\/font><\/td>22<\/font><\/td>29<\/font><\/td>7<\/font><\/td>15<\/font><\/td>16<\/font><\/td>+11\/+28<\/font><\/td>+18<\/font><\/td>+16<\/font><\/td>+13<\/font><\/td>+9<\/font><\/td>Special\u00a0(24)<\/font><\/td>18<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>H<\/font><\/td>12d12+120\u00a0(198)<\/font><\/td>30<\/font><\/td>23<\/font><\/td>30<\/font><\/td>7<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+12\/+30<\/font><\/td>+20<\/font><\/td>+18<\/font><\/td>+14<\/font><\/td>+12<\/font><\/td>Special\u00a0(26)<\/font><\/td>20<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Arack Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+1<\/font><\/td>13 (+1 size, +1 Dex, +1 natural),, touch 12, flat-footed 12<\/font><\/td>Intimidating display, uncanny dodge<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+1<\/font><\/td>14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13<\/font><\/td>Breath weapon (dispel magic), wing spears<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+2<\/font><\/td>15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+2<\/font><\/td>16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+3<\/font><\/td>19 (\u00c2\u00961 size, +3 Dex, +7 natural), touch 12, flat-footed 16<\/font><\/td>DR 5\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+3<\/font><\/td>20 (\u00c2\u00961 size, +3 Dex, +8 natural), touch 12, flat-footed 17<\/font><\/td>Improved uncanny dodge<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+4<\/font><\/td>22 (\u00c2\u00961 size, +4 Dex, +9 natural), touch 13, flat-footed 18<\/font><\/td>DR 10\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+4<\/font><\/td>23 (\u00c2\u00961 size, +4 Dex, +10 natural), touch 13, flat-footed 19<\/font><\/td>Breath weapon (greater dispel magic)<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+5<\/font><\/td>25 (\u00c2\u00961 size, +5 Dex, +11 natural), touch 14, flat-footed 20<\/font><\/td>DR 15\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+5<\/font><\/td>28 (\u00c2\u00962 size, +5 Dex, +15 natural), touch 13, flat-footed 23<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+6<\/font><\/td>30 (\u00c2\u00962 size, +6 Dex, +16 natural), touch 14, flat-footed 24<\/font><\/td>DR 20\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., climb 20 ft.<\/font><\/td>+6<\/font><\/td>31 (\u00c2\u00962 size, +6 Dex, +17 natural), touch 14, flat-footed 25<\/font><\/td>Breath weapon (antimagic field)<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    Although clearly draconic, this creature is smaller than most dragons. Its scales are blue-greyy, with a deep red underbelly and matching crest on the neck, head, and membranous ligatures of the wings. Its malformed wings end int three slender digits of unequal length, the longest sporting a long, spearlike nail.<\/i>\r

    Aracks (Drogas amagia) belong to a breed of creatures known as landragons. Of some relation to true dragons, landragons also separate into distinct breeds and gain great power and size as they age. They use the same age categories as true dragons. Landragons are bulkier than true dragons, with shorter, thicker tails. They lack the ability to fly and are generally less intelligent than most true dragons. Landragons do not cast spells.\r

    Aracks are territorial hunters, preying on creatures smaller than themselves. They are generally found in rocky areas, on the outskirts of civilization. Although they generally try to scare off humanoids with an intimidating display, they are a threat to livestock and a bane to those who employ magic, thanks to their magic-deadening breath weapons.\r

    Aracks age much more rapidly than other true dragons, gaining an age category every decade. The eldest great wyrms rarely live beyond 150 years.\r

    Combat\r

    When hunting, aracks use pack tactics to bring down prey. An arack generally unleashes its breath weapon first at a target, then steps into it and savages the prey with its bite and wing spears. If surrounded, it sweeps its tail to knock opponents prone. If threatened when sated, an arack typically tries to drive off foes with an intimidating display. If cornered or charged by an enemy, an arack immediately employs its breath weapon.\r

    Breath Weapon (Su):<\/b> An arack has one type of breath weapon, a spread of choking, magic-inhibiting gas that persists for 1 minute. Creatures within the cloud must make Fortitude saves or begin to suffocate (see Suffocation in the DMG). Additionally, the spread functions as an area dispel magic<\/i> effect (caster level equals twice arack's Hit Dice). Upon reaching the old age category, an arack's breath weapon functions as greater dispel magic<\/i>, and at great wyrm is treated as an antimagic field<\/i>.\r

    The breath weapon fills a spread centered on the arack's head and is 10 feet for a Small arack, 15 feet for a Medium arack, 20 feet for a Large arack, and 25 feet for a Huge arack. The spread is nearly invisible; a Spot check with a DC equal to the arack's breath weapon DC is needed to determine the boundaries of the spread.\r

    Initimidating Display (Ex):<\/b> As a move action, an arack can expand its crest and wings, making it appear larger to enemies. At the same time, it trumpets its namesake call. These actions combine in an unsettling display, granting the arack a bonus on Intimidate checks equal to its age category.\r

    Tripping Tail Sweep (Ex):<\/b> Aracks gain a tail sweep far earlier than most dragons, and can knock opponents prone with such a maneuver. An arack can sweep with its tail as a standard action. The sweep affects a half-circle with a radius equal to its reach, extending from an intersection on the edge of the arack's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the arack. An arack's tail sweep deals no damage, but affected creatures must make Reflex saves (DC 10 + 1\/2 arack's Hit Dice + arack's Str modifier) or be knocked prone. \r

    Wing Spears (Su):<\/b> Aracks lack the wing buffet attacks of true dragons, instead gaining wing spears. Wing spears deal damage as wing buffets for a dragon of one size category larger, deal piercing rather than bludgeoning damage, and do triple damage on a successful critical hit.\r

    Skills:<\/b> Climb, Jump, and Tumble are considered class skills for aracks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #74<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Any land"},{"name":"Arcadian Pony","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5080,"reference":"Usergen","full_text":"

    Arcadian Pony <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+4\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 Dex, +3 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+7<\/td> <\/tr>
    Attack: <\/strong>Tentacle +7 melee (1d2+3) <\/td> <\/tr>
    Full Attack: <\/strong>Tentacle +7 melee (1d2+3) and 2 hooves +2 melee (1d3+1) and bite +2 melee (1d3+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Disarm, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 13, Con 14, Int 3, Wis 11, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +4, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Endurance, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Peaceable Kingdoms of Arcadia<\/td> <\/tr>
    Organization: <\/strong>Domesticated or herd (6\u00c2\u009630)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral, often lawful<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+1 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This strong, thick-bodied pony has green hide. Its ears resemble those of a rabbit, and a long tentacle grows from its breastbone.<\/i>\r

    Arcadian ponies hail from the harmonious, perfectly ordered plains of Arcadia. They are often imported to Sigil, where they are used to pull carts. Because an arcandian pony's tentacle is capable of fine manipulation, the beasts often carry a torch to light their way through darkened streets.\r

    Although arcadian ponies will pull carts for benevolent masters, they will never carry riders.\r

    A typical arcadian pony stands under 5 feet high at the shoulder and weighs 600 to 800 pounds.\r

    COMBAT\r

    Arcadian ponies are not afraid of combat but would rather flee than fight. They will try to trip or disarm opponents using their prehensile tentacle, then attack the disadvantaged foe with hooves and teeth\r

    Disarm (Ex):<\/b> An arcadian pony that hits with its tentacle attack can attempt to disarm the opponent (+9 check modifier, including a +2 racial bonus) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to disarm the pony.\r

    Trip (Ex):<\/b> An arcadian pony that hits with its tentacle attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the pony.\r

    Training an Arcadian Pony<\/b>\r
    Although intelligent, an arcadian pony requires training before it will perform dangerous tasks on command. To be trained, an arcadian pony must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly arcadian pony in fighting, guarding or hunting (see the Handle Animal skill for details) requires a DC 25 Handle Animal check. They can be trained in non-hazardous labor (such as fetching and carrying, drawing carts by themselves, and carrying torches) with a DC 20 Handle Animal check, but can never be trained in combat riding or riding.\r

    Arcadian pony colts are worth 1,000 gp each on the open market, while adults are worth 1,500 gp per head. Arcadian ponies mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train an arcadian pony, which serves a good or neutral master with absolute faithfulness for life.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in In the Cage: A Guide to Sigil<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral, often lawful","environment":"Peaceable Kingdoms of Arcadia"},{"name":"Arcane Head","type":"Undead","ch":1,"challenge_rating":" 1 \u00a0","id":5081,"reference":"Usergen","full_text":"

    Arcane Head <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d12\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (10 squares)(average)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +5 Dex), touch 17, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-10<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d6-3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d6-3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Stunning dive, summon or dispatch mistress<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., flight, spell resistance 6, telepathic bond, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 21, Con \u00c2\u0097, Int 10, Wis 13, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Hide +18, Listen +8, Spot +8, Tumble +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Hover (B), Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (13)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A severed humanoid head floats through the sky, tracing mystical patterns in the air as it travels. Its eyes are empty and white, and a supernatural glow surrounds it. Its teeth appear long and sharp, and its neck appears to have been sewn shut where it was severed from its body.<\/i>\r

    Arcane heads are created by hags from previous victims. These specialized undead serve the hags as scouts, and have been known to carry a covey's hag eye<\/i> to allow the hags remote viewing.\r

    Arcane heads are always formed in flocks of thirteen. If one is destroyed, its mistress usually creates a replacement as soon as possible. For reasons unknown, a hag never creates more than thirteen arcane heads.\r

    Arcane heads feed on the flesh of corporeal beings, preferring the taste of live prey, but have also been known to consume other undead.\r

    An arcane head is about 1 foot in diameter and weighs 5 to 8 pounds.\r

    Arcane heads understand Common but cannot speak. They constantly emit low, pathetic moans and the grinding of sharp teeth. They are able to communicate with their creators through their telepathic bond.\r

    COMBAT\r

    Arcane heads prefer to make stunning dive attacks, then bite foes while they are stunned or dazed.\r

    Flight (Su):<\/b> An arcane head can fly at a speed of 50 feet. This supernatural flight also grants it a permanent feather fall<\/i> effect (as the spell) with personal range. \r

    Stunning Dive (Su):<\/b> An arcane head can make a dive attack to attempt to stun a target with a mere touch. A creature hit by an arcane head's stunning touch attack is stunned for 1d4+1 rounds. A successful DC 12 Fortitude save reduces the effect to dazed for 1d4+1 rounds. The save DC is Charisma-based.\r

    Summon or Dispatch Mistress (Sp):<\/b> A group of arcane heads can summon the hag that created them, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. The hag then appears in the center of the circle as if transported by a greater teleport<\/i> spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport<\/i>).\r

    If an arcane head is destroyed or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption the hag will appear. This is the equivalent of a 6th-level spell (CL 13th).\r

    Telepathic Bond (Sp):<\/b> An arcane head can communicate telepathically with the hag that created it as per the spell telepathic bond<\/i> (caster level 10th). If this bond is dispelled the head's mistress can restore it with a standard action, but the hag must be within 30 ft of the arcane head. \r

    The Arcane Heads of Mullonga<\/b>\r
    Mullonga, the aboriginal witch of the Nightmare Court, has a specialized flock of arcane heads at her beck and call. The heads serve as Mullonga\u00c2\u0092s spies throughout the Terrain Between, checking on the activities of dream spawn, wanderers, and even the other members of the Nightmare Court. The heads specifically search for wanderers for use in Mullonga's arcane experiments. If she has no immediate use for a wanderer, the victim is cast into a dreamscape for safekeeping. When not prowling the dark hours on behalf of their mistress, this flock of arcane heads rests in one of the tenements in Mullonga\u00c2\u0092s ever-shifting Ghettoes. \r

    Mullonga's arcane heads have 6 Hit Dice and the elite array (giving them Str 6, Dex 25, Con \u00c2\u0097, Int 10, Wis 14, Cha 17). They can advance to 8 Hit Dice. The following ability replaces summon mistress:\r

    Summon or Dispatch Mullonga (Sp):<\/b> A group of Mullonga's arcane heads can summon their mistress Mullonga, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. Mullonga then appears in the center of the circle as if transported by a greater teleport<\/i> and\/or plane shift<\/i> spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport<\/i> and plane shift<\/i>).\r

    If an arcane head of Mullonga is destroyed or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption, Mullonga will appear. This is the equivalent of a 7th-level spell (CL 15th). <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Nightmare Lands<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Any"},{"name":"Archer Bush","type":"Plant","ch":2,"challenge_rating":" 02 \u00a0","id":5082,"reference":"Usergen","full_text":"

    ARCHER BUSH<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Plant<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d8+6 (15 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>-1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 10 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 13 (+1 size, -1 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 4 thorns +2 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Thorn 1d2+1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks:<\/span><\/b> Thorn spray<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Plant, tremorsense<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref -1, Will +0<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 13, Dex 8, Con 16, Int 2, Wis 11, Cha 9<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, patch (4-8), or colony (11-20)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 4-6 HD (Small)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The archer bush appears as a normal bush, five to six feet tall, that has many thick, supple branches, sparse leaves, and small pale buds of golden or purple hue. Closer examination reveals 6\u0094 long thorns spaced evenly apart on these branches. The trunk appears as a 3-foot tall mound of leaves. Hidden under the leaves is the archer bush\u0092s mouth, which it uses to digest its prey.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The archer bush attacks by firing a volley of thorns at any creature that comes within 20 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Thorn Spray (Ex):<\/b> An archer bush can loose a volley of 4 thorns at one target as a standard action. This attack has a range of 20 feet with no range increment. An opponent hit by the archer bush\u0092s thorn spray suffers a \u00961 circumstance penalty to attacks, saves, and checks until the thorn is removed (as a standard action). The creature can launch three volleys (12 thorns) in one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plant: <\/b>The archer bush is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits and is immune to mind-influencing attacks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tremorsense (Ex): <\/b>The archer bush can automatically sense the location of anything in contact with the ground within 60 feet of its body.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Archer Bush first appeared in module B3 (Tom Moldvay and Jean Wells, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":"Any underground"},{"name":"Archer Bush","type":"Hazard","ch":1,"challenge_rating":" 01 \u00a0","id":5083,"reference":"Usergen","full_text":"

    ARCHER BUSH<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    CR 1<\/b><\/p> <\/td> <\/tr>

    These bushes are more of a nuisance than anything else.\u00a0 They grow wild, quickly killing almost everything else that grows near them.\u00a0 The only plant capable of sustaining its life among archer bushes is the jupiter blood sucker and it is commonly found with them.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Some peasants or men of the woods occasionally hide treasures in the midst of many archer bushes.\u00a0 They simply shield themselves from the thorns by hiding behind a large makeshift shield, piece of wood or a clump or rocks, casting a handful of rocks at the bushes, entering the growth, hiding their valuables and then leaving the bushes before they have time to grow new thorns.\u00a0 Sometimes these bushes are used to hide openings in caves or other types of entranceways.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Archer bushes defend themselves by shooting small thorns at whatever disturbs them.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Archer bushes have a hardness of 2 and 4 hit points.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Thorns (Ex):<\/b> The thorns of an archer bush grow along the branches of the plant and number in the thousands.\u00a0 The bush releases only the thorns on a branch that is disturbed.\u00a0 Any creature within 10 feet of a disturbed archer bush must make a Reflex save (DC 11) or be struck by several of these small, sharp thorns, taking 1d4 points of damage (10 thorns hit per point of damage taken).\u00a0 Any creature struck by the thorns will have a \u00961 conditional modifier until they are removed.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 The small thorns work their way into the skin within one day, causing swelling and infections 1n 1d3 days unless the affected character makes a Fortitude save (DC 11).\u00a0 An infected character suffers a further \u00961 conditional modifier on all rolls for 1d6 days, at which time their body fights off the infection.\u00a0 A cure light wounds<\/i> will cure the swelling and infections, but the thorns must be picked out by hand.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Thorn growth takes only 1 turn.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Archer Bush first appeared in module B3 (Jean Wells, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":"Any"},{"name":"Archer Bush","type":"Plant","ch":1,"challenge_rating":" 1 \u00a0","id":5084,"reference":"Usergen","full_text":"

    Archer Bush <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d3) or thorn spray +4 ranged (1d4 plus irritation)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d3) or thorn spray +4 ranged (1d4 plus irritation)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (0 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Irritation (DC 13), thorn spray<\/td> <\/tr>
    Special Qualities: <\/strong>Plant traits, thorns, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 15, Con 14, Int -, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +6 (+14 in forested areas)<\/td> <\/tr>
    Feats: <\/strong>-<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains and forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or thicket (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>10% coins; no goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The thick, stunted trunk of this wild bramble bush pokes out from a high mound of leaves and twigs. Sparse, sickly green and brown leaves hang from its gnarled branches. Numerous small, sharp thorns cover these branches, pointing outwards in every direction.<\/i>\r

    The ambulatory, carnivorous archer bush grows wild, and kills anything else nearby. Archer bushes grow best in woodlands, scrub areas, and occasionally mountains, but are never found underground except in well-lit caverns or near cave mouths. Druids sometimes cultivate and command archer bushes to guard their sacred groves or perform other tasks. Woodsmen and rangers periodically hide their valuables in the midst of archer bushes by taking cover behind large makeshift shields and sneaking up to the plants to deposit their goods.\r

    An archer bush is 3 feet tall and weighs 20 pounds.\r

    Combat\r

    This carnivorous plant can sense any creatures approaching on the ground and attacks anything that gets within range of its thorn spray attack (except for flying or incorporeal opponents, which it cannot detect). Archer bushes in the same area instinctively cooperate with each other to hunt prey. A single archer bush is mostly a nuisance, but a group of archer bushes proves to be quite deadly as the plants will fire in concert with one another.\r

    When an archer bush downs its prey, it uproots itself and crawls along the ground to devour its meal. The archer bush conceals a huge maw of hard thorns behind a pile of debris when motionless. Because this mouth-like orifice rests inside the bush, it only uses its bite attack on helpless or grappled prey.\r

    Irritation (Ex):<\/b> Any creature hit by an archer bush's thorn spray must succeed on a DC 13 Fortitude save or be sickened for 10 minutes. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.\r

    Thorn Spray (Ex):<\/b> An archer bush can loose a volley of thorns as a standard action. This attack has a range of 20 feet with no range increment. These thorns are treated as thrown weapons. An archer bush can fire up to three sprays of thorns before it runs out. An archer bush grows a new cluster of thorns in 1d4+4 rounds.\r

    Thorns (Ex):<\/b> An archer bush's thorns tear at any creature that touches it, dealing 1d4 points of piercing damage and also subject the creature to the plant\u00c2\u0092s irritation effect. Creatures that strike an archer bush with natural attacks or unarmed strikes, or that try to grapple the bush are subject to this damage, but creatures striking with melee weapons are not. A creature that is pushed into or falls onto a plant also takes damage from its thorns.\r

    Tremorsense (Ex):<\/b> Archer bushes have no visual organs but can ascertain all foes in contact with the ground within 60 feet.\r

    Skills:<\/b> Archer bushes have a +8 racial bonus on Hide checks made in forested areas.\r

    VARIANTS\r

    Several variants of the archer bush are known to exist. They use the same statistics as the typical archer bush except where noted. A few are more deadly and have a CR adjustment noted in their entries.\r

    Sniper Bush: This variant archer bush lacks the thorn volleys of the standard bush, instead firing a single dart with deadly precision. A sniper bush possesses the sneak attack ability of the rogue, dealing an additional +2d6 points of damage. Its single dart regrows in 1d4 rounds. A sniper bush does not have the thorns special quality.\r

    Burning Bush: This bright-red variant of the archer bush secretes a chemical similar to alchemist's fire. Its thorn volleys catch fire once launched, dealing an extra 1d6 points of fire damage. CR +1.\r

    Arcane Archer Bush: Elven wizards sometimes magically augment traditional archer bushes, granting them additional benefits. The thorns of an arcane archer bush are treated as magic weapons for the purposes of overcoming damage reduction. Once per day an arcane archer bush can fire a thorn volley at each and every target within range, to a maximum of 3 targets. Each attack uses the arcane archer bush\u00c2\u0092s highest attack bonus, and each enemy may only be targeted by a single thorn volley. Using this ability depletes all remaining thorn volleys. CR +1.\r

    Arquebush: This variant launches hard, spherical seeds rather than sharp thorns. Its seed volleys function like thorn volleys, except they deal bludgeoning rather than piercing damage. It lacks the thorns ability of a standard archer bush. When it fires a seed, a puff of pollen is released accompanied by a loud pop.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in B3 - Palace of the Silver Princess<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Temperate plains and forest"},{"name":"Archer Frog","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5085,"reference":"Usergen","full_text":"

    Archer Frog <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Tongue +5 ranged (1d8+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Tongue +5 ranged (1d8+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (15 ft. with tongue)<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, drag, melt in mouth, tongue<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 15, Con 13, Int 1, Wis 10, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +12, Jump +5, Listen +2, Move Silently +6, Spot +2, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Stealthy, Weapon Focus (tongue)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neut<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium), 7-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized frog is mottled green and brown.<\/i>\r

    Archer frogs are solitary hunters. They prefer to hunt creatures of Small size or larger, as tinier creatures require greater precision to hit with their tongues.\r

    The large throat-sac of an archer frog can create an extremely loud bellow, which is used in mating rituals.\r

    Humanoids such as bullywugs, grippli, and lizardfolk occasionally domesticate archer frogs, training them as guards or mounts. The barbed tips of their tongues can be fashioned into spearheads and other weapon parts. Those who hunt archer frogs wait to strike until the frog has attached to prey, as it results in bonus prey for the hunter.\r

    An archer frog is 6 feet long and weighs 220 pounds.\r

    COMBAT\r

    Archer frogs are ambush hunters, lying in wait until prey comes near and surprising it with a swift tongue attack. They prefer to strike at solitary prey, as they are nearly helpless once they've caught a target with their barbed tongues.\r

    Attach (Ex):<\/b> If an archer frog hits with a tongue attack, the tongue buries itself in its target, held in place by numerous barbs on the tongue's surface. Each round thereafter that a creature remains impaled by the tongue, it incurs a cumulative -1 circumstance penalty on attack rolls, saves, and skill checks. On the archer frog's turn in subsequent rounds, it attempts to drag its prey closer (see below).\r

    A single attack with a slashing weapon against the tongue (made as an attempt to sunder a weapon) that deals at least 6 points of damage severs the tongue. Removing the barbed tongue (a full-round action) deals 3d4 points of damage to the victim, but if the character removing the tongue makes a successful Heal check (DC 20), this damage is reduced to 1d4 points.\r

    Drag (Ex):<\/b> After spearing a victim, an archer frog attempts to drag the victim closer on the archer frog's turn in each subsequent round. This activity resembles the bull rush maneuver, except that the archer frog drags its victim 10 feet closer +1 foot for each point by which its Strength check exceeds the victim's. \r

    Melt in Mouth (Ex):<\/b> Once the archer frog has dragged a speared victim to its space, it automatically holds the victim in its mouth. Each round that the victim spends in the frogs mouth, it takes 1d4 points of acid damage. To escape the hold, the victim must first either sever or remove the frog's tongue from itself (see above) and then succeed on either a grapple check or an Escape Artist check opposed by the frog's grapple check. An archer frog can hold a creature up to its own size category within its mouth in this manner.\r

    Tongue (Ex):<\/b> The archer frog's barbed tongue serves as its only weapon. It acts as a ranged weapon with a range of 20 feet (no range increment).\r

    Skills:<\/b> An archer frog has a +8 racial bonus on Hide and Jump checks. It also 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.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #247<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neut","environment":"Temperate marsh"},{"name":"Archerfish, Giant","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5086,"reference":"Usergen","full_text":"

    Archerfish, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+9\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+10<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d8+6) or water jet +5* ranged touch (see text)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d8+6) or water jet +5* ranged touch (see text)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole, water jet<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con 17, Int 1, Wis 11, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Jump +12, Spot +10, Swim +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Point Blank Shot, Weapon Focus (water jet)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, trio, or school (5-20 young)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large); 7-9 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    *Includes +1 bonus from Point Blank Shot.\r

    This large, silvery fish has a squared-off head with heavy jaws. Behind the head, the body narrows quickly to a streamlined shape with a powerful tail.<\/i>\r

    A giant archerfish is a predatory freshwater fish with a unique hunting style: it may expel powerful jets of water from powerfully muscled water bladders on either side of its head.\r
    These fish are not territorial and travel to any place they can find prey. They prefer to hunt live prey above the surface, but have been known to scavenge the bottoms of their shallow seas or large lakes when necessary.\r

    Giant archerfish are generally solitary unless spawning. Eggs are laid and fertilized on the sea bottom, hatching in 3-4 weeks. The young remain together in a school, ranging from 5 to 20 members. \r

    A giant archerfish is about 9 feet long and weighs about 800 pounds. Although not inedible, giant archerfish are not particularly tasty.\r

    COMBAT\r

    A giant archerfish attacks opponents with its bite. It uses its water jet to attempt to knock landbound or shipbound prey into the water, and can jump up to seize targets on branches or spars up to 20 feet above the water's surface.\r

    Improved Grab (Ex):<\/b> To use this ability, a giant archerfish must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.\r

    Swallow Whole (Ex):<\/b> A giant archerfish can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d4+4 points of bludgeoning damage and 2 points of acid damage per round from the archerfish's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    A Large archerfish's gizzard can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.\r

    Water Jet (Ex):<\/b> A giant archerfish can spit a powerful jet of water as a ranged touch attack with a 30 foot range. This jet can push back or knock over any opponent smaller than the archerfish. Assuming the jet hits, the archerfish and its opponent make opposed Strength checks with the same modifiers as a bull rush attack (a typical archerfish has +8 on this Strength check). If the archerfish wins the contest it pushes its opponent back 5 feet, plus an additional 5 feet for each 5 points by which its Strength check result is greater than the opponent's Strength check. Any opponent that is pushed back by a water jet must also make a DC 15 Reflex save or fall prone. The save DC is Strength-based. \r

    Skills:<\/b> A giant archerfish has a +4 racial bonus on Spot checks. A giant archerfish 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. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #165<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm aquatic"},{"name":"Archosaur, Erythrosuchus","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5087,"reference":"Usergen","full_text":"

    Archosaur, Erythrosuchus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d8+33\u00a0(82 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+16<\/td> <\/tr>
    Attack: <\/strong>Bite +12 melee (3d8+5\/19-20) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +12 melee (3d8+5\/19-20) and tail slap +11 (2d8+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole, worry<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 30 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 13, Con 17, Int 1, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +6, Survival +5<\/td> <\/tr>
    Feats: <\/strong>Endurance, Improved Critical (bite), Improved Initiative, Weapon Focus (bite), Track (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm coastal and marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>12-14 HD (Large), 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large reptile is over fifteen feet long, crawling on four semi-vertical legs. Its huge head possesse a terrifying maw.<\/i>\r

    During the early days of the dinosaurs, they were not actually the dominant life on the planet. Crocodile-like archosaurs such as Erythrosuchus had a wider variety of body plans and were more common. It was mainly by chance that the dinosaurs were able to spread, but in some remote valleys of lost worlds, the crocodilians remain supreme.\r

    An erythrosuchus is 15 to 20 feet long, weighing upwards of 1,000 pounds.\r

    COMBAT\r

    Erythrosuchus attack with their incredibly powerful jaws, capable of tearing through steel and bone with little effort.\r

    Improved Grab (Ex):<\/b> In order to use this ability, an erythrosuchus must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it uses its worry attack or attempts to swallow whole.\r

    Swallow Whole (Ex):<\/b> An erythrosuchus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8 points of bludgeoning damage and 1d8 points of acid damage per round from the gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    A Large erythrosuchus's gizzard can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.\r

    Worry (Ex):<\/b> Each round an erythrosuchus maintains a grapple, it shakes its prey violently, dealing 3d8+5points of damage.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #176<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm coastal and marsh"},{"name":"Armadillephant","type":"Magical Beast","ch":8,"challenge_rating":" 8 \u00a0","id":5088,"reference":"Usergen","full_text":"

    Armadillephant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d10+72\u00a0(138 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), burrow 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 19 (\u00c2\u00962 size, -1 Dex, +12 natural), touch 7, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+30<\/td> <\/tr>
    Attack: <\/strong>Gore +20 melee (2d8+15)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +20 melee (2d6+10) and 2 claws +15 melee (2d6+5); or gore +20 melee (2d8+15)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trample 2d8+15\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 8, Con 23, Int 4, Wis 13, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +9, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Improved Bull Rush, Iron Will, Power Attack, Stand Still<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, herd (3-10), or mixed herd (2-6 plus 3\u00c2\u009610 elephants)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13\u00c2\u009624 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be an elephant, but its hide is covered with the armored plating of an armadillo. Its front legs end in long, curved claws, and its armored tail is much longer than that of an elephant.<\/i>\r

    Like the owlbear, the armadillephant is the result of the magical blending of two creatures. Created specifically for combat, the armadillephant blends the great strength of an elephant with the armored hide and burrowing claws of an armadillo.\r

    The majority of armadillephants are divine gifts for particularly worthy humanoid tribes, particularly orcs, goblins, and gnolls. However, some run wild, often blending into elephant herds. Because of their greater prowess and tenacity, they often become the leaders of a mixed herd.\r

    Most armadillephants, spend their lives in the care of the army for which they fight. Armadillephants often carry battle platforms on their backs. These howdahs usually carry military leaders and advisors. When equipped with crossbows and other ranged weapons, these war platforms can strike fear into enemy lines. In addition, with proper training, armadillephants can be taught to dig trenches, latrines, and pit traps in a fraction of the time it would take a small group of humanoids. \r

    Armadillephants are highly prized by the tribes to whom they are given, and the tribes will go to great lengths to keep the beasts happy and healthy. In many cases the armadillephant is valued much higher than that of individual tribal members, a fact that causes some resentment, especially among those assigned to care for the beasts. Of course, this varies from tribe to tribe; in some humanoid armies, the armadillephant handler is a position of great respect.\r

    Armadillephant meat is quite tasty, although the beast is too highly regarded to be slaughtered for food. However, if an armadillephant is slain in battle, the surviving humanoid troops offer a ceremony of thanksgiving before partaking of its flesh. Legends claim that consuming an armadillephant\u00c2\u0092s heart grants unshakable morale. As a result, this vital organ is usually reserved for the chieftain. \r

    An armadillephant stands 11 feet tall at the shoulder and weighs over 10 tons.\r

    COMBAT\r

    When ridden by humanoids, an armadillephant follows the commands of its driver. When found in the wild, or left riderless, an armadillephant fights much like an elephant, trampling foes while goring them with its tusks. Being bred for battle, however, makes it a far more dangerous and deadly opponent.\r

    Trample (Ex):<\/b> Reflex half DC 26. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #243<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm forests and plains"},{"name":"Arsinoitherium","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5089,"reference":"Usergen","full_text":"

    Arsinoitherium <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+36\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +7 natural), touch 9, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+17<\/td> <\/tr>
    Attack: <\/strong>Gore +13 melee (2d8+10\/18-20\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +13 melee (2d8+10\/18-20\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, powerful charge, trample 2d8+10<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +6, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 10, Con 19, Int 2, Wis 13, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +7, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Diehard, Endurance, Iron Will, Weapon Focus (gore)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and marshes<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (2\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10\u00c2\u009612 HD (Large); 13\u00c2\u009627 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a rhinorceros, except in place of its single horn is an enormous pair of knife-like horns. A second, tinier pair of horns rises atop its head behind the larger pair.<\/i>\r

    Although it resembles a rhino, arsinoitherium is actually a closer relative to elephants. This herbivorous creature is most often found in tropical rainforests at the margin of swamps.\r

    The arsinoitherium's size, build, and deadly horns leave it untouched by most predators.\r

    An arsinoitherium is three to six feet tall at the shoulders and 6 to 10 feet long. It weighs around 5,000 pounds.\r

    COMBAT\r

    Much like a rhinoceros, an arsinoitherium lowers its head and charges if disturbed or annoyed.\r

    Augmented Critical (Ex):<\/b> An arsinoitherium's gore threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Dire (Ex):<\/b> An arsinoitherium is considered to be a dire animal for the purposes of saving throws.\r

    Powerful Charge (Ex):<\/b> An arsinoitherium deals 4d8+20 points of damage when it makes a charge.\r

    Trample (Ex):<\/b> Reflex half DC 21. The save DC is Strength-based.\r

    Skills:<\/b> An arsinoitherium has a +4 racial bonus on Swim checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests and marshes"},{"name":"Arucha","type":"Ooze","ch":4,"challenge_rating":" 4 \u00a0","id":5090,"reference":"Usergen","full_text":"

    Arucha <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Ooze \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+16\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 10, touch 10, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Slam +5 melee (1d4+2 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +5 melee (1d4+2 plus paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft. (10 ft. with slam)<\/td> <\/tr>
    Special Attacks: <\/strong>Adhesive, create spawn, engulf, explosive acid, paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., damage reduction 5\/magic, immunity to cold, ooze traits, reclaim life, spell resistance 20, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 10, Con 18, Int 4, Wis 11, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Spot +10<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Skill Focus (Spot)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Ever-Changing Chaos of Limbo<\/td> <\/tr>
    Organization: <\/strong>Solitary or sea (10-1000)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>See text<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium); 9-13 HD (Large); 14-17 HD (Huge); 18-30 HD (Gargantuan); 31+ (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A formless blob of rotting, yellow flesh ambles forward slowly. Hundreds of tiny red parasites crawl along the ooze's surface, greedily slurping up excreted fluid. A trail of glistening slime is left in the creature's wake.<\/i>\r

    Aruchai are extraplanar oozes native to the Ever-Changing Chaos of Limbo. Rumored to have been created by chaotic gods for their own amusement, these creatures have retained a semblance of sentience and spend their entire existences attempting to escape Limbo.\r

    Various names have been attributed to aruchai, including \"fleische kleckse\", \"blobs of flesh\", and \"sea of flesh.\" The latter label can be attributed to their ability to meld and flow together into Aruchai-Kamoit \u00c2\u0097 a massive arucha that resembles a sea of writhing flesh.\r

    Aruchai endlessly wander Limbo, searching for creatures to take their place. They never stop moving, merely slowing down at times to absorb food. \r

    Aruchai of Huge size or larger are formed when numerous smaller aruchai merge. These massive seas of flesh are known as Aruchai-Kamoit. As a composite of several aruchai, an aruchai-kamoit must create a number of spawn before it may use its reclaim life ability. A Huge aruchai-kamoit must create 10 spawn, a Gargantuan aruchai-kamoit must spawn 100, and a Colossal aruchai-kamoit must create 1,000 spawn. Upon creating this amount of spawn, a successful use of the reclaim life ability returns an equal number of aruchai to their past lives.\r

    An arucha is usually about 4 feet in diameter and a thickness of about 10 inches. A typical specimen weighs about 200 pounds.\r

    COMBAT\r

    Aruchai reach out with shapeless \"fingers\" to slam opponents and attempt to render them paralyzed.\r

    Adhesive (Ex):<\/b> An arucha exudes a sticky slime that holds fast any creature or item touching it. It automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the ooze is alive. The ooze makes one additional slam attack each round against any creature stuck to it.\r

    A weapon that strikes an arucha sticks fast unless the wielder makes a DC 20 Reflex save. A successful DC 20 Strength check is needed to pry it off. The save and check DCs are both Constitution-based and include a +4 racial bonus.\r

    The adhesive can be weakened by alcohol, but even in such a case the ooze gets a +4 bonus on grapple checks (for a total bonus of +9). The substance breaks down 5 rounds after the ooze dies.\r

    Create Spawn (Su):<\/b> The corpse of a living creature slain by an arucha begins to rapidly decompose into a sac of flesh and goo. If not restored to life within 24 hours, the corpse arises as a free-willed arucha. A gentle repose<\/i> spell has no effect, but dispel chaos<\/i> cast upon the corpse prevents the transformation (but does not restore the victim to life). During this 24 hour period, the arucha lies dormant.\r

    Engulf (Ex):<\/b> Although it moves slowly, an arucha can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The arucha merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the arucha, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 18 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent\u00c2\u0092s choice) as the arucha moves forward. Engulfed creatures are subject to the arucha's paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +4 racial bonus.\r

    Explosive Acid (Ex):<\/b> Any wooden or metallic object or creature that remains in full-round contact with an arucha's adhesive takes 5 points of acid damage per round from the adhesive. Objects reduced to 0 hp explode as a flask of alchemical acid, dealing 1d6 points of acid damage to any creature or object in the same space and 1 hp to adjacent creatures or objects. An arucha's acid has no effect on stone.\r

    Paralysis (Ex):<\/b> An aruchai secretes an anesthetizing slime. A target hit by an aruchai's melee or engulf attack must succeed on a DC 16 Fortitude save or be paralyzed for 3d6 rounds. The aruchai can automatically engulf a paralyzed opponent. The save DC is Constitution-based.\r

    Reclaim Life (Su):<\/b> When an arucha successfully creates spawn (see above), it is immediately transferred to the home plane of its victim and is restored to the creature it was prior to becoming an arucha (if the original creature type is not known, the DM may either choose a creature or determine one randomly). The creature's alignment becomes Chaotic Neutral if it isn't already. Nothing short of a wish<\/i> or miracle<\/i> may restore the creature's original alignment.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #47<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always chaotic neutral","environment":"Ever-Changing Chaos of Limbo"},{"name":"Ascomoid","type":"Plant","ch":6,"challenge_rating":" 06 \u00a0","id":5091,"reference":"Usergen","full_text":"

    ASCOMOID<\/h3> <\/div> <\/td> <\/tr>

    Large Plant<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 6d8+18 (45 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (-1 size, +1 Dex, +7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Trample +5 melee (see text)<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Trample 1d6+3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 10 ft by 10 ft\/0 ft (30 ft with spores)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spores, trample 1d6+3<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Plant, weapon immunities, resist fire and electricity, tremorsense<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +8, Ref +3, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 13, Con 17, Int 1, Wis 11, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 6<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> 1\/10 coins; 50% goods; 50% items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral (evil tendencies)<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 7-13 HD (Large); 14-18 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The ascomoid appears as a 10-foot wide puffball-like fungus with a brownish-green surface. The ascomoid is covered with small pocks that serve as sensory organs.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The ascomoid attacks by rolling over its opponents. It can fire a jet of spores from the pocks on its skin.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spores (Ex):<\/b> line, 30 feet; billows into 20-foot diameter cloud upon impacting a solid surface; Fortitude save (DC 16) or die in 1d4 rounds from spore infection. On a successful save foes are blinded and nauseated 1d4 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Trample (Ex):<\/b> An ascomoid can trample Medium-size or smaller opponents for 1d6+3 points of damage. Opponents who do not make attacks of opportunity against the ascomoid can attempt a Reflex save (DC 16) to halve the damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Weapon Immunities (Ex):<\/b> Ascomoids take no damage from blunt weapons and half damage from slashing weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Resist Fire and Electricity (Ex):<\/b> An ascomoid receives a +4 resistance bonus on all saves against fire and lightning.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tremorsense (Ex):<\/b> An ascomoid can automatically sense the location of anything within 60 feet that is in contact with the ground.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plant:<\/b> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Ascomoid first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":"Any underground"},{"name":"Ashira","type":"Fey","ch":3,"challenge_rating":" 3 \u00a0","id":5092,"reference":"Usergen","full_text":"

    Ashira <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d6+3\u00a0(17 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+4 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Orchard-defending frenzy, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, tree dependent, wild empathy<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +8, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 19, Con 11, Int 10, Wis 15, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +14, Heal +10, Knowledge (nature) +8, Perform (dance) +12, Perform (song) +12, Sense Motive +4, Survival +2 (+4 in aboveground natural environments) <\/td> <\/tr>
    Feats: <\/strong>Negotiator, Weapon Finesse\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or orchard (2\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A roughly humanoid creature emerges from a nearby tree. A wild mane of curly black hair curls and twists, despite the lack of wind. Its limbs are unnaturally thin, and its arms end in throrny claws. The creature sways constantly, as a tree in a breeze.<\/i>\r

    Ashira are wild, tree-dwelling fey similar to dryads. Unlike dryads, ashira are bound to an entire orchard, rather than an individual tree, and are usually bound in groups. These orchards tend to be comprised of and banana, orange, lemon, plum, fig, and pomegranate trees, as well as date and coconut palms. \r

    Ashira form friendly relationships with humanoids who tend their orchards. They form particularly close attachments to horticulturists, entertaining them with song and dance and performing favors, such as protecting children and livestock. Ashira also form friendships with the animals and vermin that dwell in their orchards, particularly birds, insects, hive insects, and winged serpents. Ashira enjoy keeping pets within the branches of their trees and caring for them as a group. Although they can charm people and mammals with their magical abilities, they prefer to rely on diplomacy, trust, and friendship.\r

    Ashira become morose and moody if left alone, preferring constant companionship from others of their kind. They are very close to one another, generally holding hands, braiding each others' hair, massaging away aches and pains, or singing and dancing. All ashira within an orchard make decisions as a group, arguing and voting until a majority is reached.\r

    Ashira draw sustenance from the sap and fruit of their orchard, but can subsist solely on photosynthesis. Ashira supernaturally store sunlight, then convert it to food at night, giving their orchards a faint, eerie glow. On moonless nights, the light can be dimly seen by others, leading to tales that their orchards are haunted.\r

    An ashira is roughly the size of an elf. During the day, an ashira is constantly fidgeting and swaying, unable to stand still. By night, they sway slowly with listless eyes. Their clothing matches the season, changing from rags and scraps of cloth during the late fall and winter to complicated garments wove from leaves, flowers and vines as their trees blossoming and bear fruit\r

    Ashira speak Common, Elven, and Sylvan.\r

    COMBAT\r

    Ashira have no love for combat, but if trapped or if their orchards are threatened, they can strike with a furious frenzy of thorny hands. Even while in a frenzy, an ashira always tries to avoid delivering a killing blow, and they often nurse wounded enemies back to health and release them far from the orchard.\r

    Orchard-Defending Frenzy (Ex):<\/b> An ashira that witnesses a tree in its orchard being damaged flies into a berserk frenzy on its next turn, attacking madly until either it or the creature that violated the orchard is dead. It gains +4 Strength and \u00c2\u00962 AC. In addition, the ashira gains an extra attack at its full base attack bonus in a full attack action. The ashira cannot end its frenzy voluntarily.\r

    Orchard Dependent (Su):<\/b> Each ashira is mystically bound to an orchard of stand of trees and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. The trees of an ashira orchard do not radiate magic. \r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097charm animal<\/i> (DC 15), charm person<\/i> (DC 15); 3\/day\u00c2\u0097tree stride<\/i> (within bound orchard only). Caster level 8th. The save DCs are Wisdom-based.\r

    Wild Empathy (Ex):<\/b> This power works like the druid\u00c2\u0092s wild empathy class feature, except that the ashira has a +6 racial bonus on the check.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Al-Qadim Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually chaotic good","environment":"Warm forests"},{"name":"Aspis, Cow","type":"Aberration","ch":9,"challenge_rating":" 09 \u00a0","id":5093,"reference":"Usergen","full_text":"

    Aspis, Cow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> -5 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 10 ft<\/td> <\/tr>
    AC:<\/strong> 13 (-1 size, -5 Dex, +9 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +10 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 2d6+6<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 15 ft\/ 5ft<\/td> <\/tr>
    Special Attacks: <\/strong>Acid<\/td> <\/tr>
    Special Qualities: <\/strong>Scent, immune to cold, electricity, and sonic attacks, fire resistance 20, blindsight<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref -2, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 1, Con 20, Int 6, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +8, Search +9, Sense Motive +12<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Gang (1-6 drones) or hive (2-20 drones, 6-60 larvae, and 1 cow plus 1-10 giant ants or other insectoids)<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Large); 21-30 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The aspis cow is a large, bloated female creature about 10-15 feet in length that just looks like an oversized larva. There is only one cow per nest, and its only purpose in life is to lay eggs to keep the population going. A new cow is selected from the existing larva only when the nest\u00c2\u0092s cow dies or becomes too old to lay eggs.\r

    COMBAT<\/b>\r
    Though very sluggish and slow-moving, the aspis cow has a very dangerous bite. Their skin also secretes a thick, milky, acidic slime. Drones usually use this acid to cover the walls and floor of the cow\u00c2\u0092s chamber.\r

    Acid (Ex)<\/b>: Aspis cows secrete a sticky acid from their skin that causes any creature touching it to suffer 1d8 points of acid damage per round, until the acid is washed off. This powerful acid can also burn through wood or metal in 1 round. All types of aspis are immune to the cow\u00c2\u0092s acid.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in A1 Slave Pits of the Undercity (1981), Monster Manual II (1983) MC5 Greyhawk Monstrous Compendium (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":">Any underground"},{"name":"Aspis, Drone","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 04 \u00a0","id":5094,"reference":"Usergen","full_text":"

    Aspis, Drone <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 19 (+2 Dex, +5 natural, +2 shields)<\/td> <\/tr>
    Attacks:<\/strong>2 short swords +7 melee; or 2 claws +7 melee; or 2 javelins +8 ranged<\/td> <\/tr>
    Damage: <\/strong>Short sword 1d6+1; claw 1d4+1; javelin +1d6+1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/ 5ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Scent, immune to cold and electricity, fire resistance 20, darkvision 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 13, Int 12, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Balance +9, Climb +8, Hide +5, Listen +8, Move Silently +6, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multidexterity, Multiweapon Fighting<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Gang (1-6 drones) or hive (2-20 drones, 6-60 larvae, and 1 cow plus 1-10 giant ants)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The aspis are an insectoid race that dwells in underground nests. They are very reclusive, generally only coming up to the surface to forage and raid for food. They live in small, self-sufficient groups that only rarely deal with other beings. The adult male drones are the only aspis encountered by surface dwellers, as the larvae and cow don\u00c2\u0092t leave the nest. Aspis are able to eat nearly anything, and favor blood as their preferred drink.\r

    Aspis drones are about 6 feet long and look something like giant weevils. Despite their high intelligence, the drones do not take any independent actions unless they are unable to communicate with their cow. They totally lack any sort of individuality or personality and live only to serve their purpose in the hive. They are fierce warriors, however, and protect the nest from intruders before they even get to the cow. These creatures have a chitinous body of gray or off-white color. Their heads have two multifaceted eyes, two short, blunt antennae, and a long proboscis. Their six legs end in a cluster of fine claws that allow them to manipulate and construct objects.\r

    Aspis drones communicate through a unique form of scent exchange that is completely undetectable by any creature that does not have the Scent special ability. They also know how to simulate any scent by mixing certain concoctions, including pollen and musk. They are able to learn Common and other languages, although only a very small percentage of them actually do.\r

    An aspis nest will never be far below the surface, consisting of sloping tunnels about 4 feet high, that have been bored through soft rock or earth. Any given nest will have 1-3 chambers for storing eggs, 2-4 granaries for storing food, 1-6 grub hatcheries, and a central chamber for the cow.\r

    COMBAT<\/b>\r
    In combat, an aspis drone can raise up on its two rear legs, using two of its limbs to hold shields, and the other two to hold weapons such as short swords or hand axes. They cannot use any sort of bow, but they can wield thrown weapons. The aspis are fanatically loyal to their cow, and will fight to the death against any odds to protect it. The aspis always defend their tunnels with numerous traps and guards. They commonly use things such as rockfalls, pits, and other crude traps to defend the cow\u00c2\u0092s chamber.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in A1 Slave Pits of the Undercity (1981), Monster Manual II (1983) MC5 Greyhawk Monstrous Compendium (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Always neutral","environment":">Any underground"},{"name":"Aspis, Larva","type":"Vermin","ch":3,"challenge_rating":" 03 \u00a0","id":5095,"reference":"Usergen","full_text":"

    Aspis, Larva <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 1 ft, swim 15 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+2 size, +2 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Bite +4 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d6+1<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft by 2 1\/2 ft\/ 0ft<\/td> <\/tr>
    Special Attacks: <\/strong>Stench<\/td> <\/tr>
    Special Qualities: <\/strong>Scent, tremorsense, immune to cold, electricity, and sonic attacks, fire resistance 20, blindsight<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 15, Con 12, Int ---, Wis 8, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Search +5<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Gang (1-6 drones) or hive (2-20 drones, 6-60 larvae, and 1 cow plus 1-10 giant ants)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Tiny); 5-6 HD (Small)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Aspis larvae can be from 1 \u00c2\u00bd to 3 feet long, and look like fat white or pale pink grubs or maggots. They cannot see or hear, but are always seeking food with their other senses. They spend just about all of their time in filthy hatcheries, little more than vile sewage pits, which are maintained by the adult drones. Larva will usually develop into drones, but the drones have a method to feed and treat them to become cows when needed.\r

    COMBAT<\/b>\r
    Aspis larvae are constantly ravenous and will attack and try to feed on any non-aspis that approaches them.\r

    Stench (Ex)<\/b>: The waste products of the aspis larvae, combined with the food scraps and sewage that they swim in, make their grub hatchery a foul place. This soup that they swim in is so vile that any non-aspis entering this chamber must succeed at a Fortitude save (DC 12) or become violently ill until removed from the offensive stench. Creatures with the Scent special quality have a DC of 15 for this saving throw.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in A1 Slave Pits of the Undercity (1981), Monster Manual II (1983) MC5 Greyhawk Monstrous Compendium (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":">Any underground"},{"name":"Asrai","type":"Fey","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5096,"reference":"Usergen","full_text":"

    Asrai <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t\t\t(Extraplanar, Water)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> \u00c2\u00bd d6+1\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft, swim 50 ft<\/td> <\/tr>
    AC:<\/strong> 16 (+2 size, +4 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Bite +6 melee; or short bow +6 ranged <\/td> <\/tr>
    Damage: <\/strong>Bite 1d2-3; short bow 1d6<\/td> <\/tr>
    Face\/Reach: <\/strong>2 \u00c2\u00bd ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Hypnotism<\/td> <\/tr>
    Special Qualities: <\/strong>Protective pact, SR 16, melt, dissolve<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 18, Con 13, Int 14, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Animal Empathy +5, Escape Artist +4, Hide +8, Listen +5, Move Silently +6, Perform (dance) +5, Search +4, Sense Motive +6, Spot +5, Swim +7<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate aquatic (River Oceanus, Ysgard, Arborea, Beastlands)<\/td> <\/tr>
    Organization: <\/strong>School (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>50% standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
    Advancement: <\/strong>1-2 HD (Tiny); 3 HD (Small)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The asrai are tiny, fragile water nymphs that live in lakes, rivers, and seas. These beautiful creatures typically range from 1-4 inches in height. An asrai\u00c2\u0092s golden hair is always long, and shimmers as she glides through cool blue water. These champion swimmers dazzle those who look upon their artful aquatic acrobatics. They are also called Sjora in Ysgard, and water sprites in the Beastlands. They tend to wear nothing, and use their prehensile hair to keep covered.\r

    The asrai wander through fresh water, and sometimes saltwater, in schools. The largest schools of asrai live in the depths of the River Oceanus. They are intelligent enough not to trust big folk most of the time, and are wary of being tricked or captured. When they do speak, it is usually to toss insults and threats at creatures that harass them. They always stay just beneath the surface of the water, for fear of being exposed. They can come above the water at night to feed, and love to appear during a full moon to play in the dim light. They cannot survive long on land, and never leave the water. They collect small pearls and similar shiny objects, but are too small to carry them around.\r

    Asrai leaders serve as pilots for the school, and navigate their migration at the change of season. These pilots are respected, and competition for this title is intense. Freshwater asrai lair under banks, logs, or even in underwater caves. Ocean-dwelling asrai do not need to fear the sun, and move around from place to place, often using fish as mounts. Arborean asrai serve as protective nature spirits, and guard their springs, steams, and waters fiercely. These asrai cooperate with dryads and oreads in the area. Asrai that dwell in the River Oceanus often serve as guides or companions for balaena. The asrai have loose ties with the Seelie Court, and rumors abound of an asrai queen who dwells hidden among the Court. Aquatic yugoloths and slaadi prey on asrai, as do evil fishermen. Asrai can only be successfully captured by being placed in a watertight receptacle protected with a darkness<\/i> spell.\r

    The asrai enjoy the company of all water animals, as well as aquatic fey and creatures like sirines, selkies, and merfolk. They are strictly vegetarian, and subsist on algae and freshwater plants. Asrai speak Sylvan, Aquan, Elven, and Celestial, and are also able to speak with fish.\r


    COMBAT<\/b>\r
    The asrai are largely defenseless, and do not attack other creatures out of malice. They bite anyone trying to remove them from the water, but swim away if possible. Asrai melt away like ice into a pool of water when captured or removed from water. They do sometimes seek vengeance on creatures determined to capture or kill them. Working as a school, they are able to hypnotize creatures with a weaving, darting water dance. Their golden hair turns and twists, forming countless sparkles that captivate the viewers. Victims may fall into the water and drown, so sea predators often follow a school of asrai waiting for a meal.\r

    Hypnotism (Sp)<\/b>: A school of asrai working together is able to create a hypnotic pattern<\/i>, as the spell. This effect lasts as long as the asrai wish.\r

    Protective Pact (Su)<\/b>: Asrai have a protective pact with all sea life, of which their strict vegetarianism is a part. No predator of the deep will ever harm an asrai, even if under magical compulsion, and the asrai do likewise.\r

    Melt (Ex)<\/b>: Exposure to direct sunlight causes 1d4 points of damage per round to an asrai, though magical light (including spells such as sunbeam<\/i> or sunburst<\/i>) has no effect on an asrai. Likewise, being removed from water entirely causes 1d4 points of damage per round to an asrai. This is fatal, and prevents the asrai from reproducing as part of her natural life cycle.\r

    Dissolve (Ex)<\/b>: The lifespan of an asrai is exactly nine years. When a venerable asrai reaches that age, she dies and dissolves into a small pool of water. After a short while, this water spontaneously forms 2-5 new asrai with the same stats as their \u00c2\u0093mother\u00c2\u0094.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #191 (March 1993), Planes of Chaos (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually chaotic good","environment":">Temperate aquatic (River Oceanus, Ysgard, Arborea, Beastlands)"},{"name":"Assassin Bug","type":"Vermin","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5097,"reference":"Usergen","full_text":"

    Assassin Bug <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 15 ft, fly 50 ft (average)<\/td> <\/tr>
    AC:<\/strong> 15 (+2 size, +2 Dex, +1 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +4 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d4-3 and poison (male) or eggs (female)<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft by 2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, eggs<\/td> <\/tr>
    Special Qualities: <\/strong>Vermin<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 15, Con 12, Int 1, Wis 10, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm marsh and underground<\/td> <\/tr>
    Organization: <\/strong>Pair<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Tiny)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Assassin bugs are large insects that lay their eggs inside the bodies of humanoids. They have the appearance and color of giant bluebottle flies, with females being a slightly lighter shade than males. They possess four limbs that are like miniature arms and legs, which are a light tan color. Assassin bugs have two pairs of wings on their backs, which are almost transparent with a faint silvery hue.
    Assassin bugs are solitary by nature, but stay well out of sight most of the time. They only time they are likely to be encountered is during their mating season, every other month, when a lone male and female will pair together to search for a host creature for their egg. These eggs are 4 - 5 inch long ovals of deep blue color, and are considered delicacies by trolls, troglodytes, and bugbears.

    COMBAT<\/b>
    When a mated pair of assassin bugs encounters a human or other humanoid, they attack. The male will attack with his paralyzing bite, which injects a local anesthetic, and will continue to attack until killed. The female assassin bug will hover just out of melee range, waiting until the male has successfully attacked a target. The female follows the scent of the male's saliva and bites the infected area, injecting her eggs and dying in the process. When the female dies, the male will fly away, and the female will flee if the male is killed before paralyzing a host.

    Poison (Ex)<\/b>: Bite; DC 12; initial and secondary damage 1d3 Dexterity. This poison also causes paralysis in the affected area of the body.

    Eggs (Ex)<\/b>: A female assassin bug's bite implants an egg into a victim's body. At this point, only spells as powerful as limited wish<\/i> or heal<\/i> will remove and kill the egg. 1d12+12 hours after implantation, the egg will hatch and produce 1d6+6 larvae. Each larva causes 1 hit point of damage from intense pain to the host creature per hour as it feasts on the host's muscles and internal organs. After two weeks of this, the larvae burrow out of the host's body, causing an additional 1d4+4 hit points of damage per surviving larvae (assuming the host has survived the process in the first place.) Upon reaching the outside air, the larvae will metamorphose into adult assassin bugs and fly away separately.

    Assassin bug larvae are difficult to kill while the host is still alive, and usually require a well-placed spell or potion to do so. Cure serious wounds<\/i> will kill one larva for every level of experience the caster has above 6th level, and cure critical wounds<\/i> kills all larvae. The heal<\/i> spell also kills all the larvae and functions as usual. Limited wish<\/i> or wish<\/i> spells, if properly worded, can kill all the larvae and heal the character fully.

    Vermin<\/b>: Immune to mind-influencing effects. Assassin bugs have darkvision with a range of 60 feet.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the Fiend Folio (1981).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":">Temperate and warm marsh and underground"},{"name":"Astral Energy Monster","type":"Outsider","ch":3,"challenge_rating":" 03 \u00a0","id":5098,"reference":"Usergen","full_text":"

    Astral Energy Monster <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft, fly 50 ft (perfect)<\/td> <\/tr>
    AC:<\/strong> 14 (+2 Dex, +2 deflection)<\/td> <\/tr>
    Attacks:<\/strong>See text<\/td> <\/tr>
    Damage: <\/strong>See text<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Flame bolt<\/td> <\/tr>
    Special Qualities: <\/strong>Incorporeal, energy absorption, cold vulnerability<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str -, Dex 15, Con 13, Int 11, Wis 12, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Listen +9, Search +6, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-9 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The astral energy monster is a creature native to the Astral Plane. They are usually summoned to the Material Plane by spellcasters who use them as guardians or protectors.

    An astral energy monster appears as a 6-foot tall humanoid composed of translucent white fire. Two dark black pinpoints can be seen where its eyes are located. It has no other discernable facial features.

    COMBAT<\/b>
    The astral energy monster only attacks those creatures that attack it first. If it is not molested, it does not initiate combat. If attacked however, the astral energy monster can prove to be a formidable opponent especially to those unprepared.

    Flame Bolt (Su):<\/b>Once per round it can fire a bolt of flame 5 feet wide, 5 feet high, and up to 30 feet long. This bolt deals 1d6 points of fire damage.

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

    Energy Absorption (Ex):<\/b> The astral energy mosnter absorbs any fire-, sonic-, electricity-, or acid-based attack directed at it (area spells still affect it normally). Absorbed spells are converted into fire and released (as a free action this round) back at the original attacker in the form of a flame bolt. This bolt deals damage to the original attacker equal to the amount of damge it would've dealt to the astral energy monster.

    Cold Vulnerability (Ex):<\/b> The astral energy monster suffers a -2 penalty to all saves against cold-based effects.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon #34 (Doomkeep Tournament module)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":">Any land and underground"},{"name":"Astral Energy Monster","type":"Outsider","ch":3,"challenge_rating":" 03 \u00a0","id":5099,"reference":"Usergen","full_text":"

    Astral Energy Monster <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Extraplanar, Fire, Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), fly 50 ft (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/---<\/td> <\/tr>
    Attack: <\/strong>Flame bolt +5 ranged touch (1d8 fire)<\/td> <\/tr>
    Full Attack: <\/strong>Flame bolt +5 ranged touch (1d8 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft \/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Flame bolt<\/td> <\/tr>
    Special Qualities: <\/strong>Energy absorption, immunity to fire, incorporeal traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex 15, Con 13, Int 11, Wis 12, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Hide +14, Listen +15, Search +12, Spot +15, Survival +1 (+3 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (flame bolt), Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Astral Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be a fiery mass of glowing energy, formed roughly into the shape of a man. There are two small black spots on the thing\u00c2\u0092s head that might be its eyes.<\/i>\r

    The astral energy monster is a creature native to the Astral Plane. They are usually summoned to the Material Plane by spellcasters who use them as guardians or protectors.\r

    An astral energy monster appears as a 6-foot tall humanoid composed of translucent white fire. Two dark black pinpoints can be seen where its eyes are located. It has no other discernable facial features.\r

    COMBAT<\/b>\r
    The astral energy monster only attacks those creatures that attack it first. If it is not molested, it does not initiate combat. If attacked however, the astral energy monster can prove to be a formidable opponent especially to those unprepared. When struck by an energy attack, it reacts as if in pain, even though it is actually absorbing the energy of the attack.\r

    Flame Bolt (Su)<\/b>: Once per round the astral energy monster can fire a bolt of flame at one opponent within 30 feet. The energy monster makes a ranged touch attack; if it hits, the target must succeed on a Reflex save (DC 15) or suffer 1d8 points of fire damage. If the target succeeds at the save, it suffers half damage. The save DC is Charisma-based.\r

    Energy Absorption (Ex)<\/b>: The astral energy monster absorbs any fire-, sonic-, electricity-, or acid-based attack directed at it (area-affecting spells and effects still affect it normally). Absorbed energy is converted into fire and released back at the original attacker (as a free action in the same round) in the form of a flame bolt. This bolt deals damage equal to the amount of damage it would have dealt to the astral energy monster.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon #34 (Doomkeep Tournament module, as an \u00c2\u0093Aura Energy Monster\u00c2\u0094, 1980, Brian Blume).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Astral Plane"},{"name":"Astral Searcher","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":5100,"reference":"Usergen","full_text":"

    Astral Searcher <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8\u00a0(9)<\/td> <\/tr>
    Initiative: <\/strong> +0 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft. fly (perfect)<\/td> <\/tr>
    AC:<\/strong> 15 (+5 deflection)<\/td> <\/tr>
    Attacks:<\/strong>Touch +3 melee<\/td> <\/tr>
    Damage: <\/strong>Touch 1d6<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Touch psyche, possession<\/td> <\/tr>
    Special Qualities: <\/strong>Incorporeal, SR 21<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str --, Dex 11, Con 11, Int --, Wis 14, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>None<\/td> <\/tr>
    Feats: <\/strong>Weapon focus (Touch)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Swarm (4-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral (until in possession of a body)<\/td> <\/tr>
    Advancement: <\/strong>3-6HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Humanoid tragedy and dimensional travel sometimes have a bizarre effect on extraplanar energies that swirl and tumble through the dimensions of the multiverse. One of the stranger results of the disruption of planar energy is the astral searcher.\r

    Thought to be the result of great anguish or combat in the Astral Plane, an astral searcher is a mindless humanoid-shaped cloud of Astral energy that has somehow taken on a semblance of life. The motives and movements of an astral searcher are pure instinct\u00c2\u0097it has no capacity for rational thought and is guided only by the sole driving need to possess a material body. No one is quite sure why astral searchers are so driven take hold of humanoid forms, but the most sensible suggestion is that they somehow \u00c2\u0093know\u00c2\u0094 that they were generated by humanoid thought and are thus acting on some primal envy of their unwitting creators.\r

    Like moths to a flame, astral searchers are drawn to points in the Astral Plane that might be weak enough to tear and allow them access to the Material Plane. Any rift between the Astral and Material plane allows egress to the astral searchers gathering there, and they eagerly await such an occurrence. Astral travel has a 4% chance of causing a rift to remain open just long enough for astral searchers to pass through.\r

    Combat\r
    An astral searcher flails at its opponent with its arm-like tendrils of Astral energy. They only attack humanoids, perhaps out of some instinctive knowledge of their origin.\r

    Touch Psyche (Su): The touch of an astral searcher reaches to the very core of its opponent\u00c2\u0092s existence, dealing 1d6 points of damage. This damage is only illusory, however, and fades 3d4 rounds after it is inflicted. The opponent is allowed a Will save (DC 16) to disbelieve the damage as illusory. Opponents that have encountered astral searchers before are allowed a +2 insight bonus to the Will save. An opponent reduced to 0 hit points or less by the touch of an astral searcher has had her psyche destroyed\u00c2\u0097the body continues to live, but the soul dissipates and is no more.\r

    Possession (Su): As a free action, an astral searcher can possess a humanoid body that has no soul. Most often, the soulless body possessed by an astral searcher has been the victim of its psyche touch attacks, although any living body without a soul can be the subject of an astral searcher\u00c2\u0092s possession.\r

    An astral searcher in possession of a body gains all the ability scores of the opponent\u00c2\u0092s body. It also gains all class levels and abilities, hit points, skills, and feats. Possessing a humanoid body and gaining intelligence has a strange effect on the otherwise mindless astral searcher. In the moment of possession, it gains a personality and an alignment. The personality of the astral searcher is up to the discretion of the DM, but the alignment must be randomly determined. Roll 1d3 twice. The first roll determines if the astral searcher will be lawful, neutral, or chaotic. The second roll determines if it will be good, neutral, or evil. If the possessed body is of a class that has alignment restrictions and its alignment changes, it suffers the appropriate penalty ascribed to that class for the alignment change.\r

    Roll 1d3: Ethics\r
    1: Lawful\r
    2: Neutral\r
    3: Chaotic\r

    Roll 1d3: Morality\r
    1: Good\r
    2: Neutral\r
    3: Evil\r

    Certain spells such as banishment can force an astral searcher out of a possessed body, but since the original psyche of the body has been destroyed it cannot be restored. The body is simply a soulless shell that is vulnerable to attack by other astral searchers or any entity capable of possessing a living form (such as ghosts and certain other outsiders).\r

    Incorporeal: Can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. Immune to all non-magical attack forms and has a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects, and always moves silently.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in 1e Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral (until in possession of a body)","environment":">Any land and underground"},{"name":"Astral Searcher","type":"Outsider","ch":3,"challenge_rating":" 03 \u00a0","id":5101,"reference":"Usergen","full_text":"

    Astral Searcher <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Extraplanar, Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8\u00a0(9 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft (perfect) (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+5 deflection), touch 15, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/---<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +3 melee (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +3 melee (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft \/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Possession, psyche touch<\/td> <\/tr>
    Special Qualities: <\/strong>Incorporeal traits, spell resistance 21<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex 11, Con 11, Int ---, Wis 14, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>None<\/td> <\/tr>
    Feats: <\/strong>Weapon Focus (Touch) (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Astral Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (4-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A phantasmal, gaseous shape hovers before you, bits of astral energy dancing and emanating from its body. You see no clear signs of eyes or a face, but nevertheless it seems to know just where you are. <\/i>\r

    Humanoid tragedy and dimensional travel sometimes have a bizarre effect on extraplanar energies that swirl and tumble through the dimensions of the multiverse. One of the stranger results of the disruption of planar energy is the astral searcher. \r

    Thought to be the result of great anguish or combat in the Astral Plane, an astral searcher is a mindless humanoid-shaped cloud of Astral energy that has somehow taken on a semblance of life. Those who create astral searchers do so unintentionally, and are usually unaware that they have done so. The motives and movements of an astral searcher are pure instinct \u00c2\u0097 it has no capacity for rational thought and is guided only by the sole driving need to possess a material body. No one is quite sure why astral searchers are so driven take hold of humanoid forms, but the most sensible suggestion is that they somehow \u00c2\u0093know\u00c2\u0094 that they were generated by humanoid thought and are thus acting on some primal envy of their unwitting creators. \r

    Like moths to a flame, these disconnected masses of emotion are drawn to points in the Astral Plane that might be weak enough to tear and allow them access to the Material Plane, and cluster there waiting for an opportunity. Any rift between the Astral and Material plane allows egress to the astral searchers gathering there, and they eagerly await such an occurrence. Astral travel has a very slight chance of causing a rift to remain open just long enough for astral searchers to pass through. \r

    COMBAT<\/b>\r
    Astral searchers have no desire in life but to attach themselves to a living humanoid body. When a suitable host approaches, the searchers will swarm and attack. If a searcher is able to find its way to the Material plane or some plane other than the Astral, it will make every effort to get there and search for a body. An astral searcher flails at its opponent with its arm-like tendrils of Astral energy. If reduced to 0 hit points, the creature\u00c2\u0092s will to exist is finally broken and it dissipates into a cloud of harmless vapor. \r

    An astral searcher in possession of a body has its own will, and behaves as an individual, based on its new alignment and personality.\r

    Psyche Touch (Su)<\/b>: The touch of an astral searcher reaches to the very core of its opponent\u00c2\u0092s existence. This damage is more mental than physical, however, and the attack only deals 1d6 points of subdual damage. Travelers from the Material plane on the Astral plane are immune to this attack, their silver cord acting as a sort of shield, though visitors from other planes who lack a silver cord are subject to this effect. If on the material plane, the astral searcher can affect any being with this attack. An opponent reduced to 0 hit points or less by the touch of an astral searcher falls into a deep coma. If left alone, the victim will heal from the damage and awaken upon reaching 1 hit point.\r

    Possession (Su)<\/b>: As a full round action, an astral searcher can possess a humanoid body that has been reduced to 0 hit points or less by the psyche touch attack. If an astral searcher is able to possess a body, the psyche of that creature is destroyed and its mind dissipates into nothingness. \r

    An astral searcher in possession of a body gains all the physical ability scores and Intelligence of the opponent\u00c2\u0092s body, and the body is restored to its full hit points. Possessing a humanoid body and gaining intelligence has a strange effect on the otherwise mindless astral searcher; in the moment of possession, it immediately gains a new personality and an alignment. The personality of the astral searcher is up to the discretion of the DM and little or nothing remains of the victim\u00c2\u0092s personality, but the alignment must be randomly determined. The possessing searcher\u00c2\u0092s mind is filled with the original emotion that caused it to come into being. If the possessed body is of a class that has alignment restrictions and its alignment changes, it suffers the appropriate penalty ascribed to that class for the alignment change. Skills and feats, languages, and class levels and abilities are temporarily lost at the moment of possession, but each will be regained in 1d6 hours. The astral searcher permanently loses the victim\u00c2\u0092s memories and the ability to gain levels.\r

    Certain spells such as banishment<\/i> can force an astral searcher out of a possessed body, but since the original psyche of the body has been destroyed it cannot be restored by any means short of a wish<\/i> spell. The body will simply be a soulless shell that is vulnerable to attack by other astral searchers or any entity capable of possessing a living form (such as ghosts and certain other outsiders). If the astral searcher is cast out of the body, it loses all the benefits of the possession, and becomes mindless again. If the body is killed while an astral searcher possesses it, the searcher is destroyed also.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the first edition Fiend Folio (1981, Tom Moldvay), and the Planescape Campaign Setting (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Astral Plane"},{"name":"Astrapotherium","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":5102,"reference":"Usergen","full_text":"

    Astrapotherium <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+24\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +8 natural), touch 9, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+14<\/td> <\/tr>
    Attack: <\/strong>Gore +9 melee (1d8+6)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +9 melee (1d8+6) and 2 stamps +7 melee (1d6+3) <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097 <\/td> <\/tr>
    Special Qualities: <\/strong>Hold breath, low-light vision, scent <\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 10, Con 19, Int 2, Wis 13, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +7, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (2\u00c2\u009612) <\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a large tapir with a short prehensile trunk. Two pairs of curved tusks grow from its mouth.<\/i>\r

    A xenungulate, Astrapotherium is a member of an odd lineage of herbivorous mammals. Despite their superficial resemblance to tapirs and elephants, they are not closely related to either. Astrapotheres are hippo-like in their behavior, wallowing in mudholes and swimming in rivers in order to graze on plants growing from the bottom. \r

    An astrapotherium is over 8 feet long and weighs 500 to 600 pounds.\r

    COMBAT\r

    Astrapotherium are generally docile, but are quite capable of defending themselves with tusks and hooves.\r

    Hold Breath (Ex):<\/b> An astrapotherium can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning. \r

    Skills:<\/b> Astrapotheriums have a +4 racial bonus on Swim checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm forests"},{"name":"Aswang","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 3 \u00a0","id":5103,"reference":"Usergen","full_text":"

    Aswang <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Anesthetize, blood drain, change shape, create spawn<\/td> <\/tr>
    Special Qualities: <\/strong>Aswang weaknesses, corpse scent, darkvision 60 ft., vulnerable to acid<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 16, Con 11, Int 12, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Craft (woodcarving) +9, Hide +5, Move Silently +5, Spot +9, Survival +9<\/td> <\/tr>
    Feats: <\/strong>Stealthy, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any urban<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Medium) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This horrific creature resembles a haglike woman with talon-like fingernails. A long, threadlike tongue lolls from its mouth.<\/i>\r

    The aswang (also known as the mangalok or boroka) lives among humans during the day, pretending to be an ordinary woman. When night falls, the aswang assumes her true form, that of a haglike monster with a long, thread-thin tongue. She may also take the form of a human-headed avian, a form she uses to fly atop homes to stalk prey.\r

    The aswang feeds on the blood of the living or from fresh corpses. She has the ability to smell death within a mile. An aswang feeds by extending her long, sharp tongue, piercing the jugular vein of a dead or sleeping victim. Once she has gorged herself, her swollen body appears as if she were late in a pregnancy.\r

    Male aswangs, known as iqui, are far more rare. If an aswang mates with a human, female offspring become aswangs, while male offspring remain human. It is unknown how iqui come to be.\r

    An aswang is 5 to 6 feet tall and weighs from 125 to 200 pounds. \r

    Aswangs speak Common.\r

    COMBAT\r

    An aswang's first instinct is flight. If forced to fight, it relies on its nails or talons.\r

    Anesthetize (Ex):<\/b> A victim of an aswang's Blood Drain ability must succeed on a DC 12 Wisdom check to notice the attack. Since aswangs generally attack sleeping victims, this Wisdom check is usually made with a -10 penalty. Each round of blood drain entitles the creature to another Wisdom check to notice the aswang, with a cumulative +2 bonus on the check per round after the first. Characters who have some means of detecting the aswang notice the attack immediately. The check DC is Constitution-based.\r

    Blood Drain (Ex):<\/b> An aswang in birdlike form may insert its tongue into a sleeping or helpless victim and drain blood, dealing 1 point of Constitution damage per round that its tongue is attached. Once the aswang has dealt 1\/2 its Constitution score (5 for a typical aswang) points of Constitution damage, it detaches and flies off to digest the meal. While digesting, which takes one day per point of Constitution drained, the aswang appears to be pregnant. If its victim dies, the aswang will replace the corpse with a likeness carved from a tree trunk.\r

    Change Shape (Su):<\/b> An aswang can assume the form of any humanoid female. In addition, an aswang can take the form of a Medium birdlike creature with a woman's face and a long, tube-like tongue. The aswang may use its talon attacks in its natural form or its birdlike form but not in humanoid form. An aswang may use its flight speed only in birdlike form.\r

    Corpse Scent (Ex):<\/b> An aswang can notice undead creatures by scent in a 180-foot radius and detect fresh corpses (dead less than a week) up to a mile.\r

    Create Spawn (Su):<\/b> With a kiss, an aswang may transform one willing female human into an aswang. The new aswang is not under the control of its creator. Additionally, an aswang may lace food or drink with her saliva. A human female who ingests this saliva must succeed on a DC 12 Fortitude save or transform into an aswang on the following night. The save DC is Constitution-based.\r

    Aswang Weaknesses<\/b>\r

    Repelling an Aswang:<\/b> Aswangs cannot tolerate the strong odor of vinegar and some other spices and will not enter an area laced with these substances. Similarly, they recoil from salt. These things don\u00c2\u0092t harm the aswang\u00c2\u0097they merely keep it at bay. A recoiling aswang must stay at least 5 feet away from a creature holding a handful of salt or spice, and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding an aswang at bay takes a standard action. If an opponent throws a handful or flask of salt or spice as a grenade-like weapon, the aswang must move at least 5 feet away from where it lands on its next action.\r

    Balbal<\/b>\r

    A forest-dwelling relative of the aswang, a balbal always appears as a gaunt humanoid with loose skin. It cannot change shape, but can glide by gathering up the loose folds of its skin in a manner similar to a flying squirrel. The balbal uses its thick, strong tongue to pull a corpse through the roof of a home, which it then carries off to the forest to devour.\r

    A balbal shares the same statistics as an aswang, except as follows:\r

    Medium Monstrous Humanoid \r
    Speed:<\/b> 30 ft. (6 squares)\r
    Base Attack\/Grapple:<\/b> +5\/+9\r
    Attack:<\/b> Claw +9 melee (1d3+4)\r
    Full Attack:<\/b> 2 claws +9 melee (1d3+4)\r
    Special Attacks:<\/b> Anesthetize, blood drain, create spawn\r
    Special Qualities:<\/b> Aswang weaknesses, corpse scent, darkvision 60 ft., gliding, vulnerable to acid\r
    Abilities:<\/b> Str 18, Dex 16, Con 11, Int 12, Wis 13, Cha 15\r
    Environment:<\/b> Any forest\r

    Gliding:<\/b> A balbal can use its loose skin to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A balbal glides at a speed of 60 feet (poor maneuverability). A balbal can glide while carrying a light or medium load (up to 200 lbs.).\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #25<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic evil","environment":" Any forest\r"},{"name":"Atomie","type":"Fey","ch":1,"challenge_rating":" 01 \u00a0","id":5104,"reference":"Usergen","full_text":"

    ATOMIE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Tiny Fey<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1\/2d6+1 (2 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+3 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, fly 60 ft (good)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (+2 size, +3 Dex, +1 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Dagger +5 melee; or light crossbow +5 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Dagger 1d4-3; or light crossbow 1d6<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 2 1\/2 ft by 2 1\/2 ft\/0 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> SR 16, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +1, Ref +5, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 5, Dex 17, Con 13, Int 12, Wis 13, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Animal Empathy +5, Concentration +4, Craft (any one) +4, Escape Artist +6, Handle Animal +5, Hide +14*, Listen +6, Move Silently +6*, Perform (dance, melody, plus any other one) +5, Search +2, Sense Motive +4, Spot +6<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Dodge, Weapon Finesse (dagger)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate forest<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Gang (2-4), band (6-11 plus 2-4 grigs), or tribe (20-80)
    Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> No coins; 50% goods; standard items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 1-3 HD (Tiny)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The smallest of sprites, the atomies are found in secluded glens. They are a nocturnal race and issue forth at night to gather food and frolic. Atomies dwell in trees, verdant banks, and similar adobes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Atomies are about 1 foot tall and very thin. Their skin is a light green in color. They have long arms, legs, and fingers. Their heads are long as are their narrow ears. Their features are rather pointy, but attractive, especially when compared to the other sprites. They often dress in brightly colored clothes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Atomies speak Sylvan and Common.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Atomies avoid combat when possible using their quickness to allude would be attackers. If cornered they rely on their spell-like abilities and dagger or crossbow to get them out of trouble.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> 3\/day\u0097blink, entangle, invisibility<\/i> (self only), pass without trace, and speak with animals<\/i>. These abilities are as the spells cast by a 9th-level sorcerer (save DC 12 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *Atomies receive a +5 racial bonus to Move Silently and Hide checks in a forest setting.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Atomie first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Fey","alignment":"Any","environment":"Temperate forest"},{"name":"Auburn Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5105,"reference":"Usergen","full_text":"

    Auburn Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon ()<\/strong><\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 and 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 5\u00c2\u00966 HD; very young 8\u00c2\u00969 HD; young 11\u00c2\u009612 HD; juvenile 14\u00c2\u009615 HD; young adult 17\u00c2\u009618 HD; adult 20\u00c2\u009621 HD; mature adult 23\u00c2\u009624 HD; old 26\u00c2\u009627 HD; very old 29\u00c2\u009630 HD; ancient 32\u00c2\u009633 HD; wyrm 35\u00c2\u009636 HD; great wyrm 38+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +3; very young +3; young +3; juvenile +4; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Auburn Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>4d12+4\u00a0(30)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>12<\/font><\/td>14<\/font><\/td>13<\/font><\/td>+4\/-4<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+6<\/font><\/td>2d4\u00a0(13)<\/font><\/td>13<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>7d12+7\u00a0(52)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>12<\/font><\/td>14<\/font><\/td>13<\/font><\/td>+7\/+4<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+7<\/font><\/td>4d4\u00a0(17)<\/font><\/td>14<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>10d12+20\u00a0(85)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>14<\/font><\/td>16<\/font><\/td>15<\/font><\/td>+10\/+12<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+10<\/font><\/td>6d4\u00a0(17)<\/font><\/td>17<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>13d12+26\u00a0(110)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>14<\/font><\/td>16<\/font><\/td>15<\/font><\/td>+13\/+16<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+11<\/font><\/td>8d4\u00a0(18)<\/font><\/td>18<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>16d12+48\u00a0(152)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>16<\/font><\/td>18<\/font><\/td>17<\/font><\/td>+16\/+24<\/font><\/td>+19<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+14<\/font><\/td>10d4\u00a0(21)<\/font><\/td>21<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>19d12+76\u00a0(199)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>16<\/font><\/td>18<\/font><\/td>17<\/font><\/td>+19\/+29<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+15<\/font><\/td>12d4\u00a0(23)<\/font><\/td>22<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>22d12+110\u00a0(253)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>20<\/font><\/td>19<\/font><\/td>+22\/+38<\/font><\/td>+28<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+18<\/font><\/td>14d4\u00a0(26)<\/font><\/td>25<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>25d12+125\u00a0(287)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>20<\/font><\/td>19<\/font><\/td>+25\/+42<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+19<\/font><\/td>16d4\u00a0(27)<\/font><\/td>27<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>28d12+168\u00a0(350)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>22<\/font><\/td>21<\/font><\/td>+28\/+46<\/font><\/td>+36<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+22<\/font><\/td>18d4\u00a0(30)<\/font><\/td>29<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>31d12+186\u00a0(387)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>22<\/font><\/td>21<\/font><\/td>+31\/+50<\/font><\/td>+40<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+23<\/font><\/td>20d4\u00a0(31)<\/font><\/td>30<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>34d12+238\u00a0(459)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>22<\/font><\/td>24<\/font><\/td>23<\/font><\/td>+34\/+58<\/font><\/td>+42<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+24<\/font><\/td>22d4\u00a0(34)<\/font><\/td>33<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>37d12+296\u00a0(536)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>22<\/font><\/td>24<\/font><\/td>23<\/font><\/td>+37\/+62<\/font><\/td>+46<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+27<\/font><\/td>24d4\u00a0(36)<\/font><\/td>34<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Auburn Dragon Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>15 (+2 size, +3 natural), touch 12, flat-footed 15<\/font><\/td>Nature sense, wild shape (1\/day)<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>17 (+1 size, +6 natural), touch 10, flat-footed 17<\/font><\/td>Woodland stride, wild shape (2\/day)<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>19 (+9 natural), touch 10, flat-footed 19<\/font><\/td>Wild shape (3\/day)<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>22 (+12 natural), touch 10, flat-footed 22<\/font><\/td>Wild shape (Large)<\/font><\/td>3rd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>24 (-1 size, +15 natural), touch 9, flat-footed 24<\/font><\/td>DR 5\/magic, wild shape (4\/day)<\/font><\/td>5th<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>27 (\u00c2\u00961 size, +18 natural), touch 9, flat-footed 27<\/font><\/td>Wild shape (Tiny)<\/font><\/td>7th<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>29 (\u00c2\u00962 size, +21 natural), touch 8, flat-footed 29<\/font><\/td>DR 10\/magic, wild shape (plant)<\/font><\/td>9th<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>32 (\u00c2\u00962 size, +24 natural), touch 8, flat-footed 32<\/font><\/td>Plant growth<\/i>, wild shape (5\/day)<\/font><\/td>11th<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>35 (\u00c2\u00962 size, +27 natural), touch 8, flat-footed 35<\/font><\/td>DR 15\/magic, wild shape (Huge)<\/font><\/td>13th<\/font><\/td>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00962 size, +30 natural), touch 8, flat-footed 38<\/font><\/td>Command plant<\/i>, wild shape (elemental 1\/day)<\/font><\/td>15th<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00964 size, +33 natural), touch 6, flat-footed 39<\/font><\/td>DR 20\/magic, wild shape (6\/day, elemental 2\/day)<\/font><\/td>17th<\/font><\/td>28<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy)<\/font><\/td>+0<\/font><\/td>42 (\u00c2\u00964 size, +36 natural), touch 6, flat-footed 42<\/font><\/td>Wild shape (elemental 3\/day, Huge elemental)<\/font><\/td>19th<\/font><\/td>30<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast druid spells and those from the Animal and Plant domains as arcane spells.\r

    The scales of this dragon resemble auburn autumn leaves. Its antlers are gnarled and twisted, like the branches of a tree. Leaf-shaped crests begin atop its head and pass down its back and tail. It is accompanied by the mingling fragrances of fertile soil and blossoming plants.<\/i>\r

    Auburn dragons are forest-dwelling dragons that place the welfare of the forest above all else. They protect their forests from any interlopers that seek to cause it harm, while aiding and defending the natural creatures that reside within its boundaries.\r

    Auburn dragons make their lairs in forest caves or the trunks of dead trees large enough to hold them. They spend most of their time patrolling their forests, though, using their lairs mainly to house their hoards. Auburn dragons have a weakness for crafted jewelry of all types, and will willingly trade other items from their hoards for such prizes. \r

    Auburn dragons tend to befriend sylvan fey, pseudodragons, and treants within their forest homes. They are also generally on good terms with druids of all races.\r

    A wyrmling autumn dragon's scales are a bright brown flecked with red or gold, gradually becoming duller and more reddish brown or golden brown as it ages.\r

    Combat\r

    Auburn dragons use their wild shape ability to patrol their forest disguised as less awe-inspiring creatures. If trespassers in the forest are encountered, they will often be greeted with a friendly, if wary parley. Should the interlopers ignore any warnings for forest-threatening behavior, the dragon utilizes its sylvan flames breath weapon and magical abilities to incapacitate or drive them off. Auburn dragons are not cruel, using lethal force only against persistent threats or those who agressively harm the dragon or its forest companions.\r

    Breath Weapon (Su):<\/b> An auburn dragon has two types of breath weapon, a line of electricity and a cone of sylvan flames. Creatures caught in the cone suffer nonlethal damage equal to half the amount of the electricity breath weapon. All affected creatures must succeed on a Reflex save or the sylvan flames will cling to them. Clinging sylvan flames inflict the same amount of nonlethal damage the following round (on the dragon's initiative) and cause the affected creature to glow eerily (as the faerie fire<\/i> spell) for 1 minute per age category of the dragon.\r

    Nature Sense (Ex):<\/b> An auburn dragon gains a +2 bonus on Knowledge (nature) and Survival checks. \r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097plant growth<\/i> (old or older), command plant<\/i> (ancient or older).\r

    Wild Shape (Su):<\/b> An auburn dragon can wild shape like a druid but cannot wild shape into a creature with more Hit Dice than its own racial Hit Dice. The frequency and forms of it wild shape ability depend on its age, as indicated on the Auburn Dragon Abilities by Age Table above. \r

    Woodland Stride (Ex):<\/b> A very young or older auburn dragon may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect the dragon.\r

    Skills:<\/b> Handle Animal, Spellcraft, and Survival are considered class skills for auburn dragons. \r

    Note:<\/b> Originally appeared in Dragon Magazine #38 (1980) as \"brown dragon\". Renamed to avoid confusion with the existing creature of the same name.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #38<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Temperate and warm forests"},{"name":"Aurochs","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":5106,"reference":"Usergen","full_text":"

    Aurochs <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-1 size, +4 natural), touch 9, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+14<\/td> <\/tr>
    Attack: <\/strong>Gore +9 melee (1d8+9)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +9 melee (1d8+9)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Stampede, trample 1d10+9<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Diehard, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (6-30)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-8 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large black bull has a pale stripe down its spine. Its lyre-shaped horns are set at a forward angle.<\/i>\r

    Aurochs prefer swampy and wet wooded areas. They feed primarily on green grass and leaves, supplemented with occasional tree fruits. \r

    Aurochs stand 5 to 6 feet tall at the shoulder, are 10 to 12 feet long, and weigh 1,500 to 2,500 pounds. \r

    COMBAT\r

    Aurochs are much more aggressive than typical cattle, trampling smaller creatures and goring larger foes with their impressive horns.\r

    Stampede (Ex):<\/b> A frightened herd of aurochs flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five aurochs in the herd (Reflex DC 19 half). The save DC is Strength-based.\r

    Trample (Ex):<\/b> Reflex half DC 18. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate plains"},{"name":"Aurotyugh","type":"Aberration","ch":10,"challenge_rating":" 10 \u00a0","id":5107,"reference":"Usergen","full_text":"

    Aurotyugh <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d8+90\u00a0(171 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00961 size, +11 natural), touch 9, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+25<\/td> <\/tr>
    Attack: <\/strong>Bite +18 melee (3d6+6\/19-20) or tentacle +19 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +18 melee (3d6+6\/19-20) and 2 tentacles +17 melee (1d4+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (20 ft. with tentacle)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d4+4, gnaw 3d6+12, improved grab, soften<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, darkvision 90 ft., immunity to disease and poison, mimic hoard, rust sensitivity, scent, telepathy 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +6, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 10, Con 21, Int 7, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Disguise +12* (+20 as treasure), Listen +17, Spot +17<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Lightning Reflexes, Multiattack, Improved Critical (bite), Power Attack, Weapon Focus (tentacle)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard coins, triple goods (gems only), standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>19-20 HD (Large); 21-35 HD (Huge); 36-48 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The massive pile of gold suddenly stand up on three elephantine legs, revealing itself to be a bizarre creature. Two powerful tentacles whip from its sides, eager to pull victims towards a maw full of crystalline teeth that suddenly gapes in its belly. From atop the conical creature sprouts a stalk which branches into three huge golden eyes.<\/i> \r

    An aurotyugh is a rare relative of the otyugh with a body of \"living metal\" instead of ordinary flesh. The touch of an aurotyugh can magically soften almost any material, and they have immensely powerful jaws with teeth that are literally made of diamond. This combination means an aurotyugh can chew through almost anything. Aurotyughs eat any kind of metal or flesh, preferring mineral-rich organic materials like bone. They do not wallow in rotting filth like a normal otyugh, but collect piles of decaying bones and rusting metal. Aurotyughs collect treasure, and their diamond teeth are also valuable \u00c2\u0097 its teeth are the \"triple goods (gems)\" in the Treasure entry.\r

    A typical aurotyugh has a body 8 feet in diameter and stands 6 feet tall, not including its 7 foot long eyestalk or 20 foot long tentacles. It weighs almost 4000 pounds.\r

    Aurotyughs speak Terran.\r

    COMBAT<\/b>\r
    Aurotyughs disguise themselves as piles of treasure to attract victims, lashing out at surprised adventurers with their tentacles. An aurotyugh grapples its opponents, uses its ability to soften armor to make them more vulnerable, then begins to gnaw.\r

    An outmatched aurotyugh will fight to the death rather than flee, but may offer treasure to bribe it enemies into sparing its life.\r

    All-Around Vision (Ex):<\/b> An aurotyugh's flexible eyestalk allows it to look in any direction, providing a +4 racial bonus on Spot and Search checks. An aurotyugh can't be flanked.\r

    Constrict (Ex):<\/b> An aurotyugh deals automatic tentacle damage with a successful grapple check.\r

    Improved Grab (Ex):<\/b> To use this ability, an aurotyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Constrict or Gnaw.\r

    Gnaw (Ex):<\/b> An aurotyugh can deal automatic bite damage with a successful grapple check.\r

    Mimic Hoard (Ex):<\/b> An aurotyugh can assume the form of a hoard of gold that fills roughly 175 cubic feet (15 feet diameter by 1 foot tall). This gold form can be of almost any appearance (a statue, mound of coins, pile of raw nuggets, stack of ingots, et cetera), including combinations like several small gold statues mixed in a pile of coins. The creature cannot substantially alter its size, though. An aurotyugh's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the aurotyugh can detect the ruse with a successful Spot check opposed by the aurotyugh's Disguise check. Of course, by this time it is generally far too late.\r

    Rust Sensitivity (Ex):<\/b> An aurotyugh's metallic biology is partly vulnerable to rusting attacks. The rusting grasp<\/i> spell affects an aurotyugh as if if were a ferrous creature. Rust special attacks, such as the antennae of a rust monster, have the same affect on an aurotyugh as a rusting grasp<\/i> spell: 3d6 damage +1 per caster level (max +15) per successful attack. If the rust attack has no CL, use the HD of the attacker. \r

    Soften (Su):<\/b> Aurotyughs can soften any material they touch, including metal, stone, and hard living tissues such as bone or chitin. The aurotyugh can soften any opponent or object it hits with an attack roll. If the opponent is wearing any armor, the soften attack affects the armor. If the opponent is not wearing armor, or armor that has been completely softened by previous attacks, the opponent is softened instead. A living creature or magic item can negate the soften attack with a DC 24 Fortitude save. For each successful soften attack, the target (or its armor) suffers a -2 penalty to its hardness, armor bonus, natural armor bonus and any damage reduction that is bypassed by any mundane material. Note that this penalty can not reduce any enhancement bonus the target might have on its armor or natural armor. The effect last for 10 minutes. The save DC is Constitution-based. \r

    Telepathy (Su):<\/b> An aurotyugh can automatically detect the presence of any conscious being with an Intelligence score within a 60 foot radius of its position. It can sense the direction of the mind, but not their intelligence or precise location. The aurotyugh can not delve into the thoughts of the minds it detects, but can sense their general emotional state.\r

    An aurotyugh's telepathy allows it to comprehend the basic meaning of any communications the minds it detects attempt to make, although only as crude one to four word concepts. For example, if a person offers a complicated peace treaty to an aurotyugh it would only understand \"Me make friends\".\r

    As well as receiving thoughts, an aurotyugh can project its own thoughts to be \"heard\" by any unshielded mind within range of its telepathy. Its ability to project thoughts is limited to the same crude concepts as its ability to receive thoughts.\r

    Aurotyugh telepathy can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. It is useless against any effect that blocks mind-affecting powers, such as thought shield<\/i> or mind blank<\/i>.\r

    Skills: <\/b>Aurotyughs have a +4 racial bonus on Spot checks from its keen eyesight. *An aurotyugh has a+8 racial bonus on Disguise checks when mimicking treasure, due to its mimic hoard special ability.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Dungeon Geomorphs, Set Two: Caves & Caverns<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral","environment":"Underground"},{"name":"Avari","type":"Outsider","ch":8,"challenge_rating":" 08 \u00a0","id":5108,"reference":"Usergen","full_text":"

    Avari <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+27\u00a0(67 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 25 ft (5 squares), fly 40 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (+4 Dex, +10 natural), touch 14, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+15<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (1d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (1d6+6) and bite +10 melee (1d12+3 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, screech, summon mobats<\/td> <\/tr>
    Special Qualities: <\/strong>Bat empathy, blindsense 60 ft, damage reduction 10\/magic and silver, darkvision 60 ft, force resistance, immunity to acid, paralysis, and poison, resistance to cold 10 and electricity 10, spell resistance 18, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +12, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 18, Con 16, Int 13, Wis 15, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +14, Diplomacy +12, Disguise +3 (+5 acting), Escape Artist +13, Intimidate +14, Hide +17, Jump +13, Knowledge (the planes) +9, Listen +17, Move Silently +19, Sense Motive +11, Spot +12, Survival +14 (+16 on other planes), Use Rope +4 (+6 bindings)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Flyby Attack, Lightning Reflexes, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Grey Waste of Hades<\/td> <\/tr>
    Organization: <\/strong>Solitary, squad (2-4), or colony (5-20 and 5-8 dire bats and 11-20 bat swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>08<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Medium); 19-27 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+9<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature appears to be a human-sized bat. It has huge leathery wings and its fur is brownish-green. Rank saliva drips from its fanged mouth, and its eyes burn with hatred and cunning. <\/i>\r

    The avari are a race of humanoid creatures that live in the Lower Planes, and are the chief rivals of yugoloths for territory. Unfortunately, they are neither as powerful or as numerous as the fiends and have lost much over time. Long ago, avari dwelt in a large central community, but their many wars shattered their unity, forcing them to live in isolated clan in desolate areas of the planes. They dwell there in dank caverns filled with bats, and inhabit similar environs when found on the Material Plane.\r

    The avari are renowned for their cruelty, and have a great love of torture and causing pain. They crave gold, and love the taste of human flesh, and will negotiate with humans to gain either. Evil clerics often call an avari to the Material Plane using a planar ally<\/i> spell, usually offering gold in exchange for the avari's services as a guardian or torturer.\r

    In the few places where avari have been able to thrive they have established a feudal system, using slaves and serfs to satisfied their every whim. It is surprising how such a system can be maintained when the avari dine on their servants so frequently.\r

    An avari is 6 feet tall, and weighs 150 pounds.\r

    An avari speaks Abyssal, Infernal and Undercommon.\r

    COMBAT<\/b>\r
    Avari will normally begin combat by screeching, then move in to attack. They will target humans first, hoping to save them for later meals.\r

    Poison (Ex)<\/b>: Injury, Fortitude DC 17, initial damage wracking pains that impose a \u00c2\u00964 penalty on attack rolls, skill checks, and ability checks for 4d4 rounds, secondary damage paralyzed for 2d4 rounds. The save DC is Constitution-based.\r

    Screech (Su)<\/b>: An avari can screech once per round, affecting all those within 60 feet. All creatures in the area must succeed on a DC 17 Will save or be stunned for 1d3 rounds. This is a sonic, mind-affecting attack. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same avari's sonic screech for 24 hours.\r

    Summon Mobats<\/i><\/b>(Sp): Three times per day, an avari can automatically summon 1d4 mobats. This ability is the equivalent of a 3rd-level spell.\r

    Bat Empathy (Ex)<\/b>: Avari can communicate and empathize with normal or dire bats and other batlike creatures. This gives them a +4 racial bonus on checks when influencing the animal\u00c2\u0092s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as \"friend,\" \"foe,\" \"flee,\" and \"attack.\"\r

    Blindsense (Ex)<\/b>: An avari uses echolocation to pinpoint creatures within 60 feet. Opponents still have total concealment against the avari unless it can actually see them.\r

    Force Resistance (Ex)<\/b>: Avari have a +4 racial bonus on saving throws spells and effects with the force descriptor. If an effect does not allow a saving throw, but deals damage (such as magic missile<\/i>), the avari instead takes only half damage from the effect.\r

    Skills<\/b>: An avari has a +4 racial bonus on Listen and Move Silently checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #101 (\"Creature Catalog III,\" September 1985, Scott Bennie).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral evil","environment":"Grey Waste of Hades"},{"name":"Avenging Spirit","type":"Undead","ch":9,"challenge_rating":" 9 \u00a0","id":5109,"reference":"Usergen","full_text":"

    Avenging Spirit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d12\u00a0(65 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 30 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+4 Dex, +4 deflection, +2 sacred), touch 20, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/-<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +9 melee (1d6+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +9 melee (1d6+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fear aura, spell-like abilities, spells, stonebirds, water jet<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/evil, darkvision 60 ft., deathless traits, incorporeal traits, natural invisibility, +2 turn resistance<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 18, Con \u00c2\u0097, Int 14, Wis 18, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +17, Concentration +17, Diplomacy +19, Disguise +4 (+6 acting), Gather Information +6, Intimidate +19, Knowledge (local) +15, Knowledge (religion) +15<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (water jet), Negotiator, Spell Focus (evocation), Spell Penetration <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful good<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A cascade of blond hair appears in the air before you, accompanied by a sad, sweet song.<\/i>\r

    Avenging spirits are the souls of innocents whose murders went unpunished. Forever bound to the site of their deaths, avenging spirits persevere to protect their loved ones and avenge their own deaths. Although not malicious (except to their killers or those who would harm their loved ones), avenging spirits enjoying teasing the living with illusions and other magic.\r

    An avenging spirit is roughly human-sized and is weightless.\r

    An avenging spirit speaks Common, Celestial, and any other languages known in life.\r

    COMBAT\r

    An avenging spirit generally uses detect thoughts and discern lies to judge a presumed enemy's motivations. If combat ensues, an avenging spirit uses its water jet liberally, accompanied by spells and spell-like abilities.\r

    Deathbed Dependent (Su):<\/b> Each avenging spirit is mystically bound to the location of its death and cannot stray more than 1,000 feet from it. If somehow forced to do so, an avenging spirit is instantly destroyed.\r

    Fear Aura (Su):<\/b> An avenging spirit can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 19 Will save or be affected as though by a fear<\/i> spell (caster level 10th). A creature that successfully saves cannot be affected again by the same avenging spirit's aura for 24 hours. The save DC is Charisma-based. \r

    Natural Invisibility (Su):<\/b> This ability is constant, allowing an avenging spirit to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge<\/i> spell. An avenging spirit can choose to become fully visible or even partially invisible (which provides only concealment), often making only its golden hair or disembodied eyes visible.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097calm animals<\/i> (DC 15), charm person<\/i> (DC 15), detect evil, detect thoughts<\/i> (DC 17), silent image<\/i> (DC 15), speak with animals<\/i>; 3\/day\u00c2\u0097entangle<\/i> (DC 15), minor image<\/i> (DC 16), plant growth<\/i>; 1\/day\u00c2\u0097confusion<\/i> (DC 18), heat metal<\/i> (DC 16), summon nature's ally IV, sunbeam<\/i> (DC 21). Caster level 10th. The save DCs are Charisma-based.\r

    Spells:<\/b> An avenging spirit can cast divine spells as a 10th-level cleric. An avenging spirit has access to two domains from its deity's list. The save DCs are Wisdom-based.\r

    Typical Cleric Spells Prepared<\/i> (6\/4+1\/4+1\/3+1\/3+1\/2+1; save DC 14 + spell level, evocation spells 16 + spell level): \r
    0th - cure minor wounds<\/i> (x2), guidance, mending, resistance<\/i> (x2);\r
    1st\u00c2\u0097command, divine favor, doom, protection from evil*, remove fear;<\/i>\r
    2nd\u00c2\u0097aid*, cure moderate wounds, eagle's splendor, hold person, silence;<\/i>\r
    3rd\u00c2\u0097daylight, dispel magic, magic circle against chaos*, searing light;<\/i>\r
    4th\u00c2\u0097control water, cure critical wounds, discern lies, holy smite*;<\/i>\r
    5th\u00c2\u0097dispel evil*, flame strike, mark of justice;<\/i>\r
    *Domain spell. Domains: Good, Law.\r

    Stonebirds (Sp):<\/b> Once per day, an avenging spirit can call forth 2d10 birds of living stone. These birds remain for 1 hour or until destroyed. This is the equivalent of a 3rd-level spell. Stonebirds have the following statistics.\r

    Stonebird:<\/i> Diminuitive Construct; HD 1d10 (5 hp); Init +2; Spd 10 ft., fly 40 ft. (average); AC 17 (touch 16, flat-footed 15); Base Atk +0; Grp -17; Atk bite +0 melee (1d4); Full Atk bite +0 melee (1d4); Space\/Reach: 1 ft.\/0 ft.; SA explode; SQ construct traits; AL N; SV Fort +0, Ref +2, Will +0; Str 10, Dex 15, Con -, Int -, Wis 11, Cha 1.\r
    Explode (Su):<\/i> A stonebird that successfully hits a target may be commanded to detonate, dealing an additional 1d4 points of piercing damage. This destroys the stonebird.\r

    Water Jet (Su):<\/b> As a standard action, an avenging spirit can create a tremendously powerful 30-foot line of water. Any creature in the area of the line takes 2d6 points of damage (Reflex DC 21 negates). A creature failing the saving throw must succeed on a Strength check or a Balance check (DC 10 + damage dealt) or be knocked prone by the force of the blast. The save DC is Charisma-based.\r

    Avenging Spirits as Deathless<\/b>\r
    If you are using Book of Exalted Deeds<\/i> in your campaign, avenging spirits are deathless rather than undead.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Polyhedron #91<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always lawful good","environment":"Any land and underground"},{"name":"Averx","type":"Fey","ch":3,"challenge_rating":" 3 \u00a0","id":5110,"reference":"Usergen","full_text":"

    Averx <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d6+6\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 40 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +5 Dex), touch 17, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-10<\/td> <\/tr>
    Attack: <\/strong>Short sword +8 melee (1d3\u00c2\u00963\/19-20) or light crossbow +8 ranged (1d4\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Short sword +8 melee (1d3\u00c2\u00963\/19-20) or light crossbow +8 ranged (1d4\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change size, poison use, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 2\/cold iron, darkvision 120 ft., evasion, immune to curses, low-light vision, spell resistance 9, trapfinding, trap sense +1<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +8, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 20, Con 17, Int 18, Wis 11, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Bluff +6, Craft (trapfinding) +9, Diplomacy +3, Disable Device +9, Disguise +1 (+3 acting), Hide +22, Intimidate +3, Jump -7, Knowledge (dungeoneering) +9, Listen +5, Open Lock +10, Move Silently +14, Search +9, Sleight of Hand +12, Spot +5, Survival +0 (+2 following tracks, +2 underground), Tumble +10<\/td> <\/tr>
    Feats: <\/strong>Spring Attack (B), Stealthy, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or clan (4-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Half coins; double goods; standard items (often cursed items)<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A small, gray-skinned humanoid in little clothing floats on tiny, gossamer wings. Tiny horns sprout from above its amber eyes.<\/i>\r

    Averxes are subterranean fey who delight in hampering and robbing any creatures that stumble through their domains. They make their lairs in the most beautiful crystalline caverns, spending large amount of time enhancing the natural beauty, such as through lighting. Any interlopers who damage these areas, be it through mining, construction, or even simply collecting rocks or crystals, will draw the communal ire of the averxes. An averx's lair is generally concealed high in the caverns ceiling.\r

    Sometimes called \"dungeon demons\" or \"cave devils\" due to their antagonizing and harrying actions, averxes are actually guardians of natural realms and protectors of their beauty. While they may punish those who mar the natural beauty of their realms, they prey only on small animals for food or truly wicked creatures. They hunt small, evil beings like jermlaine and other subterranean vermin, killing them and casting their bodies into any available deep pits. Other creatures are simply harassed or driven off, perhaps with a few less possessions and a bit less dignity.\r

    Averxes are immune to all forms of curses, and use this trait to their advantage. Averxes have been known to carry cursed items which find their ways into the possession of those they antagonize.\r

    Averxes rarely carry valuables (other than magic items), but often carry quite a bit of thin gear, such as rope, cord, knives, wire, oil, tinderboxes, caltrops, darts, and other materials for crafting traps.\r

    Some legends suggest that averxes were created by unknown (and possibly extinct) beings of great power to guard subterranean lands and protect their beauty. \r

    An averx stands 1-1\/2 feet tall and weighs about 1 pound. \r

    Averxes speak Sylvan and Undercommon.\r

    COMBAT\r

    Averxes attack only out of retaliation, or if their domains are threatened. Averxes avoid direct combat, preferring to craft fiendish traps, sabotage, and misdirection. When they do attack, they use hit-and-run raids, often employing poisoned weapons.\r

    Change Size (Sp):<\/b> Twice per day, an averx can magically change its size. This works just like an enlarge person<\/i> spell, except that the ability can work on the averx. This is the equivalent of a 2nd-level spell.\r

    Immune to Curses (Su):<\/b> Averxes are not subject to any ill effects from curses. This includes the bestow curse<\/i> spell, cursed items, supernatural diseases such as mummy rot, lycanthropy, hexes, dying curses of certain creatures, and any other effect or special ability with the word \"curse\" in the title.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097faerie fire, ghost sound<\/i> (DC 11), light, scare<\/i> (DC 13), silent image<\/i> (DC 12); 2\/day\u00c2\u0097blink, invisibility, levitate<\/i>; 1\/day\u00c2\u0097fear<\/i> (DC 15), silence<\/i> (DC 13), warp wood<\/i> (DC 13). Caster level 5th. The save DCs are Charisma-based.\r

    Poison Use (Ex):<\/b> Averxes are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.\r

    Trapfinding (Ex):<\/b> Averxes can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Averxes can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An averx who beats a trap\u00c2\u0092s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.\r

    Trap Sense (Ex):<\/b> An averx has an intuitive sense that alerts it to danger from traps, giving it a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from other sources (such as the rogue class) stack.\r

    Skills:<\/b> An averx has a +4 racial bonus on any Hide and Move Silently checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #172<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral","environment":"Underground"},{"name":"Awnshegh, Ice Fiend","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":5111,"reference":"Usergen","full_text":"

    Awnshegh, Ice Fiend <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Cold, Evil, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 20d8+100\u00a0(190 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+20\/+34<\/td> <\/tr>
    Attack: <\/strong>Claw +29 melee (1d6+10\/19-20) or icebow +22 ranged (2d6+11 plus 1d6 cold\/\/19-20\/x3 plus 2d10 cold)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +29 melee (1d6+10\/19-20) or icebow +22\/+17\/+12\/+7 ranged (2d6+11 plus 1d6 cold\/\/19-20\/x3 plus 2d10 cold)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon (8d6 cold, DC 23), favored enemy (humanoid [human] +6, giant +4, humanoid [orc] +2), icebow, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic and good, darkvision 60 ft., evasion, immunity to cold, outsider traits, swift tracker, vulnerability to fire, woodland stride<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +13, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 13, Con 21, Int 12, Wis 14, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Climb +33, Concentration +28, Intimidate +26, Knowledge (geography) +24, Knowledge (nature) +24, Listen +25, Move Silently +24, Spot +25, Survival +25 (+27 to keep from getting lost or to avoid natural hazards, +27 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Cleave, EnduranceB<\/sup><\/small><\/b><\/small>, Improved Critical (claw), Improved Critical (longbow), Improved Initiative, ManyshotB<\/sup><\/small><\/b><\/small>, Point Blank Shot, Power Attack, Rapid ShotB<\/sup><\/small><\/b><\/small>, TrackB<\/sup><\/small><\/b><\/small>, Weapon Focus (longbow)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Awnshegh, Ice Fiend (Autumn\/Spring)<\/b>\r
    Large Outsider (Chaotic, Cold, Evil, Native)\r
    Hit Dice:<\/b> 15d8+60 (127 hp)\r
    Initiative:<\/b> +5\r
    Speed:<\/b> 30 ft. (6 squares)\r
    Armor Class:<\/b> 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21\r
    Base Attack\/Grapple:<\/b> +15\/+28\r
    Attack:<\/b> Claw +23 melee (1d6+9\/19-20) or icebow +17 ranged (2d6+10 plus 1d6 cold\/x3)\r
    Full Attack:<\/b> 2 claws +23 melee (1d6+9\/19-20) or icebow +17\/+12\/+7 ranged (2d6+10 plus 1d6 cold\/x3)\r
    Space\/Reach:<\/b> 10 ft.\/10 ft.\r
    Special Attacks:<\/b> Breath weapon (5d6 cold, DC 19), favored enemy (humanoid [human] +6, giant +4, humanoid [orc] +2), icebow, spells\r
    Special Qualities:<\/b> Damage reduction 10\/magic or good, darkvision 60 ft., evasion, immunity to cold, outsider traits, swift tracker, vulnerability to fire, woodland stride\r
    Saves:<\/b> Fort +13, Ref +10, Will +11\r
    Abilities:<\/b> Str 28, Dex 13, Con 19, Int 12, Wis 14, Cha 15\r
    Skills:<\/b> Climb +27, Concentration +22, Intimidate +20, Knowledge (geography) +19, Knowledge (nature) +19, Listen +20, Move Silently +19, Spot +20, Survival +20 (+22 to keep from getting lost or to avoid natural hazards, +22 in aboveground natural environments)\r
    Feats:<\/b> Cleave, EnduranceB<\/sup><\/small><\/b><\/small>, Improved Critical (claw), Improved Initiative, ManyshotB<\/sup><\/small><\/b><\/small>, Point Blank Shot, Power Attack, Rapid ShotB<\/sup><\/small><\/b><\/small>, TrackB<\/sup><\/small><\/b><\/small>, Weapon Focus (longbow)\r
    Environment:<\/b> Any cold land\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 8\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always chaotic evil\r
    Advancement:<\/b> \u00c2\u0097\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Awnshegh, Ice Fiend (Summer)<\/b>\r
    Large Outsider (Chaotic, Cold, Evil, Native)\r
    Hit Dice:<\/b> 10d8+30 (75 hp)\r
    Initiative:<\/b> +5\r
    Speed:<\/b> 30 ft. (6 squares)\r
    Armor Class:<\/b> 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19\r
    Base Attack\/Grapple:<\/b> +10\/+22\r
    Attack:<\/b> Claw +17 melee (1d6+8\/19-20) or icebow +11 ranged (2d6+9 plus 1d6 cold\/x3)\r
    Full Attack:<\/b> 2 claws +17 melee (1d6+8\/19-20) or icebow +11\/+6 ranged (2d6+9 plus 1d6 cold\/x3)\r
    Space\/Reach:<\/b> 10 ft.\/10 ft.\r
    Special Attacks:<\/b> Favored enemy (humanoid [human] +6, giant +4, humanoid [orc] +2), icebow, spells\r
    Special Qualities:<\/b> Darkvision 60 ft., evasion, immunity to cold, outsider traits, swift tracker, vulnerability to fire, woodland stride\r
    Saves:<\/b> Fort +10, Ref +8, Will +9\r
    Abilities:<\/b> Str 26, Dex 13, Con 17, Int 12, Wis 14, Cha 13\r
    Skills:<\/b> Climb +21, Concentration +16, Intimidate +14, Knowledge (geography) +14, Knowledge (nature) +14, Listen +15, Move Silently +14, Spot +15, Survival +15 (+17 to keep from getting lost or to avoid natural hazards, +17 in aboveground natural environments)\r
    Feats:<\/b> EnduranceB<\/sup><\/small><\/b><\/small>, Improved Critical (claw), Improved Initiative, ManyshotB<\/sup><\/small><\/b><\/small>, Point Blank Shot, Power Attack, Rapid ShotB<\/sup><\/small><\/b><\/small>, TrackB<\/sup><\/small><\/b><\/small>\r
    Environment:<\/b> Any cold land\r
    Organization:<\/b> Solitary\r
    Challenge Rating:<\/b> 6\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always chaotic evil\r
    Advancement:<\/b> \u00c2\u0097\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    A ten-foot-tall statue of solid, living, ice stands before you. Its carries a longbow of solid ice, with an icicle nocked in place of an arrow.\r

    Once a mortal creature of ordinary flesh and blood, an ice fiend was transformed into an icy monster when it absorbed the blood of a slain god of evil. The power of the ice fiend varies with the season: it is weakest during the hottest months but waxes to a mighty strength in the depth of winter.\r

    Over winter time an ice fiend uses the first statistics block presented here, it uses the other statistics blocks during the remaining seasons. An ice fiend is normally only encountered in cold weather. In warmer seasons the fiend retires to the coldest place it can find, usually a glacial cave or the snowy peaks of a mountain range.\r

    An ice fiend is 10 feet tall and weighs 800 pounds.\r

    COMBAT<\/b>\r
    Ice fiends are overwhelmed with a cruel hatred that drives them to kill and torment any living creature they encounter. An ice fiend only spares a victim if it thinks the creature would cause more suffering if left unharmed - for example, it might let a wyrmling white dragon or frost worm pass unmolested, since these are rapacious creatures of cold.\r

    Breath Weapon (Su):<\/b> 40-foot cone, once every 1d4 rounds. See stat blocks for cold damage and Reflex save DC (half damage on a successful save). The save DC is Constitution-based.\r

    Icebow (Su):<\/b> An ice fiend carries a magical bow that fires icicle arrows. This functions as a +1 frost composite longbow (+10 Str bonus). In the Spring and Summer, the icebow acquires the seeking property. In the Winter, it gains both the seeking and icy burst properties. If the icebow is separated from the ice fiend in any manner, it immediately melts into a puddle of water. An ice fiend can create another icebow as a swift action.\r

    Spells:<\/b> The ice fiend is a 10th-level ranger.\r

    Typical Ranger Spells Prepared<\/b> (2\/2; save DC 12 + spell level):\r
    1st<\/b>\u00c2\u0097barkskin, protection from energy;\r
    2nd<\/b>\u00c2\u0097magic fang, pass without trace.\r

    Swift Tracker (Ex):<\/b> An ice fiend can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.\r

    Woodland Stride (Ex):<\/b> An ice fiend may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.\r

    The Ice Fiend of The Rrurik Highlands<\/b>\r
    The original ice fiend was once a ranger from the isolated province of Rjutaffel in Jankaping. Once a champion of his tribe, he slowly grew isolated when the malevolent powers he had inherited began to manifest. After several years he became an ice-fleshed monster dedicated to terror and murder.\r

    Other ice fiends can exist, and they may have different abilities depending on what species or character class they belonged to before transformation. For example, a half-orc barbarian may become an ice fiend with rage-based powers who can create an iceaxe.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Rjurik Highlands<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":" Always chaotic evil\r","environment":" Any cold land\r"},{"name":"Awtawmatawn","type":"Construct","ch":23,"challenge_rating":" 23 \u00a0","id":5112,"reference":"Usergen","full_text":"

    Awtawmatawn <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 40d10+120\u00a0(187 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 29 (\u00c2\u00964 size, \u00c2\u00962 Dex, +25 natural), touch 4, flat-footed 29<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+30\/+60<\/td> <\/tr>
    Attack: <\/strong>Slam +44 melee (5d8+17\/19-20 plus 1d6 on a critical hit)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +44 melee (5d8+17\/19-20 plus 1d6 on a critical hit)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fear aura, slow, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 10\/adamantine and good, darkvision 60 ft., immunity to magic, low-light vision, rejuvenation, see in darkness\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +11, Will +19 <\/td> <\/tr>
    Abilities: <\/strong>Str 45, Dex 7, Con -, Int 14, Wis 18, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Bluff +24, Climb +28, Concentration +17, Diplomacy +10, Disguise +6 (+8 acting), Intimidate +26, Listen +21, Search +19, Sense Motive +22, Spot +21, Survival +4 (+6 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Cleave, Dire Charge, Epic Toughness (x2), Great Cleave, Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Improved Sunder, Iron Will, Overwhelming Critical (slam), Power Attack, Superior Initiative, Weapon Focus (slam) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>23<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Lawful evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive stone construct towers over 30 feet tall.<\/i>\r

    The Awtawmatawn is a side effect of an attempt to create a massive stone golem. During the final steps of the creation process, a magical mishap occurred, fusing the essence of a possessing horned devil with the statue. The cornugon, Rotbite, retained most of its fiendish powers while gaining the immunities and sheer brute strength of the gigantic construct. Its first action was to slaughter its creator and all the residents of his school of magic.\r

    The Awtawmatawn stands 30 feet tall and weighs 30,000 pounds. \r

    COMBAT\r

    The Awtawmatawn, like its controlling fiendish spirit, is a bold combatant, battling against overwhelming odds and singling out the most powerful foes to eliminate quickly.\r

    The Awtawmatawn's natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.\r

    Fear Aura (Su):<\/b> The awtawmatawn can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 36 Will save or be affected as though by a fear<\/i> spell (caster level 15th). A creature that successfully saves cannot be affected again by the awtawmatawn's aura for 24 hours. Devils are immune to the aura. The save DC is Charisma-based.\r

    Immunity to Magic (Ex):<\/b> The awtawmatawn 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.\r

    A transmute rock to mud<\/i> spell slows the awtawmatawn (as the slow<\/i> spell) for 2d6 rounds, with no saving throw, while transmute mud to rock<\/i> heals all of its lost hit points.\r

    A stone to flesh<\/i> spell does not actually change the awtawmatawn's structure but negates its damage reduction and immunity to magic for 1 full round.\r

    Rejuvenation (Su):<\/b> It is very difficult to destroy the awtawmawtawn due to its possession by Rotbite. If it is reduced to 0 hp, the awtawmawtawn breaks into many (Large) pieces but is not destroyed completely. Due to their animating spirit, these pieces detect as overwhelming evil to a detect<\/i> evil spell. If the pieces are ever reassembled, the awtawmawtawn returns to life with full hit points. The only way to destroy the awtawmawtawn permanently is to reduce it to 0 hp and then use a wish<\/i> or miracle<\/i> spell to destroy the animating presence of Rotbite.\r

    See in Darkness (Su):<\/b> The awtawmatawn can see perfectly in darkness of any kind, even that created by a deeper darkness<\/i> spell.\r

    Slow (Su):<\/b> The awtawmatawn can use a slow<\/i> 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 30 Will save to negate. The save DC is Constitution-based.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097dispel chaos<\/i> (DC 21), dispel good<\/i> (DC 21), magic circle against good, greater teleport<\/i> (self plus 50 pounds of objects only); persistent image<\/i> (DC 21) 3\/day\u00c2\u0097fireball<\/i> (DC 19), lightning bolt<\/i> (DC 19), wall of fire<\/i> (treat as maximized). Caster level 15th. The save DCs are Charisma-based. \r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in The Shattered Statue (DQ1)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Lawful evil","environment":"Any"},{"name":"Axebeak","type":"Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5113,"reference":"Usergen","full_text":"

    AXEBEAK<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Large Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/span><\/b> 3d10+9 (19 hp)<\/span><\/p><\/td> <\/tr>

    Initiative: <\/span><\/b>+3 (Dex)<\/span><\/p><\/td> <\/tr>

    Speed:<\/span><\/b> 60 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 14 (-1 size, +3 Dex, +2 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +4 melee, bite \u00961 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+3, bite 2d6+1<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p><\/td> <\/tr>

    Special Qualities:<\/span><\/b> Darkvision 60 ft, low-light vision<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +6, Will +1<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 16, Dex 17, Con 16, Int 2, Wis 11, Cha 10<\/span><\/p><\/td> <\/tr>

    Skills:<\/span><\/b> Listen +2, Spot +3<\/span><\/p> <\/div><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm land<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, pair, or flock (3-6)
    Challenge Rating:<\/b> 2<\/span><\/p><\/td> <\/tr>

    Treasure:<\/span><\/b> None (eggs are worth 50-80 gp each)<\/span><\/p><\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p><\/td> <\/tr>

    Advancement:<\/span><\/b> 4-5 HD (Large); 6-9 HD (Huge)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    The axebeak is a prehistoric flightless, carnivorous bird that resembles a 7-foot tall ostrich. It is an aggressive hunter, and has a strong, thick neck and sharp beak. <\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 The immense head and long neck are covered in short white feathers. The body is covered in dense black feathers with a white underbelly and tail. The legs are covered in yellow scales. The axebeak makes a honking noise that can be clearly heard up to one-half mile away.<\/p><\/td> <\/tr>

    \u00a0\u00a0 An axebeak lair will contain 1d4 eggs worth 50-80 gp each. Hatchlings fetch the same value on the market.<\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    COMBAT<\/span><\/h2><\/td> <\/tr>

    The axebeak attacks by kicking with its clawed feet and biting with its beak. It is a very aggressive hunter and will run down its prey should an opponent flee. If hungry, an axebeak will attack until it or its prey is dead.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>
    \u00a0 <\/td> <\/tr>

    The Axebeak first appeared in the 1e MM (Gary Gygax, 1977).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":" Temperate and warm land"},{"name":"Azmyth","type":"Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5114,"reference":"Usergen","full_text":"

    BAT, Azmyth<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d10+2 (13 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 10 ft, fly 60 ft (perfect)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 18 (+1 size, +2 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +4 melee, tail stab \u00961 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d4-1, tail stab 1d4-1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, shocking grasp<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Telepathy, darkvision 90 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +4, Ref +5, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 7, Dex 15, Con 12, Int 13, Wis 13, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +11, Intuit Direction +6, Listen +8, Move Silently +7, Search +4, Spot +8<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Weapon Finesse (bite, tail)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Usually chaotic neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 3-6 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The azmyth is a solitary wanderer that lives off of flowers, plants and insects. They often form partnerships with humanoids for mutual benefit, though they do not serve as familiars (at least not of their own accord).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 An azmyth appears as a small bat with a 3-foot wingspan, crested head and bearded chin. They have white, pupiless eyes, and leathery gray or green skin.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The azmyth attacks by biting its foe and stinging with its needle-sharp tail. It can combine its shocking grasp ability with its bite or tail stab.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/b>3\/day\u0097detect thoughts<\/i>; 1\/day\u0097 invisibility<\/i> (self only) and silence<\/i>. These abilities are as the spells cast by a 6th-level sorcerer (save DC 11 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Shocking Grasp (Su):<\/b> Twice per day an azmyth can deliver a shocking grasp<\/i> by contact. This attack deals 1d8+2 points of electrical damage. It is otherwise similar to the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Azmyths can communicate telepathically with any creature within 60 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Azmyth first appeared in the Forgotten Realms MC Appendix<\/i> (TSR).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Beast","alignment":"Any","environment":"Any land and underground"},{"name":"Azmyth","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5115,"reference":"Usergen","full_text":"

    Azmyth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10+2\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares), fly 60 ft (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-4<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d3-2 plus shocking grasp)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d3-2 plus shocking grasp) and tail stab +0 melee (1d4-2 plus shocking grasp)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Shocking grasp, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 90 ft, low-light vision, spell resistance 19, telepathy 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 15, Con 12, Int 13, Wis 13, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Hide +10, Listen +7, Move Silently +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse b<\/sup><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bat-like creature has a crested head and a bearded chin. It has white, pupil-less eyes, and leathery skin.<\/i>\r

    The azmyth is a solitary wanderer that lives off of flowers, small plants and insects. Though nomadic, an azmyth will choose favorite places to return to often. Azmyths are known for forming long-lasting partnerships with humanoids for mutual benefit, and can form loyal friendships with agreeable companions. Such friendships can run so deep that an azymth will accompany a creature for its whole lifetime, even accompanying that creature\u00c2\u0092s offspring when the creature dies. The lifespan of an azmyth is unknown, but is believed to be over a century. An azmyth will never willingly become a spellcaster\u00c2\u0092s familiar, but may serve as an animal companion for a ranger or druid.\r

    An azmyth is almost 4 feet in length, with a 3-foot wingspan, and weighs 25 pounds. Its skin is usually gray, mauve, or emerald green in color.\r

    An azmyth cannot speak, but emits squeaks when alarmed or enraged, and makes endearing, liquid chuckles when delighted or amused.\r

    COMBAT<\/b>\r
    An azmyth attacks by biting its foe and stinging with its needle-sharp tail. It can combine its shocking grasp ability with its bite or tail stab. Azmyths prefer to avoid direct conflict, and use their spell-like abilities from a distance.\r

    Spell-Like Abilities<\/b>: 3\/day \u00c2\u0096 detect thoughts<\/i> (DC 13); 1\/day \u00c2\u0096 invisibility<\/i> (target self only), silence<\/i> (centered on self only). Caster level 6th. The save DCs are Charisma-based.\r

    Shocking Grasp (Su)<\/b>: Twice per day, an azmyth can deliver a shocking grasp<\/i> by touch. This attack deals 2d6 points of electrical damage. It is otherwise similar to the spell of the same name.\r

    Telepathy (Su)<\/b>: Azmyths can communicate telepathically with other azmyths, provided they are within 60 feet.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #90 (\"Bats That Do More Than Bite,\" October 1984, Ed Greenwood), Drow of the Underdark (1991), Monstrous Compendium MC11 - Forgotten Realms II (1991), and the Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Beast","alignment":"Usually chaotic neutral","environment":"Temperate land and underground"},{"name":"Ba'atun","type":"Outsider","ch":1,"challenge_rating":" 01 \u00a0","id":5116,"reference":"Usergen","full_text":"

    Ba'atun <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Evil, Lawful, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), fly 60 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d6+3) and 2 claws +0 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Screech<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, resistance to cold 5, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 13, Int 10, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Hide +9, Intimidate +9, Listen +7, Spot +7, Tumble +8<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (screech) (B), Flyby Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is an icy blue color, and it has a hairless monkey-like red rump. What makes it clear that this is no ordinary primate is its set of large, white, bat wings.<\/i>\r

    The ba\u00c2\u0092atun are vicious, primate-like creatures that find death and destruction as their constant companions. Their origin is surrounded in mystery \u00c2\u0096 perhaps they were demons made from snow, perhaps they are exiles from a frozen realm, or perhaps they have always been here, lurking. Ba\u00c2\u0092atun live in the mountains, and when active they dominate the landscape with terror. They are opposed by beings such as cloud giants and aarakocra, who live on the same land as they do.\r

    Ba\u00c2\u0092atun speak Infernal.\r

    Ba\u00c2\u0092atun are just under 6 feet tall on average, and weigh about 200 pounds.\r

    COMBAT<\/b>\r
    A group of ba\u00c2\u0092atun will usually begin a combat by screeching. They then attack their frightened opponents with their sharp, vicious teeth and dirty claws. Ba\u00c2\u0092atun are highly regimented, and will always attack as one with their squad, and follow the commands of their leaders.\r

    Screech (Su)<\/b>: Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba\u00c2\u0092atun must make a successful Will save (DC 13) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in module UK7 \u00c2\u0096 Dark Clouds Gather (1985, Jim Bambra and Phil Gallagher).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"Cold mountains"},{"name":"Ba'atun, Flight Leader","type":"Outsider","ch":3,"challenge_rating":" 03 \u00a0","id":5117,"reference":"Usergen","full_text":"

    Ba'atun, Flight Leader <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Lawful, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), fly 60 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+3 Dex, +4 natural), touch 13, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+9<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d6+4) or sling +8 ranged (1d4+4 plus web)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d6+4) and 2 claws +4 melee (1d4+2) or sling +8 ranged (1d4+4 plus web)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Ice shards, screech, web stones<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, resistance to cold 5, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 17, Con 16, Int 15, Wis 16, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +10, Climb +10, Escape Artist +8, Hide +11, Intimidate +15, Listen +12, Move Silently +9, Search +8, Spot +12, Tumble +9, Survival +9 (+11 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (screech) (B), Flyby Attack, Precise Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is an icy blue color, and it has a hairless monkey-like red rump. What makes it clear that this is no ordinary primate is its set of large, white, bat wings.<\/i>\r

    The ba\u00c2\u0092atun are vicious, primate-like creatures that find death and destruction as their constant companions. Their origin is surrounded in mystery \u00c2\u0096 perhaps they were demons made from snow, perhaps they are exiles from a frozen realm, or perhaps they have always been here, lurking. Ba\u00c2\u0092atun live in the mountains, and when active they dominate the landscape with terror. They are opposed by beings such as cloud giants and aarakocra, who live on the same land as they do.\r

    Ba\u00c2\u0092atun speak Infernal.\r

    Ba\u00c2\u0092atun are just under 6 feet tall on average, and weigh about 200 pounds.\r

    COMBAT<\/b>\r
    A group of ba\u00c2\u0092atun will usually begin a combat by screeching. They then attack their frightened opponents with their sharp, vicious teeth and dirty claws. Ba\u00c2\u0092atun are highly regimented, and will always attack as one with their squad, and follow the commands of their leaders.\r

    Flight leaders carry 3 web stones.\r

    Ice Shards (Su)<\/b>: These ba\u00c2\u0092atun can fire shards of ice from their hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 15 for half). The save DC is Dexterity-based.\r

    Screech (Su)<\/b>: Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba\u00c2\u0092atun must make a successful Will save (DC 17) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.\r

    Web Stones<\/b>: Ba\u00c2\u0092atun flight leaders carry special sling stones that create webs, as the spell, upon hitting a creature or surface. These webs stick to whatever they hit, and everything within a 5-foot-diameter area for 3 minutes (Reflex save DC 15 to avoid), and require no anchor points to stick to. The save DC is Dexterity-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in module UK7 \u00c2\u0096 Dark Clouds Gather (1985, Jim Bambra and Phil Gallagher).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"Cold mountains"},{"name":"Ba'atun, Swarm Leader","type":"Outsider","ch":5,"challenge_rating":" 05 \u00a0","id":5118,"reference":"Usergen","full_text":"

    Ba'atun, Swarm Leader <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Lawful, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+35\u00a0(66 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), fly 60 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+4 Dex, +5 natural), touch 14, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +12 melee (1d6+5) or ice javelin +11 ranged (1d6+5 plus ice splinters)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +12 melee (1d6+5) and 2 claws +7 melee (1d4+2) or ice javelin +11 ranged (1d6+5 plus ice splinters)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Cold beam, ice shards, screech<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, resistance to cold 5, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +9, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 19, Con 20, Int 18, Wis 18, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +13, Climb +13, Escape Artist +11, Hide +14, Intimidate +18, Knowledge (the planes) +12, Listen +16, Move Silently +12, Search +16, Spot +16, Tumble +14, Survival +14 (+16 following tracks, +16 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (screech) (B), Flyby Attack, Point Blank Shot, Precise Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is an icy blue color, and it has a hairless monkey-like red rump. What makes it clear that this is no ordinary primate is its set of large, white, bat wings.<\/i>\r

    The ba\u00c2\u0092atun are vicious, primate-like creatures that find death and destruction as their constant companions. Their origin is surrounded in mystery \u00c2\u0096 perhaps they were demons made from snow, perhaps they are exiles from a frozen realm, or perhaps they have always been here, lurking. Ba\u00c2\u0092atun live in the mountains, and when active they dominate the landscape with terror. They are opposed by beings such as cloud giants and aarakocra, who live on the same land as they do.\r

    Ba\u00c2\u0092atun speak Infernal.\r

    Ba\u00c2\u0092atun are just under 6 feet tall on average, and weigh about 200 pounds.\r

    COMBAT<\/b>\r
    A group of ba\u00c2\u0092atun will usually begin a combat by screeching. They then attack their frightened opponents with their sharp, vicious teeth and dirty claws. Ba\u00c2\u0092atun are highly regimented, and will always attack as one with their squad, and follow the commands of their leaders.\r

    Cold Beam (Su)<\/b>: Ba\u00c2\u0092atun swarm leaders can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.\r

    Ice Shards (Su)<\/b>: These ba\u00c2\u0092atun can fire shards of ice from their hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17 for half). The save DC is Dexterity-based.\r

    Screech (Su)<\/b>: Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba\u00c2\u0092atun must make a successful Will save (DC 19) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.\r

    Ice Javelins<\/b>: Ba\u00c2\u0092atun swarm leaders carry javelins that explode in a volley of icy splinters upon impact. In addition to dealing javelin damage to any creature struck, all creatures within 10 feet of the blast suffer 2d8 points of cold damage (Reflex save DC 17 for half). These javelins are treated as magic weapons for the purpose of overcoming damage reduction. The save DC is Dexterity-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in module UK7 \u00c2\u0096 Dark Clouds Gather (1985, Jim Bambra and Phil Gallagher).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"Cold mountains"},{"name":"Ba'atun, Wing Sergeant","type":"Outsider","ch":2,"challenge_rating":" 02 \u00a0","id":5119,"reference":"Usergen","full_text":"

    Ba'atun, Wing Sergeant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Lawful, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), fly 60 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d6+3) and 2 claws +2 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Screech<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, resistance to cold 5, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 15, Con 15, Int 12, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Hide +9, Intimidate +12, Listen +9, Move Silently +7, Spot +9, Tumble +8, Survival +7<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (screech) (B), Flyby Attack, Weapon Focus (claw)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is an icy blue color, and it has a hairless monkey-like red rump. What makes it clear that this is no ordinary primate is its set of large, white, bat wings.<\/i>\r

    The ba\u00c2\u0092atun are vicious, primate-like creatures that find death and destruction as their constant companions. Their origin is surrounded in mystery \u00c2\u0096 perhaps they were demons made from snow, perhaps they are exiles from a frozen realm, or perhaps they have always been here, lurking. Ba\u00c2\u0092atun live in the mountains, and when active they dominate the landscape with terror. They are opposed by beings such as cloud giants and aarakocra, who live on the same land as they do.\r

    Ba\u00c2\u0092atun speak Infernal.\r

    Ba\u00c2\u0092atun are just under 6 feet tall on average, and weigh about 200 pounds.\r

    COMBAT<\/b>\r
    A group of ba\u00c2\u0092atun will usually begin a combat by screeching. They then attack their frightened opponents with their sharp, vicious teeth and dirty claws. Ba\u00c2\u0092atun are highly regimented, and will always attack as one with their squad, and follow the commands of their leaders.\r

    Screech (Su)<\/b>: Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba\u00c2\u0092atun must make a successful Will save (DC 14) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in module UK7 \u00c2\u0096 Dark Clouds Gather (1985, Jim Bambra and Phil Gallagher).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"Cold mountains"},{"name":"Ba'atun, Yesorkh Pahyeh","type":"Outsider","ch":14,"challenge_rating":" 14 \u00a0","id":5120,"reference":"Usergen","full_text":"

    Ba'atun, Yesorkh Pahyeh <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Lawful, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+35 plus 9d4+45\u00a0(133 HP)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), fly 60 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+4 Dex, +5 natural), touch 14, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+16<\/td> <\/tr>
    Attack: <\/strong>Bite +16 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +16 melee (1d6+5) and 2 claws +11 melee (1d4+2) <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Cold beam, ice shards, possession, screech, spells, wall of ice<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, resistance to cold 5, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +14, Will +17 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 19, Con 20, Int 20, Wis 18, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Bluff +13, Climb +13, Concentration +17, Craft (alchemy) +17, Decipher Script +17, Diplomacy +11, Escape Artist +11, Hide +14, Intimidate +18, Knowledge (arcana) +17, Knowledge (religion) +11, Knowledge (the planes) +17, Listen +16, Move Silently +12, Search +17, Spellcraft +17, Spot +16, Tumble +14, Survival +14 <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (screech) (B), Empower Spell, Flyby Attack, Greater Spell Penetration, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (Evocation), Spell Penetration<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, or retinue (32 ba\u00c2\u0092atun plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>Standard plus +2 cloak of resistance, brooch of shielding, and minor ring of energy resistance (fire)<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is jet black, and it has a hairless monkey-like red rump. It wears a cloak between a set of large, white, bat wings.<\/i>\r

    Yesorkh Pahyeh is a ba\u00c2\u0092atun commander, and a 9th-level wizard. She is considered an \u00c2\u0093albino\u00c2\u0094 due to her black coloration. She has the ability to possess other creatures, and use her control over them to influence other races. She is a schemer and a plotter, and uses deception to her best advantage.\r

    Yesorkh speaks Infernal and Common.\r

    Yesorkh is 6 feet tall and weighs 240 pounds.\r

    COMBAT<\/b>\r
    Yesorkh uses her ability to possess other creatures to further her machinations. She spends a good deal of her time inhabiting other creatures\u00c2\u0092 bodies. In combat, she will use whatever capabilities her victim has, and will show no concern for the condition of the victim. She will tend to abandon her victim\u00c2\u0092s body when it loses two thirds of its hit points if the battle is going badly for her.\r

    Cold Beam (Su)<\/b>: Yesorkh can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.\r

    Ice Shards (Su)<\/b>: Yesorkh can fire shards of ice from her hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17 for half). The save DC is Dexterity-based.\r

    Possession (Su)<\/b>: Yesorkh has the ability to possess the body of any creature, once per week. Yesorkh must succeed on a melee touch attack and she gains control over a creature if it fails a Will save (DC 17). While possessing a creature, Yesorkh has access to the victim\u00c2\u0092s surface thoughts, and she can use any of the possessed creature\u00c2\u0092s special attacks and special qualities. Yesorkh can also cast her arcane spells if the possessed creature has a humanoid form. The save DC is Charisma-based.\r

    The creature remains possessed by Yesorkh indefinitely, until she returns to her own body or possesses another creature. The banishment<\/i> spell will drive her from her victim\u00c2\u0092s body as will a remove curse<\/i> spell cast by an 8th-level or higher caster.\r

    Yesorkh can relinquish control over her victim as a free action. In this form, she appears as a shadowy version of herself. She is incorporeal and can fly with perfect maneuverability at a speed of 120. She can reenter her own body as a free action by touching it.\r

    When Yesorkh leaves a creature\u00c2\u0092s body, willingly or unwillingly, the victim must succeed at a Fortitude save (DC 17) or collapse in a state of shock for 1d10 minutes.\r

    Screech (Su)<\/b>: Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba\u00c2\u0092atun must make a successful Will save (DC 19) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.\r

    Spells<\/b>: Yesorkh is a 9th-level wizard. She has access to the following spells: 0 \u00c2\u0096 acid splash<\/i>, arcane mark<\/i>, dancing lights<\/i>, daze<\/i>, detect magic<\/i>, detect poison<\/i>, disrupt undead<\/i>, flare<\/i>, ghost sound<\/i>, light<\/i>, mage hand<\/i>, mending<\/i>, message<\/i>, open\/close<\/i>, prestidigitation<\/i>, ray of frost<\/i>, read magic<\/i>, resistance<\/i>, touch of fatigue<\/i>; 1st \u00c2\u0096 charm person<\/i>, disguise self<\/i>, hypnotism<\/i>, jump<\/i>, mage armor<\/i>, magic missile<\/i>, obscuring mist<\/i>, protection from good<\/i>, sleep<\/i>, ventriloquism<\/i>; 2nd \u00c2\u0096 blur<\/i>, darkness<\/i>, fog cloud<\/i>, glitterdust<\/i>, invisibility<\/i>, minor image<\/i>, mirror image<\/i>, protection from arrows<\/i>, scare<\/i>, spider climb<\/i>, touch of idiocy<\/i>, web<\/i>; 3rd \u00c2\u0096 blink<\/i>, gaseous form<\/i>, haste<\/i>, lightning bolt<\/i>, stinking cloud<\/i>, suggestion<\/i>, wind wall<\/i>; 4th \u00c2\u0096 confusion<\/i>, dimension door<\/i>, fear<\/i>, ice storm<\/i>, lesser globe of invulnerability<\/i>, solid fog<\/i>; 5th \u00c2\u0096 baleful polymorph<\/i>, cone of cold<\/i>, feeblemind<\/i>, hold monster<\/i>, summon monster V<\/i>, teleport<\/i>. The save DCs are Intelligence-based.\r

    Typical Wizard Spells Prepared<\/i> (4\/6\/5\/4\/3\/2; save DC 15 + spell level); 0 \u00c2\u0096 daze<\/i>, detect magic<\/i>, ghost sound<\/i>, resistance<\/i>; 1st \u00c2\u0096 charm person<\/i> (x2), magic missile<\/i> (x2), sleep<\/i>, ventriloquism<\/i>; 2nd \u00c2\u0096 darkness<\/i>, invisibility<\/i>, mirror image<\/i>, protection from arrows<\/i>, spider climb<\/i>; 3rd \u00c2\u0096 haste<\/i>, lightning bolt<\/i> (x2), suggestion<\/i>; 4th \u00c2\u0096 dimension door<\/i>, ice storm<\/i>, lesser globe of invulnerability<\/i>; 5th \u00c2\u0096 summon monster V<\/i>, teleport<\/i>.\r

    Wall of Ice (Sp)<\/i><\/b>: Yesorkh can create a wall of ice<\/i>, as the spell, once per day. Caster level 9th.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in module UK7 \u00c2\u0096 Dark Clouds Gather (1985, Jim Bambra and Phil Gallagher).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"Cold mountains"},{"name":"Baba Yaga","type":"Outsider","ch":25,"challenge_rating":" 25 \u00a0","id":5121,"reference":"Usergen","full_text":"

    Baba Yaga <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 30d8+240\u00a0(375 hp)<\/td> <\/tr>
    Initiative: <\/strong> +11<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 42 (+7 Dex, +7 natural, +10 deflection, +8 insight), touch 35, flat-footed 35<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+30\/+39<\/td> <\/tr>
    Attack: <\/strong>Claw +39 melee (1d8+9\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +39 melee (1d8+9\/19-20) and bite +34 melee (2d6+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Aura of horror, consume spirits, deadly rending, spell-like abilities, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, damage reduction 15\/magic (15\/magic and non-metal within her hut), darkvision 120 ft., immunity to mind-affecting spells and abilities, magical aging effects, and necromantic effects, knowledgeable, resistance to cold 10 and fire 10, regeneration 3, scent, \"sniff out knowledge\", spell resistance 41, tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +25, Ref +24, Will +27 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 24, Con 26, Int 32, Wis 30, Cha 27 <\/td> <\/tr>
    Skills: <\/strong>Bluff +41, Concentration +41, Decipher Script +44, Diplomacy +45, Disguise +41 (+43 acting), Hide +40, Intimidate +43, Knowledge (arcana) +44, Knowledge (local) +44, Knowledge (nature) +46, Knowledge (the planes) +44, Listen +43, Move Silently +40, Search +44, Sense Motive +43, Spellcraft +46 (+48 scrolls), Spot +43, Survival +43 (+45 following tracks, +45 on other planes), Use Magic Device +41 (+45 scrolls)\r
    <\/td> <\/tr>
    Feats: <\/strong>Brew Potion [B], Empower Spell, Extend Spell, Heighten Spell, Improved Critical (claw), Improved Initiative [B], Improved Metamagic, Improved Spell Capacity (x2), Intensify Spell, Maximize Spell, Power Attack, Quicken Spell<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and cold forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>25<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hideous old woman walks crouched over. Her nearly skeletal limbs are gray-brown and tatooed with runes, and her gnarled hands end in iron claws. Cold black eyes sit above her long, warty nose, and her chin juts out beneath a mouth full of pointed teeth.<\/i>\r

    Baba Yaga is the most famous of witches. Rumored to be the mother of Iggwilv, her power rivals that of many archfiends and demigods. She is said to be related to both hags and fiends.\r

    Baba Yaga preys on humanoid men, eating as many as ten per day. She ranges wide in her predations, traveling in her Dancing Hut. She sometimes wanders the planes to meet with fiendish allies or to search for powerful artifacts.\r

    Although evil and known to feed on men, many sages and heroes seek her out for her great knowledge. She will accept audience with those who remain polite, and may even be helpful, requiring the requestors to accept a geas<\/i> for a nearly impossible quest in return for her information.\r

    Baba Yaga never harms children or particularly weak non-evil creatures (1 HD or less), fearing retribution from good-aligned deities. She sometimes takes children in as servants, often rewarding them with great gifts.\r

    Most evil creatures fear Baba Yaga's power, and fiends generally fulfill her commands quickly in order to be free from her.\r

    Baba Yaga stands 5 feet tall and weighs 100 pounds.\r

    Baba Yaga speaks Abyssal, Common, Draconic, Infernal, and Sylvan, but can speak with almost any creature because of her tongues ability.\r

    Combat\r

    Baba Yaga relies heavily on protective spells, and generally has used divinations before combat to best prepare for that battle. She summons fiends to her aid, knowing they fear and respect her. Baba Yaga prefers to attack weaker creatures with her claws and teeth.\r

    Aura of Horror (Su):<\/b> Baba Yaga can radiate a 15-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 33 Will save or be affected as though by a fear<\/i> spell (caster level 20th). A creature that successfully saves cannot be affected again by Baba Yaga's aura for 24 hours. The save DC is Charisma-based. \r

    Change Shape (Su):<\/b> Baba Yaga can assume the form of any Small, Medium, or Large animal or humanoid.\r

    Consume Spirits (Su):<\/b> When Baba Yaga slays a humanoid opponent, she can devour its life force, as a full-round action. This prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle<\/i>, or true resurrection<\/i> spell can restore a consumed victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.\r

    Baba Yaga heals 10 hit points per Hit Die of the creature whose spirit she consumes.\r

    Deadly Rending (Ex):<\/b> If Baba Yaga hits with both claw attacks and her bite attack, she latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 4d6+13 points of damage. Additionally, the victim must succeed on a DC 34 Fortitude save or die. This is a death effect. The save DC is Strength-based.\r

    Knowledgeable (Ex):<\/b> Baba Yaga makes Knowledge checks for any Knowledge skills as if she had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, she must assign more than 10 ranks to the skill as normal.\r

    Regeneration (Ex):<\/b> Fire and acid deal normal damage to Baba Yaga. If Baba Yaga loses a limb or body part, the lost portion regrows in 3d6 minutes. She can reattach the severed member instantly by holding it to the stump.\r

    Sniff Out Knowledge (Su):<\/b> If Baba Yaga successfully detects a creature via her scent ability, she gains a +10 circumstance bonus on Knowledge checks made to identify monsters and their special powers or vulnerabilities. She may also discern the creature's nationality if she succeeds on a Knowledge (local) check (DC equals 10 + creature's HD). With a standard action, she may discern a creatures alignment as if using detect chaos\/evil\/good\/law<\/i>.\r

    Spell-Like Abilities:<\/b> At will--comprehend languages, detect magic, discern lies<\/i> (DC 22), read magic<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    Spells:<\/b> Baba Yaga casts spells a 25th level wizard. Baba Yaga can also add spells found on scrolls, or other sources, containing divine spells to her arcane spellbook. Baba Yaga can learn and thus prepare divine spells in this fashion as if they were on the sorcerer\/wizard spell list at the same level.\r

    Typical Wizard Spells Prepared<\/i> (CL 25th, save DC 18 + spell level)\r
    0-- arcane mark, ghost sound, mending, prestidigitation<\/i>\r
    1st-- deathwatch, expeditious retreat, mage armor, pass without trace, shield, unseen servant, ventriloquism<\/i>\r
    2nd-- death knell, desecrate, misdirection, spectral hand, tree shape, undetectable alignment, warp wood<\/i>\r
    3rd-- bestow curse, deeper darkness, diminish plants, dominate animal, haste<\/i>, maximized ray of enfeeblement, nondetection<\/i>\r
    4th-- blight<\/i>, extended fly, freedom of movement, giant vermin<\/i>, quickened true strike, rusting grasp<\/i>\r
    5th-- commune with nature<\/i>, extended greater invisibility, insect plague<\/i>, maximized lightning bolt<\/i>, quickened scorching ray, true seeing<\/i>\r
    6th-- geas, greater dispel magic, liveoak<\/i>, maximized enervation<\/i>, quickened bestow curse, word of recall<\/i>\r
    7th-- blasphemy, control weather, creeping doom<\/i>, empowered quickened vampiric touch<\/i>, heightened dominate person, plane shift<\/i>\r
    8th-- control plants, greater prying eyes<\/i>, intensified scorching ray, moment of prescience, unholy aura<\/i>\r
    9th-- foresight<\/i>, quickened greater dispel magic, shambler, weird, wail of the banshee<\/i>\r
    10th -- heightened bestow curse<\/i>, quickened greater teleport<\/i>\r
    11th -- empowered maximized horrid wilting<\/i>, intensified cloudkill<\/i>\r

    Tongues (Su):<\/b> Baba Yaga can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 20th). This ability is always active.\r

    Skills:<\/b> Baba Yaga has a +4 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #83<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Temperate and cold forests"},{"name":"Baba Yaga's Hut","type":"Construct","ch":25,"challenge_rating":" 25 \u00a0","id":5122,"reference":"Usergen","full_text":"

    Baba Yaga's Hut <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 40d10+40\u00a0(260)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 120 ft. (24 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 30 (\u00c2\u00962 size, +2 Dex, +20 natural), touch 10, flat-footed 28<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+30\/+53<\/td> <\/tr>
    Attack: <\/strong>Claw +43 melee (4d6+15\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +43 melee (4d6+15\/19-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, hurl, smash<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, construct traits, damage reduction 15\/adamantine and epic, darkvision 60 ft., fast healing 3, immunity to acid, cold, electricity, and fire, immunity to divinations, immunity to magic, immunity to water, low-light vision, reflective exterior, stability<\/td> <\/tr>
    Saves: <\/strong>Fort +18, Ref +18, Will +18 <\/td> <\/tr>
    Abilities: <\/strong>Str 40, Dex 14, Con -, Int 14, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +59, Jump +105, Perform (dance) +46, Search +6, Spot +4, Swim +69<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Dodge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Jump), Epic Skill Focus (Swim), Epic Will, Improved Critical (claw), Legendary Leaper, Mobility, Power Attack, Run, Spring Attack, Whirlwind Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or with Baba Yaga<\/td> <\/tr>
    Challenge Rating: <\/strong>25<\/td> <\/tr>
    Treasure: <\/strong>See below<\/td> <\/tr>
    Alignment: <\/strong>Neutral<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small, windowless log cabin is hexagonal in shape, with a decorated wooden roof. It is fifteen feet wide and stands nearly twelve feet high at the peak of the roof, with a small chimney on top. A pair of twelve-foot-long chicken legs extend from the bottom, upon which the hut begins to dance.<\/i>\r

    Baba Yaga's Hut is rarely found far from Baba Yaga.\r

    The Hut \"dances\" by rapidly spinning on its chicken feet, completing a revolution every six seconds and stamping the ground every half second. The Hut can withdraw its legs into a small crawlspace on its underside, allowing it to rest securely on the ground to allow visitors to enter or exit it interior.\r

    While the Hut has no treasure of its own, it generally contains the bulk of Baba Yaga's treasure.\r

    COMBAT\r

    An opponent can make sunder attempts against the Hut's legs as if they were weapons. Each leg has 48 hit points. Severing a leg deals 24 points of damage to the Hut. The Hut reforms severed legs in 1d10+10 days.\r

    All-Around Vision (Ex):<\/b> Due to its constant spinning, Baba Yaga's Hut gains a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Immunity to Divinations (Ex):<\/b> No method of divination - even a wish<\/i> or miracle<\/i> - will reveal the Hut's current location.\r

    Immunity to Magic (Ex):<\/b> Baba Yaga's Hut is immune to any spell or spell-like ability that allows spell resistance. \r

    Immunity to Water (Ex):<\/b> Baba Yaga's Hut is immune to the detrimental effects of spells with the water descriptor.\r

    Improved Grab (Ex):<\/b> To use this ability, the Hut must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to smash or hurl the opponent.\r

    Hurl (Ex):<\/b> The Hut can hurl a grappled creature as a standard action. A hurled creature travels 2d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. The victim must also succeed on a DC 45 Fortitude save or be stunned for 2d6 rounds. The save DC is Strength-based.\r

    Plane Shift (Sp):<\/b> At will, Baba Yaga's Hut can plane shift<\/i> (as the spell) itself and any creatures or objects inside it.\r

    Reflective Exterior (Ex):<\/b> The Hut's walls are powerfully enchanted, deflecting all rays, lines, cones, and even magic missile<\/i> spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated.\r

    Smash (Ex):<\/b> The Hut may attempt to smash a grappled creature to the ground as a free action. With a successful grapple check, the victim takes 4d10+22 bludgeoning damage and is considred pinned. The Hut usually hurls a smashed opponent in the following round.\r

    Stability (Ex):<\/b> Regardless of the Hut's actions (such as spinning, fighting, or running), the interior always remains stable and calm. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #83<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Neutral","environment":"Any"},{"name":"Babbler","type":"Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5123,"reference":"Usergen","full_text":"

    BABBLER<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Large Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d10+5 (32 hp)<\/span><\/p><\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex<\/span>)<\/span><\/p><\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft (20 ft when standing erect)<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 14 (-1 size, +1 Dex<\/span>, +5 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +6 melee, bite +1 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+4, bite 1d8+2<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p><\/td> <\/tr>

    Special Attacks: <\/span><\/b>Sneak attack<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +5, Will +3<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str<\/span> 18, Dex<\/span> 13, Con 12, Int<\/span> 10, Wis<\/span> 14, Cha 11<\/span><\/p><\/td> <\/tr>

    Skills: <\/span><\/b>Balance +5, Hide +1, Jump +8, Listen +6, Spot +6, Swim +8<\/span><\/p> <\/div><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any marsh<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or pack (2-4)
    Challenge Rating:<\/b> 3<\/span><\/p><\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p><\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p><\/td> <\/tr>

    Advancement:<\/span><\/b> 6-10 HD (Large); 11-15 HD (Huge)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Conjecture among sages state that a babbler is a mutated form of a lizard man, brought on by some wizardly experiment gone awry.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 A babbler appears as an 8-foot tall reptile, similar in appearance to a small gorgosaurus<\/span>. Its body is yellow in color, with a gray underbelly. Mottled gray patches form weird, archaic designs and patterns on its body. The babbler spends most of its time on its belly, slithering through the swamps in search of prey. When hunting or attacking it stands erect using its strong, tough tail to maintain balance.<\/span><\/p><\/td> <\/tr>

    Babblers speak their own language and understand a smattering of Common.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    COMBAT<\/span><\/h2><\/td> <\/tr>

    Babblers stand on their hind legs during combat and slash with their front claws and bite with their long, sharp teeth.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Sneak Attack (Ex):<\/b> A babbler deals +2d6 points of damage anytime it flanks an opponent or when the opponent is denied its Dexterity bonus to AC.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>
    \u00a0 <\/td> <\/tr>

    The Babbler first appeared in the 1e FF (1981).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":"Any marsh"},{"name":"Bacar","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5124,"reference":"Usergen","full_text":"

    Bacar <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10+12\u00a0(28 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +1 Dex, +5 natural, +1 light wooden shield), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+13<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d6+6) or battleaxe +8 melee (2d6+6\/x3) or dagger +8 melee (1d6+6\/19-20) or sling +3 ranged (1d6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d6+6) or battleaxe +8 melee (2d6+6\/x3) or dagger +8 melee (1d6+6\/19-20) or sling +3 ranged (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., hive mind, low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 12, Con 19, Int 6, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary, troop (2-8), or colony (20-50 plus queen)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>See text<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large), 7-9 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The body of this giant ant is dark red, darkening to black along the thorax with a steel blue underbelly. It is covered in overlapping plates of chitin. It is obviously no mere vermin, for it carries a wooden shield and obsidian weapons.<\/i>\r

    Bacars are the magical guardians of the sacred site of Ixtzul, where they keep a constant vigil over the bonds that hold H'calos, the Star Worm. They were created from normal ants via hishna and pluma magic, and possess a powerful hive mind.\r

    Bacar society is similar to that of ants. All bacar are in constant telepathic communication via the hive mind, with orders passed from the queen to the soldiers by touching antennae. The queen is large and bloated, and is the sole member of the colony capable of reproduction. All bacar defer to the queen's commands, and if she is attacked, all bacars within 150 feet immediately rush to her aid. Should the queen be slain, the bacars lose their hive mind ability, reverting to aimless, individual creatures. \r

    The most common task assigned to a bacar is to maintain the grounds, patrolling and maintaining the wards that hold H'Calos, while cleaning up debris and keeping the grounds clean. Bacar tasked with food gathering seek out smaller creatures, carrion, and vegetation to feed the colony. Bacars ordered to attack attempt to slay enemies, while those ordered to capture take foes alive. Sometimes orders are given to track retreating foes. Bacars given scout duty report all changes and activity in their area back to the queen. If attacked, a single scout returns to report while the others cover its retreat. Bacars tasked with guard detail fight to the death.\r

    While individual bacars carry no treasure other than their weapons and armor, a colony has communal treasure in the amount of 1 EL 6 treasure per troop of 8 bacars.\r

    A bacar is 10 feet long and weighs 300 pounds. \r

    Bacar speak Sylvan.\r

    COMBAT\r

    Bacar follow their queen's orders. Those ordered to guard, attack, or capture do so to the best of their ability. Bacars attack either with their bite or with obsidian knives, macas (essentially obsidian battle-axes), and slings.\r

    Hive Mind (Ex):<\/b> All bacars are automatically in telepathic contact with all other bacars within 20 ft that allows them to share thoughts and generate extra brain capacity. The group Intelligence of a group of bacars is equal to 5 + the number of bacars in telepathic contact. That is, a single bacar has Int 6, 3 bacars have Int 8, and 6 have Int 11, for example. Bacars only use weapons at Int 11 and higher. They are only allowed to operate on their own for extended periods at Int 13 and higher.\r

    In addition, groups of bacars with Int 13 or higher can summon up to 1 ant swarm per bacar per day (use the statistics for locust swarms but drop the fly speed). This supernatural ability is the equivalent of a 7th level spell.\r

    Bacar lose their hive mind ability if the queen is killed.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in FMA2 - Endless Armies<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any warm land"},{"name":"Baka","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":5125,"reference":"Usergen","full_text":"

    Baka <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d12\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d6+2 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d6+2 plus paralysis) and 2 claws +1 melee (1d3+1 plus paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Aura of despair, bound to master, paralysis<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 15, Con \u00c2\u0097, Int 16, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Balance +8, Climb +8, Hide +8, Jump +12, Move Silently +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (aura of despair), Multiattack\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This foul creature appears more or less humanoid, but has mottled, decaying flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore's sharp teeth. Its eyes burn like hot coals in their sunken sockets.<\/i>\r

    A baka is a variant ghoul formed when a cannibal is transformed via necromancy into an undead creature. While a baka can bring its master great luck, it must be treated respectfully and kept well-fed with fresh corpses. A master that mistreats its baka often succumbs to ghoul fever.\r

    Baka speak any languages they spoke in life (usually Common).\r

    COMBAT\r

    Bakas fight much like ghouls, seeking to gain the element of surprise.\r

    Aura of Despair (Su):<\/b> Any creature other than the baka's master that enters within 30 ft of the baka must make a DC 15 Will save or be subject to the effects of crushing despair<\/i> (as the spell) for 1d6 rounds. On a successful save, the creature is subject to bane as the spell for 1d6 rounds instead. The save DC is Charisma-based.\r

    Bound to Master (Su):<\/b> Each baka is bound to a living master. As long as the master treats the baka favorably (which included providing a supply of fresh corpses), the baka grant the master a +1 luck bonus on all attack and damage rolls and most skill checks. The master instead receives a +5 bonus on all Craft and Profession skill checks made to earn money.\r

    If the master fails to treat the baka properly, the baka can remove the luck bonus. At that time, the master contracts ghoul fever immediately with no incubation period. The master receives no saves to prevent ability damage from the disease until the baka is destroyed.\r

    Paralysis (Ex):<\/b> Those hit by a baka's bite or claw attack must succeed on a DC 13 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097command<\/i> (DC 13), hold person<\/i> (DC 15). Caster level 3rd. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Any"},{"name":"Baku","type":"Outsider","ch":12,"challenge_rating":" 12 \u00a0","id":5126,"reference":"Usergen","full_text":"

    Baku <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+60\u00a0(114 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 60 ft<\/td> <\/tr>
    AC:<\/strong> 22 (-1 size, +3 Dex, +10 natural)<\/td> <\/tr>
    Attacks:<\/strong>Gore +20 melee, 2 stamps +15 melee <\/td> <\/tr>
    Damage: <\/strong>Gore 3d6+9, stamp 2d6+4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Psionics, trumpet, trample, trunk<\/td> <\/tr>
    Special Qualities: <\/strong>Invisibility, SR 15, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +11, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 16, Con 21, Int 17, Wis 16, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Bluff +14, Concentration +17, Diplomacy +14, Knowledge (the planes) +15, Knowledge (psionics) +15, Listen +17, Heal +15, Search +15, Sense Motive +15, Spot +17, Wilderness Lore +15<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge, Improved Initiative, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None (tusks are worth 200 gp each)<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>13-24 HD (Large); 25-36 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The baku is a semi-elephantine creature of goodwill that moves invisibly through human communities. They like to dwell in tropical forests in small groups, though they are seldom spotted due to their invisibility. Their true home is the Concordant Opposition of the Outlands, but they frequently travel freely to the Material Plane. These beings are peace-loving by nature and dwell amongst humankind while seeking out Evil and serving their own interests.\r

    Baku are weird amalgams of different animals. Their heads resemble those of elephants, with a pair of tusks that thrust upward from the lower jaw and curve backwards slightly. The trunk is only four feet long, and prehensile. The baku\u00c2\u0092s forelegs are stout and similar to those of a rhino, while the rear legs are clawed and resemble a lion\u00c2\u0092s. The body and short tail are reptilian, and scaled with horny plates like dragons.\r

    The vast majority of baku are good-willed creatures, though a few are of other alignments. A few baku are of neutral evil alignment, and known as \u00c2\u0093The Dark Ones\u00c2\u0094 by others of their kind. These baku behave in the same manners as the good ones, but seek to disrupt the plans of their good brethren and cause suffering among humans. A small minority of baku are of neutral alignment, and are known as \u00c2\u0093Great Ones\u00c2\u0094 or \u00c2\u0093Holy Ones\u00c2\u0094. These baku are more intelligent than the others, and are obeyed reverently by the good ones.\r


    COMBAT<\/b>\r
    Baku are timid, peaceful creatures, but are merciless against evil monsters that display their maliciousness. They move with stunning rapidity considering their size and bulk, attacking with their goring headbutt and stamping with their forelegs. Baku of high status often carry magical weapons or wands in their trunks.\r

    Psionics (Sp)<\/b>: At will \u00c2\u0096 animal affinity, aura sight, body control, body equilibrium, *cell adjustment \u00c2\u0096 is this body adjustment?*, compression, *contact*, ectoplasmic form, *lend health*, metamorphosis, probability travel, *superior invisibility*<\/i>. All baku have the preceding abilities, and certain more powerful individuals will have some of the following powers: *absorb disease \u00c2\u0096 is this empathic transfer?*, *awe*, *comprehend writing*, conceal thoughts, danger sense, dream travel, mindlink, telempathic projection, *truthear*<\/i>. These abilities are as the powers manifested by a 12th-level psion.\r
    Attack\/Defense Modes (Sp)<\/i>: At will \u00c2\u0096 mind thrust, psychic crush\/all<\/i>\r

    Trumpet (Su)<\/b>: The baku has a trumpeting roar that affects all creatures of evil alignment (or those of the alignment appropriate to the baku), usable once every 4 melee rounds. All such opponents within a 40 foot radius suffer 1d8 points of damage, and are affected as by a fear<\/i> spell cast by a 12th-level wizard if they fail a Will save (DC 18).\r

    Trample (Ex)<\/b>: A baku can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the baku can attempt a Reflex save (DC 21) to halve the damage.\r

    Trunk (Ex)<\/b>: The baku\u00c2\u0092s prehensile trunk is highly dexterous and can hold simple magic items such as wands and simple melee weapons, often magical in nature. Attacks with weapons are made using the baku\u00c2\u0092s Dexterity score instead of Strength, reflecting its poor ability with such melee attacks.\r

    Invisibility (Sp)<\/b>: At will, a baku can become invisible, either as the psionic power. This is a psionic ability not a magical one. While invisible, the baku can, at will, once per round, use astral projection<\/i> or etherealness<\/i> on itself plus 50 pounds of objects only.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #65 (1982), Monster Manual II (1983), 2E Psionics Handbook, Planescape Monstrous Compendium One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral good","environment":">Warm forest"},{"name":"Baku","type":"Outsider","ch":12,"challenge_rating":" 12 \u00a0","id":5127,"reference":"Usergen","full_text":"

    Baku <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Outsider \t\t\t(Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+60\u00a0(114 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-2 size, +3 Dex, +11 natural), touch 11, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+29<\/td> <\/tr>
    Attack: <\/strong>Gore +19 melee (3d6+9) or slam +19 melee (1d10+9)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +19 melee (3d6+9) and 2 stamps +14 melee (2d6+4); or slam +19 melee (1d10+9)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Psionics, trample 3d6+13, trumpeting roar <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, prehensile trunk, scent, spell-like ability, spell resistance 17<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +11, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 16, Con 21, Int 17, Wis 16, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Bluff +15, Concentration +18, Diplomacy +21, Disguise +2 (+4 acting), Intimidate +4, Jump +21, Knowledge (arcana) +18, Knowledge (the planes) +18, Listen +18, Heal +16, Sense Motive +16, Spellcraft +20 (+22 scrolls), Spot +18, Survival +17 (+19 other planes), Use Magic Device +17 (+19 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge, Improved Initiative, Iron Will, Magical Aptitude<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>13-24 HD (Huge); 25-36 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature has the body of an elephant, but seems to be an amalgam of different animals. It has a pair of tusks that thrust upward from its lower jaw and curve backwards slightly, and a four-foot long trunk. Its forelegs are stout and similar to those of a rhino, while its rear legs are clawed and resemble a lion's. Its body and short tail are reptilian, and scaled with horny plates like those of a dragon.<\/i>\r

    The baku is a semi-elephantine creature of goodwill that moves invisibly through human communities. They like to dwell in tropical forests in small groups, though they are seldom spotted due to their invisibility. Their true home is the Outlands, but they travel frequently freely to the Material Plane. These beings are peace-loving by nature and dwell amongst humankind while seeking out Evil and serving their own interests. \r

    A baku's tusks are worth about 200 gp each, though most merchants would not dare touch such a purchase. Evil or especially greedy merchants might risk the wrath of other baku, though most would consider trafficking in tusks an atrocity or at least tasteless. A holy baku that hears of such trade will travel far to put a stop to it and give the tusks a decent burial.\r

    A baku is 9 feet tall and weighs 8,500-9,000 pounds.\r

    A baku speaks Celestial, Common, Elven, Sylvan, and Draconic.\r

    COMBAT<\/b>\r
    Baku are timid, peaceful creatures, but are merciless against evil monsters that display their maliciousness. They move with stunning rapidity considering their size and bulk, attacking with their goring headbutt and stamping with their forelegs. Baku of high status often carry magical weapons, wands, or other powerful magic items in their trunks. \r

    A baku's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.\r

    Psionics (Sp)<\/b>: At will - astral projection<\/i>, bull's strength<\/i>, cat's grace<\/i>, cure light wounds<\/i>, detect evil<\/i>, detect good<\/i>, gaseous form<\/i>, mind blank<\/i> (self only), neutralize poison<\/i>, reduce person<\/i> (self only), remove disease<\/i>, speak with animals<\/i>; 3\/day - cure moderate wounds<\/i>, etherealness<\/i>, finger of death<\/i> (DC 19), polymorph<\/i>, resist energy<\/i>, water breathing<\/i>, water walk<\/i>. Effective caster level 7th. The save DCs are Charisma-based.\r

    Trample (Ex)<\/b>: Reflex half DC 25. The save DC is Strength-based.\r

    Trumpeting Roar (Su)<\/b>: Once every 4 rounds, a baku can release a trumpeting roar. All creatures within 40 feet of the baku take 1d8 points of sonic damage and creatures of evil alignment must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the fear effect of the same baku's trumpeting roar for 24 hours, but is not immune to additional sonic damage. The save DC is Charisma-based.\r

    Prehensile Trunk (Ex)<\/b>: A baku can use its trunk as an extra \"hand\". It can grasp melee weapons and use them in combat, although the normal penalties for using an off-hand weapon apply, and its trunk counts as a third hand for the purpose of the Multiweapon Fighting feat and all other feats for which it is a prerequisite. A baku can also utilize certain magic items with its trunk, such as wands, rods, and staffs.\r

    A baku can also use its trunk to assist with grapple checks and Climb checks, gaining a +2 competence bonus on all such checks. A baku loses its slam attack when using its trunk for anything else.\r

    Spell-Like Ability<\/b>: At will - invisibility<\/i>. Caster level 12th.\r


    THE DARK ONES AND THE HOLY ONES<\/b>\r
    The vast majority of baku are good-willed creatures, though a few are of other alignments. A few baku are of neutral evil alignment, and known as \"The Dark Ones\" by others of their kind. These baku behave in the same manner as the good ones, but seek to disrupt the plans of their good brethren and cause suffering among humans. Dark Ones have the Evil subtype instead of the Good subtype (thus, their natural weapons are treated as evil-aligned for the purpose of overcoming damage reduction), and their trumpeting roar causes good creatures to become panicked rather than evil creatures.\r

    A small minority of baku are of neutral alignment, and are known as \"Great Ones\" or \"Holy Ones\". These baku are more intelligent than the others, and good baku reverently obey them. They have neither the Good nor Evil subtype, and their trumpeting roar can cause creatures of any alignment to become panicked on a failed Will save.\r


    PSIONIC BAKU<\/b>\r
    If you use the Expanded Psionics Handbook in your game, alter the baku as follows: \r
    Large Outsider (Extraplanar, Good, Psionic) \r
    Special Attacks<\/b>: Psi-like abilities, trample 3d6+13, trumpeting roar.\r
    Skills<\/b>: Bluff +15, Concentration +18, Diplomacy +21, Disguise +2 (+4 acting), Intimidate +4, Jump +21, Knowledge (psionics) +18, Knowledge (the planes) +18, Listen +18, Heal +16, Sense Motive +16, Psicraft +20 (+22 power stones), Spot +18, Survival +17 (+19 other planes), Use Psionic Device +17 (+19 power stones)\r
    Feats<\/b>: Alertness, Dodge, Improved Initiative, Iron Will, Psionic Affinity\r

    Substitute the following psi-like abilities for the psionic spell-like abilities given for the baku: \r
    Psi-Like Abilities<\/b>: At will - animal affinity<\/i>, astral caravan<\/i>, astral traveler<\/i> (DC 13), body adjustment<\/i>, body equilibrium<\/i>, cloud mind<\/i> (DC 14), compression<\/i>, ectoplasmic form<\/i>, empathic transfer<\/i>, mind thrust<\/i> (DC 13), psionic speak with animals<\/i>, thought shield<\/i>; 3\/day - adapt body<\/i>, aura sight<\/i>, intellect fortress<\/i>, metamorphosis<\/i>, personal mind blank<\/i>, psionic etherealness<\/i>, psychic crush<\/i> (DC 17). Manifester level 12th. The save DCs are Charisma-based.\r

    A baku that increases its psionic abilities by taking levels in a psionic class or by increasing its Hit Dice often chooses to learn from the following psionic powers: conceal thoughts<\/i>, danger sense<\/i>, demoralize<\/i>, dream travel<\/i>, mental barrier<\/i>, mindlink<\/i>, telempathic projection<\/i>, tower of iron will<\/i>.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #65 (\"Featured Creatures,\" September 1982, E. Gary Gygax), the first edition Monster Manual II (1983), Complete Psionics Handbook (1991), and Planescape Monstrous Compendium I (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral good","environment":"Concordant Domain of the Outlands"},{"name":"Balaena","type":"Outsider","ch":7,"challenge_rating":" 07 \u00a0","id":5128,"reference":"Usergen","full_text":"

    Balaena <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Outsider \t\t\t(Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+45\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, +1 Dex, +7 natural), touch 13, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+25<\/td> <\/tr>
    Attack: <\/strong>Tail slap +15 melee (2d6+12)<\/td> <\/tr>
    Full Attack: <\/strong>Tail slap +15 melee (2d6+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Ramming, shriek, spell-like abilities, stunning slap, whalesong<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 120 ft, darkvision 60 ft, carry passengers, damage reduction 10\/slashing or piercing, darkvision 60 ft, hold breath, telepathy 500 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +8, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 15, Con 21, Int 10, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Concentration +13, Diplomacy +12, Handle Animal +9, Heal +10, Intimidate +9, Knowledge (religion) +7, Knowledge (the planes) +12, Listen +16*, Search +7, Sense Motive +10, Spot +16*, Survival +10 (+12 on other planes), Swim +16<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Improved Bull Rush, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or pod (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Huge); 19-27 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This huge gray whale has very large, bright, intelligent eyes.<\/i>\r

    Balaenas serve a vital role as the primary and most accessible mode of transportation on the River Oceanus, which connects to the Upper Planes the same way the River Styx connects to the Lower Planes. They are especially common in the waters of Oceanus, but swim in all the seas and rivers of the Upper Planes, acting as ferries to any point the Oceanus reaches. A balaena can carry up to 12 Medium creatures on its back indefinitely while moving at its normal speed, and can carry travelers in its mouth if they need to go underwater.\r

    These friendly, intelligent creatures have an insatiable curiosity and converse with anyone visiting their watery domain. They have an everlasting alliance with celestials and most other natives of the Upper Planes.\r

    A balaena can be summoned using a summon monster VII spell by anyone standing in the River Oceanus, but each one has its own special ritual, song, or other prearranged signal that will attract its attention. A balaena will inquire what mission creatures are on before agreeing to aid them, using its magic to discover their alignment and true intentions. If the creatures are evil or lie to the balaena, or are not on a good cause, the balaena will not help the group and leaves. The balaena expects to hear news, rumors, and stories as payment for its services, and if the passengers are unwilling or unable to provide such information, the balaena may put them ashore. \r

    A balaena will help any intelligent creature that is in danger in the water, regardless of alignment. It will nudge the creature to shore with its nose unless the creature has a mission for the balaena to help it with. Fiends will often use this compassion to take advantage of these gentle giants, and trick or force a balaena to carry them to the Upper Planes.\r

    A balaena can be from 20 to 40 feet long, averaging about 30 feet in length, and weighs about 11,000 pounds.\r

    Balaenas do not speak, but communicate using a form of telepathy and their whalesong.\r

    COMBAT<\/b>\r
    The balaenas are peaceful by nature, and avoid combat whenever possible. Their speed and agility in water makes retreat and self-defense easy. If pressed into combat, a balaena will usually begin with its ramming head-butt and then shriek to deafen its opponents. It can stun opponents with its tail slap, but will never willingly leave helpless creatures to drown. If these attacks do not frighten off an enemy, the balaena can use its whalesong to make the opponent stop fighting or leave, or cause nearby fish to attack its enemies. Whenever a balaena shrieks or sings, any nearby balaena are likely to come to its aid or flee from danger, depending on the tone.\r

    Ramming (Ex)<\/b>: As a standard action during its turn each round, a balaena can swim at up to quadruple speed (200 feet) and ram a waterborne target (such as a ship or another creature). To ram, the balaena must end its movement in the target's space. This attack deals 2d8+9 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 22 Reflex save for half damage. The save DC is Strength-based.\r

    Upon ramming a ship, the balaena can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a DC 15 Reflex saving throw. Success means the creature takes 1d10 points of damage from being thrown about by the impact; failure means the creature is hurled overboard. The save DC is Dexterity-based.\r

    Shriek (Ex)<\/b>: When submerged, a balaena can emit an extremely loud shrieking noise as a standard action that affects other submerged creatures. Living creatures within 300 feet of the balaena must succeed on a DC 19 Fortitude save or be deafened for 2d6 days. The save DC is Constitution-based.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 astral projection<\/i>, detect evil<\/i>, detect good<\/i>, discern lies<\/i> (DC 16), plane shift<\/i> (DC 19). Caster level 9th.\r

    Stunning Slap (Ex)<\/b>: If a balaena hits a waterborne opponent with a tail slap attack, all creatures within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. Stunned creatures are unable to make Swim checks and may begin to drown. The save DC is Strength-based. A balaena can also slap the water (rather than a creature) with its mighty tail as a standard action with the same effect.\r

    Whalesong (Su)<\/b>: When submerged, a balaena can emit a magical song as a standard action that affects other submerged creatures. Living creatures within 300 feet of the balaena must succeed on a DC 16 Will save or be affected as if by the suggestion<\/i> spell (caster level 9th). Optionally, a balaena can alter its song so that the song functions as a charm animal<\/i> spell instead of suggestion<\/i>. The save DC is Charisma-based.\r

    Blindsight (Ex)<\/b>: Balaenas can \u00c2\u0093see\u00c2\u0094 by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence<\/i> spell negates this and forces the balaena to rely on its vision, which is approximately as good as a human\u00c2\u0092s.\r

    Carry Passengers (Ex)<\/b>: A balaena can carry up to 1 Large, 4 Medium, or 16 Small creatures in its mouth, without swallowing or otherwise endangering the carried passengers. Only willing or helpless passengers may be carried inside the mouth. Creatures carried within the closed mouth enjoy a breathable atmosphere for the same period of time that the balaena can hold its breath (see below). When carried in the creature's mouth, subjects automatically fail their saving throws against the balaena's plane shift<\/i> spell-like ability.\r

    Hold Breath (Ex)<\/b>: A balaena can hold its breath for a number of rounds equal to 8 X its Constitution score before it risks drowning.\r

    Skills<\/b>: A balaena 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.\r

    * A balaena has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain), and Planescape Monstrous Compendium Appendix II (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral good","environment":"Any good-aligned plane"},{"name":"Baluchiterium","type":"Beast","ch":12,"challenge_rating":" 12 \u00a0","id":5129,"reference":"Usergen","full_text":"

    BALUCHITHERIUM<\/span><\/b><\/p><\/td> <\/tr>

    Huge Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice: <\/span><\/b>14d10+98 (175 hp)<\/span><\/p><\/td> <\/tr>

    Initiative:<\/span><\/b> +0 (Dex)<\/span><\/p><\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 15 (-2 size, +7 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> 2 hooves +20 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Hoof 5d4+18<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 20 ft by 20 ft\/10 ft<\/span><\/p><\/td> <\/tr>

    Special Qualities:<\/span><\/b> Scent<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +16, Ref +9, Will +5<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 34, Dex 10, Con 25, Int 3, <\/span>Wis<\/span> 13, Cha 4<\/span><\/p><\/td> <\/tr>

    Skills:<\/span><\/b> Balance +4, Hide +4, Listen +12<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any plains<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or herd (1-3)<\/span><\/p><\/td> <\/tr>

    Challenge Rating:<\/span><\/b> 12<\/span><\/p><\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p><\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p><\/td> <\/tr>

    Advancement:<\/span><\/b> 15-28 HD (Huge); 29-42 HD (Gargantuan)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    The baluchiterium is a hornless ancestor of the rhinoceros, of the Pleistocene era.\u00a0 This herbivore has a thick, greyish-brown hide, much like the rhino. Adults stand 15 to 18 feet at the shoulder, and may measure as long as 28 feet from nose to rump, and the beast may weigh as much as 15 tons.\u00a0 The head is four feet long, sitting on top of a six foot long neck. This beast has poor eyesight, but makes up for this with keen hearing and smell.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 If raised from a calf, a baluchiterium can be trained as a beast of burden. This immensely large, strong creature can carry up to 4 tons of weight as a pack animal.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p><\/td> <\/tr>

    The baluchitherium is a very defensive animal, and attacks any animal that is nearby.\u00a0 This beast tries to charge and trample foes with its front feet.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    The baluchiterium first appeared in the 1E Monster Manual<\/i> (1977, <\/span>Gary Gygax<\/span>).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":"Any plains"},{"name":"Banderlog","type":"Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5130,"reference":"Usergen","full_text":"

    BANDERLOG<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Medium-Size Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d10+4 (26 hp)<\/span><\/p><\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p><\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, climb 30 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 14 (+2 Dex, +2 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +5 melee; or coconut +5 ranged<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+2; or coconut 1d4+2<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p><\/td> <\/tr>

    Special Qualities:<\/span><\/b> Scent, darkvision 60 ft, low-light vision<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +6, Will +2<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 6<\/span><\/p><\/td> <\/tr>

    Skills: <\/span><\/b>Climb +17, Listen +7, Spot +7<\/span><\/p> <\/div><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Warm forest<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Gang (2-5) or pack (6-24 plus 1-4 6 HD leaders)
    Challenge Rating:<\/b> 3<\/span><\/p><\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p><\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p><\/td> <\/tr>

    Advancement:<\/span><\/b> 5-7 HD (Medium-size)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    A banderlog appears as a baboon-like primate. It makes its home in tropical forests where it uses the terrain for offense and defense.<\/span><\/p><\/td> <\/tr>

    The typical banderlog stands 4 feet tall and resembles a baboon.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    COMBAT<\/span><\/h2><\/td> <\/tr>

    Banderlogs prefer to attack opponents at range. Their preferred method of attack is to hide in trees and throw coconuts (or some other such item) at their foes. If engaged in melee, a banderlog bites with its long canine teeth.<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":" Warm forest"},{"name":"Bane Minion, Black","type":"Outsider","ch":6,"challenge_rating":" 6 \u00a0","id":5131,"reference":"Usergen","full_text":"

    Bane Minion, Black <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Extraplanar, Evil, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+24\u00a0(60)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 40 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +3 Dex, +4 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+17<\/td> <\/tr>
    Attack: <\/strong>Claw +12 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +12 melee (1d6+5) and bite +7 melee (1d8+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, fumble<\/i>, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/good, darkvision 60 ft., immunity to charms, death effects, fear, and poison<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +9, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 17, Con 17, Int 13, Wis 16, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Bluff +11, Concentration +12, Diplomacy +6, Hide +8, Intimidate +13, Knowledge (the planes) +10, Knowledge (religion) +10, Listen +12, Move Silently +12, Search +10, Sense Motive +12, Spot +12<\/td> <\/tr>
    Feats: <\/strong>Cleave, Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>The Barrens of Doom and Despair (Infernal Battlefields of Acheron)<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or squad (3-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>9\u00c2\u009615 HD (Large); 16\u00c2\u009624 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature stands nearly 9 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in black scales. Batlike wings and round out its draconic appearance.<\/i>\r

    Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.\r

    A black bane minion is 9 feet tall and weighs about 600 pounds.\r

    Bane minions speak Infernal, Common and Draconic.\r

    Combat\r

    A black bane minion opens with its breath weapon, then uses its spell-like abilities to great effect.\r

    A bane minon's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Breath Weapon (Su):<\/b> 60-foot line of acid, once every 1d4 rounds, damage 6d8 acid, Reflex DC 17 half. The save DC is Constitution-based.\r

    Fumble (Sp):<\/b> Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 16 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 16 Will save or be affected for the spell's entire duration (8 rounds); success means the creature is slowed<\/i> (as the spell) for 8 rounds. This is a mind-affecting, enchantment effect. Caster level 8th. The save DC is Charisma-based.\r

    See Invisibility (Su):<\/b> A black bane minion continuously uses this ability, as the spell (caster level 8th).\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097bestow curse<\/i> (DC 16), cone of cold<\/i> (DC 17), hold monster<\/i> (DC 17), ice storm, slow<\/i> (DC 15). Caster level 8th. The save DCs are Charisma-based.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"The Barrens of Doom and Despair (Infernal Battlefields of Acheron)"},{"name":"Bane Minion, Blue","type":"Outsider","ch":8,"challenge_rating":" 8 \u00a0","id":5132,"reference":"Usergen","full_text":"

    Bane Minion, Blue <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Extraplanar, Evil, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+40\u00a0(85)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (10 squares), fly 60 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00961 size, +4 Dex, +5 natural), touch 13, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+20<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (1d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (1d6+6) and bite +10 melee (2d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, electrical aura, fumble<\/i>, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good, darkvision 60 ft., immunity to charms, death effects, electricity, fear, and poison<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +11, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 19, Con 19, Int 14, Wis 17, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +14, Concentration +15, Diplomacy +14, Hide +11, Intimidate +16, Knowledge (the planes) +14, Knowledge (religion) +14, Listen +14, Move Silently +15, Search +13, Sense Motive +14, Spot +14<\/td> <\/tr>
    Feats: <\/strong>Cleave, Combat Reflexes, Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>The Barrens of Doom and Despair (Infernal Battlefields of Acheron)<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or squad (3-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009619 HD (Large); 20\u00c2\u009630 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature stands nearly 11 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in blue scales. It has batlike wings that it wraps around its body like a cloak when furled. Its serpentine tail ends in a hammerlike mass of bone.<\/i>\r

    Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.\r

    A blue bane minion is 11 feet tall and weighs about 1,000 pounds.\r

    Bane minions speak Infernal, Common and Draconic.\r

    Combat\r

    A blue bane minion opens with its breath weapon, then uses its spell-like abilities to great effect.\r

    A bane minon's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Breath Weapon (Su):<\/b> 60-foot line of electricity, once every 1d4 rounds, damage 8d8 electricity, Reflex DC 19 half. The save DC is Constitution-based.\r

    Electrical Aura (Ex):<\/b> A creature hitting a blue bane minion with a melee attack takes 2d6 points of electricity damage (Reflex DC 19 half). If the creature is using a weapon that is mostly metallic (such as a sword, but not a wood-hafted axe), it is not allowed a saving throw. The save DC is Constitution-based.\r

    Fumble (Sp):<\/b> Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 17 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 17 Will save or be affected for the spell's entire duration (10 rounds); success means the creature is slowed<\/i> (as the spell) for 10 rounds. This is a mind-affecting, enchantment effect. Caster level 10th. The save DC is Charisma-based.\r

    See Invisibility (Su):<\/b> A blue bane minion continuously uses this ability, as the spell (caster level 10th).\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097bestow curse<\/i> (DC 17), cone of cold<\/i> (DC 18), hold monster<\/i> (DC 18), ice storm, slow<\/i> (DC 16). Caster level 10th. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"The Barrens of Doom and Despair (Infernal Battlefields of Acheron)"},{"name":"Bane Minion, Red","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":5133,"reference":"Usergen","full_text":"

    Bane Minion, Red <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Extraplanar, Evil, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+60\u00a0(114)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 80 ft. (16 squares), fly 80 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00961 size, +4 Dex, +7 natural), touch 13, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+23<\/td> <\/tr>
    Attack: <\/strong>Claw +18 melee (1d8+7 plus 2d6 fire)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +18 melee (1d8+7 plus 2d6 fire) and bite +13 melee (3d6+3 plus 2d6 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, flame touch, fumble<\/i>, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good, darkvision 60 ft., immunity to charms, death effects, electricity, fear, and poison<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +12, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 19, Con 20, Int 14, Wis 18, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +17, Concentration +16, Diplomacy +17, Hide +13, Intimidate +17, Knowledge (the planes) +15, Knowledge (religion) +15, Listen +17, Move Silently +17, Search +17, Sense Motive +17, Spot +17<\/td> <\/tr>
    Feats: <\/strong>Cleave, Combat Reflexes, Flyby Attack, Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>The Barrens of Doom and Despair (Infernal Battlefields of Acheron)<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or squad (3-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>13\u00c2\u009623 HD (Large); 24\u00c2\u009636 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature stands nearly 13 feet tall, with a vaguely humanoid shape. Its body appears slightly draconic, and it is covered in red scales. It has huge batlike wings and reeks of sulfur.<\/i>\r

    Bane created three types of servants to serve his lieutenant, Gothmenes. These bane minions come in black, blue, and red varieties.\r

    A red bane minion is 13 feet tall and weighs about 1,200 pounds.\r

    Bane minions speak Infernal, Common and Draconic.\r

    Combat\r

    A red bane minion opens with its breath weapon, then uses its spell-like abilities to great effect.\r

    A bane minon's natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Breath Weapon (Su):<\/b> 60-foot cone of fire, once every 1d4 rounds, damage 10d8 fire, Reflex DC 21 half. The save DC is Constitution-based.\r

    Flame Touch (Su):<\/b> A red bane minion's body gives off intense heat, causing it's melee attacks to deal an additional 2d6 points of fire damage.\r

    Fumble (Sp):<\/b> Once per day, a bane minion can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 8 rounds. Creatures in the area must make a DC 18 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 18 Will save or be affected for the spell's entire duration (12 rounds); success means the creature is slowed<\/i> (as the spell) for 12 rounds. This is a mind-affecting, enchantment effect. Caster level 12th. The save DC is Charisma-based.\r

    See Invisibility (Su):<\/b> A red bane minion continuously uses this ability, as the spell (caster level 12th).\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097bestow curse<\/i> (DC 18), cone of cold<\/i> (DC 19), hold monster<\/i> (DC 19), ice storm, slow<\/i> (DC 17). Caster level 12th. The save DCs are Charisma-based.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"The Barrens of Doom and Despair (Infernal Battlefields of Acheron)"},{"name":"Baobhan Sith (Bavanshee)","type":"Fey","ch":4,"challenge_rating":" 4 \u00a0","id":5134,"reference":"Usergen","full_text":"

    Baobhan Sith (Bavanshee) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d6\u00a0(17 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Claw +4 melee (1d6+2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +4 melee (1d6+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, low-light vision, repulsed by iron, tomb-tainted\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 11, Int 14, Wis 15, Cha 18 <\/td> <\/tr>
    Skills: <\/strong>Bluff +12, Diplomacy +18, Disguise +4 (+6 acting), Hide +10, Intimidate +6, Listen +10, Move Silently +10, Perform (dance) +12, Sense Motive +12, Spot +10\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (charm person<\/i>), Negotiator<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or dance (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard coins, double goods, double magic<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A beautiful woman in a green dress sings an inviting song.<\/i>\r

    A baobhan sith (or bavanshee) is a vampiric fey with strong powers of persuasion. Also known as \"the White Women of the highlands,\" these beautiful seductresses prey on young travelers by night.\r

    A baobhan sith is 5-1\/2 feet tall and weighs 100 pounds. Some baobhan sith are reported to have deer hooves for feet, which they keep hidden under their dresses. \r

    Baobhan sith speak Common, Elven and Sylvan.\r

    COMBAT\r

    Baobhan sith generally operate in groups, working together to seduce victims with their beauty, inviting men to dance with them before drinking their blood.\r

    Blood Drain (Ex):<\/b> A baobhan sith can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the baobhan sith gains 5 temporary hit points.\r

    Repulsed by Iron (Ex):<\/b> Baobhan sith loathe iron and cannot tolerate its presence. A baobhan sith cannot use iron armor, weapons, or gear and must make a DC 20 Will save to enter an area laced with iron. They cannot rest or sleep within 30 feet of iron. A baobhan sith has a -2 morale penalty on melee attacks against a creature wearing or wielding an iron object and loses its turn resistance if it is turned by a creature wielding an iron holy symbol.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097charm person<\/i> (DC 17); 3\/day\u00c2\u0097clairaudience\/clairvoyence, silent image<\/i> (DC 15), suggestion<\/i> (DC 17); 1\/day\u00c2\u0097teleport<\/i>. Caster level 10th. The save DCs are Charisma-based.\r

    Tomb-Tainted (Ex):<\/b> Although fey, baobhan sith are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). A baobhan sith may be turned as if it were an undead creature with +4 turn resistance (it does not gain this turn resistance when turned by a creature with an iron holy symbol).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #126<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic evil","environment":"Any plains and hills"},{"name":"Baric","type":"Beast","ch":1,"challenge_rating":" 01 \u00a0","id":5135,"reference":"Usergen","full_text":"

    BARIC<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Beast<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 2d10 (11 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>+1 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> 40 ft<\/p> <\/td> <\/tr>

    AC:<\/b> 13 (+1 size, +1 Dex, +1 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> 2 claws +3 melee; or bite +3 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Claw 1d3+1; or bite 1d8+1<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 5 ft by 5 ft\/5 ft<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Scent<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +3, Ref +4, Will +0<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 12, Dex 13, Con 11, Int 4, Wis 10, Cha 10<\/p> <\/td> <\/tr>

    Skills: <\/b>Listen +3, Spot +3, Wilderness Lore +2<\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any land and underground<\/p> <\/td> <\/tr>

    Organization:<\/b> Solitary or pack (1\u00968)
    Challenge Rating:<\/b> 1<\/p> <\/td> <\/tr>

    Treasure:<\/b> None<\/p> <\/td> <\/tr>

    Alignment:<\/b> Always neutral<\/p> <\/td> <\/tr>

    Advancement:<\/b> 3-5 HD (Small); 6 HD (Medium-size)<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    This rat-like creature has six legs, black fur, and eyes that glow white just before it attacks. Instead of a normal rat-like face, the baric has a duck\u0096like bill. The bill is filled with many rows of small, needle-sharp teeth.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Barics are approximately three feet long and weigh about 40 to 50 pounds. Some males have been known to reach a length of 7 feet and weigh nearly 150 pounds.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Barics do not form family units, but they can be seen in packs running wild in woods not frequented by humans or humankind. The strongest baric is the leader of the pack, and their social system resembles that of wild wolves. Females usually give birth to between 2 and 5 pups two or three times a year. Twenty percent of these do not live to adulthood as the males tend to eat them when the females are not around to protect the young.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Barics are sometimes used for hunting or for pursuing escaped prisoners or slaves. However, due to their unpredictable nature, training and handling a baric is very dangerous. Many have turned on their trainers and killed them before they could be saved.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Combat<\/span><\/h2> <\/td> <\/tr>

    Barics attack with a vicious combination of its sharp claws and teeth.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Baric first appeared in module B3 (Jean Wells, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Beast","alignment":" Always neutral","environment":" Any land and underground"},{"name":"Barkburr","type":"Plant","ch":1,"challenge_rating":" 01 \u00a0","id":5136,"reference":"Usergen","full_text":"

    Barkburr <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 5 ft, leap 20 ft<\/td> <\/tr>
    AC:<\/strong> 20 (+1 size, +2 Dex, +7 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +0 melee<\/td> <\/tr>
    Damage: <\/strong>Slam 1d3-1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, lignify<\/td> <\/tr>
    Special Qualities: <\/strong>Plant, blindsight<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 14, Con 14, Int ---, Wis 10, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +2*<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate forest<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium-Size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Barkburrs are a plant lifeform that are spontaneously formed in a forest to defend the woods. They appear like the type of mollusks that grow on rocks and trees. They have a very hard wooden carapace surrounding a soft woody interior body. A cluster of barkburrs lairs in a small group of oddly shaped trees to which they attach themselves, close to a road that supports many travelers.\r

    Barkburrs are created by the collective will of the plants in a forest, and exist only to defend the forest. They are highly sensitive to behavior that disrupts the forest and can detect such behaviors within a mile. They react to anything that harms the forest or its inhabitants, as well as anything that a druid would abhor. They will attack anything that has committed such an act or anything of an evil alignment.\r

    COMBAT<\/b>\r
    Barkburrs hide on their trees and wait for their intended prey to approach within 20 feet. When the victims are withing range, the barkburrs launch themselves at the foes and attempt to attach themselves. If they successfully attach, they begin the process of lignification.\r

    If this attack fails, the barkburr falls helpless to the ground. It is unable to leap from this position and can only crawl away slowly. It can be easily flipped over to reveal its soft underside, which is AC 12 (only +2 natural armor and no Dex bonus).\r

    Attach (Ex)<\/b>: A barkburr that hits with its slam attack latches its soft underside onto the opponent's body. An attached barkburr loses its Dex bonus to AC and thus has an AC of 19. \r

    Lignify (Ex)<\/b>: A barkburr that has attached its soft underside to an opponent will begin the process of lignification, which will cause a rapid transformation in this victim. The barkburr inserts a sharp, barbed tube into its victim (1 point of damage) in the same round.\r

    In the next round, the barkburr begins to inject a clear fluid into the victim. This fluid is poisonous and will begin to transform the victim unless a Fortitude save (DC 13) is made. The barkburr will continue to inject this fluid, and each round the save DC will increase by +1. Killing the barkburr, applying fire, or using force are the only ways to remove the barkburr. Anyone attacking this small creature must be careful about hitting the victim it is attached to. The barkburr's carapace has fire resistance 10, and it it takes 1 or more point of damage it will dislodge itself. It is possible to remove the barkburr by pushing it, but the total strength applied (the victim can help) must be at least 50. Once the victim fails a saving throw and lignification sets it, the barkburr will launch itself from that victim to another.\r

    A victim who fails a saving throw will be subject to a rapid transformation. Over a period of ten rounds, the victim is transformed into a small tree, and this will not stop even if the barkburr is killed or removed. Any equipment close to the victim's body will be enclosed by bark, but some items may be left hanging from a branch. All but magic items, coins, and gems will be absorbed into the wood of the tree within a few hours.\r

    Once this initial transformation is complete, the victim begins a final transformation as dictated by the will of the forest. This process takes as many days as the victim has levels or Hit Dice. The following table determines the final form: 01-50 ordinary healthy tree; 51-70 adult badger; 71-80 adult giant weasel; 81-90 treant; 91-00 1st level druid. Creatures permanently turned into trees remain in their initial state of transformation, and grow to full size within 3 months. Creatures that transform into anything else have no desire to leave their forest. Creatures that are transformed into druids have the same form and ability scores as before, with a minimum of 14 Wisdom and 16 Charisma, and alignment of neutral.\r

    Creatures who have finished the final transformation can only be restored to their original forms by a full wish spell. Before the final transformation is over, the victim can be restored by a wish, limited wish, polymorph other<\/i>, or diminish plants<\/i> spell. Neutralize poison<\/i> can also reverse the transformation, but the victim must fail a saving throw against the caster's DC. Restored creatures will have one negative level for every day spent as a tree.\r

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.\r

    Skills<\/b>: Barkburrs gain a +8 to Hide checks when attached to a tree. Note that druids and rangers have a +2 to their spot checks to notice a hidden barkburr.\r


    DIREBURR<\/b>\r
    Direburrs are formed in unwholesome, spoiled woods with the taint of evil. Direburrs are identical to barkburrs in all respects, except that they will attack any humanoid that comes within range. Lignified victims of a direburr always become a dry, lifeless dead tree that can only be restored to its true form by a full wish<\/i>.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monstrous Manual II (1983).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Temperate forest"},{"name":"Barrowe","type":"Undead","ch":8,"challenge_rating":" 8 \u00a0","id":5137,"reference":"Usergen","full_text":"

    Barrowe <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d12+26\u00a0(110 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (\u00c2\u00961 size, \u00c2\u00961 Dex, +13 natural), touch 8, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+19<\/td> <\/tr>
    Attack: <\/strong>Greatclub +15 melee (2d8+13) or slam +14 melee (1d6+9 plus energy drain) or rock +4 ranged (2d8+9)<\/td> <\/tr>
    Full Attack: <\/strong>Greatclub +15\/+10 melee (2d8+13) or 2 slams +14 melee (1d6+9 plus energy drain) or rock +4 ranged (2d8+9)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, energy drain, rock throwing<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/silver, darkvision 60 ft., low-light vision, unholy toughness, unnatural aura<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 8, Con \u00c2\u0097, Int 6, Wis 10, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +15, Jump +15, Listen +7, Move Silenly +15, Spot +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Cleave, Improved Initiative, Power Attack, Reckless Offensive, Weapon Focus (greatclub)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u00963)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Often chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This muscular, simian giant has overlong arms, stooped shoulders, a low forehead, and a jutting jaw. Its body is covered in a thick growth of matted, filthy hair, and it reeks of decay. Its deep-set, feral eyes burn with malevolence.<\/i>\r

    Barrowes are a unique type of undead hill giant. It is unknown what event resulted in the first barrowes, but they are able to create others of their kind by draining the life forces of their living kin.\r

    Barrowes have no fondness for hill giants, and take great strides to wipe out hill giant tribes. The only pleasure a barrowe knows comes from breaking up the formerly close-knit bonds of its kin, causing them to separate and become as lonely as it is. Because barrowes have no control over their spawn, the newly created undead are free-willed and usually simply wander off if no living creatures are nearby to harass. \r

    Humanoids slain by barrowes arise as free-willed wights. Barrowes gain no special joy from destroying humanoids, beyond the hatred of all living things that drive most undead.\r

    Barrowes are about 10-1\/2 feet tall and weigh about 1,100 pounds. \r

    Barrowes speak Giant.\r

    COMBAT\r

    Barrowes fight much as they did in life, pulverizing foes with great fists, massive clubs, or tossed boulders. As a result of slower reflexes brought about by undeath, barrowes lack the rock catching ability of their living cousins.\r

    Create Spawn (Su):<\/b> Any hill giant slain by a barrowe becomes a barrowe in 1d4 rounds. Any humanoid slain by a barrowe becomes a wight in 1d4 rounds. Spawn are not under the command of the barrowe that created them. They do not possess any of the abilities they had in life.\r

    Energy Drain (Su):<\/b> Living creatures hit by a barrowe's slam attack gain one negative level. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the barrowe gains 5 temporary hit points.\r

    Rock Throwing (Ex):<\/b> Barrowes accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A barrowe can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments, as if it were a Huge giant. The range increment is 180 feet for a barrowe's thrown rocks.\r

    Unholy Toughness (Ex):<\/b> A barrowe gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Unnatural Aura (Su):<\/b> Animals, whether wild or domesticated, can sense the unnatural presence of a barrowe at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.\r

    Skills:<\/b> Barrowes have a +8 racial bonus on Move Silently checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #254<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Often chaotic evil","environment":"Temperate hills"},{"name":"Basidirond","type":"Plant","ch":5,"challenge_rating":" 05 \u00a0","id":5138,"reference":"Usergen","full_text":"

    BASIDIROND<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Plant<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d8+10 (32 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (+1 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d8+3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spores, hallucination cloud<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Plant, tremorsense, immunity to cold<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +2, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 13, Con 15, Int 1, Wis 11, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or pair
    Challenge Rating:<\/b> 5<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> 1\/10 coins; 50% goods; 50% items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral (evil tendencies)<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 6-9 HD (Medium-size); 10-15 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The basidirond is a fungal monster found underground. Its body is leathery and orange. Their cone-shaped upper portion resembles a reversed umbrella, the interior of which is sooty black. A basidirond has 4-6 stems (each 5 feet long) hanging underneath its body. Its total overall height is about 7 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The basidirond attacks by striking with its cone-shaped cap or by firing a line of spores at an opponent.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spores (Ex):<\/b> line, 10 feet; Fortitude save (DC 14) or die in 1d4+1 rounds from spore infection unless remove disease <\/i>is cast on the victim.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hallucination Cloud (Ex):<\/b> The basidirond can release spores in a 20-foot radius (centered on its body) as a full round action. Those within the cloud must make a successful Fortitude save (DC 14) or hallucinate for as long as they remain in the cloud plus 1d4 rounds afterwards. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hallucinations are determined randomly for each creature affected.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    1d8\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Hallucination<\/span><\/b><\/p> <\/td> <\/tr>

    1\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Swamp- Individual believes he is in a swamp and strips off gear and armor to avoid sinking.<\/p> <\/td> <\/tr>

    2\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Spiders- Individual believes he is being attacked by a swarm of spiders. He attacks floor and surrounding area.<\/span><\/p> <\/td> <\/tr>

    3\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Viper- Individual believes item held has turned into a viper; drops item and retreats back from it.<\/span><\/p> <\/td> <\/tr>

    4\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Suffocation- Individual believes he is suffocating and gasps for air and clutches throat.<\/span><\/p> <\/td> <\/tr>

    5\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Individual believes he has shrunk to 1\/10 normal size. He begins yelling for help.<\/span><\/p> <\/td> <\/tr>

    6\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Individual believes his associates have contracted a disease. He will not come closer than 10 feet.<\/span><\/p> <\/td> <\/tr>

    7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Individual believes he is melting; grasps self in attempt to hold together.<\/span><\/p> <\/td> <\/tr>

    8\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Leeches- Individual believes his back is covered with leeches. He tears armor, clothing, etc. from his back to get at them.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunity to Cold (Ex):<\/b> A basidirond takes no damage from cold-based attacks but is affected as by the slow<\/i> spell. This also prevents spore attacks for a number of rounds equal to the duration of the spell.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tremorsense (Ex):<\/b> A basidirond can automatically sense the location of anything within 60 feet that is in contact with the ground.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plant:<\/b> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Basidirond first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Plant","alignment":"Any","environment":"Any underground"},{"name":"Bassnip","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5139,"reference":"Usergen","full_text":"

    Bassnip <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 size, +3 Dex), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-10<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d3-2\/18-20\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d3-2\/18-20\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 16, Con 11, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +12, Listen +3, Spot +3, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse [B]\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or school (10-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-4 HD (Tiny); 5-7 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This fish is over a foot long, with a pink troutlike body. Its most noticeable feature, however, is its horizontal, scissorlike jaws.<\/i>\r

    Bassnip are a strange breed of fish that, despite their fearsome jaws, subsist mostly on algae and other plants in the lake. However, if hungry enough, bassnip will attack larger creatures, snipping off small bits of flesh with surgical precision.\r

    Bassnip flesh is extremely poisonous when eaten (Ingested, Fort DC 10, Initial damage 1d4 Con, secondary damage nauseated for 3 hours). \r

    A bassnip is 1-1\/2 feet long and weighs about 7 pounds. \r

    COMBAT\r

    Bassnips bite with their shearlike jaws with the finesse of a skilled surgeon.\r

    Augmented Critical (Ex):<\/b> A bassnip's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit. Additionally, the victim must succeed on a DC 13 Fortitude save or take 1 point of Charisma drain due to the horrific scarring caused by the shearlike jaws. The save DC is Dexterity-based.\r

    Skills:<\/b> A bassnip 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #71<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate or warm aquatic"},{"name":"Batfly","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5140,"reference":"Usergen","full_text":"

    Batfly <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2d10\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+2 size, +1 Dex, +7 natural), touch 13, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-11<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d3-3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d3-3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 20 ft., damage reduction 5\/magic, darkvision 60 ft., immunity to acid and poison, low-light vision, resistance to fire 20\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 13, Con 10, Int 1, Wis 14, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +8\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Bleak Eternity of Gehenna<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (see batfly swarm entry)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>1-2 HD (Small); 3-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tiny creature resembles a butterfly with bat wings, apparently composed of solid iron.<\/i>\r

    A batfly can be acquired as a familiar by a 3rd-level arcane spellcaster with the Improved Familiar feat. A batfly familiar grants its master a +2 bonus on Will saves.\r

    An individual batfly is 1 foot long, with a wingspan of about 2 feet, and weighs 2 pounds.\r

    Combat\r

    Batflies are remarkably aggressive and rather stupid, showing little hesitation about attacking opponents many times their size. They prefer to attack under cover of darkness, flying in at top speed and biting until they are slain or driven away. A seriously wounded batfly may flee, but they often fight to the death.\r

    Blindsense (Ex):<\/b> A batfly notices and locates creatures within 20 feet. Opponents still have total concealment against the batfly.\r

    Skills:<\/b> A batfly has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in In the Cage: A Guide to Sigil<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Bleak Eternity of Gehenna"},{"name":"Batibat","type":"Fey","ch":4,"challenge_rating":" 4 \u00a0","id":5141,"reference":"Usergen","full_text":"

    Batibat <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d6+24\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+12<\/td> <\/tr>
    Attack: <\/strong>Slam +7 melee (1d6+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +7 melee (1d6+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dream haunting, rend 2d6+10, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, invisibility, low-light vision, sunlight vulnerability, talisman \r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 13, Con 19, Int 10, Wis 12, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Bluff +12, Climb +13, Diplomacy +9, Disguise +3 (+5 acting), Hide +6, Intimidate +14, Move Silently +6, Sense Motive +10, Sleight of Hand +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Persuasive, Power Attack, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Double coins, double goods (gems and jewelry), no items (except talisman)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>7-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This muscular, hairy humanoid has dark skin and a dark beard, and is clad in a loincloth. Two short ivory tusks jut upwards from its lower jaw, while a pair of shorter fangs curve downward.<\/i>\r

    The batibat is a mischievous, forest-dwelling fey. It belongs to a group of fey often referred to as a Filipino demons. Like its cousins the agta and pugot, it prefers to dwell in tall trees, such as banyans and mangroves. It often designates one such tree its \"home tree\", and resides there for as long as the tree lives.\r

    A batibat is 8-10 feet tall and weighs 500 to 700 pounds. Skin coloration varies from light brown to coal black. \r

    Batibats speak Common and Sylvan.\r

    COMBAT\r

    Although the batibat possesses the ptoent ability to invade the dream's of sleeping creatures, it only does so if greatly provoked. Generally, a dire threat to its home tree is enough to warrant such an attack.\r

    Dream Haunting (Su):<\/b> Batibats can visit the dreams of individuals by using their talismans to become ethereal, then hovering over the creature. Once a batibat invades someone\u00c2\u0092s dreams, it rides on the victim\u00c2\u0092s back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the batibat.\r

    Rend (Ex):<\/b> If a batibat hits with both slam attacks, it latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.\r

    Spell-Like Abilities:<\/b> At will--invisibility<\/i> (self only). Caster level 6th. A batibcan use etherealness<\/i> at will (caster level 16th) so long as it possesses its talisman (see below). \r

    Sunlight Vulnerability (Ex):<\/b> A batibat is dazzled in natural sunlight and cannot use any of its spell-like or supernatural abilities while within the area.\r

    Talisman (Su):<\/b> A batibat bears a talisman that is the source of its strength. If taken or otherwise obtained from the batibat, the batibat suffers 1d4 points of Strength damage, which is then transferred to the recipient as an enhancement bonus to Strength for 24 hours. If taken after its death, the bearer gains a +4 enhancement bonus to Strength for 24 hours. A batibat that loses this talisman can no longer use etherealness until it is recovered.\r

    Skills:<\/b> A batibat has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #25<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic neutral","environment":"Any forests"},{"name":"Bauh-Yin","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":5142,"reference":"Usergen","full_text":"

    Bauh-Yin <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Spirit)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+10\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d6+1) or scimitar +6 melee (1d6+1\/18-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d6+1) or scimitar +6 melee (1d6+1\/18-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change shape, incite riot, sneak attack +1d6, spell-like abilities, summon bauh-yin\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Aversion to water, darkvision 60 ft., immunity to cold, electricity, and fire, telepathy 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 14, Con 14, Int 9, Wis 11, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Bluff +10, Climb +13, Diplomacy +4, Disguise +2* (+4 acting), Gather Information +4, Hide +6, Intimidate +12, Jump +15, Knowledge (history) +7, Knowledge (local) +7, Move Silently +6, Tumble +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (incite riot), Improved Initiative <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Spirit World<\/td> <\/tr>
    Organization: <\/strong>Solitary or insurrection (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Medium) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This white-robed human has the head of a panther.<\/i>\r

    Bauh-yin are spirits that were once the most devoted followers of the Black Leopard. Reborn in the Spirit World, they continue to serve the Black Leopard as his eyes and ears on the Material Plane.\r

    The appearance of a bauh-yin is often considered a good omen among the impoverished, and an ill omen for those in positions of power, for the bauh-yin often incite riots and upheavals in their wake.\r

    A bauh-yin is about the same height and weight as a tall, thin human. Although the majority of bauh-yin have the head of a jaguar, they can appear as lions or wildcats.\r

    Bauh-yin are mute, but understand Common and Celestial and can communicate telepathically.\r

    COMBAT\r

    Bauh-yin are agile, crafty combatants. They have no hesitations to summon others of their kind, and are generally happy to answer the calls of their brethren.\r

    Aversion to Water (Ex):<\/b> Bauh-yin hate water, and will never willingly cross water if it can be avoided. A bauh-yin exposed to an effect that puts it in contact with water (such as a rainstorm created by a control weather<\/i> spell) must succeed on a DC 22 Will save or it must stay at least 20 feet from the source of water; if already within 20 feet, it must immediatelly move away. A bauh-yin unable to move away, or one attacked by a water effect, is overcome with revulsion. This revulsion reduces the creature's Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a source of water. This ability is otherwise similar to antipathy<\/i> as the spell (caster level 16th).\r

    Change Shape (Su):<\/b> A bauh-yin can assume the shape of any feline creature of Diminutive to Large size. In feline form, the bauh-yin loses its natural attacks but retains its special abilities. A bauh-yin can remain in its feline form until it chooses to assume a new one. A change in form cannot be dispelled, but a bauh-yin reverts to its natural form when killed. A true seeing<\/i> spell or ability reveals its natural form.\r

    Incite Riot (Su):<\/b> Once per day, a bauh-yin can incite up to one creature per Hit Die to riot. Affected creatures must be within 25 ft. + 5 ft.\/Hit Die of the bauh-yin, and must succeed on DC 16 Will saves. A creature that fails its save attacks the nearest creature on its next turn, whether friend or foe. An affected creature attacks with whatever weapon is in hand, or with natural weapons. An unarmed creature attacks with an unarmed strike. An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route. This is a mind-affecting, enchantment effect. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097greater teleport<\/i>; 3\/day\u00c2\u0097scare<\/i> (DC 14). Caster level 5th. The save DCs are Charisma-based.\r

    Summon Bauh-yin (Sp):<\/b> Once per day a bauh-yin can attempt to summon 1d4 bauh-yin with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.\r

    Skills:<\/b> Bauh-yin have a +4 racial bonus on Balance, Climb, Hide, Jump, and Move Silently checks. \r

    *When using its change shape ability, a bauh-yin gets an additional +10 circumstance bonus on Disguise checks.\r

    Bauh-yin in the Realms<\/b>\r
    In the Forgotten Realms, the bauh-yin are found in the T'u Lung province of Kara-Tur. They are normally only found in the drainage area of the Fenghsintzu river, where the Black Leopard Cult flourished thousands of years ago.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in OA5 - Mad Monkey vs. the Dragon Claw<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic neutral","environment":"Spirit World"},{"name":"Bauhei the Black Leopard","type":"Outsider","ch":22,"challenge_rating":" 22 \u00a0","id":5143,"reference":"Usergen","full_text":"

    Bauhei the Black Leopard <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Spirit)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 25d8+150\u00a0(262 hp)<\/td> <\/tr>
    Initiative: <\/strong> +13<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 46 (-1 size, +9 Dex, +27 natural), touch 18, flat-footed 37<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+25\/+39<\/td> <\/tr>
    Attack: <\/strong>Claw +34 melee (1d10+10)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +34 melee (1d10+10) and bite +29 melee (1d12+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change shape, incite riot, opportunist, sneak attack +15d6, spell-like abilities, spells, summon bauh-yin\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., improved evasion, improved uncanny dodge, spell resistance 33, telepathy 250 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +20, Ref +23, Will +20 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 28, Con 23, Int 25, Wis 23, Cha 30 <\/td> <\/tr>
    Skills: <\/strong>Balance +49, Bluff +38, Climb +46, Diplomacy +42, Disguise +38* (+42 acting), Gather Information +42, Hide +41, Intimidate +42, Jump +50, Knowledge (history) +35, Knowledge (local) +35, Knowledge (religion) +35, Knowledge (the planes) +35, Move Silently +45, Survival +6 (+10 on other planes), Tumble +41<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Dodge, Epic Dodge, Improved Initiative, Mobility, Silent Spell, Sneak Attack of Opportunity, Spring Attack, Whirlwind Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Spirit World<\/td> <\/tr>
    Organization: <\/strong>Solitary, leap (Bauhei plus 2-4 bauh-yin), or insurrection (Bauhei plus 4-12 bauh-yin and assorted rioters)<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This huge, muscular man, bears the head of a black leopard. His mere presence is awe-inspiring.<\/i>\r

    Bauhei, the Black Leopard, is an ancient spirit who preceded the Celestial Bureaucracy. In those savage times, he ruled the area of the Fenghsintzu River with wisdom and strength. Although he lost much power with the rise of the Celestial Bureaucracy, the Black Leopard's name still inspires awe and respect.\r

    Over time, the Black Leopard's followers lost their path, and became corrupt with power. For a time, Bauhei was their prisoner, until Tan Chin defeated the priests. The actions of his priests have lessened peoples' opinion of the Black Leopard to this day.\r

    Bauhei is a paragon of freedom, a champion of the oppressed. He does not generally meddle in the affairs of mortals, but his namesake secret society and the bauh-yin who follow him often do. Using his name in vain or using his old temples for evil is the surest way to rouse Bauhei to action.\r

    The Black Leopard is 11 feet tall and weighs 1,300 pounds. \r

    The Black Leopard speaks Abyssal, Common, and Celestial, and may communicate telepathically.\r

    COMBAT\r

    Bauhei is equally comfortable fighting in either humanoid or feline form. He mixes his potent spellcasting with his impressive melee prowess to great effect. If outmatched, he will assume giant size to gain advantage.\r

    Awe (Su):<\/b> Three times per day, the Black Leopard may create an aura that can deeply affect mortals. All creatures that can see the Black Leopard must succeed on a DC 32 Will save to avoid the effects. A creature that succeeds on its saving throw remains immune to Bauhei's awe for 24 hours. This effect lasts for 2d6+10 rounds. This is a mind-affecting effect. The save DC is Charisma-based.\r

    The Black Leopard can choose from the following effects each round as a free action while its awe power is in effect:\r

    Fascinate:<\/i> Affected beings of 4HD or less stare at the Black Leopard in fascination. Awed creatures may defend themselves normally, but can take no other actions. Creatures of more than 4HD are instead dazzled.\r

    Fright:<\/i> Affected beings become shaken and suffer a \u00c2\u00962 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Black Leopard makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.\r

    Resolve:<\/i> The Black Leopard\u00c2\u0092s allies receive a +4 morale bonus on attack rolls, saves, and checks, while the Black Leopard\u00c2\u0092s foes receive a \u00c2\u00964 morale penalty on attack rolls, saves, and checks.\r

    Change Shape (Su):<\/b> The Black Leopard can assume the shape of any feline creature of Diminutive to Large size. In feline form, Bauhei loses his natural attacks but retains his special abilities. The Black Leopard can remain in a feline form until he chooses to assume a new one. A change in form cannot be dispelled, but the Black Leopard reverts to his natural form when killed. A true seeing<\/i> spell or ability reveals his natural form. \r

    Giant Size (Sp):<\/b> Three times per day, the Black Leopard can increase its size to Colossal, increasing the damage of its natural attacks and gaining all size bonuses and penalties this entails. This lasts for 25 minutes. Caster level 25th. This is the equivalent of an 8th-level spell.\r

    Incite Riot (Su):<\/b> Once per day, the Black Leopard can incite up to 25 creatures to riot. Affected creatures must be within 150 ft. of the Black Leopard, and must succeed on DC 32 Will saves. A creature that fails its save attacks the nearest creature on its next turn, whether friend or foe. An affected creature attacks with whatever weapon is in hand, or with natural weapons. An unarmed creature attacks with an unarmed strike. An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route. This is a mind-affecting, enchantment effect. The save DC is Charisma-based.\r

    Opportunist (Ex):<\/b> Once per round, the Black Leopard can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as Bauhei's attack of opportunity for that round. \r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097greater teleport<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    Spells:<\/b> The Black Leopard casts spells as a 20th-level sorcerer and can also cast cleric spells and those from the Chaos, Liberation, Strength, and Trickery domains as arcane spells.\r

    Sorcerer Spells Known<\/i> (6\/9\/9\/8\/8\/8\/8\/7\/7\/7, save DC 20 + spell level): \r
    0\u00c2\u0097dancing lights, detect magic, detect poison, ghost sound, mage hand, message, prestidigitation, read magic, resistance<\/i>; \r
    1st\u00c2\u0097enlarge person, entropic shield, expeditious retreat, protection from law, true strike<\/i>; \r
    2nd\u00c2\u0097bull's strength, detect thoughts, gust of wind, invisibility, silence<\/i>; \r
    3rd\u00c2\u0097heroism, nondetection, rage, remove curse<\/i>; \r
    4th\u00c2\u0097chaos hammer, dimensional anchor, freedom of movement, spell immunity<\/i>;\r
    5th\u00c2\u0097dispel law, righteous might, telekinesis, true seeing<\/i>;\r
    6th\u00c2\u0097greater dispel magic, heal, mass suggestion<\/i>;\r
    7th\u00c2\u0097prismatic spray, refuge, word of chaos<\/i>;\r
    8th\u00c2\u0097cloak of chaos, mass charm monster, maze<\/i>;\r
    9th\u00c2\u0097astral projection, freedom, time stop<\/i>.\r

    Summon Bauh-yin (Sp):<\/b> Once per day the Black Leopard can automatically summon 5d4 bauh-yin. This ability is the equivalent of a 8th-level spell.\r

    Skills:<\/b> The Black Leopard has a +8 racial bonus on Balance, Climb, Hide, Jump, and Move Silently checks. \r

    *When using its change shape ability, the Black Leopard gets an additional +10 circumstance bonus on Disguise checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in OA5 - Mad Monkey vs. the Dragon Claw<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Chaotic neutral","environment":"Spirit World"},{"name":"Bear, Short-Faced (Bulldog Bear)","type":"Animal","ch":6,"challenge_rating":" 6 \u00a0","id":5144,"reference":"Usergen","full_text":"

    Bear, Short-Faced (Bulldog Bear) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+40\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+19<\/td> <\/tr>
    Attack: <\/strong>Claw +14 melee (1d8+8)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +14 melee (1d8+8) and bite +12 melee (2d8+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Ferocity, frightful roar<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +9, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 15, Con 19, Int 2, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5, Survival +6*<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (frightful roar), Endurance, Multiattack, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold and temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or family (3-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-15 HD (Large), 16-20 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This immense, long-legged bear has a face like that of a mastiff. It rears up on its hind legs, standing as tall as a fire giant, and lets out a mighty roar.<\/i>\r

    Among the bears, the giant short-faced bear is second only to the dire bear in sheer size and ferocity. Other animals know to stay out of the way of one of these beasts - its roar alone is usually enough to drive smaller carnivores from their kills, and anything that refuses to heed its warning faces its deadly claws and teeth.\r

    A short-faced bear is 8 feet long and 5 feet tall at the shoulder, weighing around 1,800 pounds.\r

    COMBAT\r

    Before entering combat proper, a short-faced bear attempts to scare off any smaller creatures with its roar. A short-faced bear attacks by tearing at opponents with its claws.\r

    Dire (Ex):<\/b> A short-faced bear is considered to be a dire animal for the purposes of saving throws.\r

    Ferocity (Ex):<\/b> A short-faced bear is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.\r

    Frightful Roar (Ex):<\/b> As a standard action, a short-faced bear can give a mighty roar. All creatures within 30 feet of the roaring bear must make a DC 21 Will save or be frightened for 1 round and shaken for 1d4 rounds after that. On a successful save, the creature is merely shaken for one round. The save DC is Constitution-based.\r

    Skills:<\/b> *A short-faced bear has a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Cold and temperate plains"},{"name":"Beast of Chaos","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5145,"reference":"Usergen","full_text":"

    BEAST OF CHAOS (template)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Beasts of Chaos are creatures that have been transformed into unnatural monsters by the waves of entropy that flow over the land when the Queen of Chaos focuses her attention on a world.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A beast of chaos looks like a bizarre parody of the creature it once was. It becomes scabrous or mangy, with drooping flesh and a foul smell. Its color turns a disgusting purple mottled with veins of brown and speckled with bits of its original color. It has misshapen appendages, a sagging snout or proboscis, a toothy maw, and horns or tentacles.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    CREATING A BEAST OF CHAOS<\/span><\/h3> <\/td> <\/tr>

    \u0093Beast of Chaos\u0094 is a template that can be added to any Animal (referred to hereafter as the \u0093base creature\u0094). The creature\u0092s type changes to \u0093Magical Beast\u0094. It uses all the base creatures statistics and special abilities except as noted here.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hit Dice:<\/span><\/b> Increases to d10.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Speed:<\/span><\/b> Same as the base creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 AC:<\/span><\/b> The base creature\u0092s natural armor improves by +4.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Attacks:<\/span><\/b> Same as the base creature, but use the fighter\u0092s BAB (+1 BAB per HD).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Damage:<\/span><\/b> Same as the base creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Attacks:<\/span><\/b> Same as the base creature plus those listed below.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Frightful Presence (Ex):<\/i> Activated when the beast of chaos makes a loud sound (roar, growl, bay, or other sound appropriate to its form), this extraordinary ability forces creatures within 30 feet with fewer Hit Dice that the beast to make a Will save (DC 10 + 1\/2 the beast\u0092s HD + its Charisma modifier) or become frightened (see Chapter 3 of the Dungeon Master\u0092s Guide<\/i>). The effect lasts for 5d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Rage (Ex):<\/i> In the presence of bright light (daylight spell, continual flame, but not actual sunlight) a beast of chaos will fly into a berserk rage, attacking until either it or its opponent is dead. It gains +4 Strength and \u00964 AC. The creature cannot end its rage voluntarily.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the source of light is removed, the creature\u0092s rage will end 1d4 rounds later. The beast will be fatigued (-2 to Strength and Dexterity) for the remainder of the encounter.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Special Qualities:<\/span><\/b> Same as the base creature plus those listed below.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Immunities (Ex):<\/i> Immune to confusion, fear, hold, slow<\/i>, and haste<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Scent (Ex):<\/i> The beast can detect opponents within 30 feet by sense of smell. If the opponent is upwind the range increases to 60 feet; if downwind, it drops to 15 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Spell Resistance (Ex):<\/i> Beasts of chaos gain spell resistance 12.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Darkvision (Ex):<\/i> Darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Saves:<\/span><\/b> Good saves on Fortitude and Reflex; poor saves on Will.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Abilities:<\/span><\/b> A beast of chaos gains +2 Strength and +4 Charisma.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Beasts of chaos receive a +8 racial bonus to Listen checks.\u00a0 Otherwise, same as the base creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/span><\/b> Beasts of chaos have a number of feats equal to 1 + the beast\u0092s Intelligence modifier and receive one additional feat per four Hit Dice.<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Climate\/Terrain:<\/span><\/b> Same as the base creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Organization:<\/span><\/b> Solitary or pack (6-11)<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Challenge Rating:<\/b> Same as base creature +2.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alignment:<\/span><\/b> Always chaotic neutral<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Lion Beast of Chaos<\/h4> <\/td> <\/tr>

    Large Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d10+10 (37 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+3 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 19 (-1 size, +3 Dex, +7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +11 melee, bite +6 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4+6, bite 1d8+3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Pounce, improved grab, frightful presence, rage, rake 1d4+3<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> SR 12, scent, immunities, darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +7, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 23, Dex 17, Con 15, Int 2, Wis 12, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Balance +7, Hide +4, Jump +5, Listen +13, Move Silently +11, Spot +5<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Warm plains<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or pack (6-11)
    Challenge Rating:<\/b> 5<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Template","alignment":"Any","environment":"Same as the base creature."},{"name":"Beastman","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5146,"reference":"Usergen","full_text":"

    Beastman <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+2 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>Handaxe +1 melee; blowgun +2 ranged; net +2 ranged touch<\/td> <\/tr>
    Damage: <\/strong>Handaxe 1d6; blowgun 1d3 and poison; net (see PHB for special rules)<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>SR 27<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 15, Con 12, Int 10, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +12*, Listen +4, Move Silently +3, Spot +4, Wilderness Lore +3<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary, war party (2-12), or tribe (40-60)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Often neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Beastmen are a primitive race of jungle-dwelling, hunter-gatherer humanoids. These short people are 5 feet tall and resemble slender, naked, furry humans with bestial features. Their skin is covered by a thick coat or coarse black fur, on top of which is a fine layer of various shades of green fur. This black fur becomes erect as the beastman moves, instinctively causing it to create striped or spotted patterns that serve as camouflage.

    Beastmen do not have a specific spoken language, but communicate with each other through an intricate system of speech, gestures, and fur movement.

    COMBAT<\/b>
    Beastmen prefer to avoid all contact with outsiders, but always defend themselves and their tribe. Their camouflage ability, along with their spell resistance, makes them dangerous adversaries. They attack with stone axes, and sometimes halfspears and daggers. They also carry blowguns tipped with a deadly poison. When they wish to take an opponent prisoner, they use a large, heavy net. Such prisoners are stripped of all possessions, and banished far away from the beastman tribe.
    Poison<\/b>: Blowgun darts; DC 14; initial damage 0; secondary damage death.
    Skills<\/b>: Beastmen receive a +12 racial bonus to Hide checks, in their natural forested habitat.

    BEASTMAN SOCIETY<\/b>
    Beastman tribes are led by chiefs, though there is no set system of rulership. Every day the tribe's chief can be a different individual, as a new chief simply steps up and adopts the role of leadership, as dictated by the needs of the tribe at the moment. Leadership is not an honor, but a duty to be carried out when one's skills are called for.

    Beastman culture is egalitarian, and there is no class system. Pregnant mothers are treated with respect and reverence, and all members of the community assist in rearing young. A tribe lives a communal lifestyle, often forming group marriages between several adults. Beastmen are self-sufficient as a race, and as such they have no need of trade with other races.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Greyhawk Adventures (1988), Greyhawk Monstrous Compendium, MC5 (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Often neutral good","environment":">Warm forest"},{"name":"Beaver","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5147,"reference":"Usergen","full_text":"

    Beaver <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, +2 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Natural lumberjack<\/td> <\/tr>
    Special Qualities: <\/strong>Cold tolerant, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 10, Con 11, Int 2, Wis 16, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Craft (dambuilding) +12, Listen +7, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Skill Focus (Listen)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or lodge (10\u00c2\u009640)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large brown rodent has a rounded head, clawed forelegs, webbed hind feet, and a broad, paddle-shaped scaly tail.<\/i>\r

    Beavers are large rodents known for their ability to quickly fell trees and build dams within streams. Found in the riparian zone of temperate forests, beavers are excellent swimmers and can spend large amounts of time submerged.\r

    Beavers are crepuscular herbivores, feeding mainly on bark, twigs, and the roots of water plants, occassionally supplemented by grasses on the banks of rivers and streams.\r

    Beavers usually mate for life, and their young (called kits) remain with their parents for up to two years.\r

    Beavers are hunted for both their pelts and their meat, which tastes like lean beef.\r

    Beavers are 2 to 4 feet long and weigh 33 to 100 pounds, averaging around 45 pounds. Fur coloration can vary widely, but dark brown is the most common. Beavers have a lifespan of up to 20 years.\r

    COMBAT\r

    Beavers prefer flight to fight. When startled or frightened, a swimming beaver will rapidly dive while forcefully slapping the water with its broad tail. This slap can be heard over great distances and serves as a warning to other beavers in the area. Once a beaver has made this danger signal, nearby beavers dive and may not reemerge for some time.\r

    Cold Tolerant (Ex):<\/b> A beaver's insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental conditions.\r

    Hold Breath (Ex):<\/b> A beaver can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.\r

    Natural Lumberjack (Ex):<\/b> A beaver ignores the hardness of wooden objects with its bite attack.\r

    Skills:<\/b> A beaver has a +16 racial bonus on Craft (dambuilding) checks. A beaver 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Beaver, Dire (Castoroides)","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5148,"reference":"Usergen","full_text":"

    Beaver, Dire (Castoroides) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +5 natural), touch 9, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+14<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d8+10)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d8+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Natural lumberjack<\/td> <\/tr>
    Special Qualities: <\/strong>Cold tolerant, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 10, Con 17, Int 2, Wis 16, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Craft (dambuilding) +15, Listen +7, Swim +15<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Skill Focus (Listen)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or lodge (4\u00c2\u009640)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive beaver is over eight feet long. Its legs are short and squat, while its tail is longer and narrower. Its long, broad teeth are easily six inches long.<\/i>\r

    Much like their smaller kin, dire beavers fell trees and dam up streams and rivers to form lodges. However, these dams and lodges are on a much larger scale, and can lead to much frustration among humanoid communities that suddenly find themselves without water.\r

    Dire beavers are over 8 feet long and weigh 130-485 pounds. Fur coloration can vary widely, but dark brown is the most common. \r

    COMBAT\r

    Like their lesser cousins, dire beavers will generally take to the water if danger comes their way.\r

    Cold Tolerant (Ex):<\/b> A dire beaver's insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental conditions.\r

    Hold Breath (Ex):<\/b> A dire beaver can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.\r

    Natural Lumberjack (Ex):<\/b> A dire beaver ignores the hardness of wooden objects with its bite attack.\r

    Skills:<\/b> A dire beaver has a +16 racial bonus on Craft (dambuilding) checks. A dire beaver 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.\r

    Note:<\/i> Based off the \"giant beaver\" in Supplement II: Blackmoor<\/i>.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1975 Wizards of the Coast, Inc.
    Originally found in Supplement II: Blackmoor<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Beaver, Giant","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5149,"reference":"Usergen","full_text":"

    Beaver, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+12\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +5 natural), touch 9, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+14<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d8+10)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d8+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Natural lumberjack<\/td> <\/tr>
    Special Qualities: <\/strong>Cold tolerant, low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 10, Con 17, Int 10, Wis 18, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Craft (dambuilding) +16, Diplomacy +2, Escape Artist +4, Knowledge (nature) +5, Listen +4, Sense Motive +5, Survival +4 (+6 in aboveground natural environments), Swim +15\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Sunder, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or lodge (4\u00c2\u009640)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive beaver is nearly as big as a horse.<\/i>\r

    Giant beavers are intelligent, natural artisans that sometimes associate with nonevil creatures. Capable of creating even more wondrous dams and lodges than their mundane brethren, giant beavers can sometimes be persuaded to undertake or assist with the building of dam-like constructions. They prize certain barks and twigs, particularly birch, aspen, and willow. Giant beavers also have been known to value coins.\r

    Giant beavers are over 6 feet long and weigh 300 pounds. Fur coloration can vary widely, but dark brown is the most common. \r

    COMBAT\r

    Like their lesser cousins, giant beavers will generally take to the water if danger comes their way.\r

    Cold Tolerant (Ex):<\/b> A giant beaver's insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental conditions.\r

    Hold Breath (Ex):<\/b> A giant beaver can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.\r

    Natural Lumberjack (Ex):<\/b> A giant beaver ignores the hardness of wooden objects with its bite attack.\r

    Skills:<\/b> A giant beaver has a +16 racial bonus on Craft (dambuilding) checks. A dire beaver 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.\r

    Training a Giant Beaver<\/b>\r

    Although intelligent, a giant beaver requires training before it can bear a rider in combat. To be trained, a giant beaver must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant beaver requires six weeks of work and a DC 25 Handle Animal check. \r

    Riding a giant beaver requires an exotic saddle. A giant beaver can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.\r

    Giant beaver kits are worth 3,500 gp apiece on the open market. Professional trainers charge 1,000 gp to rear or train a giant beaver.\r

    Carrying Capacity:<\/b> A light load for a giant beaver is up to 798 pounds; a medium load, 799\u00c2\u00961,599 pounds; and a heavy load, 1,600\u00c2\u00962,400 pounds.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1975 Wizards of the Coast, Inc.
    Originally found in Supplement II: Blackmoor<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Beetle (Boring)","type":"Vermin","ch":6,"challenge_rating":" 06 \u00a0","id":5150,"reference":"Usergen","full_text":"

    BEETLE, BORING<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Large Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d10+10 (37 hp)<\/span><\/p><\/td> <\/tr>

    Initiative: <\/span><\/b>+0<\/span><\/p><\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 17 (-1 size, +8 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +6 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Bite 2d8+6<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p><\/td> <\/tr>

    Special Attacks:<\/span><\/b> Hive mind<\/span><\/p><\/td> <\/tr>

    Special Qualities:<\/span><\/b> Darkvision 60 ft<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +4, Will +1<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 18, Dex 10, Con 15, Int 1, Wis 10, Cha 9<\/span><\/p><\/td> <\/tr>

    Skills: <\/span><\/b>Listen +7, Spot +6<\/span><\/p> <\/div><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm land and underground<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Cluster (2-5), swarm (6-11), or hive (12-19 plus 2-8 shriekers)
    Challenge Rating:<\/b> 3<\/span><\/p><\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p><\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p><\/td> <\/tr>

    Advancement:<\/span><\/b> 6-9 HD (Large); 10-15 HD (Huge)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Boring beetles feed on molds, slimes, and fungi that they grow in their lairs. These are grown from decaying vegetable and animal matter collected by the beetles. One particular fungus of note that sometimes grows in the beetle\u0092s lair is the shrieker. Not only is it used for food, but the boring beetles also use them for alarms. Once sounded, the beetles are quick to deal with invaders, either devouring them on the spot or dragging them back to the lair where their body is used to grow new molds and fungi.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    COMBAT<\/span><\/h2><\/td> <\/tr>

    Boring beetles bite with their powerful mandibles.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Hive Mind (Ex):<\/span><\/b> All boring beetles within 1 mile of each other are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, then none of them are. No boring beetle in a group is considered flanked unless all of them are.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Skills:<\/b> Boring Beetles receive a +4 racial bonus to Listen and Spot checks.<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Vermin","alignment":"Any","environment":" Temperate and warm land and underground"},{"name":"Beetle (Death Watch)","type":"Vermin","ch":6,"challenge_rating":" 06 \u00a0","id":5151,"reference":"Usergen","full_text":"

    DEATH WATCH BEETLE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Vermin<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 9d8+18 (59 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+0<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (+7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +10 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d8+6<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Death rattle<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Vermin<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +8, Ref +3, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 19, Dex 10, Con 15, Int \u0097, Wis 10, Cha 9<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +0*,Listen +5, Spot +5<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm forest and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 6<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 10-13 HD (Medium-size); 14-27 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    A death watch beetle appears as a 5-foot long beetle with a dark green carapace. It is known to use a mixture of saliva and earth to stick rubbish (leaves, twigs, for instance) to itself in order to attack by surprise.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The death watch beetle begins combat using its death rattle ability. Any creatures that survive will be bitten bite the beetle\u0092s mandibles.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Death Rattle (Ex):<\/b> The death watch beetle can, by vibrating its carapace rapidly, produce a clicking noise that sets up sonic vibrations in all creatures within a 30-foot spread. An affected creature must succeed at a Fortitude save (DC 16) or die. Even if the save is successful, a creature takes 4d6 points of sonic damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The death watch beetle can use this ability once every two hours.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vermin:<\/span><\/b> Immune to mind-influencing effects. Death watch beetles have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *A death watch beetle receives a +8 racial bonus on Hide checks when using its surroundings to camouflage its appearance.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Death Watch beetle first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":"Any","environment":"Temperate and warm forest and underground"},{"name":"Beetle (Slicer)","type":"Vermin","ch":4,"challenge_rating":" 04 \u00a0","id":5152,"reference":"Usergen","full_text":"

    SLICER BEETLE<\/span><\/b><\/p><\/div>

    LargeVermin<\/span><\/b><\/p>

    Hit Dice:<\/span><\/b> 6d8+18 (45 hp)<\/span><\/p>

    Initiative: <\/span><\/b>+0<\/span><\/p>

    Speed:<\/span><\/b> 20 ft<\/span><\/p>

    AC:<\/span><\/b> 17 (-1 size, +8 natural)<\/span><\/p>

    Attacks:<\/span><\/b> Bite +9 melee<\/span><\/p>

    Damage:<\/span><\/b> Bite 2d8+9<\/span><\/p>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p>

    Special Attacks: <\/span><\/b>Vorpal bite<\/span><\/p>

    Special Qualities:<\/span><\/b> Vermin<\/span><\/p>

    Saves:<\/span><\/b> Fort +8, Ref +2, Will +2<\/span><\/p>

    Abilities:<\/span><\/b> Str 23, Dex 10, Con 17, Int \u0097,Wis 10, Cha 9<\/span><\/p>

    Skills: <\/span><\/b>Listen +7,Spot +5<\/span><\/p><\/div>

    \u00a0<\/span><\/b><\/p>

    Climate\/Terrain:<\/span><\/b> Temperate and warm forest andunderground<\/span><\/p>

    Organization:<\/span><\/b> Solitary or cluster (2-5)
    Challenge Rating:<\/b> 4<\/span><\/p>

    Treasure:<\/span><\/b> No coins; no goods; standard items<\/span><\/p>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p>

    Advancement:<\/span><\/b> 7-9 HD (Large); 10-18 HD (Huge)<\/span><\/p>

    \u00a0<\/span><\/b><\/p>

    The slicer beetle appears as a 10-foot long beetle with a triangular head and two long, razor-sharp mandibles. Its body is black in color.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h3> <\/td> <\/tr>

    The slicer beetle attacks with its razor sharp mandibles. A critical attack by the slicer beetle has a chance of severing a foe\u0092s arm or leg.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vorpal Bite (Ex):<\/b> If a slicer beetle succeeds at a critical hit, it severs one of its opponent\u0092s extremities (Roll 1d4: 1 right leg, 2 left leg, 3 right arm, 4 left arm).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Creatures immune to critical hits are immune to the vorpal effect of the slicer beetle\u0092s bite.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vermin:<\/span><\/b> Immune to mind-influencing effects. Slicer beetles have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Slicer Beetle first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":"Any","environment":"Any"},{"name":"Beetle, Giant, Diving, Adult","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":5153,"reference":"Usergen","full_text":"

    Beetle, Giant, Diving, Adult <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 40 ft., fly 40 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+8 natural), touch 10, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., hold breath, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 10, Con 15, Int \u00c2\u0097, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Swim +10\r
    <\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Medium), 7-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized beetle has a greenish-black exoskeleton. Its hind legs are long and thick, with paddle-like extremities.<\/i>\r

    Adult giant diving beetles are scavengers, attracted to dead and decaying flesh. Although they are solitary, several beetles might join to share in a large food source. Their fully-functioning wings allow them to fly from pond to pond or lake to lake, searching for new food sources or spawning grounds.\r

    The adult form is sleek and smooth, allowing the creature to glide effortlessly through the water. Its oversized rear legs have paddle-like ends, and it darts through the water quickly by \u00c2\u0093rowing\u00c2\u0094 its rear legs simultaneously. \r

    Giant diving beetles are solitary creatures, coming together only to mate. Mating occurs in water during the springtime. The male beetle has suction disks on his front legs to keep him attached to the female\u00c2\u0092s slippery shell. The female lays the eggs near water plants. (Some bite small holes in plant stems and deposit the eggs there.) After three weeks, the eggs hatch into larvae. \r

    A typical adult giant diving beetle is 5 to 6 feet in length. The exoskeletons of adult giant diving beetles are greenish-black, but appear green underwater.\r

    COMBAT\r

    Adult giant diving beetles are scavengers. Their bite attacks are weaker than the larval form, and lack the acidic saliva.\r

    Hold Breath (Ex):<\/b> A giant diving beetle can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning. For a typical giant diving beetle, this is 90 rounds, or 9 minutes.\r

    Skills:<\/b> A giant diving beetle 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #250<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate and warm aquatic"},{"name":"Beetle, Giant, Diving, Larva","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":5154,"reference":"Usergen","full_text":"

    Beetle, Giant, Diving, Larva <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d8+1 plus 1d6 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d8+1 plus 1d6 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., jet, vermin traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 10, Con 14, Int \u00c2\u0097, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +4, Swim +9<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium); 5-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized insect larva is long and thin with enormous mandibles.<\/i>\r

    In its larval stage, the giant diving beetle is ferocious. They are often called \u00c2\u0093water tigers\u00c2\u0094 both for their coloration and their ferocity. \r

    Larvae prey mostly on snails, small fish, and worms. Over the next several months, they molt three or four times in shallow water, where access to air is easy. Giant diving beetles breathe by trapping air in their bodies, and need only stick the hindmost tip of their abdomens above the surface of the water to replenish their air supply.\r

    In late summer or early fall, the larva digs a burrow for itself underwater, fills it with air bubbles it brings from the surface, and seals itself in. Safe in its earth-cocoon, it pupates-growing into a fat, white, grub-like creature with legs. The pupa is an intermediate form, for soon after it metamorphosizes again, this time into its adult form. At that point it leaves its burrow and rejoins the aquatic environment.\r

    A typical giant diving beetle larvae is 5 to 6 feet in length. Giant diving beetle larvae are translucent when they hatch and gradually become light yellow or orange. \r

    COMBAT\r

    They remain motionless against a clump of reeds or other plant stalks, then pounce upon any prey that comes near. Once a larva has a victim in its mandibles, it hangs on until the prey dies or escapes.\r

    Jet (Ex):<\/b> A giant diving beetle larvae can jet backward once per round as a full-round action, at a speed of 150 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.\r

    Skills:<\/b> A giant diving beetle larvae has a +4 racial bonus on Hide checks. A giant diving beetle larvae 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #250<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate and warm aquatic"},{"name":"Beetle, Giant, Stink","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":5155,"reference":"Usergen","full_text":"

    Beetle, Giant, Stink <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Stench<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., evasion, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 10, Con 13, Int \u00c2\u0097, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests<\/td> <\/tr>
    Organization: <\/strong>Cluster (2-5) or click (6-11)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium); 7-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, black beetle has a triangular head and two long, razor-sharp mandibles.<\/i>\r

    Giant stink beetles are predatory insects closely related to giant slicer beetles and tiger beetles.\r

    A typical giant stink beetle is 6 to 7 feet in length. \r

    COMBAT\r

    Giant stink beetles generally only employ their stink spray when threatened or upon their destruction.\r

    Death Throes (Ex):<\/b> When a giant stink beetle dies, it releases a stink spray attack instantly, regardless of how many times it has used that special attack that day. \r

    Stink Spray (Ex):<\/b> Three times per day, a giant stink beetle can spray a 10-foot cone of odoriferous chemicals. Any creature caught in the cone must make a DC 12 Fort save or be sickened for 1d6+4 rounds. If the victim possesses the scent special quality, it is instead nauseated for 1d6 rounds and then sickened for 2d6 minutes on a failed save. The save DC is Constitution-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume Three<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate and warm forests"},{"name":"Beetle, Giant, Tiger","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":5156,"reference":"Usergen","full_text":"

    Beetle, Giant, Tiger <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+5 natural, +2 Dex), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (2d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (2d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Agile runner, darkvision 60 ft., sprint, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 14, Con 13, Int \u00c2\u0097, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>Run (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm deserts and forests<\/td> <\/tr>
    Organization: <\/strong>Cluster (2-5) or click (6-11)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium); 7-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large beetle has large bulging eyes, long, slender legs and large curved mandibles. Its abdomen is striped like a tiger.<\/i>\r

    Giant tiger beetles are swift, predatory insects. Both diurnal and nocturnal subspecies exist, and they range along a wide variety of climes.\r

    A typical giant tiger beetle is 6 to 7 feet in length. \r

    COMBAT\r

    Giant tiger beetles utilize their great speed and agility to run down prey.\r

    Agile Runner (Ex):<\/b> A giant tiger beetle can make two turns of up to 90 degrees each while taking a run or charge action.\r

    Sprint (Ex):<\/b> Once per hour, a giant tiger beetle can move ten times its normal speed (500 feet) when it makes a charge.\r

    Burrowing Giant Tiger Beetle<\/b>\r
    Some tiger beetles live underground in fungus caves and similar places, or aboveground in thick humus. Burrowing giant tigers beetles lack the sprint special quality of their surface relatives, but gain a burrow speed.\r

    The statistics differ as follows:\r
    Speed: 40 ft. (8 squares), burrow 20 ft.\r
    Special Qualities: Agile runner, darkvision 60 ft., vermin traits\r
    Environment: Temperate and warm forests or underground<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Basic Set (magenta box)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate and warm deserts and forests"},{"name":"Behemoth","type":"Beast","ch":9,"challenge_rating":" 09 \u00a0","id":5157,"reference":"Usergen","full_text":"

    BEHEMOTH<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Huge Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>10d10+70 (125 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+0 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed: <\/span><\/b>20 ft, swim 40 ft<\/span><\/p> <\/td> <\/tr>

    AC: <\/span><\/b>16 (-2 size, +8 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>Bite +17 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Bite 2d6+18<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>10 ft by 20 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Overturn<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +14, Ref +7, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 34, Dex 10, Con 25, Int 2, Wis 12, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Listen +4, Spot +4, Swim +24<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain: <\/span><\/b>Warm aquatic<\/span><\/p> <\/td> <\/tr>

    Organization: <\/span><\/b>Solitary (bull) or herd (bull plus 1-3 cows)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>9<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>None<\/span><\/p> <\/td> <\/tr>

    Alignment: <\/span><\/b>Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement: <\/span><\/b>11-20 HD (Huge); 21-30 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The behemoth is a huge relative of the hippopotamus that lives in deep bodies of water in tropical locations. Behemoths can open their huge jaws wide enough to fit the entire upper half of a human in their mouth. They have outward pointing tusks that project from each side of their mouth, which they use to uproot aquatic plants.<\/span><\/p> <\/td> <\/tr>

    \u00a0 Behemoths spend most of their life in the water, and are excellent swimmers. They swim by sinking to the floor of their lake or river and running along the bottom. Behemoths have expansive lungs and can hold their breath for up to half an hour.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h3> <\/td> <\/tr>

    Bull behemoths are always aggressive, but cows are usually docile unless a calf is present. If swimmers or small boats come near behemoth territory, the beasts attack. Behemoths try to overturn a boat or canoe that passes over them.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Overturn (Ex): <\/b>Behemoths can overturn Medium-size or smaller craft on a Strength check (DC is 20 plus 1 for every 100 pounds of total weight of the craft and contents). If the check succeeds, the boat overturns spilling its passengers and contents into the water.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Beast","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Behemoth (Giant Hippopotamus)","type":"Animal","ch":8,"challenge_rating":" 8 \u00a0","id":5158,"reference":"Usergen","full_text":"

    Behemoth (Giant Hippopotamus) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+70\u00a0(125 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+27<\/td> <\/tr>
    Attack: <\/strong>Bite +17 melee (2d6+18\/18\u00c2\u009620\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +17 melee (2d6+18\/18\u00c2\u009620\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, improved grab, overturn\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Hold breath, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +7, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 10, Con 25, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide -8*, Listen +10, Spot +9, Swim +20<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Bull Rush, Improved Overrun, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains and forests (rivers)<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (bull plus 1-3 cows)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Huge); 21-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive hippopotamus has large outward-pointing tusks protruding from its gaping maw.<\/i>\r

    The behemoth is a huge relative of the hippopotamus that lives in deep bodies of water in tropical locations. Behemoths can open their huge jaws wide enough to fit the entire upper half of a human in their mouth. They have outward pointing tusks that project from each side of their mouth, which they use to uproot aquatic plants.\r

    Behemoths spend most of their life in the water, and are excellent swimmers. They swim by sinking to the floor of their lake or river and running along the bottom. \r

    A typical behemoth is 12 feet long and weighs 3 tons, but these animals can grow considerably larger.\r

    COMBAT\r

    Bull behemoths are always aggressive, but cows are usually docile unless a calf is present. If swimmers or small boats come near behemoth territory, the beasts attack. Behemoths try to overturn a boat or canoe that passes over them.\r

    Augmented Critical (Ex):<\/b> A behemoth's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Hold Breath (Ex):<\/b> A behemoth can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.\r

    Improved Grab (Ex):<\/b> To use this ability, a behemoth must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.\r

    Overturn (Ex):<\/b> Behemoths can overturn small watercraft on a Strength check. The DC depends on the total weight of the craft and contents: DC 20 if the weight is a light load for the behemoth (up to 5,600 pounds for a typical behemoth); DC 25 for a medium load (up to 11,200 pounds); and DC 30 for a heavy load (up to 16,800 pounds). If the check succeeds, the boat overturns, spilling its passengers and contents into the water.\r

    Skills:<\/b> A behemoth 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. *A behemoth gains a +4 racial bonus on Hide checks when in the water. Further, a behemoth can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.\r

    Note:<\/b> This blends the behemoth from Monster Manual II<\/i> with the giant hippopotamus from Dragon Magazine #167 (1991).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm plains and forests (rivers)"},{"name":"Beholder Zombie","type":"Undead","ch":2,"challenge_rating":" 2 \u00a0","id":5159,"reference":"Usergen","full_text":"

    Beholder Zombie <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), fly 20 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+6<\/td> <\/tr>
    Attack: <\/strong>Touch +1 melee (2d6 cold)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Touch +1 melee (2d6 cold)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Chilling touch\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft., flight, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 14, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or cluster (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An orblike creature covered in a blood-red shell floats through the air. Ten eyestalks dot its head, and a large central eye stares unblinking above a toothy maw.<\/i>\r

    Beholders have a funeral custom in which they encase their fallen in a blood-red salve that hardens into a tough shell. The beholders believe that this shell contains and protects the souls of the dead within their bodies, allowing the fallen comrade an eternity of pleasant dreams. Beholder zombies are a side-effect of this process. Should the blood-red casing crack or otherwise be damaged, the dead beholder springs to unlife and attacks any interlopers within its resting place. \r

    A beholder zombie is an 8-foot-wide orb dominated by a central eye and a large, toothy maw. Ten smaller eyes on stalks sprout from the top of the orb.\r

    COMBAT\r

    If disturbed, a beholder zombie fights to the death, simply bumping into foes and delivering a chilling touch. If foes flee, a beholder zombie will give pursuit for 2d6 rounds before returning to its resting place. Should an opponent find a way to patch a cracked shell (perhaps through grappling and applying more of the salve), the beholder zombie immediately stops attacking and returns to rest.\r

    Chilling Touch (Ex):<\/b> A beholder zombie's deals 2d6 points of cold damage with a successful touch attack.\r

    Flight (Ex):<\/b> A beholder zombie's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall<\/i> effect (as the spell) with personal range.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in SJA1 - Wildspace<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral","environment":"Cold hills"},{"name":"Beholder, Kasharin","type":"Aberration","ch":12,"challenge_rating":" 12 \u00a0","id":5160,"reference":"Usergen","full_text":"

    Beholder, Kasharin <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d8+44\u00a0(93 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), fly 20 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+16<\/td> <\/tr>
    Attack: <\/strong>Bite +11 melee (1d12+4 plus blinding rot)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +11 melee (1d12+4 plus blinding rot)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blinding rot, deathcharm eye<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., flight, tomb-tainted<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +5, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con 18, Int 13, Wis 15, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Knowledge (arcana) +13, Listen +4, Search +11, Spot +14, Survival +2 (+4 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness (B), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or cluster (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>12-16 HD (Large); 17-33 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Floating in the air is an orb-shaped, bulbous creature with a central, unblinking eye, and a large maw filled with daggerlike teeth. Its scales are curled and separated, and its overall appearance suggested it was burnt and blackened by intense heat. Several withered stalks protrude from its top, and smaller stumps are visible where others may have once stood.<\/i>\r

    Kasharin are beholders that have succumbed to a disease known as the Blinding Rot. The affliction causes the beholder's eyestalks to wither and become useless, and leaves the creature in a condition not unlike a living death. Its central eye no longer deadens magic, but rather charms or kills the living.\r

    The so-called \"beholder-mummies\" retain the xenophobic hatred possessed by beholderkind, but have turned their animosity toward non-kasharin, considering their new forms to be the perfected state of the beholder form. In fact, kasharin will even tolerate other former beholderkin, such as gauths or death kisses, into their ranks. They consider surviving the transformation brought on by the Blinding Rot as a rite of passage into a new subrace of beholderkind. Kasharin are more tolerant of undead than standard beholders, and have been known to associate with undead that they do not consider dangerous to their kind. Most beholders destroy kasharin on sight, such is the severity of their xenophobia. \r

    Rumors suggest that the Blinding Rot was actually created by ambitious beholders as an \"ultimate unifier\" of the beholder race. Whether or not this is true, the kasharin have become a potent subrace formed from various factions of beholderkind.\r

    A kasharin is an 8-foot-wide orb dominated by a central eye and a large, toothy maw. Ten smaller eyes on stalks sprout from the top of the orb.\r

    Kasharin speak their own language and Common.\r

    COMBAT\r

    Kasharin generally rely on their deathcharm eye in battle, but are potent melee combatants should foes prove resistant to their gazes.\r

    Blinding Rot (Su):<\/b> Supernatural disease\u00c2\u0097bite, Fortitude DC 17, incubation period 1 minute; damage 1d6 Con and permanent blindness. The save DC is Charisma-based.\r

    Unlike normal diseases, blinding rot continues until the victim reaches Constitution 0 or is cured as described below. A beholder or beholderkin that reaches Constitution 0 immediately becomes a standard kasharin (regardless of its original size and subrace). All other creatures reduced to Constitution 0 simply perish.\r

    Blinding rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with blinding rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.\r

    To eliminate blinding rot, the curse must first be broken with break enchantment<\/i> or remove curse<\/i> (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the blinding rot can be magically cured as any normal disease.\r

    An afflicted non-beholder who dies of blinding rot withers while its skin blackens and cracks until it eventually crumbles into a broken husk.\r

    Deathcharm Eye (Su):<\/b> A kasharin may choose to produce one of two effects from its central eye in a given round. The first effect is a charming gaze (as charm monster<\/i>) to a range of 60 ft. (Will DC 17 negates). The second is a death gaze to a range of 120 ft. (Fort DC 17 negates). The save DCs are Charisma-based.\r

    Flight (Ex):<\/b> A kasharin's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall<\/i> effect (as the spell) with personal range.\r

    Tomb-Tainted (Ex):<\/b> Although aberrations, kasharin are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). A kasharin may be turned as if it were an undead creature.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Legend of Spelljammer<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral evil","environment":"Cold hills"},{"name":"Beholder-Kin (Examiner)","type":"Aberration","ch":5,"challenge_rating":" 05 \u00a0","id":5161,"reference":"Usergen","full_text":"

    BEHOLDER-KIN, Examiner<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Aberration<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b>8d8+8 (44 hp)<\/p> <\/td> <\/tr>

    Initiative:<\/b>+6 (+2 Dex, +4 Improved Initiative)<\/p> <\/td> <\/tr>

    Speed:<\/b>5 ft, fly 20 ft (average)<\/p> <\/td> <\/tr>

    AC:<\/b>15 (+2 Dex, +3 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b>4 slams +6 melee; or 4 longswords +6 melee<\/p> <\/td> <\/tr>

    Damage:<\/b>Slam 1d4; or longsword 1d8<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b>5 ft by 5 ft\/5 ft<\/p> <\/td> <\/tr>

    Special Attacks:<\/b>Eye rays<\/p> <\/td> <\/tr>

    Special Qualities:<\/b>All-around vision, fast healing 1, fly, darkvision 60 ft<\/p> <\/td> <\/tr>

    Saves:<\/b>Fort +3, Ref +4, Will +9<\/p> <\/td> <\/tr>

    Abilities:<\/b>Str 10, Dex 14, Con 12, Int 18, Wis 16, Cha 14<\/p> <\/td> <\/tr>

    Skills:<\/b> Alchemy +9, Appraise +10, Disable Device +7, Gather Information +8, Knowledge (arcana) +10, Listen +2, Open Lock +7, Spellcraft +10, Spot +10, Use Magic Device +8<\/p> <\/td> <\/tr>

    Feats:<\/b>Alertness, Dodge, Flyby Attack, Improved Initiative, Multidexterity<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/b>Any land and underground<\/p> <\/td> <\/tr>

    Organization:<\/b>Solitary or gang (2-5)<\/p> <\/td> <\/tr>

    Challenge Rating:<\/b>5<\/p> <\/td> <\/tr>

    Treasure:<\/b>50% coins; standard items; double magic<\/p> <\/td> <\/tr>

    Alignment:<\/b>Usually lawful neutral<\/p> <\/td> <\/tr>

    Advancement:<\/b>9-18 HD (Large); 19-24 HD (Huge)<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Examiners are scholars and clerks involved in spell and magical item enhancement, research, and creation. They are the lackeys of beholders, overseers, and hive mothers.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 An examiner is a 4-foot sphere with no central eye and four small eyes, each at the end of an antenna, mounted atop the sphere. They have one small, lamprey-like mouth on their ventral surface. Four multi-jointed limbs ending in gripper pads surround the mouth. These limbs can pick up and manipulate tools, the chief strength of the examiner.

    <\/p> <\/td> <\/tr>

    Combat<\/span><\/h2> <\/td> <\/tr>

    Examiners attack by smashing an opponent with all four of its limbs. On occasion they will wield up to four weapons, one with each limb.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Eye Rays (Su):<\/b> Each of the small eyes can produce a magical ray once a round, even when the examiner is attacking or moving at full speed.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each eye\u0092s effect resembles a spell cast by an 8th-level sorcerer but follow the rules for a ray (see Aiming a Spell, page 148 in the Player\u0092s Handbook<\/i>). All rays have a range of 100 feet and a save DC of 16.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Enlarge or Reduce<\/i>: As the spell, once per round; Fortitude save negates.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Identify <\/i>or Legend Lore<\/i>: As the spell, once per round.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Transmute Form<\/i>: As the stone shape<\/i> spell, but it is effective on all types of nonmagical, nonliving material.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell Turning<\/i>: This duplicates the spell of the same name.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 All-Around Vision (Ex):<\/b> Examiners are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they cannot be flanked.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Flight (Ex):<\/b> An examiner\u0092s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall<\/i> effect with personal range.<\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Aberration","alignment":"Usually lawful neutral","environment":"Any land and underground"},{"name":"Beholder-Kin (Lensman)","type":"Aberration","ch":2,"challenge_rating":" 02 \u00a0","id":5162,"reference":"Usergen","full_text":"

    BEHOLDER-KIN, Lensman<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium\u0096Size Aberration<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 2d8+2 (11 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>+3 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> 20 ft<\/p> <\/td> <\/tr>

    AC:<\/b> 17 (+3 Dex, +4 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Halberd +1 melee; or tentacle +1 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Halberd 1d10; or tentacle 1d6<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 5 ft by 5 ft\/5 ft<\/p> <\/td> <\/tr>

    Special Attacks: <\/b>Eye ray<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +1, Ref +3, Will +4<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 10, Dex 16, Con 13, Int 7, Wis 12, Cha 12<\/p> <\/td> <\/tr>

    Skills: <\/b>Hide +7, Listen +5, Move Silently +7, Spot +5<\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any land and underground<\/p> <\/td> <\/tr>

    Organization:<\/b> Solitary or squad (2-10)<\/p> <\/td> <\/tr>

    Challenge Rating:<\/b> 2<\/p> <\/td> <\/tr>

    Treasure:<\/b> Standard<\/p> <\/td> <\/tr>

    Alignment:<\/b> Always neutral evil<\/p> <\/td> <\/tr>

    Advancement:<\/b> 3\u00966 HD (Medium\u0096size)<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Lensmen are the lackeys of the beholder caste system. Their lack of eyes and humanoid-like body shape relegate them to tasks of menial labor in the structure of beholder society. A lensman has a five-limbed starfish-shaped body with a large central eye set in the middle of the chest. A large, toothy maw is located just below the eye. Four of its five limbs end in prehensile, three-fingered claws. The fifth limb, located at the top of the body and above the eye, is a prehensile whip-like appendage. Its body is covered in short, coarse, bristly hair, tan in color.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A lensman wears a garb around its lower torso to hold its tools and weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Combat<\/span><\/h2> <\/td> <\/tr>

    Lensmen are semi-mindless drones and they generally attack with their weapons.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Eye Ray (Su):<\/b> A lensman\u0092s eye can produce a single magical ray once a round. The eye\u0092s effect resembles a spell cast by a 6th-level sorcerer but follows the rules for a ray (see Aiming a Spell, page 148 in the Player\u0092s Handbook<\/i>). All rays have a range of 50 feet and a save DC of 11.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A lensman\u0092s single eye ray is determined randomly for each lensman. Roll 1d6 on the table below.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    1.\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span><\/i>Emotion (Sp)<\/span><\/i>: As the 4th-level arcane spell. Will save negates.<\/span><\/p> <\/td> <\/tr>

    2.\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span><\/i>Heal (Sp)<\/span><\/i>: As the 6th-level divine spell.<\/span><\/p> <\/td> <\/tr>

    3.\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span><\/i>Dispel Magic (Sp)<\/span><\/i>: As the 3rd-level arcane spell.<\/span><\/p> <\/td> <\/tr>

    4.\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span><\/i>Tongues (Sp)<\/span><\/i>: As the 3rd-level arcane spell.<\/span><\/p> <\/td> <\/tr>

    5.\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/i>Silent Image (Sp)<\/span><\/i>: As the 1st-level arcane spell. Will save negates.<\/span><\/p> <\/td> <\/tr>

    6.\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/i>Protection from Good\/Evil\/Law\/Chaos (Sp)<\/span><\/i>: As 1st-level arcane spell, but the lensman can only use one version of the spell at a time. Will save negates.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Aberration","alignment":" Always neutral evil","environment":" Any land and underground"},{"name":"Beholder-Kin (Watcher)","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":5163,"reference":"Usergen","full_text":"

    BEHOLDER-KIN, Watcher<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Aberration<\/b><\/p> <\/td> <\/tr>

    Hit Dice<\/b>:<\/b> 3d8+3 (16 hp)<\/p> <\/td> <\/tr>

    Initiative<\/b>:<\/b> +0<\/p> <\/td> <\/tr>

    Speed<\/b>:<\/b> 5 ft, 40 ft fly (perfect)<\/p> <\/td> <\/tr>

    AC<\/b>:<\/b> 13 (-1 size, +4 natural)<\/p> <\/td> <\/tr>

    Attacks<\/b>:<\/b> Tentacle slap +1 melee, eye rays +1 ranged touch<\/p> <\/td> <\/tr>

    Damage<\/b>:<\/b> Tentacle slap 2d6<\/p> <\/td> <\/tr>

    Face\/Reach<\/b>:<\/b> 5 ft by 5 ft\/5 ft<\/p> <\/td> <\/tr>

    Special Attacks<\/b>:<\/b> Stun, eye rays<\/p> <\/td> <\/tr>

    Special Qualities<\/b>:<\/b> All-around vision, fly, darkvision 60 ft<\/p> <\/td> <\/tr>

    Saves<\/b>:<\/b> Fort +2, Ref +2, Will +2<\/p> <\/td> <\/tr>

    Abilities<\/b>:<\/b> Str 10, Dex 10, Con 12, Int 4, Wis 10, Cha 12<\/p> <\/td> <\/tr>

    Skills<\/b>:<\/b> Gather Information +7, Listen +2, Search +3, Spot +8<\/p> <\/td> <\/tr>

    Feats<\/b>:<\/b> Alertness<\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain<\/b>:<\/b> Any land and underground<\/p> <\/td> <\/tr>

    Organization<\/b>:<\/b> Solitary or gang (2\u00964)<\/p> <\/td> <\/tr>

    Challenge Rating<\/b>:<\/b> 3<\/p> <\/td> <\/tr>

    Treasure<\/b>:<\/b> None<\/p> <\/td> <\/tr>

    Alignment<\/b>:<\/b> Usually neutral<\/p> <\/td> <\/tr>

    Advancement<\/b>:<\/b> 4-9HD (Medium-size)<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    If the lensmen are the lowest caste of beholder-kin, then watchers are number two from the bottom. These creatures have been relegated the role of information gatherers and are the least brave of all the eye tyrant races.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Watchers are six-foot-wide orbs with three central eyes evenly spaced around the circumference of the sphere. These eyes are huge and have no eyelids. A large compound eye sits atop the crown. A ring of six, small eyespots ring the compound eye. A large tentacle with a barbed prehensile tip extends from the ventral surface, right behind the small mouth with its rasp-like tongue.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Watchers are not aggressive warriors; they prefer misdirection and flight to actual confrontation. If forced into combat, a watcher attacks with its tentacle and eye rays, all the while seeking to escape as soon as it can.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Stun (Ex):<\/span><\/b> A creature hit by a watcher\u0092s tentacle slap must succeed at a Fortitude save (DC 12) or be stunned for 1d6+2 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Eye Rays (Su):<\/span><\/b> Each of its main eyes has two powers. The compound eye has three powers available. Each eye can use one power, as a ray once per round, even while the watcher is attacking physically or moving at full speed. It can only attack with an eye ray that is facing its opponent. A watcher can tilt and pan its body each round to change which ray it can bring to bear in an arc.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each eye\u0092s effect resembles a spell cast by a 5th-level sorcerer but follows the rules for a ray (see Aiming a Spell, page 148 in the Player\u0092s Handbook<\/i>). All rays have a range of 50 feet and a save DC of 12.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 True Seeing: <\/i>This ray emanates from its first eye. It operates in the same way and with the same restrictions as the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Detect Thoughts: <\/span><\/i>This ray emanates from its first eye. The target must succeed in a will save or be affected as though by the spell. Creatures can resist the effect with a successful Will save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Major Image:<\/span><\/i> This ray emanates from its second eye. It operates in the same way and with the same restrictions as the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Greater Shadow Evocation: <\/span><\/i>This ray emanates from its second eye. It operates in the same way and with the same restrictions as the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telekinesis: <\/span><\/i>This ray emanates from the watcher\u0092s third eye. The watcher can move objects or creatures that weigh up to 125 pounds, as though with a telekinesis<\/i> spell. Creatures can resist the effect with a successful Will save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Teleport:<\/span><\/i> This ray emanates from the watcher\u0092s third eye. It operates in the same way and with the same restrictions as the spell of the same name. A watcher usually has a variety of favorite locations to which it can teleport itself and its foes, usually sending its foes into previously prepared holding cells or to the lair of a more powerful monster. Creatures can resist the effect with a successful Will save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Message:<\/span><\/i> This ray emanates from the compound eye. It operates in the same way and with the same restrictions as the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tongues:<\/span><\/i> This ray emanates from the compound eye. It operates in the same way and with the same restrictions as the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Suggestion: <\/span><\/i>This ray emanates from the compound eye and resembles the spell of the same name. Creatures can resist the effect with a successful Will save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 All-Around Vision (Ex): <\/span><\/b>Watchers are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can\u0092t be flanked.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Flight (Ex):<\/span><\/b> A watcher\u0092s body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. This buoyancy also grants it a permanent feather fall <\/i>effect with personal range.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Watcher first appeared in the Spelljammer MC (TSR, 1990).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"b>Alignment","environment":"Any"},{"name":"Beholder-Kin, Eye of the Deep","type":"Aberration","ch":8,"challenge_rating":" 08 \u00a0","id":5164,"reference":"Usergen","full_text":"

    BEHOLDER-KIN, Eye of the Deep<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Aberration<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 10d8+20 (65 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+4 (Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 5 ft, swim 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Eye rays +7 ranged touch, 2 claws +2 melee, bite +2 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 2d4, bite 1d6<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Eye rays, improved grab, tear<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> All-around vision, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +3, Will +8<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 10, Dex 10, Con 14, Int 12, Wis 13, Cha 13<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +6, Listen +14, Search +15, Spot +19<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Flyby Attack, Improved Initiative, Shot on the Run<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any aquatic<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, pair, or cluster (3-6)
    Challenge Rating:<\/b> 8<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 11-15 HD (Medium-size); 16-30 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    It is believed that this creature is a relative of the beholder, for there are remarkable similarities between the two species. The eye of the deep dwells only at great depths of the ocean, floating slowly about as it stalks its prey.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The eye of the deep is a 5-foot wide orb dominated by a central eye and a large toothy maw. Two large crab-like pincers and two eyes on stalks sprout from the orb.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    An eye of the deep attacks using its eye rays; then grasps an opponent with its pincer-like claws and subjects it to its bite attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Eye Rays (Su.):<\/b> Both of the creature\u0092s eyes, as well as the large central eye, can produce a magical ray once per round, even when the eye of the deep is attacking physically or moving at full speed. The creature can aim all of its eyes in any direction.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each eye\u0092s effect resembles a spell cast by a 12th-level sorcerer but follows the rules for a ray (see Aiming a Spell, page 148 in the Player\u0092s Handbook<\/i>). All rays have a range of 150 feet and a save DC of 17.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hold Person:<\/i>The target must succeed at a Will save or be affected as though by the spell. An eye of the deep will use this ray early in a fight so as to disable its opponents.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Hold Monster:<\/i> The target must succeed at a Will save or be affected as though by the spell. This is used in the same manner as the hold person<\/i> ray.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Minor Image:<\/i> By combining the rays from its eyestalks, the eye of the deep can replicate the minor image<\/i> spell.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Stun Cone (Su):<\/span><\/b> An eye of the deep\u0092s central eye can, once per round, produce a cone extending straight ahead from the creature\u0092s front. Creatures in the area must succeed at a Fortitude save or be stunned for 2d4 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/span><\/b> To use this ability, the eye of the deep must hit with a claw attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tear (Ex):<\/b> An eye of the deep automatically hits a held opponent with all its melee attacks each round it maintains the hold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 All-Around Vision (Ex):<\/b> Eyes of the deep are exceptionally alert and circumspect. Their eyes give them a +4 racial bonus to Spot and Search checks, and they can\u0092t be flanked.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Eye of the Deep first appeared in the 1e MM (Gary Gygax, 1977).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any aquatic"},{"name":"Beholder-kin, Searechter (Marine Spectator)","type":"Aberration","ch":6,"challenge_rating":" 06 \u00a0","id":5165,"reference":"Usergen","full_text":"

    Beholder-kin, Searechter (Marine Spectator) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Aberration \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+6\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 5 ft, fly 50 ft (clumsy), swim 100 ft<\/td> <\/tr>
    AC:<\/strong> 17 (+3 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Eye rays +4 ranged touch, bite -1 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Eye rays<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, spell turning, regeneration, SR 21<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 16, Con 12, Int 16, Wis 17, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Knowledge (Arcana) +6, Listen +6, Move Silently +7, Search +8, Sense Motive +8, Spot +7, Swim +5<\/td> <\/tr>
    Feats: <\/strong>Altertness, Flyby Attack, Improved Initiative, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or troupe (1 plus 1-6 sahuagin)<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium-Size), 13-18 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Searechters are a marine variety of the spectator, dwelling deep in the depths of the ocean. These creatures are also called sea spectators, or spectators of the sea. Rumors started by their land bound cousins suggest that they are dedicated to slaying eyes of the deep, but searechters are cautious and actually avoid eyes of the deep. As they are extremely rare and mostly unheard of, they are nearly always mistaken for eyes of the deep. Searechters keep slaves that they have charmed<\/i>, usually humanoids such as sahuagin.

    Searechters are similar in appearance to most types of beholders, and especially similar in appearance to an eye of the deep. They have three eyestalks on each side of the body, and have two fins on their backs that are similar to the wings of a monodrone modron. These beholder-kin are either dark blue or black in color.

    There is a thin, clear shell in front of each of the searechter's eyes that is equivalent to + 3 metal if removed and fashioned. This \"eye crystal\" can be made into small weapons such as dart tips and dagger blades or a transparent small shield. This material is difficult to cut and melt to fashion into weapons or defensive items, but can be done.

    Searechters usually lair in small sea caves, but they sometimes choose other locations. Sunken ships, large caverns, and ruins or abandoned lairs are sometimes used as lairs, but are not as suitable as caverns. Ruins or abandoned lairs could include a ruined storm giant palace, morkoth lair, triton stronghold, sea dragon lair, aboleth city, kraken lair, or many others. A very resourceful searechter may find itself in a labyrinth of vortexes leading to or from the Elemental Plane of Water in which case, there is a equal chance that water flows into it (creating a whirlpool) or that water rushes out of it, spilling an endless supply of water into the ocean.


    COMBAT<\/b>
    Searechters have six small eyes on the end of six eyestalks and one large central eye which functions as a spectator's does. Each of its small eyes has a spell-like ability, explained below. Each power can be used three times per day and functions as the spell cast by an 8th-level sorcerer.

    A successful hit upon one of the small eyes blinds that eye and ruins its power until it regenerates. Eyestalks take 5 hp damage before being severed, and the large eye takes 5 hp damage until it is destroyed.

    Eye Rays (Su)<\/b>: Each of the six small eyes can produce a magical ray once a round, even when the searechter is attacking physically or moving at full speed. The creature has three eyes on each side of its body, and it can aim its eyes in any direction unless the target is on the other side of the creature's body.

    Each eye's effect resembles a spell cast by an 8th-level sorcerer but follows the rules for a ray. All rays have a range of 100 feet and a save DC of 15.
    * Control Water<\/i>: as the spell.
    * Airbolt<\/i>: (see the description of the new spell below)
    * Charm Monster<\/i>: as the spell, affecting one creature per round. Will save negates.
    * Fear<\/i>: as the spell, lasting six rounds. Will save negates.
    * Water Breathing<\/i>: as the spell.
    * Hold Person<\/i>: as the spell. Will save negates.

    Spell Turning (Su)<\/b>: A searechter's central eye continuously produces a spell turning effect within a 150-foot-long cone extending straight ahead from the creature's front. It it otherwise exactly as spell turning cast by a 13th-level sorceror and can reflect one spell of any level per round. The searechter can choose when to use this ability each round.

    Regeneration (Ex)<\/b>: Eyestalks and the eyes on their ends regrow within one day, and the large eye takes two days to regenerate.

    Depth Adaption (Ex)<\/b>: A searechter is at home in ocean depths and only rarely voluntarily enters waters less than 15,000' in depth. For every 1,000' closer to the surface than 15,000', the searechter takes 1 hp damage per minute; above the surface of the water, it takes 2 hp damage per round as the searechter's internal gases expand and eventually cause it to explode. While a searechter is very agile underwater, the discomfort of being out of the water drops its Dexterity to 8.

    All-Around Vision (Ex)<\/b>: A searechter's many eyes give them a racial bonus of +4 to Spot and Search checks, and they can't be flanked. Once a searechter has acted during an encounter, its all-around vision negates any sneak attacks.

    Skills<\/b>: Because of the searechter's natural bouyancy and adaption to oceanic depths, it has a racial bonus of +4 to Swim checks.


    Airbolt
    Alteration (Air)
    Level<\/b>: Sor\/Wiz 3
    Components<\/b>: V
    Casting Time<\/b>: 1 action
    Range<\/b>: Close (25 ft + 5 ft\/2 levels)
    Target<\/b>: One creature or item
    Duration<\/b>: Instantaneous
    Saving Throw<\/b>: Reflex half
    Spell Resistance<\/b>: Yes

    Airbolt<\/i> creates a concentrated blast of air roughly 3 inches in diameter. This spell utilizes the oxygen around it and focuses it into a powerful, concentrated beam to be directed by the caster. This effect may be used as an offensive weapon or as a powerful version of the gust of wind<\/i> spell. This spell works underwater, where oxygen exists in a hydrogenated form, though it will not work in a vacuum or anywhere that oxygen is not present. This spell causes 1d6 hit points of concussive damage per level (or 2d6 per level underwater, where the magic has a better medium in which to concentrate the air). The spellcaster blows a puff of air as this spell is cast.

    The airbolt<\/i> is not as potent in the air due to diffusion, and the range is halved. A Reflex save allows a target creature to dodge a portion of the spell's blast. The bolt is guided by sight, so a blinded caster cannot cast this spell.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine 139, Nov 1988 (The Ecology of the Spectator, Dougal Demokopoliss).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually lawful neutral","environment":">Any aquatic"},{"name":"Being of the Ball","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":5166,"reference":"Usergen","full_text":"

    Being of the Ball <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+3 Dex, +9 natural), touch 13, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+12<\/td> <\/tr>
    Attack: <\/strong>Claw +12 melee (1d6+2 plus disease)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +12 melee (1d6+2 plus disease) and bite +10 melee (2d6+1 plus poison) and 2 talons +10 melee (1d6+1 plus disease)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Disease, poison, spell-like abilities, true seeing<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/cold iron or obsidian, darkvision 60 ft., immunity to electricity and poison, knowledgeable, object reading, plane shift, resistance to acid 10, cold 10, and fire 10, scrying, spell resistance 17, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +10, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 17, Con 21, Int 18, Wis 20, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Appraise +17, Bluff +16, Concentration +18, Diplomacy +7, Decipher Script +17, Disguise +3 (+5 acting), Gather Information +16, Intimidate +5, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Sense Motive +18, Spellcraft +19 (+21 scrolls), Spot +18, Survival +5 (+7 on other planes), Use Magic Device +16 (+20 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Eyes In The Back Of Your Head, Jack of All Trades, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Astral Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>No coins; triple goods (gems only); double items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-14 HD (Medium); 15-30 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This winged, man-shaped creature has a head and wings of a great owl. While its wings are covered in snowy-white feathers, its head and body are covered in smooth skin with the opalescent colours of mother-of-pearl. Its hands and feet sport raptor's talons. The head's only features are an owl-like beak and a huge pair of round eyes, which shine like bottomless pools of moonlit water.<\/i>\r

    A being of the ball is an extraplanar entity of unknown origins with great oracular powers. Most commonly encountered as a result of the question ball<\/i> spell (see below), these creatures can occasionally be found roaming the planes for reasons unknown.\r

    A being of the ball stands 5 to 6 feet tall and weighs 125 to 200 pounds. \r

    A being of the ball speaks Common, Abyssal, Celestial, Draconic, Infernal, and its own language.\r

    COMBAT\r

    A being of the ball enjoys feeding upon mortal flesh, and uses its sleep-inducing venom to further this end.\r

    Disease (Ex):<\/b> Demon fever\u00c2\u0097claw and talon, Fortitude DC 20, incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based.\r

    Knowledgeable (Ex):<\/b> A being of the ball makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, the being must assign more than 10 ranks to the skill as normal.\r

    Object Reading (Su):<\/b> A being of the ball may learn details of an inanimate object\u00c2\u0092s previous owner simply by studying it. This works exactly as the object reading<\/i> psionic power, except the reading lasts as long as the being of the ball continues to concentrate on it.\r

    Plane Shift (Sp):<\/b> A being of the ball can travel from the Astral Plane or Ethereal Plane to any plane that borders either and back again. This ability is similar to a plane shift<\/i> spell, except that the being of the ball can transport itself only and it chooses its destination with pinpoint accuracy.\r

    Poison (Ex):<\/b> Injury (bite), Fortitude DC 20, initial damage sleep for 1d6 hours, secondary damage none. The save DC is Constitution-based.\r

    Scrying (Su):<\/b> This ability is similar to a scry<\/i> spell (caster level 14th) except the scrying lasts as long as the being of the ball continues to concentrate on it. The being of the ball may use any detect<\/i> spell or the message<\/i> spell through the scrying sensor with no chance of failure.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097augury, detect thoughts, greater teleport<\/i> (self plus 50 pounds of objects only), mirror image, telekinesis<\/i> (DC 18); 3\/day\u00c2\u0097arcane sight<\/i>; 1\/day\u00c2\u0097contact other plane, heroism, legend lore<\/i>. Caster level 12th. The save DCs are Charisma-based.\r

    True Seeing (Su):<\/b> A being of the ball continuously uses true seeing<\/i> as the spell (caster level 14th).\r

    Skills:<\/b> A being of the ball has a +8 racial bonus on Listen and Spot checks.\r

    New Spell: Question Ball<\/b>\r

    Question Ball\r
    Conjuration (Calling)\r
    Level: Sor\/Wiz 6\r
    Components: V, S, M\r
    Casting Time: 10 minutes\r
    Range: Touch\r
    Duration: Concentration\r

    A question ball<\/i> spell conjures a magical sphere containing an extraplanar being which answers any questions put to it. The caster places a gem or piece of crystal atop a pile of sulphur and sets fire to it. While the flames consume the sulphur, the caster performs the verbal and somatic components of the spell, upon the completion of which the gem or crystal disappears in a sulphurous flash (no damage), leaving behind the \"question ball\", which resembles a shimmering sphere of crystal.\r

    The being inside the question ball is bound to answer the caster's questions as payment for the gemstone that disappeared. It will answer one question per caster level. The caster must concentrate on maintaining the spell (a standard action) in order to ask questions or receive to the being's answers.\r

    The being of the ball can answer questions about any object or creature except for divine beings, artifacts, and subjects concealed from divination by powerful magic such as the sequester or screen spells. The being of the ball may give answers ranging from a simple \"yes\" or \"no\" to multiple sentences, but no answer will be longer than a minute. These beings are deceitful. They have a 50% chance of answering accurately, the other 50% of the time the answer will be a well-crafted lie (a being of the ball has a +16 Bluff check). A being of the ball never answers \"I don't know\", it will always lie rather than admit ignorance.\r

    If the question ball<\/i> is broken, the being of the ball will appear and seek to kill its summoner and any other creature in its vicinity, if it wins the fight it will devour its summoner (or another victim if the summoner escaped its wrath) and then plane shifts<\/i> away with any valuables it has taken a fancy to. The ball can be broken by physical force (6 hp, hardness 2, break DC 20) or by having the psionic power baleful teleport<\/i> or the spells gate, greater shout, plane shift<\/i> or trap the soul<\/i> cast upon it (no saving throw).\r

    The question ball<\/i> will vanish once the caster ceases concentrating or has used up all their questions.\r

    Material Component:<\/i> A gem or piece of crystal worth at least 5,000 gold pieces.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #106<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Astral Plane"},{"name":"Belabra","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":5167,"reference":"Usergen","full_text":"

    BELABRA<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Aberration<\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d8+4 (22 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 5 ft, fly 20 ft (poor)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 18 (+2 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Shell +5 melee; or 12 tentacles +5 melee, bite +0 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Shell 2d4+2; tentacle 1d2+2, bite 2d4+1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Improved grab, puncture<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Blood spray<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +2, Ref +3, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 15, Con 13, Int 7, Wis 12, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +9, Move Silently +6, Search +2, Spot +9<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate forest<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 5-9 HD (Medium-size); 10-12 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Belabras are solitary creatures found in forested areas of the world. The belabra (also known as the \u0093tangler\u0094) appears as a large jellyfish-like creature with a hard shell \u0093cap\u0094, black or gray in color. Twelve tentacles extend from the underside of the \u0093cap.\u0094 Hidden among the tentacles is the creature\u0092s small beak. Four small eyestalks protrude from the top of the shell.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The belabra attacks by ramming its foes with its hard shell body or whipping at a foe with its tentacles. It will attempt to grab its prey in its tentacles and bite with its beak.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the belabra must an opponent of up to Medium-size with a tentacle attack. If it gets a hold, the belabra bites with its beak.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Puncture (Ex):<\/b> A grappled creature automatically takes 1d4+2 points of damage from the tentacle-barbs each time it attempts to break free and fails.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blood Spray (Ex):<\/b> A successful hit on a belabra with a slashing or piercing weapon requires the attacker, and all creatures within a 10-foot spread, to succeed at a Reflex save (DC 13) or be sprayed with the creature\u0092s gray-white blood. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 On a failed save, a creature is partially blinded and suffers sneezing fits for 1d6+2 rounds. An affected creature suffers a 25% miss chance in combat, loses its Dexterity bonus to AC, moves at half speed, and suffers a \u00962 penalty on most Strength- and Dexterity-based checks. A check that relies on vision has a 50% chance of failing.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Belabra first appeared in the MC Appendix 3 (TSR, 1989).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Temperate forest"},{"name":"Beljuril Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5168,"reference":"Usergen","full_text":"

    Beljuril Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Earth, Fire)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Warm mountains (volcanoes)<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old,ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 plus 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 4; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 24; great wyrm 26<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 7\u00c2\u00968 HD (Small); very young 10\u00c2\u009611 HD (Medium); young 13\u00c2\u009614 HD (Medium); juvenile 16\u00c2\u009617 HD (Large); young adult 19\u00c2\u009620 HD (Large); adult 22\u00c2\u009623 HD (Huge); mature adult 25\u00c2\u009626 HD (Huge); old 28\u00c2\u009629 HD (Huge); very old 31\u00c2\u009632 HD (Huge); ancient 34\u00c2\u009635 HD (Gargantuan); wyrm 37\u00c2\u009638 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling: +4, very young: +4, young: +5<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Beljuril Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>S<\/font><\/td>6d12+6\u00a0(45)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+6\/+3<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>2d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>M<\/font><\/td>9d12+18\u00a0(76)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>10<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+9\/+11<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td>4d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>12d12+24\u00a0(102)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+12\/+15<\/font><\/td>+15<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+9<\/font><\/td>6d6\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>15d12+45\u00a0(142)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+15\/+23<\/font><\/td>+18<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>8d6\u00a0(20)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>18d12+72\u00a0(189)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+18\/+28<\/font><\/td>+23<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+13<\/font><\/td>10d6\u00a0(23)<\/font><\/td>21<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>21d12+105\u00a0(241)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+21\/+37<\/font><\/td>+27<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+15<\/font><\/td>12d6\u00a0(25)<\/font><\/td>23<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>24d12+120\u00a0(276)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+24\/+40<\/font><\/td>+31<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+17<\/font><\/td>14d6\u00a0(27)<\/font><\/td>25<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>27d12+162\u00a0(337)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+27\/+45<\/font><\/td>+35<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+19<\/font><\/td>16d6\u00a0(29)<\/font><\/td>27<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>30d12+180\u00a0(375)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+30\/+49<\/font><\/td>+39<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+21<\/font><\/td>18d6\u00a0(31)<\/font><\/td>29<\/font><\/td><\/tr>
    Ancient<\/font><\/td>G<\/font><\/td>33d12+231\u00a0(445)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+33\/+57<\/font><\/td>+41<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+23<\/font><\/td>20d6\u00a0(33)<\/font><\/td>31<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>36d12+280\u00a0(507)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+36\/+61<\/font><\/td>+44<\/font><\/td>+27<\/font><\/td>+20<\/font><\/td>+24<\/font><\/td>22d6\u00a0(35)<\/font><\/td>33<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>39d12+312\u00a0(565)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>27<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+39\/+65<\/font><\/td>+49<\/font><\/td>+29<\/font><\/td>+22<\/font><\/td>+27<\/font><\/td>24d6\u00a0(37)<\/font><\/td>35<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Beljuril Dragon Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>40 ft., fly 100 ft. (average), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>16 (+1 size, +5 natural), touch 11, flat-footed 16<\/font><\/td>Immunity to fire, planar travel<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 100 ft. (average), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>18 (+8 natural), touch 10, flat-footed 18<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>21 (+11 natural), touch 10, flat-footed 21<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>23 (-1 size, +14 natural), touch 9, flat-footed 23<\/font><\/td>Seismic metabolism<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>26 (-1 size, +17 natural), touch 9, flat-footed 26<\/font><\/td>DR 5\/magic<\/font><\/td>3rd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00962 size, +20 natural), touch 8, flat-footed 28<\/font><\/td>Control flames<\/font><\/td>5th<\/font><\/td>21<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>31 (\u00c2\u00962 size, +23 natural), touch 8, flat-footed 31<\/font><\/td>DR 10\/magic<\/font><\/td>7th<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>34 (\u00c2\u00962 size, +26 natural), touch 8, flat-footed 34<\/font><\/td>Dissolving touch<\/font><\/td>9th<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00962 size, +29 natural), touch 8, flat-footed 37<\/font><\/td>DR 15\/magic<\/font><\/td>11th<\/font><\/td>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 200 ft. (clumsy), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00964 size, +32 natural), touch 7, flat-footed 38<\/font><\/td>Suspend life<\/font><\/td>13th<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>41 (\u00c2\u00964 size, +35 natural), touch 7, flat-footed 41<\/font><\/td>DR 20\/magic<\/font><\/td>15th<\/font><\/td>29<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 200 ft. (clumsy), burrow 20 ft., swim 10 ft.<\/font><\/td>+0<\/font><\/td>44 (\u00c2\u00964 size, +38 natural), touch 7, flat-footed 44<\/font><\/td>Matter manipulation<\/font><\/td>17th<\/font><\/td>31<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Beljuril dragons manifest powers as if psions with Psychokinesis as their primary discipline.\r

    This dragon is long and sleek, with a whiplike tail nearly as long as its body. Two jagged horns sweep backward and upward from its skull, somewhat resembling sickles in shape. Large frills sprout from each cheek. Its beaklike mouth drips molten lava which hisses as it strikes the ground. The smell of scorched earth accompanies its appearance.<\/i>\r

    Beljuril dragons are among the most ancient of dragonkind. Back when the world was new and volcanic activity frequently reshaped the land, these majestic dragons were quite plentiful. Nowadays, they are as rare as a volcanic eruption.\r

    Beljuril dragons live an isolated existence due to the extreme conditions of their domain. As such, beljuril dragons tend to be curious creatures, and rarely initiate aggressions when another creature wanders into their lair. \r

    A wyrmling beljuril dragon's scales are dark gray. As it ages, it sheds its scales and forms new ones, gaining intermittent black plates interspersed with bright red and yellow outlines. The scales of the oldest beljuril dragons are dark gray and violet, streaked with incandescent blue and green. The pupils of a beljuril dragon begin nearly black, like cooled magma, then grow more intense as it ages, eventually glowing white.\r

    Beljuril dragons make their lairs in seismically-active regions, such as lava lakes formed by volcanic eruptions. They lay their eggs deep within the earth. The eggs lie dormant until a new volcano erupts, at which time the eggs hatch.\r

    Beljuril dragons feed only on seismic energy, falling into a deep slumber when such energy becomes scarce, then reawakening with the next earthquake or volcanic eruption.\r

    Combat\r

    Beljuril dragons rarely initiate combat, for they are not carnivorous and generally are interested in the rare appearance of other creatures within their harsh environs. Should other creatures initiate aggressions, a beljuril dragon responds in kind, utilizing its breath weapon and explosive gem before entering melee.\r

    Breath Weapon (Su):<\/b> A beljuril dragon has one type of breath weapon, a cone of fire that persists for 3 rounds (dealing half damage on the second round and one-quarter damage on the third round).\r

    Explosive Gem (Ps):<\/b> Once per day, an adult or older beljuril dragon can spit a green, violet, or blue crystalline lozenge up to 75 feet away with pinpoint accuracy. This lozenge converts fire, light, or sonic energy into electricity (in a manner similar to energy conversion<\/i>, except that it is manifested as if it was a 3rd-level power). It disintegrates on impact, dealing 1d6 electricity damage per manifester level in a 20-foot burst (Reflex save for half damage), but 10% of the time it breaks apart into 1d6 fist-sized beljuril gems worth 5,000 gp base value. (Beljuril gems are described in Magic of Faer\u00c3\u00bbn<\/i>.)\r

    Planar Travel (Su):<\/b> Gem dragons have the innate ability to pass instantly between the Material Plane and the Inner Planes, where they often make their homes.\r

    Psi-Like Abilities:<\/b> 3\/day\u00c2\u0097control flames<\/i> (adult or older), dissolving touch<\/i> (old or older); 1\/day\u00c2\u0097matter manipulation<\/i> (great wyrm), suspend life<\/i> (ancient or older).\r

    Psionics:<\/b> A beljuril dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Psychokinesis as its primary discipline.\r

    Seismic Metabolism (Su):<\/b> Beljuril dragons derive sustenance from seismic energy, and they must stay in a seismically active environment to remain healthy. They don\u00c2\u0092t actually consume gems and minerals, but surround themselves with them by filtering the seismic energy need to survive through the crystalline structures of the stones. Beljuril dragons are surrounded by an effect similar to energy adaptation<\/i>, except that it extends to a range of 10 feet per age category of the dragon and it assimilates only effects from earthquake, stomp<\/i>, and other earth-based effects, as well as fire effects directly related to earth such as lava flows. Fire from other sources is not assimilated. Any earth- or fire-based effect that deals damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the dragon to exceed its full normal hit points, it gains any excess as temporary hit points. A beljuril dragon that does not convert energy into hit points equal to twice its age catergory per day suffers the effects of starvation (see Starvation And Thirst in the DMG).\r

    Feats:<\/b> At every third level, a beljuril dragon gains Expanded Knowledge as a bonus feat, but may only select powers from psychometabolism discipline. \r

    Skills:<\/b> Autohypnosis, Bluff, and Psicraft are considered class skills for beljuril dragons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #265<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Warm mountains (volcanoes)"},{"name":"Berbalang","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 03 \u00a0","id":5169,"reference":"Usergen","full_text":"

    BERBALANG<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Monstrous Humanoid<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d8+4 (22 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft, fly 40 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 14 (+2 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +4 melee, bite \u00961 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4, bite 1d6<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Astral jaunt, material projection, spell immunity, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +2, Ref +6, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 10, Dex 15, Con 13, Int 12, Wis 12, Cha 13<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +9, Listen +8, Move Silently +7, Search +5, Spot +8<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Dodge, Flyby Attack<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 5-12 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The berbalang is a dark and evil creature that spends most of its life in a comatose state while its spirit wanders the Astral plane. When it returns to the Material plane, it does so only to feed on the flesh of humans who dwell near its lair.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The berbalang is a gaunt biped, ranging in size from four to seven feet tall, with black, leathery skin. Its wide glowing eyes are watery and white in color. Two broad, bat-like wings sprout from the creature's back.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    When a berbalang or its material projection (see text below) is forced into combat it makes the most of its ability to fly. When it strikes, it rips at its opponents with its claws and attempts to bite with its needle-like teeth.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If a berbalang's material projection is hit, the projection immediately takes flight and attempts to flee, returning to the resting place of the material berbalang.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Astral Jaunt (Su):<\/b> The berbalang spends the majority of its life on the Astral plane. When on the Material plane, it can shift to the Astral plane as a full round action as astral projection<\/i> cast by a 7th-level sorcerer. This ability can be used at will by the berbalang.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Material Projection (Su):<\/b> The berbalang can, when its astral form returns to its body, create an exact duplicate of itself as a free action. This projection travels forth in search of food for the berbalang up to a distance of three miles from its physical body.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The material projection looks and acts as the true berbalang. If the projection is attacked it will flee at once, as quickly as possible, returning to the location of the real berbalang. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the projection is slain, the material berbalang must succeed at a Fortitude save (DC 15) or die as well. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the projection is wounded, the berbalang cannot produce another for a number of days equal to the total points of damage suffered.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When the projection returns to its master, it dissipates, and the material berbalang awakens from its trance.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell Immunity (Ex):<\/b> The material projection is immune to all mind-influencing spells and effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    BERBALANG ECOLOGY<\/span><\/h2> <\/td> <\/tr>

    The vast majority of its life is spent in a death-like trance that allows the monster's spirit to wander throughout the Astral plane. Here the berbalang stalks creatures weaker than itself and engages in complex courtship and mating rituals with other berbalang.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the material form of the berbalang is discovered or disturbed, the berbalang immediately attempts to return to its body and animate it. The return process takes 1d4 minutes for the astral form to find the material form. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the body is destroyed, the astral berbalang is slain as well. For this reason the creature takes great care to seclude and protect the resting place of its physical body.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Once per month, at the times of the full moon, the berbalang returns to the Material plane to send forth its material projection in search of food. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A berbalang that does not feed will eventually seek revenge upon those that interfered with it\u0092s feeding. Although there may be a lull while the body of the berbalang recovers from the shock of the attack on its projection, retribution is a certainty. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the projection was forced back to its body or destroyed before it could find prey to feed upon, it will send forth another material projection as soon as it is able, in order to satisfy its hunger (regardless of the phase of the moon) before seeking its revenge.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Berbalang first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Monstrous Humanoid","alignment":"Any","environment":"Any land"},{"name":"Berbalang","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 03 \u00a0","id":5170,"reference":"Usergen","full_text":"

    Berbalang <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+4\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares), fly 60 ft (good)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d4+1) and bite +0 melee (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>---<\/td> <\/tr>
    Special Qualities: <\/strong>Astral travel, darkvision 120 ft, material projection<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 13, Int 12, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Listen +7, Move Silently +6, Search +3, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Dodge, Flyby Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>5-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This biped has dark, dried skin and pale white eyes, and is carried by powerful wings like those of a demonic bat. Its clawed arms are folded across its chest as it leers at you menacingly. <\/i>\r

    The berbalang is a dark and evil creature that spends most of its life in a comatose state while its spirit wanders the Astral plane. When it returns to the Material plane, it does so only to feed on the flesh of humans who dwell near its lair.\r

    The berbalang is a gaunt biped with black, leathery skin. Its wide glowing eyes are watery and white in color. Two broad, bat-like wings sprout from the creature's back.\r

    The berbalang averages around 5 1\/2 feet tall and weighs around 100 pounds.\r

    COMBAT<\/b>\r
    A berbalang is usually only encountered in its true form when creatures stumble into its hiding place, and awaken it from its trance. If the material body of a berbalang traveling the Astral Plane is discovered or disturbed, the berbalang immediately attempts to return to its body and animate it. Because the berbalang wanders so far and wide, the return process takes 1d10 minutes for the astral form to find the material form. \r

    The berbalang is able to create a solid mental projection of itself; this duplicate travels forth in search of food for the berbalang. If the projection is harmed significantly it will attempt to flee at once, as its death may mean the death of the berbalang, and any damage to the projection slows down the feeding process. In case of such an emergency, the berbalang guides its projection back to the resting place as quickly as possible.\r

    A berbalang or its material projection forced into combat makes the most of its ability to fly. The berbalang\u00c2\u0092s powerful leathery wings enable it to fly even while carrying up to a Heavy load. A Medium load reduces its flying speed to 30 ft (poor), a Heavy load to 20 ft (clumsy). When the berbalang strikes, it rips at its opponents with its claws and attempts to bite with its needle-like teeth.\r

    Astral Travel (Su)<\/b>: The berbalang is able to shift from the Material plane to the Astral Plane at will, as a full round action. This ability works similarly to the astral projection<\/i> spell, with some significant differences. This ability does not enable the berbalang to bring any other creature to the Astral Plane, nor does it enable the berbalang to travel to any other plane through the Astral Plane. In order to return to the Material plane, the berbalang must return to the spot in the Astral Plane that it first entered through. If the berbalang\u00c2\u0092s helpless physical body is destroyed, its astral form is also slain.\r

    Material Projection (Su)<\/b>: When the berbalang is not on the Astral Plane, it can create an exact duplicate of itself as a free action. Remaining in its trance state, the berbalang manifests its spirit into a solid form on the Material plane. This projection can travel up to a distance of three miles from its physical body. This material projection looks and acts as the true berbalang, and is under the direct control of its creator. It fights in exactly the same manner as the berbalang itself, and has all of the berbalang\u00c2\u0092s abilities save that it is not able to enter the Astral Plane or create another projection of itself. It is immune to all mind-affecting effects (including charms, compulsions, phantasms, patterns, and morale effects).\r

    If the projection is slain, the material berbalang must succeed at a Will save (DC 15) or die as well. If the projection is wounded, the berbalang cannot produce another for a number of days equal to the total points of damage suffered. When the projection returns to its master, it dissipates, and the material berbalang awakens from its trance.\r


    BERBALANG SOCIETY<\/b>\r
    The highly unusual berbalang spends the vast majority of its life in a death-like trance that allows the monster's spirit to wander throughout the Astral Plane. Here the berbalang stalks creatures weaker than itself and engages in complex courtship and mating rituals with other berbalang. The Astral Plane is the only place where these creatures interact with each other, and they even build structures and form enclaves to talk, debate, and learn from one another.\r

    Because the astral berbalang is slain if its body dies, the creature takes great care to seclude and protect the resting place of its physical body. It will move its lair every three or four months, usually from one well-hidden cave to another. This prevents its food supply from depleting, and from arousing alarm in local populations. It moves this way in the middle of the night to avoid confrontation. This is the only time when the berbalang physically leaves its lair.\r

    Once per month, at the times of the full moon, the berbalang returns to the Material plane to send forth its material projection in search of food. Once the projection finds a slain human, or kills one, it flies off with the body. It can feast upon the body while it travels, leaving nothing but bones after one minute. As soon as the projection returns to the lair, the berbalang will awaken immediately, satisfied and refreshed.\r

    A berbalang that is prevented from feeding will eventually seek revenge upon those that interfered with its feeding. Although there may be a lull while the body of the berbalang recovers from the shock of the attack on its projection, retribution is a certainty. \r

    If the projection was forced back to its body or destroyed before it could find prey to feed upon, it will send forth another material projection as soon as it is able, in order to satisfy its hunger (regardless of the phase of the moon) before seeking its revenge.\r

    How the berbalang is able to derive sustenance through its feeding and reproduce with other berbalangs through its projections is a mystery to even the most learned sages. This leads some scholars to believe that the berbalangs are not normal physical creatures at all.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the first edition Fiend Folio (1981, Albie Fiore), and Monstrous Compendium MC3 \u00c2\u0096 Forgotten Realms (1989). It originally appeared in White Dwarf #11 (February\/March 1979).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Always chaotic evil","environment":"Any land and underground"},{"name":"Bereginya","type":"Undead","ch":1,"challenge_rating":" 1 \u00a0","id":5171,"reference":"Usergen","full_text":"

    Bereginya <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d12\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 Dex), touch 12, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4+1) and 2 claws +0 melee (1d3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Create spawn, enfeebling gaze, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., resistance to fire 5, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 14, Con \u00c2\u0097, Int 5, Wis 13, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Move Silently +6, Spot +3, Swim +9\r
    <\/td> <\/tr>
    Feats: <\/strong>Multiattack, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold or temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2-4), or pack (3-8 plus 0-1 greater bereginya)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid woman is pale and bloated, her skin slightly scaled. Her eyes burn with green fire.<\/i>\r

    Bereginya are aquatic undead who haunt bodies of freshwater. They prefer regions where the surface of water freezes in winter and are not found in tropical climates.\r

    Bereginya form packs led by a greater bereginya. Should the greater bereginya die, the lesser bereginya with the most hit points takes the role as leader. They all walk onto dry land and await a victim. The first humanoid to have the misfortune of coming across them is attacked. The carcass is then fed to the pack leader. After finishing her meal, the pack leader begins a strange ritual that transforms it into a greater bereginya. During this time, the other bereginya of the pack do not consume flesh.\r

    Although the origin of the bereginya is shrouded in mystery, the most popular theory is that some girl long ago insulted a god. This god caused the girl to fall into a river and drown. She was then cursed to return as an undead. The girl was horror-stricken and she applied the same punishment to anyone who saw her, thus passing the curse along. \r

    A bereginya is 5 to 6 feet tall and weighs 150 to 300 pounds.\r

    Bereginya speak any languages they knew in life (usually Common).\r

    COMBAT\r

    Bereginya hunt in packs, lying in ambush on shores until someone passes nearby, at which time they will attack. Lesser bereginya utilize their gaze attacks and follow up with their sharp nails and teeth. \r

    If a greater bereginya is present, she lures victims into the water, where the lesser bereginya surface behind the victim and attack. As their first attack, both variety of bereginya will attempt to overbear the closest victims and hold them underwater until they drown. If this fails, they will use their gaze attacks and engage in regular melee. \r

    Female humanoids drowned by the bereginya arise as others of their kind. The pack leader eats all males and those females who are not subject to becoming spawn.\r

    Create Spawn (Su):<\/b> Any humanoid female who dies by drowning due to the actions of a bereginya becomes a bereginya in 1d4 rounds. Spawn are under the command of the bereginya that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.\r

    Enfeebling Gaze (Su):<\/b> Once per day, a bereginya can weaken a single opponent just by looking onto his or her eyes. This is similar to a gaze attack, except that the bereginya must use a standard action, and those merely looking at it are not affected. Whoever the bereginya targets must succeed on a DC 12 Fort save or instantly take a penalty to Strength as though they had been struck by a ray of enfeeblement<\/i> spell (caster level equals bereginya's HD; a typical bereginya's enfeebling gaze is CL 3rd and imposes a 1d6+1 Str penalty for 3 minutes). The ability has a range of 30 feet. The save DC is Charisma-based.\r

    Improved Grab (Ex):<\/b> To use this ability, a bereginya must hit a creature of its size or smaller with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.\r

    Skills:<\/b> A bereginya 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.\r

    Bereginya, Greater<\/b>\r
    Medium Undead (Aquatic)\r
    Hit Dice: 5d12 (32 hp)\r
    Initiative: +3\r
    Speed: 20 ft. (4 squares), swim 30 ft.\r
    Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12\r
    Base Attack\/Grapple: +2\/+4\r
    Attack: Bite +4 melee (1d4+2)\r
    Full Attack: Bite +4 melee (1d4+2) and 2 claws +2 melee (1d3+1)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Biting gaze, create spawn, improved grab\r
    Special Qualities: Darkvision 60 ft., living disguise, resistance to fire 5, +2 turn resistance, undead traits\r
    Saves: Fort +1, Ref +4, Will +5\r
    Abilities: Str 15, Dex 16, Con \u00c2\u0097, Int 10, Wis 13, Cha 15\r
    Skills: Disguise +2*, Hide +13, Listen +9, Move Silently +13, Spot +9, Swim +10\r
    Feats: Multiattack, Stealthy\r
    Environment: Cold or temperate aquatic\r
    Organization: Solitary or pack (1 plus 3-8 bereginya)\r
    Challenge Rating: 3\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: 6-10 HD (Medium) \r
    Level Adjustment: \u00c2\u0097\r

    Biting Gaze (Su):<\/b> Three times per day, a greater bereginya can strike a single opponent with waves of evil power just by looking onto his or her eyes. This is similar to a gaze attack with a range of 30 feet, except that the bereginya must use a standard action, and those merely looking at it are not affected. Whoever the bereginya targets must succeed on a DC 14 Fort save or be affected: an opponent with 4 or fewer hit dice is panicked and sickened for an hour, as well as nauseated for 1d6 rounds; an opponent with 5 to 9 hit dice is panicked and sickened for an hour; and an opponent with 10 or more HD is sickened for an hour. The save DC is Charisma-based. \r

    Living Disguise (Su):<\/b> A greater bereginya is under a permanent illusion (glamer) effect which makes it appear to be a living creature. A Spot check which beats the greater bereginya's Disguise check (the greater bereginya gets a +10 bonus on this check) will reveal it to be some kind of unnatural monster, but not what kind; it requires an additional DC 14 Knowledge (religion) check to reveal it is an undead creature. A creature that touches the greater bereginya may also make a DC 14 Will save to recognize it is undead. This does not dispel the illusion nor reveal its true appearance. Only a true seeing<\/i> effect or entry into an antimagic field<\/i> can reveal the greater bereginya's true appearance. The detect undead<\/i> spell will also reveal the greater bereginya's true nature, but not its true appearance. Creatures with the scent special quality receives a +10 bonus on the above checks to penetrate the greater bereginya's living disguise. The check and save DCs are Charisma-based.\r

    Note:<\/b> Originally appeared as \"rusalka\" in Polyhedron Gencon Special Edition. Renamed to avoid confusion with existing creature of the same name.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Polyhedron Gencon Special Edition<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Cold or temperate aquatic"},{"name":"Bestiary Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5172,"reference":"Usergen","full_text":"

    Bestiary Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Fire)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Warm forests and swamps<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 and 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 5\u00c2\u00966 HD; very young 8\u00c2\u00969 HD; young 11\u00c2\u009612 HD; juvenile 14\u00c2\u009615 HD; young adult 17\u00c2\u009618 HD; adult 20\u00c2\u009621 HD; mature adult 23\u00c2\u009624 HD; old 26\u00c2\u009627 HD; very old 29\u00c2\u009630 HD; ancient 32\u00c2\u009633 HD; wyrm 35\u00c2\u009636 HD; great wyrm 38+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +3; very young +3; young +3; juvenile +4; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Bestiary Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>4d12+4\u00a0(30)<\/font><\/td>10<\/font><\/td>17<\/font><\/td>13<\/font><\/td>7<\/font><\/td>12<\/font><\/td>6<\/font><\/td>+4\/-4<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+5<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>7d12+7\u00a0(52)<\/font><\/td>12<\/font><\/td>17<\/font><\/td>13<\/font><\/td>7<\/font><\/td>12<\/font><\/td>6<\/font><\/td>+7\/+4<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+6<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>10d12+20\u00a0(85)<\/font><\/td>14<\/font><\/td>17<\/font><\/td>15<\/font><\/td>9<\/font><\/td>12<\/font><\/td>6<\/font><\/td>+10\/+12<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+8<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>13d12+26\u00a0(110)<\/font><\/td>16<\/font><\/td>17<\/font><\/td>15<\/font><\/td>9<\/font><\/td>12<\/font><\/td>8<\/font><\/td>+13\/+16<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+9<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>16d12+48\u00a0(152)<\/font><\/td>18<\/font><\/td>17<\/font><\/td>17<\/font><\/td>11<\/font><\/td>12<\/font><\/td>10<\/font><\/td>+16\/+24<\/font><\/td>+19<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+12<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>17<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>19d12+76\u00a0(199)<\/font><\/td>22<\/font><\/td>17<\/font><\/td>19<\/font><\/td>10<\/font><\/td>12<\/font><\/td>12<\/font><\/td>+19\/+29<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+13<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>22d12+110\u00a0(253)<\/font><\/td>26<\/font><\/td>15<\/font><\/td>21<\/font><\/td>13<\/font><\/td>15<\/font><\/td>12<\/font><\/td>+22\/+38<\/font><\/td>+28<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+15<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>21<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>25d12+125\u00a0(287)<\/font><\/td>28<\/font><\/td>15<\/font><\/td>21<\/font><\/td>13<\/font><\/td>15<\/font><\/td>12<\/font><\/td>+25\/+42<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+16<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>22<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>28d12+168\u00a0(350)<\/font><\/td>30<\/font><\/td>15<\/font><\/td>23<\/font><\/td>15<\/font><\/td>17<\/font><\/td>14<\/font><\/td>+28\/+46<\/font><\/td>+36<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+19<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>31d12+186\u00a0(387)<\/font><\/td>32<\/font><\/td>15<\/font><\/td>23<\/font><\/td>15<\/font><\/td>17<\/font><\/td>14<\/font><\/td>+31\/+50<\/font><\/td>+40<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+20<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>26<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>34d12+238\u00a0(459)<\/font><\/td>34<\/font><\/td>15<\/font><\/td>25<\/font><\/td>17<\/font><\/td>19<\/font><\/td>16<\/font><\/td>+34\/+58<\/font><\/td>+42<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+23<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>29<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>37d12+296\u00a0(536)<\/font><\/td>36<\/font><\/td>15<\/font><\/td>27<\/font><\/td>19<\/font><\/td>21<\/font><\/td>18<\/font><\/td>+37\/+62<\/font><\/td>+46<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+25<\/font><\/td>\u00c2\u0097\u00a0(\u00c2\u0097)<\/font><\/td>31<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Bestiary Dragon Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>60 ft., fly 100 ft. (average), climb 30 ft.<\/font><\/td>+3<\/font><\/td>18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15<\/font><\/td>Constrict, heat aura, improved grab, swallow whole<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>60 ft., fly 100 ft. (average), climb 30 ft.<\/font><\/td>+3<\/font><\/td>20 (+1 size, +3 Dex, +6 natural), touch 14, flat-footed 17<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>60 ft., fly 150 ft. (poor), climb 30 ft.<\/font><\/td>+3<\/font><\/td>22 (+3 Dex, +9 natural), touch 13, flat-footed 19<\/font><\/td>Thermal riding<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>60 ft., fly 150 ft. (poor), climb 30 ft.<\/font><\/td>+3<\/font><\/td>25 (+3 Dex, +12 natural), touch 13, flat-footed 22<\/font><\/td>Hover<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>60 ft., fly 150 ft. (poor), climb 30 ft.<\/font><\/td>+3<\/font><\/td>27 (\u00c2\u00961 size, +3 Dex, +15 natural), touch 12, flat-footed 24<\/font><\/td>DR 5\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>16<\/font><\/td><\/tr>
    Adult<\/font><\/td>60 ft., fly 150 ft. (poor), climb 30 ft.<\/font><\/td>+3<\/font><\/td>30 (\u00c2\u00961 size, +3 Dex, +18 natural), touch 12, flat-footed 27<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>18<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>60 ft., fly 150 ft. (poor), climb 30 ft.<\/font><\/td>+2<\/font><\/td>31 (\u00c2\u00962 size, +2 Dex, +21 natural), touch 10, flat-footed 29<\/font><\/td>DR 10\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>20<\/font><\/td><\/tr>
    Old<\/font><\/td>60 ft., fly 150 ft. (poor), climb 30 ft.<\/font><\/td>+2<\/font><\/td>34 (\u00c2\u00962 size, +2 Dex, +24 natural), touch 10, flat-footed 32<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>21<\/font><\/td><\/tr>
    Very Old<\/font><\/td>60 ft., fly 150 ft. (poor), climb 30 ft.<\/font><\/td>+2<\/font><\/td>35 (\u00c2\u00962 size, +2 Dex, +27 natural), touch 10, flat-footed 33<\/font><\/td>DR 15\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>23<\/font><\/td><\/tr>
    Ancient<\/font><\/td>60 ft., fly 150 ft. (poor), climb 30 ft.<\/font><\/td>+2<\/font><\/td>40 (\u00c2\u00962 size, +2 Dex, +30 natural), touch 10, flat-footed 38<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>24<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>60 ft., fly 200 ft. (clumsy), climb 30 ft.<\/font><\/td>+2<\/font><\/td>41 (\u00c2\u00964 size, +2 Dex, +33 natural), touch 8, flat-footed 39<\/font><\/td>DR 20\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>25<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>60 ft., fly 200 ft. (clumsy), climb 30 ft.<\/font><\/td>+2<\/font><\/td>44 (\u00c2\u00964 size, +2 Dex, +36 natural), touch 8, flat-footed 42<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>27<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    This dragon resembles a winged serpent, with a long, muscular tail, a small mouth, and a prominent crest. The air around it shimmers with heat.<\/i>\r

    Bestiary dragons are primitive, brutish dragons. They lack a breath weapon and magical attacks, but are clearly draconic in their long lifespans, durable hides, and melee prowess.\r

    Bestiary dragons are fully carnivorous, and are generally the alpha predators within their territories. Elephants are the preferred prey of bestiary dragons, so these dragons often lurk near elephants trails or watering holes.\r

    Combat\r

    A bestiary dragon hunts like a python, lying in wait amid trees large enough to hold it or conceal it, then striking quickly from ambush and attempting to constrict its prey. \r

    Because a bestiary dragon has a relatively small, weak bite, its bite attacks are treated as if it were one size category smaller. Unlike most true dragons, a bestiary dragon gains a tail slap attack at Tiny size. Its powerful tail attack deals greater damage than normal. Use the bite attack damage for a dragon of its size to determine tail slap damage. A bestiary dragon gains tail sweep, wing buffet, and crush attacks as normal for a dragon of its size.\r

    Constrict (Ex):<\/b> A bestiary dragon of Medium size or larger deals damage with a successful grapple check. The amount of damage dealt depends upon the creature's size, as indicated on the following chart. The bestiary dragon adds 1-1\/2 times its Strength bonus on damage rolls made to constrict.\r

    Size - Constrict Damage \r
    Tiny - 1d4\r
    Small - 1d6\r
    Medium - 1d8 \r
    Large - 2d8 \r
    Huge - 3d8 \r
    Gargantuan - 4d8 \r
    Colossal - 6d8\r

    Heat Aura (Su):<\/b> A flying bestiary dragon continuously generates blasts of superheated air that burns all creatures and objects in its vicinity. The flying heat aura deals 1d8 points of fire damage x the dragon's age category. The following table indicates the radius based on the dragon's size.\r

    Tiny - 5 ft. radius\r
    Small - 10 ft. radius\r
    Medium - 15 ft. radius\r
    Large - 20 ft. radius\r
    Huge - 30 ft. radius\r
    Gargantuan - 40 ft. radius\r
    Colossal - 50 ft. radius\r

    Improved Grab (Ex):<\/b> To use this ability, a bestiary dragon must hit with its bite or tail slap attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins a grapple check, it establishes a hold. If it gets a hold with its bite, it can attempt to swallow the foe the following round. If it gets a hold with its tail slap it can constrict.\r

    Thermal Riding (Ex):<\/b> A bestiary dragon can direct the blasts of superheated air from its flying inferno power to fly at twice its normal speed when taking a charge or run action.\r

    Swallow Whole (Ex):<\/b> A bestiary dragon can attempt to swallow an opponent at least two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes bite damage plus 1d8 points of acid damage every round from the creature's digestive tract. A swallowed creature can attempt to cut its way out by using a light slashing or piercing weapon to deal 3 points of damage per age category of the bestiary dragon to its digestive tract (AC 10 plus half its natural armor bonus). Once the creature exits, muscular action closes the hole; other swallowed opponents must cut their own ways out.\r

    A bestiary dragon's digestive tract can hold up to one opponent of two size categories smaller than itself, and four times as many of each size category below that. For example, a Huge bestiary dragon's digestive tract can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.\r

    Skills:<\/b> Climb, Hide, and Move Silently are considered class skills for bestiary dragons. A bestiary dragon has a +8 racial bonus on Jump checks. *A bestiary dragon has a +8 racial bonus on Hide checks made in forest environments.\r

    Feats:<\/b> A juvenile or older bestiary dragon gains Hover as a bonus feat.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #199<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Usually neutral evil","environment":"Warm forests and swamps"},{"name":"Betta, Giant","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5173,"reference":"Usergen","full_text":"

    Betta, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d8+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d8+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rage<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, water dependent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 10, Con 12, Int 1, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or school (1 male plus 1-8 females)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-5 HD (Medium); 6-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This brightly-colored fish is the size of a human.<\/i>\r

    Giant bettas inhabit fresh, tropical waters not over 100 feet deep. They have to come to the surface and gulp air to breathe. \r

    When a male betta is ready to breed, it creates a \"bubble nest\", an underwater air pocket at least one cubic foot in volume, set under an overhanging rock, a collection of interlocked branches, or other suitable object. The male betta inhales a large quantity of air at the surface, swims down to the nesting site, and exhales, forming the air pocket. Any leaks are stoppered by scooping mud onto the leaking spot. The male might also collect a few small shiny objects to enhance the attractiveness of its nest.\r

    After mating, the female lays eggs in the bubble nest. The male then chases her away before she has a chance to eat the eggs. The male will guard the nest for two days, after which time the eggs hatch. After a short period of time, the male betta will eat whatever young remain in the area; the rest must scatter and hide. Young males soon start attacking each other and separate to go their own ways. \r

    A giant betta averages 5 to 6 feet in length and weighs about 200 pounds. Males are brightly colored, coming in red, blue, and green versions; females are always a drab green. Males have longer fins than females.\r

    COMBAT\r

    Male giant bettas are extremely hostile toward other males of their kind. This hostility is so stronge that a male betta will even attack its own reflection or other brightly colored objects they see in the water.\r

    Rage (Ex):<\/b> A male betta will fly into a fury if it sees another male, gaining +4 Strength, +4 Constitution, and -2 AC. It even rages at the sight of its own reflection, meaning it will berserkly attack creatures wearing highly-polished armour. The fish cannot end its rage voluntarily, fighting to the death as long as it can see its rival.\r

    When raging, a male betta's statistics change as follows:\r

    Hit Dice: 3d8+9 (22 hp)\r
    Armor Class: 10 (+2 natural, -2 rage penalty), touch 8, flat-footed 10\r
    Base Attack\/Grapple: +2\/+5\r
    Attack: Bite +5 melee (1d8+4)\r
    Full Attack: Bite +5 melee (1d8+4)\r
    Abilities: Str 17, Dex 10, Con 16, Int 1, Wis 11, Cha 10\r
    Saves: Fort +6, Ref +3, Will +0\r
    Skills: Listen +5, Spot +5, Swim +11\r

    Water Dependent (Ex):<\/b> Betta can breathe air as well as water, so can live in oxygen-less water by gulping down air from the surface. They can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules). \r

    Skills:<\/b> A giant betta 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. \r

    Female Giant Bettas<\/b>\r
    Female bettas are much less aggressive, attacking only out of hunger or in self defense. Females do not possess the males' rage ability and have the Toughness feat instead of Power Attack. The statblock changes as follows:\r

    Hit Dice: 3d8+6 (19 hp)\r
    Special Attacks: \u00c2\u0097\r
    Feats: Alertness, Toughness<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #94<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm aquatic"},{"name":"Bhaergala","type":"Magical Beast","ch":4,"challenge_rating":" 04 \u00a0","id":5174,"reference":"Usergen","full_text":"

    Bhaergala <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+16\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 19 (+5 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +9 melee, bite +4 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d6+5, bite 1d8+2<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Pounce<\/td> <\/tr>
    Special Qualities: <\/strong>Regeneration, poison resistance 20, spell turning<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +11, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 21, Con 19, Int 10, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Climb +6, Hide +7, Listen +5, Move Silently +7, Jump +7, Perform (melody, mimic) +5, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Lightning Reflexes<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm forest<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Large), 9-12 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The bhaergala is a large, intelligent predator that stalks jungles and woodlands. This monster preys on human, elf, and fey alike. The beast's fur gives off an unmistakable yet faint odor, reminiscent of the scent of baking bread. The bhaergala hides in dense underbrush, and then moves on its prey from downwind to prevent its scent from giving it away. Bhaergalas make their lairs in desolate hidden caves, where they store a collection of musical instruments and noisemakers.

    The bhaergala, or \"gunniwolf,\" is an odd-looking creature, appearing something like a cross between wolf and lion. This creature has amazing vocal capabilities, and can mimic speech and songs with great skill. It often uses this skill to ambush unsuspecting travelers. Bhaergalas are known for their love of song and music, and can be lulled to sleep by a talented musician. Bhaergalas speak Common and occasionally learn other languages.

    COMBAT<\/b>
    Bhaergalas usually attack by pouncing on unsuspecting victims from a great height. In melee, it attacks with its front claws and powerful jaws. The bhaergala is ferocious and enjoys tearing apart its victims as it fights.

    Pounce (Ex)<\/b>: The bhaergala can fall onto opponents from a great height, attacking with both claws. The creature can attack only with its claws in the first round, doing maximum damage if they hit. The bhaergala can drop from as high as 60 feet without sustaining damage, due to its superior agility, but takes 1d6 points of damage for every ten feet above 60.

    Regeneration (Ex)<\/b>: The bhaergala heals 2 points of damage per day (instead of 1) due to its great constitution.

    Spell Turning (Su)<\/b>: The bhaergala has a limited form of spell turning<\/i> that it can use up to four times per day. This ability works on only one specific spell or spell-like ability, and requires the bhaergala to focus its attention and take no other actions for that whole round.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in DRAGON #94 (February 1985, \"Creature Catalog II\", Ed Greenwood), and FR MC3 (1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Temperate and warm forest"},{"name":"Bi-Nou","type":"Aberration","ch":4,"challenge_rating":" 4 \u00a0","id":5175,"reference":"Usergen","full_text":"

    Bi-Nou <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Aberration \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+2 Dex, +7 natural), touch 12, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d8+2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d8+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict, dig, improved grab, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, blindsight 120 ft., deaf, immunity to mind-affection spells and abilities, spell resistance 9, spell vulnerabilities, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +3, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 15, Con 17, Int 12, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Hide +10*, Move Silently +10\r
    <\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Weapon Focus (claw)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or clan (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>50% coins; standard goods (gems and metallic goods only); standard items (crystalline and metallic only)<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium); 11-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appeared to be a stalagmite is actually a creature with two short, jagged arms ending in spiky claws.<\/i>\r

    Bi-nou are carnivorous underdark predators that resemble stalagmites. Their origins are unknown, though some sages speculate they are rocks given life or dark experiments of the drow. As far as scholars can tell, they bear no relation to ropers other than in their appearance and choice of habitats. \r

    Bi-nou gather in clans formed of small family groups ruled by the largest bi-nou present. The leader selects the cavern for their lair, assigns egg-warming duties, and punishes those who fail to guard the eggs. Bi-nou encountered individually are usually rogue young or outcast adults.\r

    Bi-nou eggs are hard and facted like gems, and are greatly prized by dwarves and duergar. The eggs vary in size and color, the younger eggs being smaller but of brighter hue, while the older eggs are larger but lose much of their sheen. Each bi-nou clan will generally have 2d4 eggs present, each worth 100 to 1,000 gp. The remainder of the bi-nou's treasure consists of metallic remnants of previous kills. The bi-nou occasionally use stone shape to craft pedestals upon which to display these trophies, hoping to lure greedy humanoids to their doom. Organic material is absorbed by the bi-nou along with the flesh and blood of their victims. \r

    Bi-nou hate all warm-blooded creatures, particularly humanoids, who covet their gemlike eggs. Dwarves and duergar are their greatest foes, for the dwarves and their dark kin hunt them not only for their eggs, but also for their bodies, which make decent building materials. They have been known to ally with drow on occasion, but only if the dark evles outnumber them signifcantly. Bi-nou may work as sentires or even guards for the drow.\r

    Common bi-nou range from five to seven feet tall and weigh from 600 to 1,000 pounds. Their rocky skin varies in color from off-white to dark gray, and they prefer to live in underground chambers where the natural rock color mimicks their own.\r

    Bi-nou speak telepathically.\r

    COMBAT\r

    Bi-nou stand immobile among stalagmites and rocky outcroppings, blending in while they lie in ambush. When prey approaches within range of their blindsight, bi-nou often first employ their spell-like abilities to slow their adversaries or make escape difficult or impossible. Bi-nou then lash out with their jagged limbs, then squeezing with great force.\r

    When multiple bi-nou are present, they each operate independently, making a contest of seeing which can gain the most kills.\r

    Blind (Ex):<\/b> A bi-nou is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Constrict (Ex):<\/b> A bi-nou deals 1d8+2 points of damage with a successful grapple check.\r

    Deaf (Ex):<\/b> A bi-nou is completely incapable of perceiving sound, and is thus immune to language-dependent effects and sonic effects dependent on hearing. The creature has adapted to this limitation and thus suffers no penalty on initiative checks because of its deafness.\r

    Dig (Su):<\/b> Once per day, a bi-nou can supernaturally dig through the earth. This functions as a move earth<\/i> spell, with the following differences. Each round that the bi-nou maintains concentration, it can move a 10-foot cube of earth, and it may maintain concentration for as many rounds as its Hit Dice. Unlike the move earth<\/i> spell, the bi-nou's dig<\/i> ability may form tunnels. Caster level 10th. This is the equivalent of an 3rd-level spell. \r

    Improved Grab (Ex):<\/b> To use this ability, a bi-nou must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097slow<\/i> (DC 14), stone shape, wall of stone<\/i>. Caster level 10th. The save DCs are Charisma-based.\r

    Spell Vulnerabilities (Ex):<\/b> Certain spells and effects function differently against a bi-nou, as noted below.\r

    A passwall<\/i> spell stuns a bi-nou for 1d4 rounds.\r

    A transmute rock to mud<\/i> spell slays a bi-nou instantly.\r

    A stone shape<\/i> spell fully heals a bi-nou.\r

    Skills:<\/b> *Bin-nou have a +4 racial bonus on Hide checks when in rocky, underground environments. This bonus on Hide checks increases to +8 when the bi-nou is immobile.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Ruins of Undermountain II: The Deep Levels<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually chaotic evil","environment":"Underground"},{"name":"Bi-Nou, Rocklord","type":"Aberration","ch":8,"challenge_rating":" 8 \u00a0","id":5176,"reference":"Usergen","full_text":"

    Bi-Nou, Rocklord <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+19<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (3d6+8)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (3d6+8)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft. (15 ft. w\/claws)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, blindsight 120 ft., deaf, earth glide, immunity to mind-affecting spells and abilities, rockform, scent, spell resistance 13 spell vulnerabilities\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +4, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 13, Con 21, Int 3, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Hide +2*, Move Silently +6, Survival +5*\r
    <\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Great Fortitude, Reckless Offense, Track (B), Weapon Focus (claw)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>50% coins; standard goods (gems and metallic goods only); standard items (crystalline and metallic only)<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>8-10 HD (Medium); 11-21 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appeared to be a fallen stalagmite is actually a wormlike creature with two short, jagged arms ending in spiky claws.<\/i>\r

    Bi-nou are carnivorous underdark predators that resemble stalagmites. Their origins are unknown, though some sages speculate they are rocks given life or dark experiments of the drow. As far as scholars can tell, they bear no relation to ropers other than in their appearance and choice of habitats. \r

    Rocklords are close relatives of the bi-nou and rocklords, although their savage intellect is almost animalistic. \r

    Unlike other bi-nou, rocklords do not lay eggs. This does not prevent predation by dwarves and duergar, though, as their craggy hides make excellent building materials, and can be crafted into potent bludgeoning weapons. \r

    Rocklords range from eight to fifteen feet long and weigh around 5,000 pounds on average. Their rocky skin varies in color from off-white to dark gray.\r

    Rocklords cannot communicate telepathically like other bi-nou. Instead, they release a series of pheromes to converse with others of their kind. However, rocklords rarely associate with their kin.\r

    COMBAT\r

    Rocklords are savage stalkers, using earth glide to rapidly approach prey. If heavily damaged, a rocklord assumes statue form until its foes tire of attacking it ineffectually.\r

    Blind (Ex):<\/b> A rocklord is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Constrict (Ex):<\/b> A rocklord deals 3d6+8 points of damage with a successful grapple check.\r

    Deaf (Ex):<\/b> A rocklord is completely incapable of perceiving sound, and is thus immune to language-dependent effects and sonic effects dependent on hearing. The creature has adapted to this limitation and thus suffers no penalty on initiative checks because of its deafness.\r

    Earth Glide (Ex):<\/b> A rocklord can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth<\/i> spell cast on an area containing a burrowing rocklord flings the rocklord back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.\r

    Improved Grab (Ex):<\/b> To use this ability, a rocklord must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    Rockform (Su):<\/b> As a move action, a rocklord may transform itself into solid rock. In rockform, the rocklord gains hardness 8. It retains its own hit points. The rocklord can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the rock-hard substance of the rocklord's body. Chipping is equal to a mere scratch, but breaking off one of the statuelike form\u00c2\u0092s arms constitutes serious damage. While in rockform, an observer must succeed on a DC 20 Spot check to notice the rocklord is really alive. The rocklord can return to its normal state as a standard action.\r

    Spell Vulnerabilities (Ex):<\/b> Certain spells and effects function differently against a rocklord, as noted below.\r

    A passwall<\/i> spell stuns a rocklord for 1d4 rounds.\r

    A transmute rock to mud<\/i> spell slays a rocklord instantly.\r

    A stone shape<\/i> spell fully heals a rocklord.\r

    Skills:<\/b> *Rocklords have a +4 racial bonus on Hide checks when in rocky, underground environments. This bonus on Hide checks increases to +8 when the rocklord is immobile. *Rocklords have a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Ruins of Undermountain II: The Deep Levels<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually chaotic evil","environment":"Underground"},{"name":"Bi-Nou, Rockworm","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":5177,"reference":"Usergen","full_text":"

    Bi-Nou, Rockworm <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Aberration \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+21\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+2 Dex, +10 natural), touch 12, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+9<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d12+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d12+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict, dig, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, blindsight 120 ft., deaf, dig, immunity to mind-affection spells and abilities, scent, spell resistance 10, spell vulnerabilities, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 15, Con 17, Int 6, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Climb +6, Hide +2*, Move Silently +5, Survival +7*<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Reckless Offense, Track (B), Weapon Focus (claw)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>50% coins; standard goods (gems and metallic goods only); standard items (crystalline and metallic only)<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>8-10 HD (Medium); 11-21 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appeared to be a fallen stalagmite is actually a wormlike creature with two short, jagged arms ending in spiky claws.<\/i>\r

    Bi-nou are carnivorous underdark predators that resemble stalagmites. Their origins are unknown, though some sages speculate they are rocks given life or dark experiments of the drow. As far as scholars can tell, they bear no relation to ropers other than in their appearance and choice of habitats. \r

    Rockworms are close relatives of the bi-nou, although they are less intelligent and more feral. \r

    Rockworm eggs are hard and facted like gems, and are greatly prized by dwarves and duergar. The eggs vary in size and color, the younger eggs being smaller but of brighter hue, while the older eggs are larger but lose much of their sheen. Each rockworm nest will generally have 2d4 eggs present, each worth 100 to 1,000 gp. The remainder of the rockworm's treasure consists of metallic remnants of previous kills. Organic material is absorbed by the rockworm along with the flesh and blood of their victims. \r

    Rockworms range from five to seven feet long and weigh from 600 to 1,000 pounds. Their rocky skin varies in color from off-white to dark gray.\r

    Rockworms speak telepathically.\r

    COMBAT\r

    Rockworms are more active hunters than bi-nou, stalking prey by scent and then attacking savagely until its quarry is brought down.\r

    Blind (Ex):<\/b> A rockworm is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Constrict (Ex):<\/b> A rockworm deals 1d12+4 points of damage with a successful grapple check.\r

    Deaf (Ex):<\/b> A rockworm is completely incapable of perceiving sound, and is thus immune to language-dependent effects and sonic effects dependent on hearing. The creature has adapted to this limitation and thus suffers no penalty on initiative checks because of its deafness.\r

    Dig (Su):<\/b> Once per day, a rockworm can supernaturally dig through the earth. This functions as a move earth<\/i> spell, with the following differences. Each round that the rockworm maintains concentration, it can move a 10-foot cube of earth, and it may maintain concentration for as many rounds as its Hit Dice. Unlike the move earth<\/i> spell, the rockworm's dig ability may form tunnels. Caster level 10th. This is the equivalent of a 3rd-level spell. \r

    Improved Grab (Ex):<\/b> To use this ability, a rockworm must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    Spell Vulnerabilities (Ex):<\/b> Certain spells and effects function differently against a rockworm, as noted below.\r

    A passwall<\/i> spell stuns a rockworm for 1d4 rounds.\r

    A transmute rock to mud<\/i> spell slays a rockworm instantly.\r

    A stone shape<\/i> spell fully heals a rockworm.\r

    Skills:<\/b> *Rockworms have a +4 racial bonus on Hide checks when in rocky, underground environments. This bonus on Hide checks increases to +8 when the rockworm is immobile. *Rockworms have a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Ruins of Undermountain II: The Deep Levels<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually chaotic evil","environment":"Underground"},{"name":"Bichir","type":"Magical Beast","ch":4,"challenge_rating":" 04 \u00a0","id":5178,"reference":"Usergen","full_text":"

    Bichir <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+5\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 15 ft (3 squares), swim 40 ft<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (3d4+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (3d4+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Entangle<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, darkvision 60 ft, keen scent, low-light vision, spell resistance 17, tremorsense<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 13, Con 13, Int 2, Wis 12, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide +4*, Listen +3, Move Silently +4, Spot +5*, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary or school (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Large); 11-15 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature looks like a lizard or a fish, longer than a human is tall. It has a ridge of fins running down its back, ending in a broad fan-shaped tail. The coloration of its scaly skin makes it hard to pick out in the mud of the swamp. Its face is oddly human-like. <\/i>\r

    The bichir is an thick-bodied amphibious fish that has the ability to move on land. The bichir, also known as the giant lungfish, has much in common with sharks and more common types of lungfish. The bichir is often mistaken for a swamp lizard or eel, and is falsely called a \u00c2\u0093marsh lizard,\u00c2\u0094 due to the way it looks when it stands immobile with its head raised when smelling for food. The favorite food of the highly carnivorous bichir is lizardfolk flesh, and they also enjoy a wide variety of worms, frogs, fish, and insects, and any other creature of up to Large size. \r

    The bichir's scales come with a natural camouflage pattern of alternating bands of brown (or tan) and cream color, darkening to black and white mottling on the head. Their strong jaws are set with a row of sharp white teeth. Their broad, flat heads have a vaguely humanlike face, with black, pupil-less eyes. Their hide feels smooth to the touch, despite being covered in small scales. \r

    Bichir can live on land or in water with equal ease. On land, they use their strong, fan-shaped pectoral fins for locomotion, the same way that seals use their flippers. In water they move about with broad strokes from their wide tailfins, wriggling through water like an eel.\r

    A bichir is 9 to 12 feet long, and can weigh upwards of 1,000 pounds.\r

    Bichirs cannot speak and have no language skills, but communicate by an unusual open-mouthed panting noise that can be heard for great distances. This sound may be the creature\u00c2\u0092s mating call, or it could be used to attract prey. \r


    COMBAT<\/b>\r
    A bichir hunting on land stalks prey much like a snake, freezing occasionally to sniff the air, then striking quickly when it gets its chance. It lunges forward to snap with its powerful jaws and teeth. If confronted with prey it cannot overcome, or if it has a difficult time slaying its victim, the bichir will use its entangle<\/i> ability. Despite its own natural spell resistance, the bichir fears magic and will seek to flee from a magic wielding enemy, if it cannot ambush or immobilize such a foe. \r

    Entangle (Sp)<\/b>: The bichir can use this ability six times per day. This effect has a range of 180 feet; otherwise it functions exactly as the spell as cast by a 4th-level druid (DC 13). The save DC is Wisdom-based.\r

    Amphibious (Ex)<\/b>: Bichirs can breathe both air and water, although they rarely travel more than a few feet from the water\u00c2\u0092s edge. They have both gills and a lung-like swim bladder, and must come to the surface and gulp air at least once every minute to survive. When on land, they must keep their skins moist and so never stray very far from water.\r

    Keen Scent (Ex)<\/b>: A bichir can notice creatures by scent in the water in a 60\u00c2\u0096foot radius. On land, this sense is even keener, and the radius increases to 270 feet. \r

    Tremorsense (Ex)<\/b>: A submerged bichir can automatically sense the location of anything moving in the water within half a mile. \r

    Skills<\/b>: The bichir receives a +8 racial bonus to Hide checks in any marsh. Its sensitive eyes are adapted to underwater vision and provide it with a +8 racial bonus to Spot checks when in relatively clear water. \r

    A bichir 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.\r


    BICHIR YOUNG<\/b>\r
    Bichirs breed when their swamp floods seasonally, and they will travel far to seek each other out. Bichir young are usually born 1-3 at a time, six months after mating. These newt-like creatures have 2-3 HD, +2 natural armor, land speed of 10 feet and swim speed of 30 feet. Their bite does 1d4 damage, they have full spell resistance, and they can use their entangle<\/i> ability 3 times per day. Bichir young do not hunt.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #89 (\u00c2\u0093Creature Catalog\u00c2\u0094, September 1984, Ed Greenwood), and Monstrous Compendium MC3 \u00c2\u0096 Forgotten Realms (1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any marsh"},{"name":"Bichir (Giant Lungfish)","type":"Magical Beast","ch":4,"challenge_rating":" 04 \u00a0","id":5179,"reference":"Usergen","full_text":"

    Bichir (Giant Lungfish) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+5\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 15 ft, swim 40 ft<\/td> <\/tr>
    AC:<\/strong> 14 (-1 size, +1 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +7 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 3d4+4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Entangle<\/td> <\/tr>
    Special Qualities: <\/strong>SR 17, keen scent, tremorsense, darkvision 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 13, Con 13, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary or school (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Large); 11-15 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The bichir is a larger relative of the amphibious fish known as the lungfish, with minor magical powers. This creature has much in common with shark and similar fishes, though it is often mistaken for a swamp lizard or eel. The favorite food of the highly carnivorous bichirs is lizardfolk flesh, and they also enjoy a wide variety of frogs, fish, and insects.\r

    This fish has a 9 to 12 long, thick body of a tan, brown, or cream color that provides it with camouflage in its natural environment. Their strong jaws are set with a row of sharp white teeth. Their broad, flat heads have a vaguely humanlike face, with black, pupil-less eyes. Their hide feels smooth to the touch, despite being covered in small scales. A ridge of fins runs down the back, ending in a broad fan-shaped tail.\r

    Bichir can live on land or in water with equal ease. They have both lungs for breathing air, and swim bladders like those of other fish. On land, they use their front fins for locomotion, the same way that seals do, and in water they move about with broad strokes from their wide tailfins. They never stray far from water, as they must keep their bodies moist when on land.\r

    Bichir young are usually born 1-3 at a time, six months after mating. These newt-like creatures have 2-3 HD, +2 natural armor, land speed of 10 feet and swim speed of 30 feet. Their bite does 1d4 damage, they have full SR, and they can use their entangle ability 3 times per day.\r

    Bichirs cannot speak and have no language skills, but communicate by an unusual open-mouthed panting noise that can be heard for great distances. This sound may be the creature’s mating call.\r


    COMBAT<\/b>\r
    A bichir hunting on land stalks prey much like a snake, striking quickly when it gets its chance. It lunges forward to snap with its powerful jaws and teeth. If confronted with prey it cannot overcome, or if it has a difficult time slaying its victim, the bichir will use its entangle<\/i> ability. Despite its Spell Resistance, the bichir fears magic and will seek to flee from a magic wielding enemy, if it cannot immobilize such an enemy.\r

    Entangle (Sp)<\/b>: The bichir can use this ability, as the spell of the same name, 6 times per day. This effect has a range of 60 feet; otherwise it functions exactly like the spell as cast by a 4th-level druid.\r

    Keen Scent (Ex)<\/b>: A bichir can notice creatures in the water by scent in a 60–foot radius. On land, this sense is even keener, and the radius increases to 270 feet.\r

    Tremorsense (Ex)<\/b>: A submerged bichir can automatically sense the location of anything moving in the water within half a mile.\r

    Skills<\/b>: The bichir receives a +8 racial bonus to Hide checks in any marsh. Their sensitive eyes also provide them with a +8 racial bonus to Spot checks when in water.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in DRAGON Magazine #89 (“Creature Catalog”, September 1984, Ed Greenwood), and later appeared in Monstrous Compendium 3 (1989).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":">Any marsh"},{"name":"Biclops","type":"Giant","ch":5,"challenge_rating":" 05 \u00a0","id":5180,"reference":"Usergen","full_text":"

    BICLOPS<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Giant<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 8d8+16 (52 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>-1 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> 30 ft<\/p> <\/td> <\/tr>

    AC:<\/b> 17 (-1 size, -1 Dex, +6 natural, +3 hide)<\/p> <\/td> <\/tr>

    Attacks:<\/b> 2 greatclubs +10 melee; or 2 rocks +4 ranged<\/p> <\/td> <\/tr>

    Damage:<\/b> Greatclub 1d10+5; or rock 1d8+5<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 5 ft by 5 ft\/10 ft<\/p> <\/td> <\/tr>

    Special Attacks: <\/b>Improved two-weapon fighting, rock-throwing<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Darkvision 90 ft<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +8, Ref +1, Will +1<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 21, Dex 9, Con 15, Int 7, Wis 8, Cha 8 <\/p> <\/td> <\/tr>

    Skills:<\/b> Listen +4, Spot +4<\/p> <\/td> <\/tr>

    Feats: <\/b>Cleave, Power Attack<\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any temperate land and underground<\/p> <\/td> <\/tr>

    Organization:<\/b> Solitary or mob (2-4)
    Challenge Rating:<\/b> 5<\/p> <\/td> <\/tr>

    Treasure:<\/b> Half standard<\/p> <\/td> <\/tr>

    Alignment:<\/b> Always chaotic evil<\/p> <\/td> <\/tr>

    Advancement:<\/b> By character class<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The biclops is a dusky-skinned, two-headed giant. Each head has only a single yellow eye. Perhaps a cross between a cyclopskin and an ettin, the biclops prefers to live an isolated life in mountain caves. They hunt at night for sources of food including fruits, honey, wild animals, and the occasional human, goblin, orc, or dwarf.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The right head of a biclops is slightly larger than the left, and the right is always dominant. As biclops has no concept of bathing and can barely make its own clothing, ornaments, and weapons. Biclopes have no true language, instead using a mixture of animal noises and a few words borrowed from other races when appropriate. Biclopes almost never work in concert with other beings, savagely attacking all who come <\/span><\/p> <\/td> <\/tr>

    within sighting range.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Biclopes behave much like ettins, holding a weapon in each hand with one head controlling each attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Two-Weapon Fighting (Ex):<\/span><\/b> A biclops fights with a maul, tree-limb club, or stone axe in each hand. Because each of its two heads controls an arm, a biclops does not suffer an attack or damage penalty for attacking with two weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rock-Throwing (Ex):<\/span><\/b> Biclopes can throw boulders of up to Small size with a range increment of 30 feet. Because they can achieve binocular vision of a sort if both rocks are hurled at the same target, no penalty to the attack roll is suffered; but if separate targets are chosen or if only one head is \u0093operational,\u0094 there is a -2 penalty to the attack roll.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    BICLOPS CHARACTERS<\/span><\/h2> <\/td> <\/tr>

    The favored class of a biclops is barbarian.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Biclops first appeared in Dragon #172.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Giant","alignment":" Always chaotic evil","environment":" Any temperate land and underground"},{"name":"Birch Tree Spirit","type":"Fey","ch":3,"challenge_rating":" 3 \u00a0","id":5181,"reference":"Usergen","full_text":"

    Birch Tree Spirit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d6\u00a0(17 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> Fly 10 ft. (2 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+6 Dex, +3 deflection), touch 19, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-<\/td> <\/tr>
    Attack: <\/strong>Touch +8 melee (touch of insanity)<\/td> <\/tr>
    Full Attack: <\/strong>Touch +8 melee (touch of insanity)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Touch of insanity<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/magic or silver, gaseous form, hierophobia, immunity to magic, low-light vision, wood bond<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +10, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 22, Con 10, Int 5, Wis 11, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Hide +14, Move Silently +14, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (touch of insanity), Great Fortitude, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral, often evil<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An amorphous white cloud billows between the trees. A faint smell of new, green wood accompanies its passage.<\/i>\r

    Birch tree spirits are amorphous fey that are bound to wooden objects or trees. They fear druids and other wielders of natural magic, who often bind them into service as guardians.\r

    A birch tree spirit is 5 to 6 feet in diameter and weightless.\r

    Birch tree spirits cannot speak, but understand Sylvan and Druidic.\r

    Combat\r

    Birch tree spirits form cloudy pseudopods with which to touch enemies. The touch of a birch tree spirit can drive a creature insane.\r

    Gaseous Form (Ex):<\/b> A birch tree spirit's insubstantial form grants it immunity to critical hits. A birch tree spirit cannot run, but it can fly (slowly), and it is subject to winds. It cannot wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings--even mere cracks. It also can occupy squares occupied by enemies.\r

    Hierophobia (Ex):<\/b> As part of the ritual that summons a birch tree spirit and binds it into its tree, it is infused with an unnatural fear of anyone who can wield natural magic. Birch tree sprits fear druids, rangers and clerics with the Plant domain. However, they have no special ability to detect natural magic and only show their fear when a spellcaster does something that draws attention to their ability. After a birch tree spirit becomes aware of a spellcaster with such spells they immediately retreat into their bonded tree or wooden object.\r

    Immunity to Magic (Ex):<\/b> A birch tree spirit is immune to any spell or spell-like ability that allows spell resistance, except as follows. When the birch tree spirit has retreated into its bonded object, it takes 1d4 points of damage per caster level from a warp wood spell<\/i>. Birch tree spirits may be bound into service by a druid or cleric with the Plant domain using command plants<\/i> or control plants<\/i>.\r

    Touch of Insanity (Su):<\/b> A victim touched by a birch tree spirit must succeed on a DC 17 Will save or become permanently insane (as the insanity<\/i> spell). The victim develops a white, leaf-shaped mark upon his or her forehead. In addition to the usual means of curing the insanity<\/i> spell, remove curse<\/i> or similar magic removes both the insanity and the mark. The save DC is Charisma-based.\r

    Wood Bond (Su):<\/b> Each birch tree spirit is mystically bound to a single tree or wooden object. It must never stray more than 10 feet from it. Any who do become ill and die within 4d6 hours. A birch tree spirit's bonded object or tree does not radiate magic. \r

    A birch tree spirit can retreat into its bonded object by simply moving into the same space. While within its bonded object, a birch tree spirit loses its damage reduction and Dexterity bonus to AC, but gains hardness 5 and vulnerability to fire (+50% damage).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #17<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral, often evil","environment":"Any forests"},{"name":"Bit o' Moander","type":"Outsider","ch":13,"challenge_rating":" 13 \u00a0","id":5182,"reference":"Usergen","full_text":"

    Bit o' Moander <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d8+75\u00a0(142)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00962 size, +12 natural), touch 8, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+32<\/td> <\/tr>
    Attack: <\/strong>Slam +23 melee (2d8+9 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +23 melee (2d8+9 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, constrict 2d8+13, petrifying gaze, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 120 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 20<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +11, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 10, Con 21, Int 17, Wis 15, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Climb +27, Hide +14*, Intimidate +22, Jump +27, Listen +24, Knowledge (dungeoneering) +21, Knowledge (nature) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Move Silently +22, Spot +20, Survival +2 (+4 aboveground in natural environments, +4 underground, +4 on other planes), Swim +17<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pod (3-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>16\u00c2\u009630 HD (Huge); 31\u00c2\u009645 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Standing nearly 15 feet tall, this hulking green mass of slime, fungus and rotting vegetation has a vaguely humanoid shape. It reeks of decay.<\/i>\r

    Originally formed when the imprisoned god Moander attempted to return to the Material Plane via a gate opened by its high priestess Mogion, a bit o' Moander is a severed portion of the Rotting God. Although it contains but a fraction of the Jawed God's power, a bit o' Moander is still a formidable force of destruction.\r

    A bit o' Moander is 15 feet tall and weighs 8,000 pounds.\r

    A bit o' Moander speaks Common and Abyssal in a deep, gurgling voice, but rarely chooses to converse with other creatures.\r

    COMBAT\r

    A bit o' Moander batters or constricts its opponents with two huge, armlike appendages, while attempting to petrify foes with its deadly gaze.\r

    Constrict (Ex):<\/b> A bit o' Moander deals 2d8+13 points of damage with a successful grapple check.\r

    Immunity to Electricity (Ex):<\/b> A bit o' Moander takes no damage from electricity. Instead, any electricity attack used against a A bit o' Moander temporarily grants it 1d4 points of Constitution. The bit o' Moander loses these points at the rate of 1 per hour.\r

    Improved Grab (Ex):<\/b> To use this ability, a bit o' Moander must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    Petrifying Gaze (Su):<\/b> Turn to stone permanently, range 30 feet; Fortitude DC 21 negates. The save DC is Charisma-based.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 22, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.\r

    Skills:<\/b> A bit o' Moander 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. A bit o' Moander has a +4 racial bonus on Hide, Listen, and Move Silently checks. *It has a +12 racial bonus on Hide checks when in a swampy or forested area.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Curse of the Azure Bonds (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Black Annis","type":"Monstrous Humanoid","ch":8,"challenge_rating":" 8 \u00a0","id":5183,"reference":"Usergen","full_text":"

    Black Annis <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 11d8+55\u00a0(104 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00961 size, +1 Dex, +10 natural), touch 10, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+22<\/td> <\/tr>
    Attack: <\/strong>Claw +17 melee (1d6+7) or ray of doom +11 ranged touch (2d6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +17 melee (1d6+7) and bite +15 melee (1d6+3) or ray of doom +11 ranged touch (2d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, rake 1d6+7, ray of doom, rend 2d6+10, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/bludgeoning and good, darkvision 60 ft., spell resistance 19, tomb-tainted<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +8, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 12, Con 20, Int 16, Wis 15, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +17, Concentration +19, Diplomacy +5, Disguise +3 (+5 acting), Hide +11, Intimidate +5, Listen +15, Spot +15<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Great Fortitude, Improved Initiative, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills<\/td> <\/tr>
    Organization: <\/strong>Solitary (with Black Annis' Cat) or covey (Black Annis and her cat plus 2 hags of any kind plus 1\u00c2\u00968 ogres and 1\u00c2\u00964 evil giants)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature looks like an ancient female human, but impossibly tall. It has deep blue skin, filthy black hair, long white teeth, and ironlike nails.<\/i>\r

    Black Annis is a legendary hag that personifies the spirit of death and fears of the wilderness. She has long haunted a region of hills in which lies the cave called Black Annis' Bower Close, which it is said she excavated with her own iron-hard nails. At the mouth of the cave is a great oak, which is said to be where she hides while waiting for travelers to devour.\r

    Black Annis is nearly always accompanied by her monstrous cat. Together the two are a EL 9 encounter. She occasionally forms a covey with other hags, and like others of her kind, enlists ogres and evil giants to serve her.\r

    Over the ages, the locals have comed to fear Black Annis, and many legends have arisen about the hag. Some claim she was once a goddess of sorts, perhaps even a dark side of a mother goddess.\r

    Black Annis detests sunlight, although it does her no harm. She feeds almost solely on humanoid prey, and her nocturnal hunts have led to many warding rituals and early curfews in the nearby villages. It is said that her howl can be heard for up to five miles.\r

    Black Annis stands 10 feet all and weighs about 575 pounds.\r

    Combat\r

    Black Annis relishes combat, using a combination of her powerful tooth and nail attacks with her deadly ray of doom.\r

    Improved Grab (Ex):<\/b> To use this ability, Black Annis must hit a Large or smaller opponent with a claw attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity.\r

    Rake (Ex):<\/b> Attack bonus +17 melee, damage 1d6+7. Black Annis can attack a grappled foe with both claws at no penalty.\r

    Ray of Doom (Sp):<\/b> As a standard action, Black Annis may fire a ray of seething evil energy at an opponent within 60 feet. Creatures struck by this ray take 2d6 points of damage and must make a DC 18 Fortitude save or be sickened for 1 round. The save DC is Charisma-based.\r

    Rend (Ex):<\/b> If Black Annis hits with both claw attacks, she latches onto the opponent\u00c2\u0092s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect magic<\/i>; 3\/day\u00c2\u0097animate dead, clairaudience\/clairvoyance, confusion, deeper darkness, disguise self, dispel magic, fog cloud<\/i>; 1\/day\u00c2\u0097move earth<\/i>. Caster level 12th.\r

    Tomb-Tainted (Ex):<\/b> Although a monstrous humanoid, Black Annis is harmed by positive energy and healed by negative energy. She is treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). Black Annis may be turned as if she were an undead creature.\r

    Black Annis' Cat<\/b>\r
    Large Magical Beast\r
    Hit Dice: 9d10+27 (76 hp)\r
    Initiative: +2\r
    Speed: 50 ft. (10 squares)\r
    Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13\r
    Base Attack\/Grapple: +9\/+20\r
    Attack: Bite +15 melee (2d6+7)\r
    Full Attack: Bite +15 melee (2d6+7) and 2 claws +13 melee (1d6+3)\r
    Space\/Reach: 10 ft.\/5 ft.\r
    Special Attacks: Improved grab, pounce, rake 1d6+3\r
    Special Qualities: Low-light vision, quiescence, scent, spell resistance CR+6, tomb-tainted\r
    Saves: Fort +9, Ref +8, Will +8\r
    Abilities: Str 24, Dex 14, Con 16, Int 10, Wis 14, Cha 12\r
    Skills: Balance +6, Hide +6, Listen +6, Move Silently +22, Spot +6\r
    Feats: Dodge, Mobility, Multiattack, Spring Attack \r
    Environment: Temperate hills\r
    Organization: With Black Annis\r
    Challenge Rating: 5\r
    Treasure: None\r
    Alignment: Neutral evil\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    This massive cat is larger than a sabre-tooth tiger. Its coat is blue-black. One of its eyes glows green, while the other is dull and glassy.<\/i>\r

    The origin of Black Annis' cat is unknown, but it has always accompanied the hag since as long as anyone can remember. \r

    Black Annis' cat is 8 feet long and weighs 800 pounds.\r

    Combat\r

    Black Annis' cat prowls in supernatural silence, awaiting the right moment to pounce upon and savage prey. The feline is fiercely loyal to Black Annis, and will protect her with its own life.\r

    Hag Eye:<\/b> The left eye of Black Annis' cat has been replaced by a hag eye, a magic gem created by Black Annis. Black Annis and any hags currently in her covey can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying the hag eye deals 1d10 points of damage to Black Annis and blinds her for 24 hours. Loss of the eye does not affect the vision of Black Annis' cat in any way. Black Annis can remove the eye from the cat and give it to another spy as desired, with no harm to the cat.\r

    Improved Grab (Ex):<\/b> To use this ability, Black Annis' cat must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.\r

    Pounce (Ex):<\/b> If Black Annis' cat charges a foe, it can make a full attack, including two rake attacks.\r

    Quiescence (Su):<\/b> Black Annis' cat is constantly silent, as per the silence<\/i> spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for Black Annis' cat to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). Black Annis' cat can lower this effect at will.\r

    Rake (Ex):<\/b> Black Annis' cat gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +15, damage 1d6+3). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.\r

    Tomb-Tainted (Ex):<\/b> Although a magical beast, Black Annis' cat is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). Black Annis' cat may be turned as if it were an undead creature.\r

    Skills:<\/b> Black Annis' cat gain a +4 racial bonus on Balance and Hide checks.\r

    Black Annis as Part of a Hag Covey<\/b>\r
    Like all hags, Black Annis may gather a trio of hags to form a covey. Black Annis' covey may use the following spell-like abilities.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097bestow curse<\/i> (DC 17), bolts of bedevilment<\/i> (DC 18), control weather, create undead, dream, forcecage, mind blank, mirage arcana<\/i> (DC 18), veil<\/i> (DC 19), vision<\/i>; 1\/day\u00c2\u0097circle of death<\/i> (DC 19), earthquake<\/i>. Caster level 12th. The save DCs are based on Black Annis' Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Neutral evil","environment":"Temperate hills"},{"name":"Black Burner","type":"Animal","ch":16,"challenge_rating":" 1\/6 \u00a0","id":5184,"reference":"Usergen","full_text":"

    Black Burner <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/4d8\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 size, +3 Dex), touch 15, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-11<\/td> <\/tr>
    Attack: <\/strong>Slam +5 melee (1d4-3)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +5 melee (1d4-3)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Flammable<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 120 ft., hold breath, low-vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 15, Con 11, Int 1, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +7, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a tiny whale, with a chubby body, wide mouth, and a puckered blowhole. Its skin is dark black.<\/i>\r

    The black burner is actually a small marine mammal. It gets its name from the flammable black oil it secretes through tiny pores. This oil covers its entire surface, preventing it from freezing when removed from the water. \r

    Black burners are popular among arctic travelers, for their bodies can be burns as fuel. Unscrupulous spellcasters have been known to intentionally alight summoned black burners to wreak havoc among their adversaries before the tiny cetaceans expire. Druids and other nature-lovers find such acts reprehensible, and such acts rarely go unpunished if witnessed.\r

    A black burner is 1 to 2 feet long and weighs about 2 pounds.\r

    COMBAT\r

    Black burners are generally inoffensive creatures, attacking with their slams only as a last resort. If one member of a school is in danger, others will sometimes come to their aid, however.\r

    Blindsight (Ex):<\/b> Black burners can \"see\" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the black burner to rely on its vision, which is approximately as good as a human\u00c2\u0092s.\r

    Flammable (Ex):<\/b> A black burner (alive or dead for no more than 1 week) burns easily due to the special oils in its flesh. If lit carefully, a black burner corpse can be kept burning as a small fire for up to 3d4 hours. If lit quickly, a live or dead black burner can be lit and thrown as a splash weapon as a full-round action, following the rules for alchemist's fire otherwise.\r

    Hold Breath (Ex):<\/b> A black burner can hold its breath for a number of rounds equal to 6 \u00c3\u0097 its Constitution score before it risks drowning.\r

    Skills:<\/b> A black burner uses its Dexterity modifier instead of its Strength modifier for Swim checks. A black burner 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.\r

    *A black burner has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsight is negated. \r

    In the Realms<\/b>\r
    Black burners are found primarily in the oceans and rivers of the Great Glacier.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in FR 14 - The Great Glacier<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Cold aquatic"},{"name":"Black Troll","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":5185,"reference":"Usergen","full_text":"

    Black Troll <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Evil)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+49\u00a0(80 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 19 (-1 size, +2 Dex, +8 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +12 melee, bite +7 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d8+6, bite 2d6+3<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Rock throwing, chain lightning, spell-like abilities, summon monsters<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/+1, regeneration 5, SR 23, cold and poison resistance 10, immune to electricity, scent, darkvision 90 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +7, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 14, Con 25, Int 10, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +13, Hide +12, Jump +13, Listen +14, Search +10, Spot +14<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (1-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Black trolls live on the many layers of the Abyss, being fiendish descendants of trolls. These trolls, also known as demon trolls, are among the largest of their kind, most over 13 feet tall. These creatures look like oversized trolls with smooth black skin, sparse hair, green eyes with an evil gleam, and red horns jutting out from their forehead. Despite this, black trolls have an oddly humanlike physique.

    Black trolls speak Giant and Abyssal.

    COMBAT<\/b>
    Black trolls fight in the same manner as normal trolls, but have a much wider array of abilities, and a notably higher intelligence, which they use to their utmost advantage. They like to use their chain lightning in the middle of a melee, as their immunity to electricity protects them well.

    Black trolls are considered as giant-type monsters when attacked by dwarves, gnomes, and rangers.

    Rock Throwing (Ex)<\/b>: Black trolls have learned to throw rocks in the same manner as giants, receiving a +1 racial bonus to attack rolls when throwing rocks. Black trolls can hurl rocks weighing 40 to 50 pounds each (Small objects) up to a range of 5 increments.

    Chain Lightning (Su)<\/b>: Three times per day, a black troll can unleash a chain lightning attack. This ability is as the spell cast by a 6th-level sorcerer (save DC 16).

    Spell-Like Abilities<\/b>: At will - darkness, dispel magic, pyrotechnics, telekinesis<\/i> (5,000 pound weight limit), and teleport without error<\/i>. These abilities are as the spells cast by a 9th-level sorcerer (save DC 10 + spell level).

    Summon Monsters (Sp)<\/b>: Once per day a black troll can attempt to summon 1d2 normal trolls, 1d4 dretch demons, or another 1d2 black trolls with a 50% chance of success.

    Regeneration (Ex)<\/b>: Fire, acid, and holy and blessed weapons of at least +2 enchantment deal normal damage to a black troll.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #141 (1989, \"The Dragon's Bestiary\", Michael J. Szarmach).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":">Any land and underground"},{"name":"Black Widow Totem","type":"Construct","ch":6,"challenge_rating":" 6 \u00a0","id":5186,"reference":"Usergen","full_text":"

    Black Widow Totem <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d10+10\u00a0(48 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), climb 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+1<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d10 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d10 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, web<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 5\/adamantine, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con -, Int 8, Wis 10, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +12, Move Silently +12<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Ability Focus (web), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-16 HD (Small); 17-24 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This automaton resembles a 2-foot-diameter spider with a ruby-red cross centered on its back and eyes that resemble opals.<\/i>\r

    Constructed by noble drow to honor Lolth, the black widow totem is a spiderlike construct with virulent venom and the ability to spit webs. \r

    Although its construction requires the participation of both a male drow wizard and a female drow cleric, only the cleric can control the black widow totem. She can program a command word or action to allow others to bypass the construct.\r

    A black widow totem is 2 feet in diameter and weighs 4,000 pounds.\r

    COMBAT\r

    A black widow totem follows the commands of the drow cleric creator to the best of its abilities.\r

    Immunity to Magic (Su):<\/b> A black widow totem is immune to all spells and spell-like abilities that allow spell resistance, except as follows. \r

    Neutralize poison<\/i> causes the black widow totem's poison to become inactive for one minute if the totem fails its Will save.\r

    Poison (Ex):<\/b> Injury, Fort save DC 17, primary damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based and includes a +2 racial bonus and a +2 bonus from its Ability Focus feat.\r

    Spit Web (Su):<\/b> A black widow totem can spit forth a web as a ranged touch attack (maximum range 90 feet, range increment 10 feet). A Medium or smaller creature hit by this attack is entangled (-2 on attack rolls, -4 penalty to Dexterity, unable to move). An entangled creature attempting to cast a spell must succeed at a Concentration check (DC 17) to do so. An entangled creature can escape with a successful Escape Artist check (DC 15) or burst the web with a Strength check (DC 19). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Once the black widow totem spits a web, it can't spit another one until 1d4 rounds later.\r

    Skills:<\/b> A black widow totem has a +4 racial bonus on Hide checks and a +8 racial bonus on Climb checks. It can always choose to take 10 on Climb checks, even if rushed or threatened. A black widow totem uses either its Strength or Dexterity modifier for Climb checks, whichever is higher. \r

    CONSTRUCTION\r

    A black widow totem's body is chiseled from a single block of hard stone, weighing at least 4,000 pounds. The construction also requires an opal and a ruby, each worth at least 5,000 gp. The construction ritual may only be performed by a male drow wizard and a female drow cleric of Lolth. Assembling the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (stonemasonry) check.\r

    CL 12th; Craft Construct, animate objects, cat's grace, prayer, spider climb<\/i>, cleric must be at least 11th level and wizard must be at least 12th level; Price 30,000 gp; Cost 25,000 gp + 1,200 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #19<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Black Willow","type":"Plant","ch":12,"challenge_rating":" 12 \u00a0","id":5187,"reference":"Usergen","full_text":"

    Black Willow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+72\u00a0(126 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 1 ft<\/td> <\/tr>
    AC:<\/strong> 18 (-2 size, -1 Dex, +11 natural)<\/td> <\/tr>
    Attacks:<\/strong>7-12 slams +14 melee<\/td> <\/tr>
    Damage: <\/strong>Slam 1d4+8<\/td> <\/tr>
    Face\/Reach: <\/strong>15 ft by 15 ft\/30 ft (with branches)<\/td> <\/tr>
    Special Attacks: <\/strong>Drowsiness, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Plant, alter shape, fast healing 1, immune to electricity<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +3, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 8, Con 22, Int 10, Wis 14, Cha 18 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>13-24 HD (Huge); 25-36 HD (Gargantuan)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The black willow is a sentient tree, akin to the treant, of evil disposition. They are usually indistinguishable from other trees, because they have the ability to alter their appearance somewhat. These trees are mobile and carnivorous, and can slowly move to new hunting grounds. This tree usually inhabits regions where normal willow trees grow, but it can be found anywhere, including underground lakes and abandoned ruins. They rarely find their ways into druid groves, but usually only if the grove hasn't been properly maintained.

    The black willow gains part of its sustenance the same way all plants do, but is aggressively carnivorous towards humanoids. This plant particularly relishes elves, gnomes, and humans. It is believed that the black willow is either an evil offshoot of the treant, or a perversion of the quickwood. Black willows are highly intelligent plants, but do not speak.

    COMBAT<\/b>
    The black willow attacks with its lashing, whip-like branches, but usually only after using its other special attacks. Its preferred tactic is to cause creatures to go to sleep, waiting for them to climb onto a safe-looking limb of the willow. When the creature(s) falls asleep, a hole opens up in the tree under the victim, and they fall into a hollow limb. The limb then tilts at an angle to slide the victims into the hollow trunk cavity. The trunk's safe-looking openings can also be used to trap victims. If the willow is able to knock out opponents with its slam attacks, it can lift them with its branches and swallow them.

    Drowsiness (Su)<\/b>: The black willow can create an aura of drowsiness, making tired creatures fall into natural sleep. Any creatures which are already going to sleep get no saving throw, but active creatures can make a Will save (DC 22) to stay awake. Creatures who fail the save or are already tired do not drop immediately to the ground, but feel compelled to stop and rest. Creatures who make their saving throw feel no effects at all.

    Swallow Whole (Ex)<\/b>: A black willow can automatically swallow unconscious or sleeping opponents of Medium-size or smaller size that are touching the tree or awake creatures of Medium-size or smaller by making a successful grapple check.

    A swallowed creature takes 1d4+8 points of acid damage each round from the black willow's stomach juices. A swallowed creature can climb out of the stomach with a successful grapple check. This returns it to the plant's \"maw\" where another successful grapple check is needed to get free.
    A swallowed creature can also cut its way out using a small piercing or slashing weapon to deal 20 points of damage to the stomach (AC 20). Once the creature exits, the wound closes; another swallowed creature must cut its own way out. The black willow's stomach can hold four Medium-size, eight Small, sixteen Diminutive, or thirty-two Fine creatures.

    Alter Shape (Ex)<\/b>: A black willow can alter its trunk and limbs to appear as a normal willow tree. It can have a smooth trunk and broad, inviting limbs, or it will show safe-looking trunk cavities at the base of the tree or high in the upper trunk. Treants can spot a black willow instantly on a normal Spot check, but anyone else, even druids, can only recognize an altered black willow for what it is on a Spot check (DC 20), or with magical aid.

    Immune to Electricity (Ex)<\/b>: The black willow is immune to electrical attacks, but only if its roots are firmly grounded.

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II (1983), Forgotten Realms MC11 (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral evil","environment":">Any land and underground"},{"name":"Blackroot","type":"Plant","ch":14,"challenge_rating":" 14 \u00a0","id":5188,"reference":"Usergen","full_text":"

    Blackroot <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d8+90\u00a0(171 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 26 (\u00c2\u00962 size, \u00c2\u00961 Dex, +19 natural), touch 7, flat-footed 26<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+30<\/td> <\/tr>
    Attack: <\/strong>Slam +20 melee (2d6+9\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +20 melee (2d6+9\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Animal corruption, animate trees, corrupt water, double damage against objects, fiendish summons, spells, spell-like abilities, trample 2d6+13<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good and slashing, low-light vision, plant traits, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +5, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Concentration +14, Diplomacy +3, Intimidate +10, Knowledge (nature) +12, Listen +12, Sense Motive +12, Spot +12, Survival +12 (+14 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Augment Summoning, Awesome Blow, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Spell Focus (conjuration)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>14<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This ancient oak bears long, gnarled branches without even the hint of leaves. Its bark is deeply grooved and rough. A gnarled face forms out of these fissures, giving way to a pair of knotty eyes and a horrific maw.<\/i>\r

    Blackroot was once a majestic and noble oak tree, a pinnacle of health and vitality that towered above the other trees of the forest. A sect of druids dedicated themselves to protecting and nurturing this wondrous plant. In time, a covey of hags took notice, and set out to shift the natural balance to its most vile. The druids were transformed into twisted, putrefied trees, which took root and infected the nearby flora and fauna. Each midnight for a month, the hags performed a vile ritual of feeding a foul brew to the roots of the great oak, ultimately transforming it into the vile Blackroot.\r

    Blackroot rules over the dark woods in which he resides, doing the bidding of the coven purely out of respect for their great evil. He has great control over the animals of his domain, using them as his eyes and ears to patrol the great expanse.\r

    A steady diet of humanoid flesh sustains Blackroot, particulary that of a the goblinoids common to his homeland. He craves the sweeter flesh of humans above all others.\r

    Blackroot is 30 feet tall, with a \u00c2\u0093trunk\u00c2\u0094 about 2 feet in diameter. He weighs about 4,500 pounds.\r

    Blackroot speaks Common, Druidic, Sylvan, and Treant, and most humanoid languages. He also can communicate with animals and plants.\r

    COMBAT\r

    Blackroot tolerates no intruders into his realm, save for evil beings of greater power than himself. He utilizes his corrupted animal hordes to great effect, tormenting trepassers and driving them into traps or encounters with Blackroot himself. Blackroot relishes melee, enjoying the destruction of armor and weapons as much as the crushing of flesh and bone. Blackroot uses his druidic magic to boost his already formidable combat prowess, as well as to shape the battlefield to his liking.\r

    Animal Corruption (Su):<\/b> Any animal that spends a continuous week within 2 miles of Blackroot must make a DC 20 Will save or be transformed into a fiendish creature (gaining the fiendish creature template) of neutral evil alignment. The fiendish animal is always friendly or helpful to Blackroot. The transformation can only be reversed by means of a break enchantment, limited wish, wish<\/i>, or miracle<\/i> spell. This is a polymorph effect. The save DC is Charisma-based. \r

    Animate Trees (Sp):<\/b> Blackroot can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if Blackroot is incapacitated or moves out of range. The ability is otherwise similar to liveoak<\/i> (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.\r

    Corrupt Water (Sp):<\/b> Once per day Blackroot can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature\u00c2\u0092s possession must succeed on a DC 20 Will save or become fouled. This ability is the equivalent of a 1st-level spell. Its range is 300 feet. The save DC is Charisma-based.\r

    Double Damage against Objects (Ex):<\/b> Blackroot (or one of its animated trees) deals double damage when making a full attack against an object or structure.\r

    Fiendish Summons (Su):<\/b> All creatures summoned by Blackroot via summon nature's ally<\/i> spells gain the fiendish creature template.\r

    Spells:<\/b> As a result of its dark transformation, Blackroot can cast spells as a 12th-level druid. Additionally, none of its spells require verbal, somatic, or material components.\r

    Typical Druid Spells Prepared<\/i> (6\/6\/5\/5\/3\/3\/2; save DC 13 + spell level, 15 + spell level for conjuration spells): \r
    0\u00c2\u0097detect magic, guidance<\/i> (x2), know direction, resistance<\/i> (x2); \r
    1st\u00c2\u0097charm animal, detect animals or plants, entangle, longstrider, magic fang, speak with animals<\/i>; \r
    2nd\u00c2\u0097chill metal, fog cloud, hold animal, summon swarm, warp wood<\/i>; \r
    3rd\u00c2\u0097dominate animal, greater magic fang, plant growth, snare, spike growth<\/i>; \r
    4th\u00c2\u0097command plants, repel vermin, speak with plants<\/i>;\r
    5th\u00c2\u0097animal growth, death ward, wall of thorns<\/i>;\r
    6th\u00c2\u0097antilife shell, greater dispel magic.<\/i> \r

    Trample (Ex):<\/b> Reflex DC 28 half. The save DC is Strength-based.\r

    Skills:<\/b> *Blackroot has a +16 racial bonus on Hide checks made in forested areas.\r

    In Ravenloft<\/b>\r
    Blackroot dwells southwest of Lake Kronov, near the border of the Shadow Rift, in the domain of Tepest.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in MC15 - Monstrous Compendium Ravenloft Appendix II: Children of the Night<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Chaotic evil","environment":"Temperate forests"},{"name":"Blazing Bones","type":"Undead","ch":5,"challenge_rating":" 05 \u00a0","id":5189,"reference":"Usergen","full_text":"

    Blazing Bones <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Undead \t\t\t(Fire)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d12\u00a0(35 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6 (+2 Dex, +4 Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 17 (+2 Dex, +5 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 slams +3 melee<\/td> <\/tr>
    Damage: <\/strong>Slam 1d4+1 and 1d3 fire<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Hurl fire, firestorm<\/td> <\/tr>
    Special Qualities: <\/strong>Undead, fire subtype, absorb magical fire, half damage from piercing and slashing, vulnerable to water<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 14, Con -, Int 16, Wis 16, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Bluff +9, Hide +5, Knowledge (arcana) +11, Listen +13, Search +10, Sense Motive +9, Spellcraft +11, Spot +13<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge, Improved Initiative, Lightning Reflexes, Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Blazing bones are an extremely rare type of undead, created when magic goes awry. These unfortunate souls are the result of a poorly prepared contingency spell by a wizard or cleric, who is killed by fire. This twisted magic keeps the victim in a state of undeath, forever tormented by the fire that killed it, and hopelessly insane. The only hope they have for momentary relief of this pain is to hurl flame at other creatures, forcing these beings to become fiery killers.

    A blazing bones is very similar to an undead skeleton in appearance, although it is crowned with a nimbus of flame along its head and shoulders, and its hands are surrounded by small balls of fire.

    Though highly intelligent, blazing bones serve no purpose other than to cause destruction by fire. They hate the living as much as any other undead, and even hate other undead beings for their lack of fiery torment. They avoid all non-living beings, in favor of seeking out something to kill. Though they cannot be controlled by other beings, evil spellcasters have tried before to replicate the process of creating a blazing bones, hoping to coerce the monster into serving as a guardian.

    Blazing bones speak the same languages they did in life, though most of their speech is roared taunts or threats crackling out of their empty mouths, or attempts to trick potential victims.

    COMBAT<\/b>
    Blazing bones can melee with other creatures, using their fiery punches, but love to let loose with their other flame powers. It may hurl fire as a substitute for one of its slam attacks, or forego both attacks to use its firestorm power. The flames of a blazing bones inflict double damage on most types of \u00c2\u0093cold\u00c2\u0094 undead, including vampires, liches, wights, and ghouls.

    Hurl Fire (Su):<\/b> A blazing bones can hurl a head-sized ball of flame at a range of 20 feet. This miniature fireball deals 2d4 points of fire damage to creatures and objects that fail a Reflex save (DC 13).

    Firestorm (Su):<\/b> Once per minute, a blazing bones can create a whirlwind within itself, collapsing into a spinning pile of fiery bones, exploding outward like a fireball spell. All creatures and objects within a 30-foot radius sphere of the blazing bones suffer 6d6 points of fire damage (Reflex DC 13 for half damage). If a blazing bones successfully grapples a creature before using its firestorm attack, that creature receives no saving throw.

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

    Fire Subtype (Ex):<\/b> Fire immunity, double damage from cold except on a successful save.

    Absorb Magical Fire (Su):<\/b> Fire and heat generated by magic items, spells, or the like serve to heal a blazing bones. The monster treats all damage inflicted by magical fire as hit points gained, first healing it to its maximum normal hit points, and then permanently adding on to its normal hit point total. Every 8 hit points gained in this way increases the blazing bones\u00c2\u0092 Hit Dice by 1 Hit Die.

    Half Damage From Piercing and Slashing (Ex):<\/b> Piercing and slashing weapons deal only half damage to a blazing bones, with a minimum of 1 point of damage.

    Vulnerable To Water (Ex):<\/b> Blazing bones are especially vulnerable to normal water and holy water. Normal water causes 1d4 points of damage to the blazing bones, per splash and 2d4 per bucket, and holy water causes 4d4 points of damage per vial.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Ruins of Myth Drannor<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":">Any land and underground"},{"name":"Blazing Bones","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":5190,"reference":"Usergen","full_text":"

    Blazing Bones <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d12\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+3 Dex, +5 natural), touch 13, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
    Attack: <\/strong>Slam +5 melee (1d4+3 plus 1d6 fire) or hurl fire +5 ranged touch (2d4 fire)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +5 melee (1d4+3 plus 1d6 fire) or hurl fire +5 ranged touch (2d4 fire)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Firestorm, hurl fire<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb magical fire, damage reduction 5\/bludgeoning, darkvision 60 ft., +2 turn resistance, undead traits, vulnerable to water<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +4, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 17, Con \u00c2\u0097, Int 16, Wis 16, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +10, Diplomacy +7, Disguise +3 (+5 acting), Hide +10, Intimidate +5, Knowledge (arcana) +10, Listen +10, Search +10, Sense Motive +10, Spellcraft +15, Spot +10, Survival +3 (+5 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Point Blank Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature resembles a humanoid skeleton. A nimbus of flames dances along its shoulders, while small balls of flame encircle its hands.<\/i>\r

    Blazing bones are an extremely rare type of undead, created when magic goes awry. These unfortunate souls are the result of a poorly prepared contingency spell by a wizard or cleric, who is killed by fire. This twisted magic keeps the victim in a state of undeath, forever tormented by the fire that killed it, and hopelessly insane. The only hope they have for momentary relief of this pain is to hurl flame at other creatures, forcing these beings to become fiery killers.\r

    Though highly intelligent, blazing bones serve no purpose other than to cause destruction by fire. They hate the living as much as any other undead, and even hate other undead beings for their lack of fiery torment. They avoid all non-living beings, in favor of seeking out something to kill. Though they cannot be controlled by other beings, evil spellcasters have tried before to replicate the process of creating a blazing bones, hoping to coerce the monster into serving as a guardian.\r

    A blazing bones is about 6 feet tall and weighs 120 pounds.\r

    Blazing bones speak any languages they knew in life in a roaring, crackling howl.\r

    COMBAT\r

    In melee, blazing bones lash out with fiery slams, but they prefer to hurl flame or unleash their devastating firestorms.\r

    Absorb Magical Fire (Su):<\/b> Fire and heat generated by magic items, spells, or the like serve to heal a blazing bones. A magical attack that deals fire damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the blazing bones to exceed its full normal hit points, it gains 1 negative level. A blazing bones with a negative level gains a +1 competence bonus on all skill checks and ability checks, attack rolls, and saving throws, and gains one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster gains one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level. These gains persist until the negative level goes away. The negative level remains as long as the blazing bones possesses temporary hit points. A negative level that is not removed after 24 hours becomes permanent, resulting in advancement by 1 HD.\r

    Firestorm (Su):<\/b> Once per minute, a blazing bones can create a whirlwind within itself, collapsing into a spinning pile of fiery bones, exploding outward like a fireball<\/i> spell. All creatures and objects within a 30-foot radius sphere of the blazing bones suffer 6d6 points of fire damage (Reflex DC 15 for half damage). If a blazing bones successfully grapples a creature before using its firestorm attack, that creature receives no saving throw. The save DC is Charisma-based.\r

    Hurl Fire (Su):<\/b> A blazing bones can hurl a head-sized ball of flame as a standard action. This is a ranged touch attack with no range increments and a maximum range of 20 feet. Treat this as a splash weapon that deals 2d4 points of fire damage on a direct hit and 1d4 points of fire damage on a splash, and sets fire to combustibles and damages objects in the area (see Catching on Fire in the DMG<\/i>).\r

    Vulnerable To Water (Ex):<\/b> Blazing bones are especially vulnerable to normal water and holy water. Normal water deals 1d4 points of damage to the blazing bones per splash and 2d4 per bucket, and holy water deals 4d4 points of damage per vial.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Ruins of Myth Drannor<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Any land and underground"},{"name":"Blazozoid","type":"Outsider","ch":11,"challenge_rating":" 11 \u00a0","id":5191,"reference":"Usergen","full_text":"

    Blazozoid <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Outsider \t\t\t(Fire, Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d8+75\u00a0(142 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> Fly 90 ft. (good)(18 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-4 size, +1 Dex, +14 deflection), touch 21, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+25<\/td> <\/tr>
    Attack: <\/strong>Firetouch +12 melee touch (8d6 fire)<\/td> <\/tr>
    Full Attack: <\/strong>Firetouch +12 melee touch (8d6 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Firetouch, inferno charge<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to fire, melt weapons, starborn, starvation, telepathy 1 mile<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +10, Will +18 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 13, Con 20, Int 12, Wis 25, Cha 25 <\/td> <\/tr>
    Skills: <\/strong>Appraise +19, Balance +3, Diplomacy +27, Knowledge (history) +19, Knowledge (religion) +19, Knowledge (the planes) +19, Search +19, Sense Motive +25, Spot +28, Survival +7 (+9 following tracks, +9 on other planes), Tumble +19<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (firetouch), Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Spot), Weapon Finesse <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Space<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>16-23 HD (Gargantuan); 24-45 (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a small comet of creamy white flame.<\/i>\r

    Blazozoids are sentient balls of living energy that travel through space. Their fiery bodies are so hot that they burn up any matter that they contact.\r

    Blazozoids are the progeny of a huge, living star, which refers to itself as \u00c2\u0093I\u00c2\u0094. This entity believes itself to be the only sentient being in the universe, and has formed millions of emissaries from its own body and dispatched them to the far ends of the universe in search of another living star. The blazozoids are these emissaries. Although intelligent, they are completely incapable of altering the basic beliefs that I imprinted upon them at their creation. The blazozoids' creator, I, believes that only living fire creatures like itself can be sapient. Blazozoids are therefore incapable of recognizing intelligence in creatures whose bodies are not made of flame. They view other creatures as potential food sources, hazardous wildlife, or, at best, means of transport.\r

    A blazozoid is 30 feet in diameter, but is virtually weightless. Blazozoids cannot reproduce and must be created from I\u00c2\u0092s body. They eat, or refuel, by turning matter into energy.\r

    Blazozoids communicate telepathically with any creature within 1 mile that has a language. \r

    COMBAT<\/b>\r

    Blazozoids usually ignore other creatures or vessels passing through space, but will attack if provoked or when hungry. Blazozoids simply ram into targets with an inferno charge, then continue to burn adversaries with their firetouches.\r

    Firetouch (Ex):<\/b> A blazozoid's touch attack deals 8d6 points of fire damage because of the creature's flaming body. Anyone hit by a blazozoid's touch attack must succeed on a DC 24 Reflex save or catch on fire. The flame burns for 1d4 rounds. Unless it is still in contact with the blazozoid, a burning creature can take a move action to put out the flames. The save DC is Constitution-based.\r

    Creatures hitting a blazozoid with natural weapons or unarmed attacks take fire damage as though hit by the blazozoid's touch attack, and also catch on fire unless they succeed on a DC 24 Reflex save.\r

    Inferno Charge (Ex):<\/b> When a blazozoid makes a charge attack, it deals an additional 6d6 points of fire damage due to its enveloping flames.\r

    Melt Weapons (Ex):<\/b> Any metal weapon that strikes a blazozoid must succeed on a DC 22 Fortitude save or melt away into slag. The save DC is Constitution-based.\r

    Starborn (Ex):<\/b> A blazozoid can exist comfortably in the harsh conditions of space. A blazozoid does not have the vulnerability to cold that is standard for creatures with the Fire subtype, and it takes no damage from radiation or fire. Blazozoids are immune to pressure and decompression damage, so can move easily between the vacuum of space to the crushing depths of a star.\r

    Starvation (Ex):<\/b> Unlike other outsiders, blazozoids must eat. They can consume any sort of matter by burning it to ash. A blazozoid must consume between 1 and 5 pounds of matter every day per Hit Die it possesses to sustain itself. The amount varies according to exertion. If it does nothing but rest and light activity, a blazozoid needs only 1 pound per HD per day, but vigorous activities such as combat or long distance flight require 4 pounds per HD per day. A blazozoid can eat as much food as it can carry, storing the excess as a reserve for lean times.\r

    If a blazozoid has no food to burn, it consumes its own body and shrinks. Once it goes without food for a number of days equal to its Constitution score a blazozoid lose 1 size category, to a minimum size of Large. Modify physical abilities, natural armor, and damage as per the usual size advancement rules in reverse. Once starvation reduces a blazozoid to Large size it takes 1d6 points of Constitution damage from starvation for every 10 additional days it goes without food. Since this is starvation damage, it cannot be cured by restoration spells or similar means. These time periods assume normal activity; a very hard working blazozoid shrinks up to twice as quickly, while one that conserves its energies by resting shrinks at half the above speeds.\r

    A blazozoid can recover a lost size category by eating 50 pounds of matter per Hit Dice it possesses.\r

    In Spelljammer<\/b>\r
    The fiery body of a blazozoid ignites not only matter (so they are never found on planets) but also phlogiston; immersion of a blazozoid in the phlogiston creates a superheated fireball a mile in diameter, annihilating the blazozoid and doing 1d6 points of fire damage per hit die of the blazozoid to all creatures within the explosion. Therefore, blazozoids seek passage on spelljamming vessels to cross the phlogiston (they must be stored inside a fireproof container such as stone, metal, or force); however, crews that fail to feed a blazozoid during a long journey inevitably become the blazozoid's next meal on reaching its destination.\r

    In a Spelljammer campaign, replace Knowledge (the planes) with Knowledge (space).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Spelljammer Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Space"},{"name":"Blindheim","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5192,"reference":"Usergen","full_text":"

    BLINDHEIM<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Monstrous Humanoid<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d8 (18 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (+1 size, +1 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d4-1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Blinding gaze<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +1, Ref +5, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 8, Dex 12, Con 11, Int 2, Wis 13, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +4, Listen +9, Spot +5<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Weapon Focus (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or gang (2-4)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The blindheim is a 4-foot tall frog-like humanoid with huge eyes that shine like searchlights. When in repose, the creature keeps its eyes \u0093turned off\u0094 by means of an extra eyelid.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The blindheim is colored in varying shades of yellow, the darker shades on its back. If the eyes of a dead blindheim are opened they are a dull gold in color.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    A blindheim attacks by first blinding a foe with its gaze, and then rushing in to use its bite attack. If overmatched, a blindheim will flee.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blinding Gaze (Su):<\/b> Blindness (as the spell) for 1 hour, 30 feet, Fortitude save (DC 12).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Blindheims receive a +4 racial bonus on all Listen checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Blindheim first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Monstrous Humanoid","alignment":"Any","environment":"Any underground"},{"name":"Blink Wooly Mammoth","type":"Magical Beast","ch":10,"challenge_rating":" 10 \u00a0","id":5193,"reference":"Usergen","full_text":"

    Blink Wooly Mammoth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d10+105\u00a0(187 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-2 size, -1 Dex, +8 natural), touch 7, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+35<\/td> <\/tr>
    Attack: <\/strong>Gore +25 melee (2d8+12)<\/td> <\/tr>
    Full Attack: <\/strong>2 gores +25 melee (2d8+12), trunk slam +23 melee (2d6+6), and 2 stamps +23 melee (2d6+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 2d6+6, improved grab, toss, trample 2d8+18<\/td> <\/tr>
    Special Qualities: <\/strong>Blink, darkvision 60 ft, low-light vision, random teleport, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +8, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 8, Con 25, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +12, Spot +12<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Improved Bull Rush, Iron Will, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (2-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>16-30 HD (Huge); 31-45 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Covered in brown, shaggy fur, this elephantlike creature has two huge, curving tusks and towers over a human.<\/i>\r

    The blink wooly mammoth is a creature that somehow diverged from a normal animal of the exact same type (see Frostburn<\/i>). No one knows how it gained the power to blink in and out of existence. Other than its strange power, the blink wooly mammoth is essentially the same as normal wooly mammoths. Its tusks are heavier than a normal elephant's, making its ivory very valuable (about 6 gp per pound).\r

    A blink wooly mammoth stands 15 feet tall at the shoulder, weighs between 9 and 11 tons, and has tusks roughly 15 feet long.\r

    COMBAT<\/b>\r
    A blink wooly mammoth fights in the same manner as other mammoths and elephants, except for its ability to blink like a blink dog, and its inexplicable tendency to teleport every which way. They are not usually aggressive, unless stalked or threatened. Hunters often seek to procure the tusks of one of these creatures, but this is hardly an easy task.\r

    Constrict (Ex)<\/b>: A blink wooly mammoth deals automatic trunk slam damage with a successful grapple check.\r

    Improved Grab (Ex)<\/b>: To use this ability, a blink wooly mammoth must hit with its trunk slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    A blink wooly mammoth can also hit a Large or smaller foe with a gore attack to use this ability. If it gets a hold, it tosses its opponent.\r

    Toss (Ex)<\/b>: Blink wooly mammoths vigorously shake any creature caught in their tusks and fling it in a random direction. Resolve the toss as a bull rush maneuver (+20 check modifier), except that there is no attack of opportunity, since the blink wooly mammoth has already grabbed its foe when it tries to toss the victim. The blink wooly mammoth does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the blink wooly mammoth's bull rush check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.\r

    Trample (Ex)<\/b>: As a full-round action, a blink wooly mammoth can move up to twice its speed and literally run over Large or smaller creatures. This attack deals 2d8+18 points of damage. Trampled opponents can make attacks of opportunity against the blink wooly mammoth at a -4 penalty. If they do not make attacks of opportunity, trample opponents can attempt a DC 29 Reflex save for half damage. The save DC is Strength-based.\r

    Blink (Su)<\/b>: A blink wooly mammoth can use blink<\/i> as the spell (caster level 15th), and can evoke or end the effect as a free action.\r

    Random Teleport (Su)<\/b>: In any round that a blink wooly mammoth uses its blink ability, there is a 75% chance that it will automatically teleport, as dimension door<\/i> (caster level 15th), as a free action at the end of its turn. The ability affects only the blink wooly mammoth, which never appears within a solid object. The blink wooly mammoth will reappear a random distance from its original space, up to 60 feet away. The blink wooly mammoth can reappear on the ground, or in the air. To determine where it reappears, roll 1d12; if the result is 1-8, consult the \"Missing With a Thrown Weapon\" diagram on page 158 of the Player's Handbook. If the result is 9-12, the blink wooly mammoth reappears directly above an opponent and can make a trample attack against that target as a free action without having to make a charge attack.\r

    Training a Blink Wooly Mammoth<\/b>\r
    Only the truly brave and reckless use blink woolly mammoths as mounts or pack animals. Training a blink woolly mammoth must begin with a young animal; adults rarely cooperate and will starve themselves rather than submit to training. Training a young blink woolly mammoth requires six weeks and a successful DC 25 Handle Animal check. Riding a blink woolly mammoth requires an exotic saddle or howdah, which includes a prod that the animal can feel through its fur and its thick hide. A blink woolly mammoth can fight while carrying a rider, but the rider cannot also attack except with a lance or a missile weapon. \r

    A trained blink woolly mammoth can take itself, its rider, and an amount of gear up to its maximum load along when using its blink and random teleportation abilities. However, its rider must succeed on a DC 20 Ride check or be left behind, landing prone in the space previously occupied by the mammoth. This can be especially dangerous should the mammoth blink, then reappear on the fallen rider. \r

    Carrying Capacity: A light load for a blink woolly mammoth is up to 5,592 pounds; a medium load, 5,593-11,184 pounds; and a heavy load, 11,185-16,776 pounds. A blink woolly mammoth can drag 40 tons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #156 (\"Not Necessarily the Monstrous Compendium,\" April 1990, Sharon Jenkins).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Cold plains"},{"name":"Blood Warrior","type":"Undead","ch":4,"challenge_rating":" 4 \u00a0","id":5194,"reference":"Usergen","full_text":"

    Blood Warrior <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d12+8\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares) in banded mail; base speed 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+1 Dex, +2 natural, +6 banded mail), touch 11, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+13<\/td> <\/tr>
    Attack: <\/strong>Slam +13 melee (1d10+6) or lance +13 melee (1d8+6\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +13 melee (1d10+6) or lance +13\/+8 melee (1d8+6\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Martial training, necessary slaughter, unholy prowess<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/slashing, darkvision 60 ft., undead traits, unholy toughness<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +3, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 12, Con \u00c2\u0097, Int 6, Wis 10, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +12, Ride +6* (*includes -6 armor check penalty)\r
    <\/td> <\/tr>
    Feats: <\/strong>Mounted Combat, Ride-By Attack, Spirited Charge\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or troop (50-500)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>See text<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The man appears to be human, but his gray, dessicated flesh and infernal glowing red eyes indicate he is no human.<\/i>\r

    Blood warriors are a specialized form of undead created by the mighty Bhaalspawn known as Kazgaroth<\/a>. Transformed by Kazgaroth\\'s corrupting mass charm, these undead warriors serve the Beast fanatically.\r

    Blood warriors are the height and weight of humans. \r

    Blood warriors speak the languages they spoke in life (usually Common).\r

    COMBAT\r

    Blood warriors fight much as they did in life, using any weapons at their disposal. They follow the commands of Kazgaroth with fanatical devotion.\r

    Martial Training (Ex):<\/b> Blood warriors arose from talented fighters transformed by Kazgaroth\\'s corrupting charm. As a result, they possess the base attack bonus of a fighter of their level, and qualify for feats as if they were fighters of a level equal to their Hit Dice.\r

    Necessary Slaughter (Su):<\/b> Blood warriors must kill to maintain their strength. If a troop of blood warriors fails to kill sentient creatures with Hit Dice totaling at least that of the troop\\'s Hit Dice each week, each member of the troop gains one positive level. \r

    Additionally, should a blood warrior be destroyed, each remaining member of the troop gains one positive level.\r

    When the troop slays a number of Hit Dice of sentient creatures equal to its own total Hit Dice, each member of the troop removes one positive level. If a blood warrior currently has no positive levels, it gains one negative level. \r

    Undead react to positive levels the way nonundead react to negative levels. An undead character with positive levels at least equal to its current level is instantly destroyed. After 24 hours, an undead must make a DC 18 Will save. If the saving throw succeeds, the positive level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each positive level it has gained. If the save fails, the positive level goes away, but the creature\\'s level (or HD) is also reduced by one.\r

    A blood warrior with a negative level gains a +1 competence bonus on all skill checks and ability checks, attack rolls, and saving throws, and gains one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster gains one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level. These gains persist until the negative level goes away (is removed by the gain of a positive level). A negative level that is not removed by a positive level for 3 weeks becomes permanent, resulting in advancement by 1 HD.\r

    Unholy Prowess (Su):<\/b> A blood warrior gains a profane bonus to attack rolls, grapple checks and Strength-based skill checks equal to its Charisma bonus. This bonus is already factored in above.\r

    Unholy Toughness (Ex):<\/b> A blood warrior gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    In the Realms\r

    Each time Kazgaroth appears in the Realms, he creates a new contingent of Blood Warriors. The latest incarnation is known as the Blood Riders. These former Northmen cavalry assisted Kazgaroth\\'s invasion of the isle of Gwynneth. Their leader, Laric, managed to capture a powerful druid, but was later tracked down and destroyed.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Villains\u00c2\u0092 Lorebook<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always chaotic evil","environment":"Any"},{"name":"Bloodflower","type":"Plant","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5195,"reference":"Usergen","full_text":"

    Bloodflower <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> \u00c2\u00bdd8+1\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 0 ft. (immobile)<\/td> <\/tr>
    Armor Class: <\/strong> 10 (+2 size, -2 Dex), touch 10, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-12<\/td> <\/tr>
    Attack: <\/strong>Tendril -2 touch (attach)<\/td> <\/tr>
    Full Attack: <\/strong>Tendril -2 touch (attach)<\/td> <\/tr>
    Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft. (5 ft. w\/tendril)<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, blood drain, narcotic perfume<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, plant traits, tremorsense 10 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref -2, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 6, Con 16, Int \u00c2\u0097, Wis 8, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm forests and swamps<\/td> <\/tr>
    Organization: <\/strong>Solitary or clump (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The blossoms of this flowering plant are a pale, almost translucent, white.<\/i>\r

    Bloodflowers are carnivorous plants that feed upon warm blood. As it feeds, a bloodflower's petals become slowly pink, eventually flushing to a deep, rich red. \r

    Because the plant blooms both day and night, the domestic species is sometimes used as a passive defense and may be found scattered about in flower gardens or in huge beds surrounding important buildings or cities. Individual potted flowers are kept in treasure rooms as traps for the unwary.\r

    A bloodflower grows to a height of about 1 foot.\r

    COMBAT\r

    A bloodflower releases its narcotic perfume when warm-blooded prey approaches, then attempts to latch on to victims with its spiny tendrils. It then drains blood until sated.\r

    Attach (Ex):<\/b> If a bloodflower hits with a tendril attack, it uses its thorns and suckers to latch onto the opponent\u00c2\u0092s body. An attached bloodflower is effectively grappling its prey. Bloodflowers have a +12 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached bloodflower can be struck with a weapon or grappled itself. To remove an attached bloodflower through grappling, the opponent must achieve a pin against the bloodflower.\r

    Blood Drain (Ex):<\/b> A bloodflower drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. A bloodflower will continue draining blood until its victim dies or it it is removed from its victim. \r

    Camouflage (Ex):<\/b> Since a bloodflower looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.\r

    Narcotic Perfume (Ex):<\/b> Bloodflowers constantly produce a perfumed sedative gas. Any creature that comes within a 5 feet of the plant must succeed on a DC 11 Fortitude save every round or fall unconscious for 2d4+5 rounds. The save DC is Constitution-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Temperate or warm forests and swamps"},{"name":"Bloodsipper","type":"Plant","ch":16,"challenge_rating":" 16 \u00a0","id":5196,"reference":"Usergen","full_text":"

    Bloodsipper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 20d8+240\u00a0(330)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 19 (-8 size, -1 Dex, +18 natural), touch 1, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+35<\/td> <\/tr>
    Attack: <\/strong>Bite +11 melee (1d8+4 plus attach)<\/td> <\/tr>
    Full Attack: <\/strong>12 bites +11 melee (1d8+4 plus attach)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, blood drain, pod denizens, startling strike<\/td> <\/tr>
    Special Qualities: <\/strong>Immoveable, low-light vision, plant traits, sensory vines, vulnerability to salt<\/td> <\/tr>
    Saves: <\/strong>Fort +24, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 9, Con 35, Int -, Wis 9, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>-<\/td> <\/tr>
    Feats: <\/strong>-<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary (plus 2-12 mature pods)<\/td> <\/tr>
    Challenge Rating: <\/strong>16<\/td> <\/tr>
    Treasure: <\/strong>Standard (incidental)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>21+ (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This area is covered with an expansive, tangled growth of thin yellow vines that emanate a coppery scent in the humid air. The enormous plant\u00c2\u0092s vines resemble arteries, slowly pulsing with a blood-like fluid. Along these vines, fiery red pods of sickly fruit sprout profusely along the vine\u00c2\u0092s periphery; while most of these leathery pods are fist-sized, a few have grown to four or more feet in diameter.<\/i>\r

    The bloodsipper is an enormous, carnivorous vine corrupted by the alien energies of the Far Realm. It shares characteristics of both animals and plants, and exists only to feed and propagate. Both functions are enabled by the pods which grow all over the plant. Smaller pods are numerous, vestigial and immature. Cutting open or destroying one of these small pods releases a gagging stench that affects adjacent creatures (DC 15 Fort or nauseated for 1d4 rounds) and destroys the pod.\r

    The larger pods are mature and ready for germination. A bloodsipper usually retains a number of these mature pods for defense and feeding, but never has more than twelve at once. Each of these pods contains a \u00c2\u0093pod denizen,\u00c2\u0094 which resembles a huge, blind tadpole with a mouth full of needle-sharp teeth. A pod denizen\u00c2\u0092s head gradually thins into a long, muscular tether, a coiled organic cord that anchors it to the interior base of the pod. Each head has four clawed arms, equally spaced around its gnashing mouth. When its tether is severed, a pod denizen becomes permanently separated from its bloodsipper and begins its existence a separate creature; until severed, a pod denizen is little more than an appendage. Once freed, a pod denizen can move and act independently and attacks nearby creatures; with no living targets to attack, a pod denizen crawls off as far as it can before it digs into the earth, becoming the seed for a new bloodsipper.\r

    This alien growth was dubbed a \u00c2\u0093bloodsipper\u00c2\u0094 by the wizard Madreus, who encountered the first known specimen and survived. From studying available specimens, it seems likely that these plants did not evolve naturally, and originated from normal plants mutated by close proximity to portals leading to the Far Realm.\r

    A bloodsipper\u00c2\u0092s coppery smell is considered overpowering, for the purposes of detecting it by scent.\r

    A bloodsipper is at least 600 square feet in size, but often grows much larger. For every 4-HD a bloodsipper advances, its space increases by 5 feet, and it gains an additional pod.\r

    COMBAT\r

    A bloodsipper instinctively attacks anything moving within or touching its vines, hoping to feed on the blood of living creatures. When it attacks, a mature pod opens with a loud wet \u00c2\u0093pop\u00c2\u0094, disgorging a head in a swift attack at the nearest opponent. The pod denizen\u00c2\u0092s biting head coiled within whips out to burrow into a fleshy portion of a target, sucking blood which is visibly transferred down the tether into the pod. Each pod is essentially a Medium sized object; pods are found roughly evenly placed throughout a bloodsipper\u00c2\u0092s space, and the heads have a reach of 20 feet. A typical bloodsipper can start an encounter with as many as 12 pod denizens (the above statistics assume the bloodsipper has 12). While tethered to a bloodsipper, pod denizens are stationary and cannot move or act independently of the main plant.\r

    A biting head is merely an appendage of the bloodsipper until its tether is severed or destroyed. An opponent armed with a slashing weapon can attack a bloodsipper\u00c2\u0092s tether with a sunder attempt as if they were weapons. A bloodsipper\u00c2\u0092s tether has 10 hit points each. If the tether being attacked is currently attached to a target, the bloodsipper usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a bloodsipper\u00c2\u0092s tethers deals 10 points of damage to the bloodsipper; severing a tether deals no damage to a head. Any head attached to a creature when severed from a bloodsipper remains attached until removed. The creature regrows severed tethers and pods in 1d10+10 days.\r

    Any attack that is not (or cannot be) an attempt to sunder a tether affects the body. For example, area effects deal damage to a bloodsipper's body, not to its tether or head. Targeted magical effects cannot sever a bloodsipper\u00c2\u0092s tethers (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.\r
    Killing a bloodsipper automatically sunders the tethers of all remaining pod denizens, enabling them to move freely.\r

    Attach (Ex):<\/b> If a bloodsipper hits with a bite attack, it uses the four clawed arms that surround the maw to latch onto the opponent\u00c2\u0092s body, automatically dealing bite damage each round it remains attached. An attached head is effectively grappling its prey.\r

    An attached head can be struck with a weapon or grappled itself. To remove an attached head through grappling, the opponent must achieve a pin against the bloodsipper.\r

    Blood Drain (Ex):<\/b> A bloodsipper drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. On each successful attack, the bloodsipper gains 5 temporary hit points.\r

    Pod Denizens (Ex):<\/b> A bloodsipper makes bite attacks using its heads, and can attack any foe within its reach, once per round with each head. Once all of its pod denizens are separated from it, however, a bloodsipper cannot attack. A bloodsipper can sever the tether of a mature pod denizen as a move action.\r

    A detached pod denizen has the following statistics. Its attach and vulnerability to salt function the same as the bloodsipper\u00c2\u0092s.\r

    Pod Denizen:<\/i> CR ---; Small plant; HD 4d8; hp 30; Init +1; Spd 40 ft.; AC 14, touch 12, flat-footed 13; Base Atk +3; Grp +3; Atk or Full Atk: bite +8 melee (1d8+4); Space\/Reach: 5ft\/5ft; SA attach; SQ low-light vision, plant qualities, vulnerability to salt; AL Chaotic Neutral; SV Fort +7, Ref +2, Will +0; Str 19, Dex 13, Con 16, Int ---, Wis 9, Cha 3.\r
    Skills and Feats: Hide +5.\r

    Startling Strike (Ex):<\/b> If a bloodsipper catches an opponent flat-footed with its first attack in a given encounter, it may make a free bull rush attempt with its bite against the foe.\r

    Immoveable (Ex):<\/b> A bloodsipper anchors itself to the ground and walls using its numerous roots. This makes it impossible for a foe to bull rush or trip the creature. Any bull rush or trip attempts against the bloodsipper automatically fail, as if the opponent had failed to win the opposed Strength check.\r

    Sensory Vines (Ex):<\/b> A bloodsipper's body is composed of a mass of vines spread throughout its space; creatures can move through a bloodsipper's space, but treat its space as light undergrowth. A bloodsipper can automatically pinpoint the location of anything touching its vines, and ignores any concealment penalties imposed by the vines. A creature moving through a bloodsipper\u00c2\u0092s space that succeeds on a DC 20 Spot check can avoid contact with the vines, but treats the space as heavy undergrowth rather than light, and must make a new check each round.\r

    Vulnerability to Salt (Ex):<\/b> A bloodsipper or pod denizen is affected by a quantity of salt, and will pull away from salt convulsively. If an opponent throws a handful or flask of salt as a grenade-like weapon, a direct hit deals 2d4 points of damage to a bloodsipper or pod denizen, or 1 point of damage from a splash of salt.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in The Gates of Firestorm Peak (1999, Bruce Cordell), and Monstrous Compendium Annual Four (1998).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always chaotic neutral","environment":"Warm land and underground"},{"name":"Bloodstinger","type":"Dragon","ch":4,"challenge_rating":" 4 \u00a0","id":5197,"reference":"Usergen","full_text":"

    Bloodstinger <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Dragon \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d12+10\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 60 ft. (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 Dex, +6 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+7<\/td> <\/tr>
    Attack: <\/strong>Sting +7 melee (1d4+2 plus poison) or bite +7 melee (1d10+2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Sting +7 melee (1d4+2 plus poison) and bite +5 melee (1d10+2) <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 13, Con 14, Int 2, Wis 12, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +11, Listen +3, Move Silently +5, Spot +9, Survival +4<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Multiattack (B), Spring Attack (B), Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm or temperate hills and forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or flight (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>6-7 HD (Large); 8\u00c2\u009610 HD (Huge); 11\u00c2\u009615 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This two-legged lizard is built like a tyrannosaur. Its pebbly skin is mottled black and red. Its long tail ends in a foot-long, scorpion-like stinger. It has leathery bat wings and huge jaws filled with long, sharp teeth. A pair of backward-curving horns project from the top of its skull.<\/i>\r

    Many sages theorize that bloodstingers are a \"missing link\" between pseudodragons and wyverns. Others argue that they are forebears to one or both species. Regardless of their evolutionary position, bloodstingers clearly share traits of both creatures.\r

    Bloodstingers are smaller and more savage than wyverns. Possessing only an animal intellect, these vicious predators attack nearly anything that moves.\r

    Bloodstingers are generally solitary, wandering hunters. In the spring, they gather in elaborate mating rituals that involve aggressive roars and intricate bobbing dances, which culminate in aerial procreation. The females later lay a clutch of 3-6 eggs in a mountaintop nest. For the first year, the female cares for the young, before leaving them to fend for themselves.\r

    Although coveted as mounts, bloodstingers refuse to acknowledge any master, even if raised in captivity. As a result, they cannot be trained. The only way to claim one as a steed is through magical control.\r

    In addition to harvesting the poison from its stinger, a bloodstinger's skin is often claimed and fashioned into armor. Treat bloodstinger skin as dragonhide for purposes of creating armor. Some tribes of lizardfolk and other savage humanoids fashion the stinger into a spear.\r

    A bloodstinger's body is 7 to 8 feet long, with half that length being its tail. Its wingspan is about 10 feet. A bloodstinger weighs about 250 pounds.\r

    COMBAT\r

    Bloodstingers are fearless, attacking creatures of any size and even in large numbers. It uses its wings mainly to approach prey (or escape), but doesn't engage prey from the air. Bloodstinger generally ignore aerial opponents, preferring to fight on the ground. A bloodstinger treats prey like a cat playing with a mouse. It might sting it once, let it run for a while, all the while toying with it.\r

    Improved Grab (Ex):<\/b> To use this ability, a bloodstinger must hit with its bite. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 16, initial damage 1d6 Dex, secondary damage 2d6 Con. The save DC is Constitution-based.\r

    Skills:<\/b> Bloodstingers have a +3 racial bonus on Spot checks and a +8 racial bonus on Hide checks.\r

    Variant Bloodstinger<\/b>\r
    Some bloodstingers have developed a poison that slows their prey, rather than damaging its agility. Replace the poison above with this ability:\r

    Poison (Ex):<\/b> Injury, Fortitude DC 16, initial damage slowed (as the spell) for 5d4 rounds, secondary damage 2d6 Con. The save DC is Constitution-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #251<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Usually neutral","environment":"Warm or temperate hills and forests"},{"name":"Bloodthorn, Arid","type":"Plant","ch":3,"challenge_rating":" 3 \u00a0","id":5198,"reference":"Usergen","full_text":"

    Bloodthorn, Arid <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+8<\/td> <\/tr>
    Attack: <\/strong>Tendril +5 melee (1d6+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>3 tendrils +5 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 12, Con 15, Int 2, Wis 11, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Power Attack, Weapon Focus (tendril)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins, 1\/10 goods, 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The statistics above are for a 3-tendriled arid bloodthorn.\r

    Bloodthorn, Arid, Four-Tendriled<\/b>\r
    Large Plant\r
    Hit Dice: 4d8+8 (26 hp)\r
    Initiative: +1\r
    Speed: 5 ft. (1 square)\r
    Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15\r
    Base Attack\/Grapple: +3\/+10\r
    Attack: Tendril +7 melee (1d6+3)\r
    Full Attack: 4 tendrils +7 melee (1d6+3)\r
    Space\/Reach: 10 ft.\/10 ft. \r
    Special Attacks: Blood drain, improved grab\r
    Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire\r
    Saves: Fort +6, Ref +2, Will +1\r
    Abilities: Str 16, Dex 12, Con 15, Int 2, Wis 11, Cha 9\r
    Skills: Listen +3, Spot +4\r
    Feats: Power Attack, Weapon Focus (tendril)\r
    Environment: Warm deserts\r
    Organization: Solitary or patch (2-6)\r
    Challenge Rating: 4\r
    Treasure: 1\/10 coins, 1\/10 goods, 50% items\r
    Alignment: Always neutral\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    Bloodthorn, Arid, Five-Tendriled<\/b>\r
    Large Plant\r
    Hit Dice: 5d8+10 (32 hp)\r
    Initiative: +2\r
    Speed: 5 ft. (1 square)\r
    Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16\r
    Base Attack\/Grapple: +3\/+10\r
    Attack: Tendril +7 melee (1d6+3)\r
    Full Attack: 5 tendrils +7 melee (1d6+3)\r
    Space\/Reach: 10 ft.\/10 ft. \r
    Special Attacks: Blood drain, improved grab\r
    Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire\r
    Saves: Fort +6, Ref +3, Will +1\r
    Abilities: Str 16, Dex 14, Con 15, Int 2, Wis 11, Cha 9\r
    Skills: Listen +4, Spot +4\r
    Feats: Power Attack, Weapon Focus (tendril)\r
    Environment: Warm deserts\r
    Organization: Solitary or patch (2-6)\r
    Challenge Rating: 5\r
    Treasure: 1\/10 coins, 1\/10 goods, 50% items\r
    Alignment: Always neutral\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    Bloodthorn, Arid, Six-Tendriled<\/b>\r
    Large Plant\r
    Hit Dice: 6d8+12 (39 hp)\r
    Initiative: +6\r
    Speed: 5 ft. (1 square)\r
    Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16\r
    Base Attack\/Grapple: +4\/+12\r
    Attack: Tendril +9 melee (1d6+4)\r
    Full Attack: 6 tendrils +9 melee (1d6+4)\r
    Space\/Reach: 10 ft.\/10 ft. \r
    Special Attacks: Blood drain, improved grab\r
    Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire\r
    Saves: Fort +7, Ref +4, Will +2\r
    Abilities: Str 18, Dex 14, Con 15, Int 2, Wis 11, Cha 9\r
    Skills: Listen +4, Spot +5\r
    Feats: Improved Initiative, Power Attack, Weapon Focus (tendril)\r
    Environment: Warm deserts\r
    Organization: Solitary or patch (2-6)\r
    Challenge Rating: 6\r
    Treasure: 1\/10 coins, 1\/10 goods, 50% items\r
    Alignment: Always neutral\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    Bloodthorn, Arid, Seven-Tendriled<\/b>\r
    Large Plant\r
    Hit Dice: 7d8+14 (45 hp)\r
    Initiative: +6\r
    Speed: 5 ft. (1 square)\r
    Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18\r
    Base Attack\/Grapple: +5\/+13\r
    Attack: Tendril +10 melee (1d6+4)\r
    Full Attack: 7 tendrils +10 melee (1d6+4)\r
    Space\/Reach: 10 ft.\/10 ft. \r
    Special Attacks: Blood drain, improved grab\r
    Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire\r
    Saves: Fort +7, Ref +4, Will +2\r
    Abilities: Str 18, Dex 14, Con 15, Int 2, Wis 11, Cha 9\r
    Skills: Listen +5, Spot +4\r
    Feats: Improved Initiative, Power Attack, Weapon Focus (tendril)\r
    Environment: Warm deserts\r
    Organization: Solitary or patch (2-6)\r
    Challenge Rating: 7\r
    Treasure: 1\/10 coins, 1\/10 goods, 50% items\r
    Alignment: Always neutral\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    Bloodthorn, Arid, Eight-Tendriled<\/b>\r
    Large Plant\r
    Hit Dice: 8d8+16 (52 hp)\r
    Initiative: +6\r
    Speed: 5 ft. (1 square)\r
    Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18\r
    Base Attack\/Grapple: +6\/+15\r
    Attack: Tendril +12 melee (1d6+5)\r
    Full Attack: 8 tendrils +12 melee (1d6+5)\r
    Space\/Reach: 10 ft.\/10 ft. \r
    Special Attacks: Blood drain, improved grab\r
    Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire\r
    Saves: Fort +8, Ref +4, Will +2\r
    Abilities: Str 20, Dex 14, Con 15, Int 2, Wis 11, Cha 9\r
    Skills: Listen +5, Spot +5\r
    Feats: Improved Initiative, Power Attack, Weapon Focus (tendril)\r
    Environment: Warm deserts\r
    Organization: Solitary or patch (2-6)\r
    Challenge Rating: 8\r
    Treasure: 1\/10 coins, 1\/10 goods, 50% items\r
    Alignment: Always neutral\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    A tough, wiry patch of briars with dull black bark sprouts from the dry ground. Its long vines appear dry and dessicated, but lush red berries dot small-bladed leaves at its base.<\/i>\r

    The bloodthorn of Jakandor is similar to the bloodthorns of other worlds, but is far less lush and a bit more dangerous. Although its berries look inviting, they have a bitter taste.\r

    Arid bloodthorns feed upon the blood of other creatures, feeding primarily on small animals and birds. An opportunistic predator, the plant is not afraid to attack larger prey that comes within reach.\r

    A mature plant consists of a base about 10 feet long with several clumps of small-bladed leaves and lush, red berries. Thorny vines extend to 10 feet.\r

    COMBAT\r

    An arid bloodthorn lies still until warm-blooded prey approaches, then lashes out with its tendrils, extending its thorns to their full three inches. Once it impales prey with its thorns, it begins to drain blood from the victim. An arid bloodthorn has a strong sense of self-preservation, sacrficing its tendrils if necessary to protect its base.\r

    Arid bloodthorns generally fight to the death, but they especially dislike fire, recoiling and attempting to flee if able.\r

    To sever a tendril, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at an arid bloodthorn\u00c2\u0092s tendrils from any position in which he could strike at the arid bloodthorn itself, because the arid bloodthorn\u00c2\u0092s tendrils writhe and whip about in combat. An opponent can ready an action to attempt to sunder a arid bloodthorn\u00c2\u0092s tendril when the creature lashes out at him. Each of a arid bloodthorn\u00c2\u0092s tendrils has hit points equal to the creature\u00c2\u0092s full normal hit point total, divided by its original number of tendrils. Losing a tendril deals damage to the body equal to half the tendril\u00c2\u0092s full normal hit points. A natural reflex seals the vine shut. An arid bloodthorn can no longer attack with a severed tendrils but takes no other penalties. An arid bloodthorn can regrow a severed tendril in 1d4 days. \r

    Any attack that is not (or cannot be) an attempt to sunder a tendril affects the body. Targeted magical effects cannot sever a arid bloodthorn\u00c2\u0092s tendrils (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.\r

    Blood Drain (Ex):<\/b> If an arid bloodthorn grabs an opponent, it begins draining blood. It deals 1d4 points of Constitution damage with each successful grapple check. If the opponent wins a grapple check, one of the bloodthorn's tentacles comes loose from the opponent's body. The resulting wound continues to lose blood for 1 additional round.\r

    The thorns of a severed vine still drain blood until the whole vine is carefully detached from a victim - a process that requires one full round and deals 1d4+2 points of damage to the victim. A successful Heal check (DC 13 for three-tendriled bloodthorns; DC 14 for four- and five-tendriled bloodthorns; DC 15 for six- and seven-tendriled bloodthorns; and DC 16 for eight-tendriled bloodthorns) removes the thorns without damaging the victim. The check DC is Constitution-based.\r

    Improved Grab (Ex):<\/b> If an arid bloodthorn hits an opponent that is at least one size category smaller than itself with a tendril attack, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its blood drain ability. Thereafter, the bloodthorn has the option to conduct the grapple normally, or simply use a tendril to hold the opponent (-20 penalty on grapple check, but the bloodthorn is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage and drains blood.\r

    Sacrificial Parry (Ex):<\/b> As an immediate action, a bloodthorn can move one of its tendrils to intercept an attack intended for its body. To do so, the bloodthorn makes a tendril attack roll; if that roll exceeds its opponents attack check, all damage is dealt to the tendril rather than the body. Otherwise, damage is dealt to the body as usual.\r

    Planar Bloodthorns<\/b>\r
    Bloodthorns are also found on various outer planes, and are fairly common among barren regions of the Abyss, Carceri, the Outlands, and Pandemonium. These bloodthorns gain the Extraplanar subtype, and have developed tougher bark and vines due to the more extreme conditions (resulting in a +1 greater natural armor bonus than the statistics above).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Jakandor, Land of Legend<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Warm deserts"},{"name":"Bloodwight","type":"Aberration","ch":5,"challenge_rating":" 05 \u00a0","id":5199,"reference":"Usergen","full_text":"

    BLOODWIGHT<\/span><\/b><\/p><\/div>

    Large Aberration<\/h2>

    Hit Dice:<\/span><\/b> 6d8 (27 hp)<\/span><\/p>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p>

    Speed:<\/span><\/b> 30 ft<\/span><\/p>

    AC:<\/span><\/b> 14 (-1 size, +1 Dex, +6 natural)<\/span><\/p>

    Attacks:<\/span><\/b> 2 slams +6 melee<\/span><\/p>

    Damage:<\/span><\/b> Slam 1d8 and blood consumption<\/span><\/p>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p>

    Special Attacks: <\/span><\/b>Blood consumption, cell division<\/span><\/p>

    Special Qualities:<\/span><\/b> Damage reduction 10\/+1, weaponimmunity, tremorsense, fast healing 3, fire resistance 20, vulnerabilities<\/span><\/p>

    Saves:<\/span><\/b> Fort +2, Ref +3, Will +5<\/span><\/p>

    Abilities:<\/span><\/b> Str 17, Dex 12, Con 10, Int 2,Wis 11, Cha 1<\/span><\/p>

    Skills:<\/span><\/b> Listen +8, Spot +8<\/span><\/p>

    Feats:<\/span><\/b> Alertness<\/span><\/p><\/div>

    \u00a0<\/span><\/b><\/p>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p>

    Organization:<\/span><\/b> Solitary or brood (2-5)
    Challenge Rating:<\/b> 5<\/span><\/p>

    Treasure:<\/span><\/b> None<\/span><\/p>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p>

    Advancement:<\/span><\/b> 7-9 HD (Large); 10-18 HD (Huge)<\/span><\/p>

    \u00a0<\/span><\/b><\/p>

    Bloodwights, contrary to their name, are not undead creatures; they are living clots of animated blood created by the too-concentrated life energies in the Basin of Boundless Life.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A bloodwight appears as a 10-foot long slug-like creature, crimson in color. When the bloodwight detects living creatures, it raises the front half of its body and extrudes two arm-like appendages. In this position it resembles a large slug-like and headless humanoid.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The bloodwight attacks with two long arm-like appendages it extends from its body. In order to use its blood consumption ability, it must attack the same opponent each round until it drains enough blood to use its cell division ability.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blood Consumption (Su):<\/b> When the bloodwight touches an opponent it gains a number of hit points equal to the damage dealt. These bonus hit points are added to the bloodwight\u0092s total even if it takes it above its current maximum hit points.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If a bloodwight successfully hits its opponent with both slam attacks, the opponent must make a successful Fortitude save (DC 13) or suffer catastrophic blood expulsion. This drains the opponent of 25%, 50%, 75%, or 100% of its current hit points (roll 1d4, 1=25%, 2=50%, 3=75%, 4=100%).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The maximum number of hit points a bloodwight can have is limited to its current Hit Dice x 8. When it reaches this maximum, it will use its cell division ability.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cell Division (Ex):<\/b> If a bloodwight absorbs enough hit points that raises its total to the maximum allowed by its current Hit Dice, it splits into two equal bloodwights, each with one-half the total hit points. For example, a 6 HD bloodwight with 48 hit points splits into two 6 HD bloodwights with 24 hit points each.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Note that the bloodwight must attack the same opponent each round until it drains enough blood to use its cell division ability. Attacking multiple opponents still drains blood, but does not allow it to use its cell division ability.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Weapon Immunity (Ex):<\/b> Due to the makeup of the bloodwight\u0092s body, it takes only 1 point of damage from piercing and slashing weapons and only half damage from bludgeoning weapons. This applies to magical weapons as well as non-magical weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fast Healing (Ex):<\/b> A bloodwight heals 3 points of damage per round as long as it has at least 1 hit point.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vulnerabilities (Ex):<\/b> A bloodwight is slowed<\/i> by any cold-based attacks or effects. A purify food and water<\/i> spell instantly slays a bloodwight.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tremorsense (Ex):<\/b> Bloodwights can automatically sense the location of anything within 60 feet that is in contact with the ground.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities: <\/span><\/b>Immune to mind-influencing effects, and the various hold<\/i> spells and sleep<\/i> spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Bloodwight first appeared in the Return to White Plume Mountain<\/i> (Bruce Cordell, 1999).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any"},{"name":"Bloodworm, Giant","type":"Vermin","ch":4,"challenge_rating":" 4 \u00a0","id":5200,"reference":"Usergen","full_text":"

    Bloodworm, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+24\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft.<\/td> <\/tr>
    AC:<\/strong> 16 (-2 size, -1 Dex, +9 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +10 melee<\/td> <\/tr>
    Damage: <\/strong>0 + plus blood drain<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 20 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attach, blood drain<\/td> <\/tr>
    Special Qualities: <\/strong>Fire vulnerability<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +1, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 8, Con 18, Int \u00c2\u0097, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Hide +9*<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Nest (1d4)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Huge); 13-18 HD (Gargantuan)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Giant bloodworms are leech-like creatures that dwell in the muck and dampness of cavern pools. These huge creatures can breathe air, but they are most comfortable in water, dragging themselves along the floors of these shallow pools with their powerful bodies. The underbelly of a giant bloodworm is a sickening umber color, which fades to speckled green and gray towards the top of its body.

    Combat<\/b>
    A giant bloodworm is usually content to lie on cavern floors and feed on the local fauna. If in any way disturbed it will attack, trying to fasten its sucker-like mouth onto its victim. This initial bite attack inflicts no damage, but is nearly impossible to escape.

    Attach (Ex): If a giant bloodworm hits with its bite attack, it starts a grapple with its opponent as a free action. If the grapple check is successful, it can drain its opponent\u00c2\u0092s blood. Removing an attached giant bloodworm requires an opposed Strength check.

    Blood Drain (Ex): A giant bloodworm drains blood, dealing 1d8 points of temporary Constitution damage each round it remains attached.

    Fire Vulnerability: Giant bloodworms take double damage from all fire attacks and have a -2 penalty to save versus fire attacks.

    Skills: *Giant bloodworms receive a +8 racial bonus to Hide checks when in the water.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in 1e Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":">Underground"},{"name":"Bloody Bones","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":5201,"reference":"Usergen","full_text":"

    Bloody Bones <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d12\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+3 Dex, +2 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+5<\/td> <\/tr>
    Attack: <\/strong>Slam +5 melee (1d10+7) or scimitar +5 melee (1d6+4\/18-20)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +5 melee (1d10+7) or scimitar +5 melee (1d6+4\/18-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fear gaze, sneak attack +1d6, squeeze<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/bludgeoning, darkvision 60 ft., +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 16, Con \u00c2\u0097, Int 6, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Move Silently +9, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Half coins, no goods, no items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class (favored class: rogue)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A bloody humanoid skeleton sits atop a pile of bones. A few shreds of flesh still cover portions of its frame.<\/i>\r

    Bloody bones arise from the remains of the most vile criminals. Cursed to continue to ply their gruesome trades in eternal undeath, bloody bones rob and murder the living with reckless abandon.\r

    Because bloody bones have a supernatural ability to squeeze in areas normally far to small to accommodate them, they often make their lairs in secluded caverns and concealed pits.\r

    Bloody bones are 5 to 6 feet tall and weigh 75 to 175 pounds. \r

    Bloody bones speak the languages they spoke in life (usually Common).\r

    COMBAT\r

    Thanks to their ability to squeeze into far-too-small spaces, bloody bones often lie in ambush in cupboards, under beds, beneath stairs, or in tight crawlspaces.\r

    Fear Gaze (Su):<\/b> Fear, 30 feet. A creature that meets the gaze of a bloody bones must succeed on a DC 13 Will save or be frightened for 5 rounds. A frightened creature becomes panicked. A panicked creature cowers in fear. This is a mind-affecting fear effect. The save DC is Charisma-based.\r

    Squeeze (Su):<\/b> A bloody bones can squeeze through seemingly impossible portals. As a move action, a bloody bones can pass through an opening as if it were a Fine creature. A bloody bones must end its movement in an region large enough to hold a Tiny creature, but it can take no actions other than movement unless it is in an area large enough that a Tiny creature could normally squeeze through.\r

    Advanced Bloody Bones<\/b>\r

    A bloody bones with class levels that grant sneak attack stack with its inherent sneak attack ability. Thus a 3rd-level bloody bones rogue has a sneak attack of +3d6.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually neutral evil","environment":"Any"},{"name":"Boalisk","type":"Magical Beast","ch":4,"challenge_rating":" 04 \u00a0","id":5202,"reference":"Usergen","full_text":"

    BOALISK<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Huge Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d10+5 (32 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+3 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft, climb 20 ft, swim 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (-2 size, +3 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +11 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d8+10<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 15 ft by 15 ft (coiled)\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Gaze, improved grab, constrict 1d8+10<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Scent, darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +7, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 4<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Balance +12, Climb +15, Listen +7, Spot +7, Swim +14<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Alertness<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Warm forest and aquatic<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 4<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 4-7 HD (Huge); 8-9 HD (Gargantuan)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The boalisk appears as a normal constrictor snake about 25 feet long.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    A boalisk hunts by grabbing prey with its mouth and then squeezing with its powerful body. More powerful opponents (or if the boalisk has recently eaten) will be attacked with the boalisk\u0092s gaze attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Gaze (Su): <\/b>Inflicts mummy rot<\/i> (see Disease, DMG<\/i>, page 74), range 30 feet, Fortitude negates (DC 20).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex): <\/b>To use this ability the boalisk must hit with its bite attack. If it gets a hold, it can constrict.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex): <\/b>A boalisk deals 1d6+4 points of damage with a successful grapple check against Medium-size or smaller creatures.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Boalisks receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is better.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    *<\/span><\/i>The Boalisk first appeared in module S4 (Gary Gygax, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Warm forest and aquatic"},{"name":"Boar, Armor","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5203,"reference":"Usergen","full_text":"

    Boar, Armor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+28\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-1 size, +12 natural), touch 9, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+17<\/td> <\/tr>
    Attack: <\/strong>Gore +12 melee (2d8+12)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +12 melee (2d8+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. w\/gore)<\/td> <\/tr>
    Special Attacks: <\/strong>Ferocity, spined defense<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/-, dire, fortification, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +5, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 10, Con 19, Int 2, Wis 13, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any cold or temperate land<\/td> <\/tr>
    Organization: <\/strong>Solitary, mated pair, or family (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-16 HD (Large); 17-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The hair of this large, shaggy boar sticks out in all directions, forming a spiny shell. Its elephantine tusks nearly touch the ground.<\/i>\r

    An offshoot of the dire boar, armor boars are so-named due to the protective carapace formed by the thick, stiff hairs that cover their bodies. Armor boars range in any cold or temperate terrain, lairing most frequently in caves or densely overgrown wooded areas. \r

    Armor boars live in small family groups, usually including a mated pair and up to ten young. A boar mates only once every two years, and it is more prolific than other giant boars, producing up to 10 offspring per litter. Adult boars are very protective of their young and will fight to the death to defend them. \r

    Armor boars are voracious omnivores, eating anything within reach. Armor boars prefer plump rodents to other prey. Armor boars tend to consume more vegetable matter than other boars, and easily destroy gardens and even entire fields. Farming communities therefore consider armor boars a great nuisance.\r

    Armor boars are prized for their rich, sweet meat and tough carapace, which is made into shields and breastplates. Hide armor created from armor boar hide is treated as possessing armor spikes without any additional cost. Craftsmen value the tusks and lard of armor boar, which they make into art objects and soap, respectively.\r

    Armor boars grow up to 12 feet long and 6 feet tall at the shoulder, they weigh as much as 3,000 pounds.\r

    COMBAT\r

    Ill-tempered and highly aggressive, an armor boar recklessly charges any creatures it perceives as a threat or competition, or that wander through its territory. Armor boars are extremely tenacious, generally fighting to the death.\r

    Dire (Ex):<\/b> Armor boars are considered to be dire animals for the purposes of saving throws. \r

    Ferocity (Ex):<\/b> An armor boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.\r

    Fortification (Ex):<\/b> An armor boar's rigid spines protect its vital areas and makes it resistant to extra damage from critical hits and sneak attacks. Anytime an armor boar is hit by a critical hit or a sneak attack, it has a 50% chance to resist the extra damage. (Huge armor boars have a 75% chance to resist the extra damage.)\r

    Spined Defense (Ex):<\/b> Any creature grappling an armor boar or striking it with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the boar's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any cold or temperate land"},{"name":"Boar, Giant Warthog (Metridiochoerus)","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":5204,"reference":"Usergen","full_text":"

    Boar, Giant Warthog (Metridiochoerus) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+18\u00a0(40 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+6 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
    Attack: <\/strong>Gore +7 melee (2d6+6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +7 melee (2d6+6\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, ferocity<\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 10, Con 17, Int 2, Wis 13, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Jump +8, Listen +8, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Toughness\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (5-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-8 HD (Medium), 8-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large boar has knob-like protrusions on its face and very long, curved tusks.<\/i>\r

    Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them. \r

    A giant warthog is about 5 feet long and weighs 300 pounds.\r

    COMBAT\r

    Giant warthogs charge at opponents and stab them with their long tusks.\r

    Augmented Critical (Ex):<\/b> A giant warthog deals triple damage if it scores a critical hit with its gore attack.\r

    Dire (Ex):<\/b> A giant warthog is considered to be a dire animal for the purposes of saving throws.\r

    Ferocity (Ex):<\/b> A giant warthog is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Bog Mummy","type":"Undead","ch":6,"challenge_rating":" 06 \u00a0","id":5205,"reference":"Usergen","full_text":"

    BOG MUMMY<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Undead<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 8d12+3 (55 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+3 (-1 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (-1 Dex, +8 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +7 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d6+4 and bog rot<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Despair, bog rot, create spawn<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Undead, resistant to blows, marsh move, damage reduction 5\/+1, fire resistance 20, cold vulnerability<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +2, Ref +1, Will +8<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 17, Dex 8, Con \u0096, Int 6, Wis 14, Cha 15<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +9, Listen +10, Move Silently +9, Spot +10<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Improved Initiative, Toughness<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any marsh<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, wardens (2-4), or guardians (6-10)
    Challenge Rating:<\/b> 6<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 9-16 HD (Medium-size); 17-24 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Wherever a spark of unlife or negative energy touches a corpse naturally preserved by swamp mud, the result is a bog mummy. Bog mummies are always found roaming the place where they arose, and very rarely venture from it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 In the Great Swamp, the Witch of the Fens, Thingizzard, provides the spark of negative energy needed to create bog mummies.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A bog mummy appears as a withered, desiccated husk, covered in mud and wearing whatever apparel it had on at the time of death (though its clothes are now tattered and filthy).<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    In battle, a bog mummy attacks with its fists, attempting smash any living creature it encounters.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Despair (Su):<\/b> At the mere sight of a bog mummy, the viewer must succeed at a Will save (DC 16) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy\u0092s despair ability for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Bog Rot (Su):<\/b> Supernatural disease\u0097slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d6 temporary from the same ability score. Creatures afflicted with bog rot do not heal naturally and gain one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease<\/i> spell or similar magic.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Create Spawn (Su):<\/b> Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease <\/i>is cast (within one day after death)or the creature is brought back to life (raise dead<\/i> is ineffective, but resurrection<\/i> or true resurrection<\/i> works). Spawn are under the command of the bog mummy that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Resistant to Blows (Ex): <\/b>Physical attacks deal only half damage to bog mummies. Apply this effect before damage reduction.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Marsh Move (Ex):<\/b> Bog mummies suffer no movement penalties for moving in marshes or mud.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cold Vulnerability (Ex):<\/b> A bog mummy takes double damage from cold attacks unless a save allows for half damage. A successful save halves the damage and a failure doubles it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Undead:<\/b> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Bog mummies have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    GREAT SWAMP BOG MUMMY<\/span><\/h2> <\/td> <\/tr>

    Bog mummies from the Great swamp carry a particularly virulent form of bog rot. The information below replaces the information above (for the Great Swamp version of the bog mummy). A character slain by this disease rises as a Great Swamp bog mummy (see the create spawn ability above).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Great Swamp Bog Rot (Su):<\/b> Supernatural disease\u0097slam, Fortitude save (DC 20), incubation period 1 hour; damage 1d2 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d2 temporary from the same ability score. Creatures afflicted with Great Swamp bog rot do not heal naturally and gain one-half benefit from magical healing. Unlike normal diseases, Great Swamp bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease<\/i> spell or similar magic.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Bog Mummy first appeared in Dragon<\/i> 283 (Pengelly and Walton, 1997), but this version is taken from Return to White Plume Mountain<\/i> (Cordell, 1999).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Undead","alignment":"Any","environment":"Any marsh"},{"name":"Bogey","type":"Fey","ch":3,"challenge_rating":" 3 \u00a0","id":5206,"reference":"Usergen","full_text":"

    Bogey <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2d6+2\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+2 size, +5 Dex, +1 insight), touch 18, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-1<\/td> <\/tr>
    Attack: <\/strong>Club -1 melee (1d3-3) or sling +7 ranged (1d3-3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Club -1 melee (1d3-3) or sling +7 ranged (1d3-3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dying curse, spell-like abilities, telekinesis<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 30 ft., evasion, fear of noise, greater invisibility, low-light vision, spell resistance 8, uncanny dodge<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 20, Con 14, Int 12, Wis 13, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Climb +5, Craft (any two) +7, Knowledge (local) +9, Knowledge (nature) +13, Listen +7*, Move Silently +9*, Sense Motive +5, Spot +7*\r
    <\/td> <\/tr>
    Feats: <\/strong>Dodge (B), Mobility<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any building<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (2-5), or festival (20-200)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>50% coins, 50% goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature resembles a wee elf, with a big nose and comical, brightly colored garments.<\/i>\r

    Bogeys are close relatives of brownies that reside in extremely old buildings, preferably those inhabited by good-aligned creatures. Bogeys are beneficial creatures, helping out with chores after the resident family goes to bed. Bogeys never accept payment for their help, though if someone leaves out small scraps of food for them, they gladly gobble it up.\r

    Bogeys generally remain invisible, revealing themselves only to the pure and innocent, such as children or paladins. They are frightened by loud noises, and generally will go into hiding for some time after a sudden clamor arises. Bogeys are known to play with young children, but they vanish when a disbelieving adult is near.\r

    Although generally solitary, each month at the night of the full moon, up to hundreds of bogeys gather for a festival. Very few mortals have seen these merry occurrences, and those who have tell that strange secrets can be gleaned from them. Bogeys are primarily vegetarians, though they may eat sausages and smoked meats at their festivals.\r

    A bogey stands no taller than 2 feet and weighs about 6 pounds. Their garments are usually made of wool or linen and dyed bright colors and decorated with elaborate embroidery or trimmed with silver or gold studs and buttons.\r

    Bogeys speak Common, Halfling, and Sylvan, plus one other language (usually Elven or Gnome).\r

    COMBAT\r

    Bogeys, like brownies, prefer to avoid combat. However, they will try to drive off any threats to their adopted homes, using their spell-like abilities to torment intruders until they leave.\r

    Dying Curse (Sp):<\/b> Any creature that lands the killing blow upon a bogey is subjected to a curse (as the bestow curse<\/i> spell, Will DC 15, caster level 8th). The curse always manifests as a \u00c2\u00964 penalty on attack rolls, saves, ability checks, and skill checks. The dying curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse<\/i>, or wish<\/i> spell. Remove curse<\/i> works only if its caster level is equal to or higher than the bogey's caster level. The save DC is Charima-based. \r

    Fear of Noise (Ex):<\/b> A bogey has an irrational terror of loud sounds. It must make a Will save (DC equals the DC of the sonic effect or 10, whichever is higher) or be frightened for 1d4 rounds. Particularly loud and jarring mundane noise, like the pealing of an enormous bell, may have a DC higher than the default of 10. If a bogey is struck by a sonic fear attack it must make two saves versus fear, one for the special attack's fear and one for its own fear of noise, and the duration of the resulting fear effects stack.\r

    Greater Invisibility (Su):<\/b> A bogey remains invisible even when it attacks. This ability is constant, but the bogey can suppress or resume it as a free action.\r

    Spell-Like Abilities:<\/b> Always At will\u00c2\u0097dancing lights, faerie fire, ghost sound<\/i> (DC 11), mending, message, open\/close, prestidigitation, ventriloquism<\/i> (DC 12). Caster level 8th. The save DCs are Charisma-based.\r

    Telekinesis (Su):<\/b> A bogey can use telekinesis<\/i> as a standard action (caster level 2nd or equal to the bogey's HD, whichever is higher). When a bogey uses this power, it must wait 1d4 rounds before using it again.\r

    Skills:<\/b> Bogeys have a +4 racial bonus on Knowledge (local) checks and a +8 racial bonus on Knowledge (nature) checks. Bogeys have a knack for working with their hands, and they gain a +2 racial bonus on all Craft checks. Bogeys have keen senses and receive a +2 racial bonus on Listen and Spot checks. Bogeys use their Dexterity scores for Climb checks.\r

    *Bogeys have a +6 racial bonus on Listen, Move Silently, and Spot checks within the house they've adopted as their own. These bonuses only function within one home that a bogey has resided in for more than 30 days.\r

    Note:<\/b> Originally appeared in Dragon Magazine #239 as \"boggart\". Renamed to avoid confusion with the creature of the same name.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #239<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually lawful good","environment":"Any building"},{"name":"Bogeyman","type":"Fey","ch":1,"challenge_rating":" 1 \u00a0","id":5207,"reference":"Usergen","full_text":"

    Bogeyman <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d6\u00a0( 7 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-5<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d4\u00c2\u00962)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d4\u00c2\u00962)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, low-light vision, see in darkness, shadow blend<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 16, Con 11, Int 7, Wis 13, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Bluff +8, Diplomacy +5, Disguise +2 (+5 acting), Hide +11, Intimidate +10, Listen +3, Move Silently +7, Sleight of Hand +7, Spot +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forest, swamp, urban or underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>No coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This puny creature has a bulging head, staring eyes, and dead-white skin.<\/i>\r

    A bogeyman is a despicable fey that feeds on the fear and terror it creates in. Although its preferred victims are young children, lone travelers journeying through deserted woodlands or desolate moors, or a solitary person walking along a dark city street, are not above its predations. \r

    A bogeyman is 3 feet tall and weighs 25 pounds. \r

    Bogeymen speak Common and Sylvan.\r

    COMBAT\r

    A bogeyman attacks at night when its victim is alone, most frequently in a darkened room. It shrouds itself in darkness and uses its other spell-like abilities to create night terrors out of familiar objects in the room. If the intended victim resists its illusions, the bogeyman employs its scare<\/i> spell-like ability. If forced to fight, it attack with its claws. A bogeyman is cowardly, though, and will flee immediately from any strong opposition or upon losing its protective darkness, seeking out the nearest large patch of darkness to conceal itself again.\r

    See in Darkness (Su):<\/b> A bogeyman can see perfectly in darkness of any kind, even that created by a deeper darkness<\/i> spell.\r

    Shadow Blend (Su):<\/b> In any condition of illumination other than full daylight, a bogeyman can disappear into the shadows, giving it total concealment. Artificial illumination, even a light<\/i> or continual flame<\/i> spell, does not negate this ability. A daylight<\/i> spell, however, will.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097ghost sound<\/i> (DC 13); 2\/day\u00c2\u0097darkness<\/i> (centered on self), major image<\/i> (DC 16), scare<\/i> (DC 15). Caster level 5th. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #101<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always chaotic evil","environment":"Any forest, swamp, urban or underground"},{"name":"Boggart","type":"Aberration","ch":7,"challenge_rating":" 07 \u00a0","id":5208,"reference":"Usergen","full_text":"

    BOGGART<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Aberration (Air)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 6d8+6 (33 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+4 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 20 (+1 size, +4 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d3+1 and 2d6 electricity<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Confusion, electricity, electrical discharge, feed<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Alternate form, detect thoughts, invisibility, spell immunity, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref +6, Will +6<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 12, Dex 19, Con 13, Int 14, Wis 12, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +8, Hide +16, Listen +12, Search +9, Sense Motive +8, Spot +12<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Blind-Fight, Dodge<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any marsh<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, pair, or pack (2-5)
    Challenge Rating:<\/b> 7<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 7-12 HD (Small)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The boggart is the immature form of a will-o-wisp. It appears as a small humanoid, such as a goblin, gnome, halfling, or norker, or will-o-wisp. It usually appears in humanoid form to lure its victims to their death.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The boggart begins melee using its confusion<\/i> ability. It then uses its electrical attack against its foes while changing forms as it wishes. If reduced to 5 or less hit points, the boggart will try to escape by changing to its will-o-wisp form and moving across grounds its enemies cannot traverse.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Confusion (Su): <\/b>1\/day; screeching, 30-foot spread; Will save (DC 13) or confused<\/i> for 6 rounds. This ability replicates the spell of the same name. Each additional boggart within 30 feet that screeches adds +1 to the DC.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Electricity (Su): <\/b>Touch; 2d6 points of electrical damage. A creature touched receives a Fortitude save (DC 14) for half damage. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Electrical Discharge (Su):<\/b> 10 feet, no range increment, line of electricity from its hands, once every 1d4 rounds, 2d6 points of electrical damage; Reflex save (DC 14) for half.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feed (Su):<\/b> When a boggart slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full round action. For every 8 HD or levels a boggart consumes, it gains 1 Hit Die. Feeding destroys the victim\u0092s body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle<\/i>, or true resurrection<\/i> spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alternate Form (Su): <\/b>The boggart\u0092s natural form is that of a small will-o-wisp. In will-o-wisp form it retains its ability scores, detect thoughts, invisibility and spell immunity, but cannot use its electrical attacks or confusion ability. The boggart\u0092s AC increases to 24 in will-o-wisp form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Its other form is that of a small humanoid. In humanoid form, the boggart gains all the abilities of the form (for example, a boggart in dwarf form has dwarven racial traits). The boggart keeps its ability scores and all of its powers in humanoid form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The boggart can assume either form as a standard action, but cannot maintain either longer than 10 rounds. A change in form cannot be dispelled, nor does the boggart revert to its natural form when killed. A true seeing<\/i> spell, however, reveals its natural form if it is in humanoid form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Invisibility (Sp): <\/b>Maximum of 10 minutes\/day in any form. While invisible it can use its confusion ability without becoming visible.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Detect Thoughts (Su):<\/b> A boggart can continuously detect thoughts as the spell cast by an 8th-level sorcerer. It can suppress or resume this ability as a free action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell Immunity (Ex): <\/b>Boggarts are immune to all spells save magic missile, maze, magic circle against evil, magic circle against chaos, protection from chaos, <\/i>and protection from evil<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Boggart first appeared in the 1e MM II<\/i> (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Aberration","alignment":"Any","environment":"Any marsh"},{"name":"Boggie","type":"Fey","ch":2,"challenge_rating":" 2 \u00a0","id":5209,"reference":"Usergen","full_text":"

    Boggie <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2d6+2\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +5 Dex), touch 17, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-10<\/td> <\/tr>
    Attack: <\/strong>Masterwork short sword +1 melee (1d3-2\/19-20) or sling +7 ranged (1d3-2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Masterwork short sword +1 melee (1d3-2\/19-20) or sling +7 ranged (1d3-2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison use, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 30 ft., evasion, hide in plain sight, low-light vision, +4 racial bonus on saves vs. poison, uncanny dodge<\/td> <\/tr>
    Saves: <\/strong>Fort +2 (+6 vs. poison), Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 20, Con 14, Int 7, Wis 13, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Climb +6, Escape Artist +8, Hide +17, Listen +7, Move Silently +9, Spot +7, Tumble +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Agile, Dodge (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm forests and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>50% coins, 50% goods, standard items, plus masterwork short sword<\/td> <\/tr>
    Alignment: <\/strong>Often chaotic neutral, never good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This miniscule, feral-looking humanoid is covered in coarse, dark tan fur. The skin visible on its face, hands, and the soles of its feet is nut brown in color. Its nose is bearlike, and its crooked smile reveals long fangs.<\/i>\r

    Boggies were once brownies, transformed by unknown means into creatures of chaos. Not all are evil, but most are mischieveous. Evil boggies are often found in the employ of assassins, while neutral boggies can sometimes be found living with families in cottages, more or less as pets. The practical jokes played by the latter variety are usually harmless.\r

    Nothing short of a wish<\/i> or miracle<\/i> spell can restore a boggie to the brownie it once was.\r

    A boggie stands no taller than 2 feet and weighs about 6 pounds. \r

    Boggies speak Common, Sylvan, and Undercommon.\r

    COMBAT\r

    Boggies use their size and stealth to great advantage, making hit-and-run attacks from ambush, then swiftly disappearing from sight. A boggie using its fear<\/i> ability seems to transform into a terrifying, monstrous version of itself. Evil boggies often employ poisons, especially those who associated with assassins.\r

    Hide in Plain Sight (Ex):<\/b> In areas of dim light, tall grass, or heavy undergrowth, a boggie can make itself practically invisible. Under these conditions, a boggie can use its Hide skill even while being observed and without having anything to actually hide behind.\r

    Poison Use (Ex):<\/b> A boggie never risks accidentally poisoning itself when applying poison to a blade.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097fear<\/i> (DC 15). Caster level 8th. The save DCs are Charisma-based.\r

    Skills:<\/b> Boggies have keen senses and receive a +4 racial bonus on Listen and Spot checks. Boggies use their Dexterity scores for Climb checks. \r

    Note:<\/b> Originally appeared in Dragon Magazine #54 as \"boggart\". Renamed to avoid confusion with the creature of the same name.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #54<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Often chaotic neutral, never good","environment":"Temperate and warm forests and plains"},{"name":"Bohun Tree","type":"Plant","ch":9,"challenge_rating":" 9 \u00a0","id":5210,"reference":"Usergen","full_text":"

    Bohun Tree <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+80\u00a0(125 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00964 size, +9 natural), touch 6, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+31<\/td> <\/tr>
    Attack: <\/strong>Root +15 melee (1d8+12) or 6 thorns +4 ranged (1d4+12) or fruit +3 ranged (see text)<\/td> <\/tr>
    Full Attack: <\/strong>8 roots +15 melee (1d8+12) or 6 thorns +4 ranged (1d4+12) or 6 fruits +3 ranged (see text)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft. (40 ft. with roots)<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8+12, fruit, fruit barrage, thorn barrage<\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, damage reduction 5\/slashing, immunity to mind-affecting spells and abilities, superior low-light vision, plant traits<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +3, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 10, Con 26, Int 10, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +16, Search +4, Spot +20<\/td> <\/tr>
    Feats: <\/strong>Alertness, Point Blank Shot, Precise Shot, Weapon Focus (thorn)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>11-30 HD (Gargantuan); 31-50 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The bark of this massive-trunked tree is greenish gray. Branches begin about ten feet off the ground, spreading out horizontally. On these branches hang thick clusters of luscious, dark red fruits, somewhat resembling giant grapes. Between the clusters jut wicked thorns, easily a foot and a half long. Hundreds of compound eyes stud fissures in the trunk and peer from amid the fruit clusters.<\/i>\r

    Also called \"the tree of death\", the bohun tree is a dangerous sentient plant that preys upon other trees in its area. It hates all other forms of life, happily impaling them with thorns or choking the life from them with its ambulatory roots.\r

    A bohun tree stands 30 to 60 feet tall, with a \u00c2\u0093trunk\u00c2\u0094 about 4 feet in diameter. Bark coloration ranges from brownish gray to greenish gray.\r

    Bohun trees do not speak but understand Sylvan and Treant.\r

    COMBAT\r

    A bohun tree uses its keen vision to hone in on targets with its roots and thorns. If badly injured, or running low on thorns, it can detonate one of its own fruits upon the branch, or fling a barrage of fruits in a last-ditch effort. A bohun tree fights until all its roots have been severed and its thorns and fruit exhausted.\r

    An opponent can attack a bohun tree's roots with a sunder attempt as if they were weapons. A bohun tree's roots have 10 hit points each. If a bohun tree is currently grappling a target with the root that is being attacked, it usually uses another root to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a bohun tree's roots deals 5 points of damage to the creature. The creature regrows severed limbs in 1d10+10 days.\r

    All-Around Vision (Ex):<\/b> A bohun tree's many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Burrowing Roots (Ex):<\/b> The bohun tree sends its roots burrowing through the ground, bursting forth to grab prey. Unless the target has a means of seeing through the ground or has the tremorsense special quality, treat this attack as if the attacker is unseen. The target loses its Dexterity bonus (if any) to Armor Class, and the bohun tree gains a +2 bonus on the attack roll.\r

    Constrict (Ex):<\/b> A bohun tree deals 1d8+12 points of damage with a successful grapple check.\r

    Fruit (Ex):<\/b> If the skin of a bohun tree's fruit is pierced, it releases poisonous gas in a 60-foot-radius burst. Generally, a bonun tree simply bursts a single attached fruit, but can hurl fruit in a desperation barrage. A bohun tree has 4d8 fruits at any time. Spent fruit regrows in 1d6 days. An opponent may target an individual fruit (AC 14). A piercing attack dealing at least 1 point of damage will cause the fruit to burst. This is a dangerous tactic unless done from distance, for the deadly gas is released.\r

    Bohun Tree Fruit Gas:<\/i> Inhaled, Fort DC 23, initial damage sleep for 3d6 rounds, secondary damage suffocation (persists until death or waking). The save DC is Constitution-based. Fey are immune to bohun tree fruit gas.\r

    Fruit Barrage (Ex):<\/b> When its thorns have been exhausted, the bohun tree can, as a desperate measure, launch its fruits instead. The bohun tree can launch up to 6 fruits as a full round action. Treat this attack as a grenade-like thrown weapon, and targets hit suffer the effects of the fruits as they bursts on impact. \r

    Improved Grab (Ex):<\/b> To use this ability, a bohun tree must hit an opponent of any size with a root attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    Superior Low-Light Vision (Ex):<\/b> A bohun tree can see five times as far as a human can in dim light.\r

    Thorn Barrage (Ex):<\/b> The bohun tree can launch up to 6 thorns as a full round action. A typical bohun tree has 1d4+2 x 10 thorns at any time, and thorns regrow after 1d4 days. Thorns have a range increment of 50 ft.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #89<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Usually neutral evil","environment":"Temperate forests"},{"name":"Bole-Undead","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5211,"reference":"Usergen","full_text":"

    Bole-Undead (Template)<\/h1>
    Bole-undead are created in a special cauldron manufactured from the bole (or trunk) of a great tree befouled by evil magic. Any corporeal undead can be created in this manner, and normally mindless undead instead gain a small bit of sentience. When destroyed bole-undead decay into dust instantly. Purifying the bole in which they were created immediately destroys bole-undead.\r

    Bole-undead are accompanied by an unnatural odor akin to rotting vegetation, harmless but unpleasant to most creatures, but disturbing to animals. This stench is concentrated in their bodies, making their natural attacks sickening to most victims.

    Creating a Bole-Undead<\/h2> \u00c2\u0093Bole-undead\u00c2\u0094 is an acquired template that can be added to any corporeal undead creature (referred to hereafter as the base creature).\r

    A bole-undead has all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Size and Type:<\/b> The creature\u00c2\u0092s size and type are unchanged.\r

    Hit Dice:<\/b> The base creature gains 3 additional Hit Dice. Modify base attack bonus, saving throws, skills, and feats accordingly.\r

    Base Attack:<\/b> A bole-undead has a base attack bonus equal to 1\/2 its total Hit Dice (round down). \r

    Special Attacks:<\/b> A bole-undead retains all the base creature\u00c2\u0092s special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 bole-undead's HD + bole-undead's Cha modifier unless otherwise noted.\r

    Noisome Odor (Ex):<\/i> Animals, whether wild or domesticated, fear the unnatural odor of a bole-undead. They will not willingly approach nearer than 30 feet and if forced to do so, must succeed on a Will save or become panicked as long as they are within that range. Animals with the scent ability suffer a -4 circumstance penalty on their saving throws.\r

    Sickening Strike (Ex):<\/i> A creature struck by a bole-undead's natural attacks must succeed on a Fortitude save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same bole-undead's sickening strike for 24 hours. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.\r

    Special Qualities:<\/b> A bole-undead retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

    Greater Turn Resistance (Ex):<\/i> A bole-undead gains +2 turn resistance. If the base creature already possesses this ability, its existing turn resistance improves by +2. Additionally, a a bole-undead recovers from being turned or rebuked in only five rounds, rather than ten as in most undead.\r

    Greater Vulnerability to Holy Water (Ex):<\/i> Bole-undead take double damage from holy water (for example, a direct hit by a flask of holy water does 4d4 hp damage to a bole-undead).\r

    Magic Mouth (Su):<\/i> Formerly mindless undead gain a limited ability to repeat short messages from their master. This functions like the magic mouth<\/i> spell, except the message is permanent until the master chooses to give it a new message (or orders it to give no message).\r

    Saves:<\/b> A bole-undead's base saving throws are as follows: Fort and Reflex equal Hit Dice\/3 (round down), Will equals Hit Dice\/2 (round down) + 2.\r

    Abilities:<\/b> Increase from the base creature as follows: Dex +4, Cha +4. Mindless undead gain an Intelligence score of 2, and gain a Charisma score of 11 (if not already higher after applying the +4 adjustment).\r

    Skills:<\/b> The bole-undead gains skill points equal to (4 + Int modifier, minimum 1) x 3. If the base creature was previously mindless, it gains 1 skill point per Hit Die, plus 3 additional skill points for the first Hit Die. \r

    Feats:<\/b> If the base creature was previously mindless, it gains 1 feat plus 1 additional feat per 3 Hit Dice. \r

    Environment:<\/b> Any.\r
    Organization:<\/b> Same as the base creature.\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> Same as the base creature.\r
    Alignment:<\/b> Same as the base creature.\r
    Advancement:<\/b> Same as the base creature.\r
    Level Adjustment:<\/b> Same as the base creature +1.
    Challenge Rating: <\/strong>+1

    Sample Bole-Undead<\/h2> Bole-Skeleton, Human Warrior Skeleton<\/b> \r
    Medium Undead \r
    Hit Dice: 4d12 (26 hp) \r
    Initiative: +7\r
    Speed: 30 ft. (6 squares) \r
    Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12\r
    Base Attack\/Grapple +2\/+3\r
    Attack: Rapier +6 melee (1d6+1\/18\u00c2\u009620) or claw +5 melee (1d4+1) \r
    Full Attack: Rapier +6 melee (1d6+1\/18\u00c2\u009620) or 2 claws +5 melee (1d4+1)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Noisome odor (DC 12), sickening strike (DC 12)\r
    Special Qualities: Damage reduction 5\/bludgeoning, darkvision 60 ft., +2 greater turn resistance, greater vulnerability to holy water, immunity to cold, magic mouth, undead traits \r
    Saves: Fort +1, Ref +4, Will +4\r
    Abilities: Str 13, Dex 17, Con \u00c2\u0097, Int 2, Wis 10, Cha 11\r
    Skills: Spot +4, Listen +3\r
    Feats: Improved Initiative (B), Weapon Finesse, Weapon Focus (rapier)\r
    Environment: Any\r
    Organization: Any\r
    Challenge Rating: 1\r
    Treasure: None \r
    Alignment: Always neutral evil\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    Bole-zombie, Troglodyte Zombie<\/b>\r
    Medium Undead\r
    Hit Dice: 7d12+3 (48 hp)\r
    Initiative: +0\r
    Speed: 30 ft. (6 squares; can\u00c2\u0092t run)\r
    Armor Class: 18 (+8 natural), touch 10, flat-footed 18\r
    Base Attack\/Grapple: +3\/+4\r
    Attack: Greatclub +5 melee (1d10+1) or bite +4 melee (1d4+1) or slam +4 melee (1d6+1) or javelin +3 ranged (1d6+1)\r
    Full Attack: Greatclub +5 melee (1d10+1) or bite +4 melee (1d4+1) or slam +4 melee (1d6+1) or javelin +3 ranged (1d6+1)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Noisome odor (DC 13), sickening strike (DC 13)\r
    Special Qualities: Single actions only, damage reduction 5\/slashing, darkvision 60 ft., undead traits, +2 greater turn resistance, greater vulnerability to holy water, magic mouth\r
    Saves: Fort +2, Ref +2, Will +5\r
    Abilities: Str 12, Dex 11, Con \u00c2\u0097, Int 2, Wis 10, Cha 11\r
    Skills: Listen +5, Spot +5\r
    Feats: Toughness [b], Power Attack, Cleave, Weapon Focus (greatclub)\r
    Environment: Underground\r
    Organization: Any\r
    Challenge Rating: 2\r
    Treasure: None\r
    Alignment: Always neutral evil\r
    Advancement: \u00c2\u0097\r
    Level Adjustment: \u00c2\u0097\r

    Bole-Wight<\/b>\r
    Medium Undead\r
    Hit Dice: 7d12 (26 hp)\r
    Initiative: +3\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14\r
    Base Attack\/Grapple: +3\/+4\r
    Attack: Slam +6 melee (1d4+1 plus energy drain)\r
    Full Attack: Slam +6 melee (1d4+1 plus energy drain)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Create spawn, energy drain (DC 17), noisome odor (DC 17), sickening strike (DC 17)\r
    Special Qualities: Darkvision 60 ft., +2 greater turn resistance, greater vulnerability to holy water, undead traits\r
    Saves: Fort +2, Ref +5, Will +6\r
    Abilities: Str 12, Dex 16, Con \u00c2\u0097, Int 11, Wis 13, Cha 19\r
    Skills: Hide +13, Listen +13, Move Silently +21, Spot +13\r
    Feats: Alertness, Blind-Fight, Weapon Finesse\r
    Environment: Any\r
    Organization: Solitary, pair, gang (3\u00c2\u00965), or pack (6\u00c2\u009611)\r
    Challenge Rating: 4\r
    Treasure: None\r
    Alignment: Always lawful evil\r
    Advancement: 8 HD (Medium)\r
    Level Adjustment: \u00c2\u0097
    \u00a0
    Polyhedron Magazine #35<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Same as the base creature.\r","environment":" Any.\r"},{"name":"Bone Weird","type":"Outsider","ch":7,"challenge_rating":" 07 \u00a0","id":5212,"reference":"Usergen","full_text":"

    BONE WEIRD<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Huge Outsider<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 11d8+33 (82 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>+1 (+1 Dex, +4 Improved Initiative)<\/p> <\/td> <\/tr>

    Speed:<\/b> 20 ft<\/p> <\/td> <\/tr>

    AC:<\/b> 20 (\u00962 size, +1 Dex, +11 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Bite +15 melee; or Slam +14 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Bite 1d8+5 and bone subsumption; or slam 1d8+5<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 10 ft by 20 ft\/10 ft<\/p> <\/td> <\/tr>

    Special Attacks: <\/b>Knockdown, bone subsumption, absorb essence<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Immunities, sense living, partial turning<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +10, Ref +8, Will +7<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 20, Dex 12, Con 17, Int 12, Wis 11, Cha 12<\/p> <\/td> <\/tr>

    Skills: <\/b>Balance +12, Climb +17, Hide +5, Listen +14, Move Silently +13, Search +13, Sense Motive +12, Spot +14<\/p> <\/td> <\/tr>

    Feats: <\/b>Improved Critical (bite), Improved Initiative, Weapon Focus (bite)<\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any land and underground<\/p> <\/td> <\/tr>

    Organization:<\/b> Group (2\u00965)
    Challenge Rating:<\/b> 7<\/p> <\/td> <\/tr>

    Treasure:<\/b> Standard<\/p> <\/td> <\/tr>

    Alignment:<\/b> Always chaotic evil<\/p> <\/td> <\/tr>

    Advancement:<\/b> 11\u009622 HD (Huge); 23\u009633 HD (Gargantuan)<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The bone weird is a formless creature inhabiting the Negative Energy Plane. It appears on other planes of existence by inhabiting the bones of once-living creatures.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 It appears as a large mass of bones in the shape of a serpent. A humanoid or animal skull functions as the bone weird\u0092s head.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Bone weirds do not speak or communicate.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Combat<\/span><\/h2> <\/td> <\/tr>

    Until a bone weird assumes serpentine form, it is impossible to detect; a see invisibility<\/i> spell reveals a strange shimmer of peripheral movement, but nothing more definite. Once the bone weird senses living beings within 10 feet, it gathers itself into a bony serpent. The process takes two rounds. Once formed into a serpent, the creature attacks anything within reach.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Knockdown (Ex):<\/span><\/b> If the bone weird deals 10 or more points of damage to an opponent with its slam attack, it can make a trip attack as a free action against the same target. If successful, the opponent is knocked into the weird\u0092s bone heap.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each round spent in the bone heap deals 2d6 points of damage. A creature so trapped can escape by making an Escape Artist roll or Strength check (both are DC 18) to break free.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Bone Subsumption (Ex):<\/span><\/b> A creature hit by the bone weird\u0092s bite attack must succeed at a Fortitude save (DC 18) or take an additional 4d8 points of damage as the bones are torn from its body and absorbed into the bone weird\u0092s form. On a successful save, the damage is halved.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If the bone weird\u0092s bite attack results in a critical hit, the opponent must make a Fortitude save (as above), but on a failed roll, dies instantly. On a successful save, the opponent still takes 2d8 points of damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Absorb Essence (Su):<\/b> The bone weird absorbs the life essence of any creature killed within its heap of bones. A creature slain in such a manner cannot be raised or resurrected by any magic that requires part of the corpse. A miracle, true resurrection<\/i>, or wish<\/i> can restore a slain creature to life, but there is a 50% chance that even such powerful magic will fail.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Su):<\/span><\/b> Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Partial Turning (Su):<\/span><\/b> Clerical turning abilities and spells that affect undead have a 25% chance to affect a bone weird. These powers actually affect the negative energy animating the bones not the bone weird itself.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Bone Weird first appeared in the Return to the Tomb of Horrors.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":" Always chaotic evil","environment":" Any land and underground"},{"name":"Bonesnapper","type":"Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5213,"reference":"Usergen","full_text":"

    BONESNAPPER<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Medium-Size Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d10+12 (34 hp)<\/span><\/p><\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p><\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 16 (+2 Dex, +4 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b>\u00a0 Bite +5 melee, tail slap +0 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d8+2, tail slap 1d3+1<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p><\/td> <\/tr>

    Special Attacks:<\/span><\/b> Improved grab<\/span><\/p><\/td> <\/tr>

    Special Qualities:<\/span><\/b> Darkvision 60 ft, low-light vision<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +7, Ref +6, Will +2<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 14, Con 16, Int 2, Wis 12, Cha 10<\/span><\/p><\/td> <\/tr>

    Skills:<\/span><\/b> Hide +0*, Listen +4, Spot +5<\/span><\/p> <\/div><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm forest, marsh, and underground<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or pack (2-4)
    Challenge Rating:<\/b> 3<\/span><\/p><\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p><\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p><\/td> <\/tr>

    Advancement:<\/span><\/b> 5-9 HD (Medium-size); 10-12 HD (Large)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    The bonesnapper is believed by sages to be a small descendant of a long-extinct class of carnivorous dinosaur. Though unintelligent, the bonesnapper is fond of decorating its lair with the bones of its victims, particularly the jawbones. <\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 The bonesnapper resembles a 5-foot tall tyrannosaurus rex, gray-green in color, mottled with dark gray spots. A bonesnapper weighs about 500 pounds. Its eyes are scarlet and its teeth yellow-white.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    COMBAT<\/span><\/h2><\/td> <\/tr>

    The bonesnapper attacks with its powerful bite and tail slap. It rushes straight at the nearest foe, often roaring in the process. If attacked from another direction, it whirls to face its new adversary. The bonesnapper will fight to the death.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the bonesnapper must hit with its bite attack.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *Bonesnappers receive a +4 racial bonus to Hide checks when in forest-like surroundings.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>
    \u00a0 <\/td> <\/tr>

    The Bonesnapper first appeared in the 1e FF (1981).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":" Temperate and warm forest, marsh, and underground"},{"name":"Booka","type":"Fey","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5214,"reference":"Usergen","full_text":"

    Booka <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2 d6\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft, fly 50 ft (perfect)<\/td> <\/tr>
    AC:<\/strong> 17 (+2 size, +5 Dex)<\/td> <\/tr>
    Attacks:<\/strong>None<\/td> <\/tr>
    Damage: <\/strong>None<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft by 2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Invisibility, SR 13<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 20, Con 10, Int 12, Wis 17, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Animal Empathy +4, Craft (any two) +5, Escape Artist +7, Hide +8, Jump +6, Listen +7, Move Silently +9, Search +4, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Cold and temperate land<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>No coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral (chaotic good tendencies)<\/td> <\/tr>
    Advancement: <\/strong>1-3 HD (Tiny)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Bookas are a peaceful faerie race, related to pixies and sprites. Bookas are about one foot tall, with slender bodies. They have long pointy noses and broad ears, and would be considered homely by human standards. Their wings are delicate, and colored like butterfly wings. Bookas speak Sylvan, and many known Elven and Common, and some even speak the secret language of rogues.

    Bookas make their lair in the homes of men, usually in farming communities and rustic settings. They spend most of their time in an idyllic lifestyle, harming no one, and living in attics. The fey form a symbiotic relationship with the inhabitants of the house, helping with chores in exchange for a place to live - but they flee to a new home if their nest is discovered or if they are disturbed in their chores, and take revenge if the owners harm them. Bookas usually only reserve their pranks for evil or harmful creatures.

    COMBAT<\/b>
    Bookas are one of the most peaceful races in the world, and do everything possible to avoid a fight. They are all but helpless in combat, and seek to turn invisible and flee if attacked. Bookas bite if cornered, but though the bite is painful, it is no more damaging than a paper cut. If another creature has angered a booka, the little fey may take steps to seek revenge, setting up traps which are painful or even deadly.

    Invisibility (Su)<\/b>: Bookas can become invisible at will. This is so basic to the nature of the creature that they can do it anytime, even when engaging in another action.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Fiend Folio (1981), Greyhawk Monstrous Compendium, MC5 (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral (chaotic good tendencies)","environment":">Cold and temperate land"},{"name":"Booka","type":"Fey","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5215,"reference":"Usergen","full_text":"

    Booka <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2 d6+1\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), fly 50 ft (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+2 size, +5 Dex), touch 17, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-11<\/td> <\/tr>
    Attack: <\/strong>Bite -1 melee (1d3-3 nonlethal)<\/td> <\/tr>
    Full Attack: <\/strong>Bite -1 melee (1d3-3 nonlethal)<\/td> <\/tr>
    Space\/Reach: <\/strong>2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>---<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, invisibility, low-light vision, spell resistance 13<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 20, Con 12, Int 12, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Craft (trapmaking) +7, Escape Artist +9, Handle Animal +3, Hide +13, Listen +8, Move Silently +9, Search +8, Sense Motive +4, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Dodge<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate land<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>No coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral (often chaotic good)<\/td> <\/tr>
    Advancement: <\/strong>1-3 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This homely creature resembles a tiny, slender elf, with a long, pointy nose and broad ears. It has a pair of delicate wings, colored like those of a butterfly.<\/i>\r

    Bookas are a peaceful faerie race, related to pixies and sprites. Bookas make their lairs in the homes of humans and other humanoids, usually in farming communities and rustic settings. They spend most of their time in an idyllic lifestyle, harming no one, and living in attics and eaves or sunny rooftops. Bookas hate cold, and will always huddle inside near chimneys, stoves, and other warm places in the winter.\r

    The fey form a symbiotic relationship with the inhabitants of a house. They help with chores when no one is around (sweeping, dusting, etc.), and do so for free as long as they are left alone peacefully. Bookas will become angry and flee to a new home if their nest is discovered or if they are disturbed in their chores, and take revenge if the owners harm them. \r

    Bookas usually only reserve their pranks for evil creatures, or creatures that have captured or harmed bookas or other innocents (hiding valued objects, tangling things like rope, hair, clothing etc., and generally causing trouble). If an offender makes appropriate amends, such as by freeing captives or giving a valuable gift (such as a sack of gold, jewelry or even something magical) to the booka, placing the item offered in an open place and leaving it for a day, he will be forgiven. Failure to placate angry booka will eventually result in some sort of fatal accident, for the creatures will place snares and traps for the offender, which become more and more dangerous.\r

    Bookas speak Sylvan, and many bookas know Elven and Common.\r

    A booka is about one foot tall (usually between 10-14 inches) and weighs 1-2 pounds.\r

    COMBAT<\/b>\r
    Bookas are one of the most peaceful races in the world, and do everything possible to avoid a fight. They are all but helpless in combat, and seek to turn invisible and flee if attacked. Bookas are very quick, and escape is usually their best tactic.\r

    Bookas can bite if cornered, but though the bite is painful, it is no more damaging than a paper cut. If another creature has angered a booka, the little fey may take steps to seek revenge, setting up traps which are painful or even deadly.\r

    Invisibility (Su)<\/b>: A booka can become invisible (as the invisibility<\/i> spell), resuming or ending its invisibility as a swift action.\r

    Skills<\/b>: A booka has a +2 racial bonus on Craft (trapmaking), Search, Spot, and Listen checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the first edition Fiend Folio (1981, Gary Gygax), and Monstrous Compendium MC5 \u00c2\u0096 Greyhawk Appendix (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral (often chaotic good)","environment":"Temperate land"},{"name":"Bookworm","type":"Hazard","ch":110,"challenge_rating":" 1\/10 \u00a0","id":5216,"reference":"Usergen","full_text":"

    BOOKWORM<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    CR 1\/10<\/span><\/b><\/p> <\/td> <\/tr>

    This small worm, only one inch long, is greatly feared by mages because it is attracted to paper in all forms. Bookworms inhabit libraries, eating through the pages and bindings found there. They cannot eat living matter, but they will burrow through dead wood, leather, and other normal book materials at a surprising rate. They are very fast (movement 20 ft per round) and seek to avoid capture and combat when discovered. Normally a dull gray color, a bookworm's chameleon-like abilities enable it to instinctively blend into any background (Spot check at DC 20 to notice).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When an adventurer is careless enough to encounter a new brood of bookworm larvae, he can inflict incredible damage by carrying them unwittingly with him to other places. A handful of larvae hiding in a backpack traveling down a city street can find new homes readily, destroying the libraries of sages, temples, wizards, and governments in the process.
    \u00a0\u00a0 <\/span>A bookworm brood will consist of 20-40 worms. Each bookworm deals 3 points of damage to dead wood, rope, paper, or leather each round it spends burrowing. A bookworm cannot harm living matter, or any substance harder than dead wood or leather. It destroys spellbooks and scrolls at the rate of one spell level per round (i.e., five rounds for a scroll with a single 5th-level spell).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Any physical or magical attack kills a number of bookworms equal to the damage dealt.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Bookworm first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"Boring Grass","type":"Hazard","ch":3,"challenge_rating":" 3 \u00a0","id":5217,"reference":"Usergen","full_text":"

    BORING GRASS (CR 3)<\/span><\/b><\/p> <\/td> <\/tr>

    Boring grass is an unusual type of carnivorous grass that feeds on the blood of living creatures.\u00a0 This grass usually appears in large patches of up to 6 - 10 feet in diameter.\u00a0 The grass is not intelligent, but a single patch has a sort of communal life, and can sense anything moving around in it.\u00a0 It can appear in any temperate land, and often among other sorts of grass or vegetation.\u00a0 Travelers are likely to miss it and walk right into a patch, but if they are actively searching, a Spot check (DC 12) will reveal the dangerous nature of the boring grass.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The blades of this grass are very hard and shaped like corkscrews.\u00a0 Any sort of pressure placed on the grass causes the blades in contact with any material to turn, and dig aggressively into it.\u00a0 The attack can only be delayed for one round by materials meant to protect flesh, such as leather soles, thick cloth, and magical protections; after the first round, these materials are effectively destroyed.\u00a0 The grass cannot bore through stone or metal, but it can break bones.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Boring grass will burrow into exposed flesh, causing 5d4 points of damage per round of contact.\u00a0 Poison secreted by the grass will seep into the open wounds, paralyzing the creature for 1d4 days unless a successful Fortitude save is made (DC 15).\u00a0 Those who save successfully are affected as by a slow<\/i> spell for the duration of the poison, or until a neutralize poison<\/i> spell is administered.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Anyone taking damage from the grass is partially skewered and immobile.\u00a0 A normal Strength check may be attempted each round to pull free of the boring grass, but the victim will take an additional 2d4 points of damage from the blades ripping back out of the flesh.\u00a0 Boring grass is immune to most damage and has the usual immunities of plants, including being immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing.\u00a0 Boring grass cannot be flanked, and is not subject to critical hits.\u00a0 It can be destroyed quickly by burning, or can be carefully dug out of the soil.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    Boring grass first appeared in the second Monstrous Compendium Annual MCA2 (1995).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Hazard","alignment":"Any","environment":"Any"},{"name":"Botswanna Golgalarka","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":5218,"reference":"Usergen","full_text":"

    Botswanna Golgalarka <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+24\u00a0(68 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+2 Dex, +8 natural), touch 12, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +11 melee (1d8+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +11 melee (1d8+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., detect alignment, low-light vision, resistance to sonic 5, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 15, Con 17, Int 5, Wis 12, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5, Survival +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Iron Will, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests (Wilderness of the Beastlands)<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>9-18 HD (Medium); 19-27 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This fat brown lizard is over 5 feet long. It has a long neck and tail and sports a half dozen tiny legs.<\/i>\r

    The botswanna golgalarka is a lizardlike creature from the Wilderness of the Beastlands. They dwell in dense tropical jungles, hunting small mammals.\r

    A botswanna golgalarka is 5 feet long and weighs 120 pounds. \r

    A botswanna golgalarka speaks no languages, but understands Common, Celestial and Infernal. \r

    COMBAT\r

    A botswanna golgalarka is inherently good, and attacks only when hunting food or in self-defense. It uses its breath weapon to stun prey, then follows it with a quick, merciful kill.\r

    Breath Weapon (Su):<\/b> 70-foot cone, once every 1d4 rounds (but no more than three times per day), 4d10 sonic and stunned for 1d6 rounds; Ref save DC 17 half damage and stunned 1 round. The save DC is Constitution-based. \r

    Detect Alignment (Su):<\/b> A botswanna golgalarka automatically detects the alignment of any creature that comes within 60 feet. This ability can be fooled by any spell, spell-like ability, or supernatural ability that masks a creature's alignment (or the Use Magic Device skill, although that requires a successful emulate alignment check prior to entering range of this ability and maintaining concentration the whole time within range). <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #7<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral good","environment":"Warm forests (Wilderness of the Beastlands)"},{"name":"Bowler","type":"Aberration","ch":1,"challenge_rating":" 1 \u00a0","id":5219,"reference":"Usergen","full_text":"

    Bowler <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft.<\/td> <\/tr>
    AC:<\/strong> 16 (-2 Dex, +8 natural)<\/td> <\/tr>
    Attacks:<\/strong>Slam +3 melee<\/td> <\/tr>
    Damage: <\/strong>Slam 1d6+4<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft. by 5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trample<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight (60 ft.), tremorsense<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref -2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 6, Con 14, Int 3, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +1*, Move Silently +1*<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Clutch (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Medium-size); 4-6 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A bowler is a strange creature that closely resembles an actual boulder or large stone. Bowlers dwell in caves and in stony environments such as mountains or rocky hills. Although they lack sense organs of any discernable nature, they are highly sensitive to sound and vibration.\r

    Bowlers may in some way be related to mimics (see the MM) or livestones (see the Tome of Horrors by Necromancer Games).\r

    Although they do not keep treasure and have no interest in wealth, a bowler\u00c2\u0092s brain is a small, beryl-like gem at its very center. If a bowler is cut open, this gem can be retrieved. Its value is 10 gp. \r

    Combat\r
    A bowler can slam itself into opponents that are within its short reach, but it prefers instead to flatten an opponent. Bowlers do have a small mouth filled with very sharp, rock like teeth, but it is incapable of fighting with this aperture. The bowler only opens its mouth to consume the mashed paste that was once its opponent.\r

    Trample (Ex): A bowler can trample Medium-size or smaller creatures for 1d12+3 points of damage. Opponents who do not make attacks of opportunity against the bowler can attempt a Reflex save (DC 13) to halve the damage. Once an opponent is trampled and on the ground, the bowler repeatedly roll back and forth on its victim\u00c2\u0092s body until the life is crushed out of it, dealing trample damage each round with a successful grapple check (the bowler's grapple bonus is +3).\r

    Skills: A bowler receives a +8 racial bonus to Hide checks while in rocky or stony surroundings, and a +4 racial bonus to Move Silently checks until they reach a Speed of 30 feet.\r

    The bowler was in the 1e Monster Manual 2. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in 1e Monster Manual 2<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":">Any land and underground"},{"name":"Brain Coral","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5220,"reference":"Usergen","full_text":"

    Brain Coral <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t\t\t(Aquatic, Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10+6\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> -5<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, -5 Dex, +9 natural), touch 6, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-2<\/td> <\/tr>
    Attack: <\/strong>Sting +3 melee touch (paralysis)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Sting +3 melee touch (paralysis)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralysis, psionics<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 30 ft., exoskeleton, immunity to visual effects, low-light vision, psionics<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref -2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 1, Con 15, Int 16, Wis 12, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Concentration +8, Diplomacy +10, Listen +7, Sense Motive +7, Psicraft +9\r
    <\/td> <\/tr>
    Feats: <\/strong>Expanded Knowledge (Clairvoyant Sense), Psionic Endowment<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Small), 7-9 HD (Medium), 10-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This patch of olive coral resembles a human brain.<\/i>\r

    Some stony coral has evolved over time into brain coral, so named for its convoluted and ridged exoskeleton. Found mostly in warm waters in tidal zones, brain coral can survive at depths of 1,000 feet or greater. Brain coral generally resides within an existing coral reef or atoll.\r

    On the rare occasions where there may be more than one patch of brain coral in an area, by using their metaconcert power, they can form deadly patches of coral communities stretching many distances over an aquatic domain.\r

    Brain coral does not collect treasure, but incidental treasure may be found in its reef from its victims and the victims of other nearby aquatic hazards.\r

    An average brain coral covers an area 2 feet square. Exoskeletons range from yellow, brown, or olive in color. If removed from the water, the skeleton turns bone white.\r

    Brain coral does not speak, but can communicate via its mindlink ability.\r

    Combat\r

    If attacked, the brain coral uses its telekinetic powers either to move attackers away from the area or to batter one attacker with underwater debris.\r

    Exoskeleton (Ex):<\/b> The brain coral's exoskeleton has hit points equal to the brain coral's total maximum hit points. All damage dealt to the brain coral first damages the exoskeleton. Once the exoskeleton is reduced to 0 hp, it is destroyed. Any subsequent attacks directly damage the brain coral, and its natural armor bonus is lost, reducing its AC to 6. A brain coral may use its body adjustment ability to repair its exoskeleton. If its exoskeleton is destroyed, the brain coral can regrow it at a rate of +1 natural armor per year.\r

    Paralysis (Ex):<\/b> A creature hit by a brain coral's sting attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d10 rounds. The save DC is Constitution-based and includes a +2 racial bonus.\r

    Psionic Powers:<\/b> Brain coral manifests powers as a psion (telepath) of 9th level. The save DCs are Intelligence-based.\r

    Typical Psion Powers Known<\/i> (power points 72, save DC 10 + power level): 1st - empathy*, mindlink*, mind thrust<\/i> (DC 11*), missive*, psionic charm<\/i> (DC 11*); 2nd - clairvoyant sense, ego whip<\/i> (DC 12*), read thoughts<\/i> (DC 12), thought shield<\/i>*; 3rd - body adjustment*, false sensory input<\/i> (DC 13*), telekinetic force<\/i> (DC 13*), telekinetic thrust<\/i> (DC 13*); 4th - correspond, psionic dominate<\/i> (DC 14*), telekinetic maneuver*, thieving mindlink<\/i> (DC 14*); 5th - metaconcert*, mind probe<\/i> (DC 15).\r
    *Power can be augmented.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #116<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Brain Spider","type":"Aberration","ch":6,"challenge_rating":" 6 \u00a0","id":5221,"reference":"Usergen","full_text":"

    Brain Spider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Aberration \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+24\u00a0(78 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+4 Dex, +4 natural), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+9<\/td> <\/tr>
    Attack: <\/strong>Bite +9 melee (1d4+3 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +9 melee (1d4+3 plus poison) and 4 claws +7 melee (1d8+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Graft weapons, poison, psi-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 19, Con 17, Int 4, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +2*, Climb +12, Listen +5, Hide +8, Jump +7, Move Silently +12, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Improved Initiative, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>9-11 HD (Medium); 12-24 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This arachnoid creature resembles a gray, wrinkled brain supported by eight hairy legs. Its four front legs are armed with a sharp thrusting point and jagged backhooks. Powerful mandibles chitter and drool from beneath its four dark eyes.<\/i>\r

    Although not true arachnids, brain spiders derive their name from the eight hairy legs protruding from the brainlike mass of chitin that forms their bodies.\r

    The brain spider lives off the brain matter of intelligent creatures. The bite of the brain spider attacks the victim\u00c2\u0092s central nervous system, first paralyzing and then killing. When the venom has finished its work, the victim\u00c2\u0092s nerves are liquefied and the brain spider sucks out these juices for nourishment. Brain spiders prefer to hunt and kill intelligent and psionic creatures, as these provide the richest cerebral nectar.\r

    Brain spiders have a strict pack hierarchy, with lower-ranked members completely servile to higher-ranking members. The leader is a crude and brutish tyrant, usually referred to by pompous titles such as \"Master Thug\" or \"King Venom\". Brain spiders relish retelling tales of particularly delicious kills, gruesome stallings, and clever prey.\r

    A typical brain spider\u00c2\u0092s body is 6 feet long. It weighs about 350 pounds.\r

    Brain spiders speak their own language and can communicate telepathically.\r

    COMBAT<\/b>\r

    Brain spiders prefer to attack from ambush, dropping onto potential victims from above. They attack in packs, focusing their attacks on one or two victims and then leaving abruptly, allowing their deadly venom to run its course. Brain spiders often employ their graft weapon ability to bond magical weapons or other objects to their forelimbs.\r

    Although brain spiders are crude and even stupid, they have remarkable cunning when hunting. One of their favorite tricks is to use their body equilibrium discipline to stand over quicksand, a pit trap, or wreak ledges, goading victims into approaching them, and then attacking the trapped prey. Brain spiders are cowardly bullies, quick to flee if one or more of the pack is slain.\r

    Graft Weapon (Su):<\/b> A brain spider can attach any melee weapon it can use in one hand onto the end of one of its arms. The weapon becomes a natural extension of its arm, granting it a +1 competence bonus on all attack and damage rolls while using the weapon. The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type.\r

    While grafted to a weapon, the brain spider loses the use of that claw attack and takes a -2 penalty on all skill checks requiring the use of hands. Powers that temporarily polymorph or metamorph the brain spider can ignore the grafted weapon or alter it normally, at the creature's discretion. If the weapon takes damage, the brain spider take damage as well. If the brain spider is healed, so is its grafted weapon. If a grafted weapon is destroyed, the brain spider suffers 2 points of Constitution drain, which persists until it can restore its natural anatomy (by means of regenerate or a similar effect).\r

    A brain spider can attach or detach a grafted weapon as a standard action.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 21, initial damage 1d6 Dex and 1d4 Con and paralysis for 1d3 rounds, secondary damage 1d4 Con. The save DC is Constitution-based and includes a +4 racial bonus.\r

    Psi-Like Abilities:<\/b> At-will\u00c2\u0097body equilibrium<\/i>, concealing amorpha<\/i>, double pain<\/i> (6 rounds, DC 16; new power, see below)*, empathy<\/i> (60-ft. range, 60-ft. radius, 8 hours)*; 3\/day\u00c2\u0097ego whip<\/i> (2d4 Cha, DC 16)*, thought shield<\/i> (power resistance 18, 6 rounds)*; 1\/day\u00c2\u0097intellect fortress<\/i> (2 rounds)*. Manifester level 8th. The save DCs are Charisma-based.\r
    *Includes augmentation for the brain spider's manifester level.\r

    Skills:<\/b> Brain spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, and a +10 racial bonus on Jump checks. A brain spider can always choose to take 10 on Climb checks, even if rushed or threatened. Brain spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Brain spiders have a +6 racial bonus on Bluff checks when feinting in combat or creating a diversion to Hide\"\r

    New Power<\/b>\r

    Double Pain<\/b>\r
    Telepathy [Mind-Affecting]\r
    Level:<\/b> Psion\/wilder 2\r
    Display:<\/b> Material\r
    Manifesting<\/b> Time:<\/b> 1 standard action\r
    Range:<\/b> Close (25 ft. + 5 ft.\/2 levels)\r
    Target:<\/b> One creature\r
    Duration:<\/b> 1 round\r
    Saving<\/b> Throw:<\/b> Will negates\r
    Power<\/b> Resistance:<\/b> Yes\r
    Power<\/b> Points:<\/b> 3\r

    The target becomes abnormally sensitive to pain for the duration of the power. Each successful attack against your foe (regardless of source) deals an extra 1d6 points of nonlethal damage to the target.\r

    Augment<\/i>\r
    For every additional power power point you spend the duration increases by 1 round. For every 2 additional power points you spend the DC increases by 1.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Mountain<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always lawful evil","environment":"Temperate or warm underground"},{"name":"Braintree","type":"Aberration","ch":7,"challenge_rating":" 7 \u00a0","id":5222,"reference":"Usergen","full_text":"

    Braintree <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Aberration \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+60\u00a0(104 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 0 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (\u00c2\u00962 size, -1 Dex, +5 natural), touch 7, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+15<\/td> <\/tr>
    Attack: <\/strong>-<\/td> <\/tr>
    Full Attack: <\/strong>-<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Psionics<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., power\/spell resistance 16, telepathy 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +3, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 7, Dex 9, Con 21, Int 9, Wis 15, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Concentration +20\r
    <\/td> <\/tr>
    Feats: <\/strong>Expanded Knowledge (id insinuation, psionic blast, read thoughts<\/i>), Overchannel, Talented<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or stand (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13-24 HD (Huge); 25-36 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A greyish-pink, slime-covered thing resembling a tree grows from the floor. Seven limbs end in what appears to be large, dripping brains.<\/i>\r

    Creations of the illithids, braintrees are a hybrid of plant and animal matter designed to provide nourishment for neothelids. \r

    A typical braintree stands 16 feet tall. A braintree understands Undercommon, but cannot speak (although it can communicate telepathically).\r

    COMBAT\r

    Completely immobile, a braintree lacks melee attacks, but can defend itself with its psionic powers.\r

    Psionics:<\/b> A braintree manifests powers as a 7th-level psychic warrior. A braintree knows one power for each brain it possesses. If it loses a brain, randomly determine the power lost. \r

    Typical powers known:\r
    1st--dissipating touch, empty mind, inertial armor<\/i>\r
    2nd--body adjustment, dissolving touch, id insinuation, read thoughts, thought shield<\/i>\r
    3rd--mental barrier, psionic blast<\/i>\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    2000 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #81<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Underground"},{"name":"Bramble","type":"Fey","ch":2,"challenge_rating":" 02 \u00a0","id":5223,"reference":"Usergen","full_text":"

    Bramble <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/3 d6\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 10 ft<\/td> <\/tr>
    AC:<\/strong> 31 (+8 size, +5 Dex, +2 natural, +6 spine armor)<\/td> <\/tr>
    Attacks:<\/strong>Slam +5 melee; or tiny spear +5 melee<\/td> <\/tr>
    Damage: <\/strong>Slam 1d6-2; or tiny spear 1d6-2<\/td> <\/tr>
    Face\/Reach: <\/strong>1\/2 ft by 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spiny armor, poison, charm mount, grounding<\/td> <\/tr>
    Special Qualities: <\/strong>SR 12<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +7, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 21, Con 10, Int 12, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Concentration +6, Escape Artist +8, Hide +8, Jump +7, Listen +6, Move Silently +8, Ride +7, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (slam, spear)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Cold and temperate plains and hills<\/td> <\/tr>
    Organization: <\/strong>Band (2-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>No coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Brambles are among the tiniest of fey, as well as the most aggressive and vicious. Faerie legends tell that they were long-ago outcasts of fey society, and are believed to have descended from the gorse.

    Brambles are tiny people with dark, wrinkled skin, pointy nails, extremely pointed ears, and an overall appearance that makes them look dried-out. A brace of spines sticks out from their back, which is bare although it appears that it was meant to support wings. Brambles wear small suits of spiked plate mail with holes that allow their spines to fit through, camouflaging them against the artificial spikes of the armor.

    Brambles are nomadic and restless, never staying together or in one place for too long. They are arrogant and sneaky in dealing with larger races, fancying themselves as some kind of pixie knights. Brambles are often seen riding an odd selection of creatures, including porcupines, hedgehogs, al'mirajs, and other creatures. Brambles speak Sylvan.

    COMBAT<\/b>
    Brambles attack by hurling themselves at opponents, causing damage with their spiky bodies. One out of ten brambles secrete poison from the spines of their armor. Such brambles, if present, are usually the leaders of a given group.

    Spiny Armor (Ex)<\/b>: The armor a bramble wears functions as both its best defense and offense. Any creature that attempts to bite or grab a bramble with bare hands suffers an automatic 1d4 damage per round. Anyone with armored hands may attempt a Fortitude save (DC 15) to avoid taking damage when touching the bramble.

    A bramble that hits with its slam attack does an additional 1d6 damage with its spiky armor. Brambles wrestle opponents of Fine or Diminutive size, causing an additional 1d2 damage per round with its spikes.

    Poison (Ex)<\/b>: Injected, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Dexterity.

    Charm Mount (Sp)<\/b>: Brambles can charm small quadrupeds of Small size or smaller, as the charm monster<\/i> spell, and can cast this once per day.

    Grounding (Sp)<\/b>: One out of every ten brambles has the ability to use this special spell-like ability once per day. This is cast against a single target of Small size or smaller, who must succeed at a Will save (DC 12) or be grounded. This lasts for 6d6 rounds, and can affect any target within 10 yards.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #206 (1994), Monstrous Compendium Annual Three (1996).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral evil","environment":">Cold and temperate plains and hills"},{"name":"Bramble","type":"Fey","ch":1,"challenge_rating":" 1 \u00a0","id":5224,"reference":"Usergen","full_text":"

    Bramble <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2d6\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 30 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+8 size, +7 Dex) or 25 (+8 size, +7 half-plate armor), touch 25 (or 18), flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-21<\/td> <\/tr>
    Attack: <\/strong>Spines +15 melee (1-5 plus poison) or light lance +15 melee (1-5\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Spines +15 melee (1-5 plus poison) or light lance +15 melee (1-5\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Deadly charge, poison, powerful build, spined defense, wingbind\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Charm mount, damage reduction 1\/cold iron, low-light vision, spell resistance 11, woodland stride\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +9, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 24, Con 10, Int 12, Wis 15, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Bluff +9, Hide +27*, Intimidate +9, Listen +6, Move Silently +11*, Ride +11*, Spot +6 (*Does not include -7 armor check penalty for half-plate)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Dodge (B), Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold and temperate plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (2-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>1 HD (Diminutive)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a miniature, dessicated elf with dark, wrinkled skin. Its hands and feet end in long, pointed nails. Jutting from the back of its plate armor is a brace of spines, resembling dragon wings lacking a membrane.<\/i>\r

    Brambles are among the smallest faeries, yet also among the most vicious and aggressive of their kind. Rumors abound that they were once gorse faeries, but were outcast from \"polite\" fey society and developed into the malevolent creatures they are today.\r

    Many brambles wear specialized half-plate armor which does not affect their flight speed or manueverability. Brambles often select a peculiar selection of animals and magical beasts as mounts. Examples can range from as common as rabbits, to as exotic as al-mi\u00c2\u0092rajs. Porcupines, hedgehogs, and other spined creatures are often chosen for their similar physiology.\r

    A bramble stands 3 inches tall and weighs less than a pound.\r

    Brambles speak Sylvan and Elven.\r

    COMBAT\r

    Brambles are supremely confident despite their small stature, and often challenge far larger creatures to wrestling matches and singular combat. Brambles love employing their wingbind power to down pixies and other flying fey, then cruelly hunt them on the ground.\r

    Charm Mount (Sp):<\/b> Once per day, a bramble may charm a single Tiny or smaller animal or magical beast, which serves as its mount. The charm lasts for 24 hours. This functions as the spell charm animal<\/i> (DC 17), except as described above. This ability is the equivalent of a 2nd-level spell. Caster level 1st.\r

    Deadly Charge (Ex):<\/b> When a bramble charges, its spines attack does 1d6 points of damage.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 12, initial damage sickened for 1d4 rounds, secondary damage sickened for 1d4 rounds. The save DC is Constitution-based.\r

    Powerful Build (Ex):<\/b> Whenever a bramble is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the bramble is treated as one size larger if doing so is advantageous to it. A bramble is also considered to be one size larger when determining whether a creature\u00c2\u0092s special attacks based on size (such as improved grab or swallow whole) can affect it. A bramble can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject\u00c2\u0092s size category. \r

    Spined Defense (Su):<\/b> Any creature striking a bramble with unarmed strikes or natural weapons (or hand-held weapons for Tiny or smaller creatures) takes 1d6 points of piercing and slashing damage from the bramble's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.\r

    Wingbind (Su):<\/b> Once per day, a bramble may target the wings of a single creature of Small size or smaller within 120 feet with an entangling net of thorny vines. The target must succeed on a DC 15 Reflex save or its wings become ensnared and it immediately falls to the ground, taking falling damage as normal. This affects only the creature's wings; other movement modes are unaffected.\r

    An ensnared creature can escape with a successful DC 15 Escape Artist check or burst the vines with a DC 15 Strength check. However, each attempt to burst the vines results in 1d4 points of piercing damage from the thorns. Spells that affect plants, such as diminish plants<\/i>, can also release the victim.\r

    A target that fails its save remains ensared for 6d6 rounds. The save and check DCs are Charisma-based. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #206<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral evil","environment":"Cold and temperate plains and hills"},{"name":"Brine Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5225,"reference":"Usergen","full_text":"

    Brine Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Aquatic)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 and 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 5\u00c2\u00966 HD; very young 8\u00c2\u00969 HD; young 11\u00c2\u009612 HD; juvenile 14\u00c2\u009615 HD; young adult 17\u00c2\u009618 HD; adult 20\u00c2\u009621 HD; mature adult 23\u00c2\u009624 HD; old 26\u00c2\u009627 HD; very old 29\u00c2\u009630 HD; ancient 32\u00c2\u009633 HD; wyrm 35\u00c2\u009636 HD; great wyrm 38+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +3; very young +3; young +3; juvenile +4; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Brine Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>4d12+4\u00a0(30)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>6<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+4\/-4<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+4<\/font><\/td>1d4\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>7d12+7\u00a0(52)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>6<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+7\/+4<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>2d4\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>10d12+20\u00a0(85)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>6<\/font><\/td>11<\/font><\/td>6<\/font><\/td>+10\/+12<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+7<\/font><\/td>3d4\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>13d12+26\u00a0(110)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>8<\/font><\/td>11<\/font><\/td>8<\/font><\/td>+13\/+16<\/font><\/td>+16<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+8<\/font><\/td>4d4\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>16d12+48\u00a0(152)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>8<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+16\/+24<\/font><\/td>+19<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+10<\/font><\/td>5d4\u00a0(21)<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>19d12+76\u00a0(199)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>10<\/font><\/td>11<\/font><\/td>12<\/font><\/td>+19\/+29<\/font><\/td>+24<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+11<\/font><\/td>6d4\u00a0(23)<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>22d12+110\u00a0(253)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+22\/+38<\/font><\/td>+28<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+14<\/font><\/td>7d4\u00a0(26)<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>25d12+125\u00a0(287)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>12<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+25\/+42<\/font><\/td>+32<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+15<\/font><\/td>8d4\u00a0(27)<\/font><\/td>23<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>28d12+168\u00a0(350)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+28\/+46<\/font><\/td>+36<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+18<\/font><\/td>9d4\u00a0(30)<\/font><\/td>26<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>31d12+186\u00a0(387)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+31\/+50<\/font><\/td>+40<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+20<\/font><\/td>10d4\u00a0(31)<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>34d12+238\u00a0(459)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>14<\/font><\/td>15<\/font><\/td>16<\/font><\/td>+34\/+58<\/font><\/td>+42<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+21<\/font><\/td>11d4\u00a0(34)<\/font><\/td>30<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>37d12+296\u00a0(536)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+37\/+62<\/font><\/td>+46<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+24<\/font><\/td>12d4\u00a0(36)<\/font><\/td>32<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Brine Dragon Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>15 (+2 size, +3 natural), touch 12, flat-footed 15<\/font><\/td>Immunity to acid and poison, powerful bite, tremorsense<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>17 (+1 size, +6 natural), touch 11, flat-footed 17<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>19 (+9 natural), touch 10, flat-footed 19<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>22 (+12 natural), touch 10, flat-footed 22<\/font><\/td>Bleeding wounds<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>24 (\u00c2\u00961 size, +15 natural), touch 9, flat-footed 24<\/font><\/td>DR 5\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>17<\/font><\/td><\/tr>
    Adult<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>27 (\u00c2\u00961 size, +18 natural),, touch 9, flat-footed 27<\/font><\/td>Augmented critical, Melf's acid arrow<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>18<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>29 (\u00c2\u00962 size, +21 natural), touch 8, flat-footed 29<\/font><\/td>DR 10\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>21<\/font><\/td><\/tr>
    Old<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>32 (\u00c2\u00962 size, +24 natural), touch 8, flat-footed 32<\/font><\/td>Stinking cloud<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>22<\/font><\/td><\/tr>
    Very Old<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>35 (\u00c2\u00962 size, +27 natural), touch 8, flat-footed 35<\/font><\/td>DR 15\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>23<\/font><\/td><\/tr>
    Ancient<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>38 (\u00c2\u00962 size, +30 natural), touch 8, flat-footed 38<\/font><\/td>Fear<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>25<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00964 size, +33 natural), touch 6, flat-footed 39<\/font><\/td>DR 20\/magic<\/font><\/td>\u00c2\u0097<\/font><\/td>26<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>Swim 60 ft.<\/font><\/td>+0<\/font><\/td>41 (\u00c2\u00964 size, +36 natural), touch 6, flat-footed 42<\/font><\/td>Cloudkill<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>28<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    This creature has the body of a plesiosaur, and the head of a dragon. Its mottled hide is ridged and craggy, with irregular scales dotted with huge clumps of discolored sea salt. Its jaws are filled with oversized teeth, giving the appearance of an enormous grin. A nearly overwhelming scent of salt accompanies the creature.<\/i>\r

    Brine dragons are fully aquatic creatures, only surfacing if easy prey is spotted. These undersea predators are graceful swimmers, moving swiftly without so much as a ripple in their wake. \r

    Brine dragons crave salt, swallowing huge amounts of it while absorbing more through their hides as they swim. They supplement this diet with anything they can catch, even eating marine undead if the opportunity presents itself. Brine dragons despise black dragons, and will attack them on sight.\r

    A brine dragon makes its lair in large coral beds or rock formations, shaping it with its breath weapon and using its spittle as mortar. The territory of a brine dragon varies from day to day, from as little as 300 feet to up to 10 miles. \r

    Combat\r

    Extremely unpredictable, brine dragons may attack without provocation, or might ignore an obvious act of aggression directed toward them. In battle, they prefer to inflict grievous wounds with their oversized teeth. Against aerial creatures or those outside its reach on shore, it employs its breath weapon liberally.\r

    Because a brine dragon has no claws or wings, its full attack action functions differently than most dragons. It never gains claw or wing buffet attacks, but it does possess a powerful bite (see below).\r

    Augmented Critical (Ex):<\/b> An adult or older brine dragon's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Bleeding Wounds (Ex):<\/b> A wound from a juvenile or older brine dragon's bite attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple bite wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure<\/i> spell or other healing spell (heal, mass heal<\/i>, and so on).\r

    Breath Weapon (Su):<\/b> A brine dragon has one type of breath weapon, a cone of acid. Its breath weapon is equally effective above and below the water's surface.\r

    Powerful Bite (Ex):<\/b> All brine dragons gain Improved Natural Attack (bite) as a bonus feat.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097cloudkill<\/i> (great wyrm), fear<\/i> (ancient or older), Melf's acid arrow<\/i> (adult and older), stinking cloud<\/i> (adult and older).\r

    Tremorsense (Ex):<\/b> Brine dragons have tremorsense to a range of 10 feet x age category.\r

    Skills:<\/b> Move Silently, Survival, and Swim are considered class skills for brine dragons.\r

    A brine dragon has a +8 racial bonus on any Swim check to perform a 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.\r

    A brine dragon gains a +8 racial bonus on Move Silently checks while in water. It suffers no penalties on Move Silently checks when moving at greater speeds (normally, a creature takes a -5 penalty when moving at greater than half speed and a -20 penalty when running or charging).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume Two<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always chaotic neutral","environment":"Any aquatic"},{"name":"Brownie","type":"Fey","ch":1,"challenge_rating":" 01 \u00a0","id":5226,"reference":"Usergen","full_text":"

    BROWNIE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Tiny Fey<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1\/2d6 (2 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+8 (+4 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (+2 size, +4 Dex, +1 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Short sword +6 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Short sword 1d4-2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 2 1\/2 ft by 2 1\/2 ft\/0 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> SR 16, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +0, Ref +6, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 7, Dex 18, Con 11, Int 14, Wis 14, Cha 16<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Bluff +7, Craft (woodworking) +6, Craft (leatherworking) +6, Craft (metalworking) +6, Escape Artist +8, Hide +16*, Listen +8, Move Silently +8, Search +5, Sense Motive +5, Spot +8<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Dodge, Improved Initiative, Weapon Finesse (short sword)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm forest<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Gang (2-4) or band (5-12)
    Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> No coins; 50% goods; 50% items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful good<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 1-3 HD (Tiny)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The brownie is believed by some to be a distant relative of the halfling and pixie. Brownies are quiet, shy creatures and tend to dwell away from others, preferring to live in pastoral areas.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Brownies appear as 1 1\/2 feet tall humanoids. They have brown hair and blue or green eyes and favor brightly colored garments.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Brownies speak Common, Sylvan, and Halfling.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Brownies shun combat, but will attack if cornered. If unable to employ any spells, brownies attack with tiny short swords (treat as a dagger).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> 1\/day\u0097confusion, continual flame, dancing lights, dimension door, magic circle against evil, mirror image,<\/i> and ventriloquism<\/i>. These abilities are as the spells cast by a 7th-level sorcerer (save DC 13 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Brownies receive a +2 racial bonus to Listen and Spot checks. *They also receive a +5 racial bonus to Hide checks in a forest setting.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Brownie first appeared in the 1e MM (Gygax, 1977).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Fey","alignment":"Any","environment":"Temperate and warm forest"},{"name":"Bubble","type":"Aberration","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5227,"reference":"Usergen","full_text":"

    BUBBLE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium\u0096Size Aberration<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 1\/2d8 (2 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>+1 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> Swim 30 ft, fly 10 ft (poor)<\/p> <\/td> <\/tr>

    AC:<\/b> 11 (+1 Dex)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Slam +1 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Slam 1d4-1 and paralysis<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 5 ft. by 5 ft.\/5 ft<\/p> <\/td> <\/tr>

    Special Attacks: <\/b>Paralysis, engulf<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Immunities, reform<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +0, Ref +1, Will +2<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 8, Dex 13, Con 10, Int \u0096, Wis 10, Cha 8<\/p> <\/td> <\/tr>

    Feats:<\/b> Weapon Finesse (touch)<\/p> <\/div> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any aquatic<\/p> <\/td> <\/tr>

    Organization:<\/b> Swarm (3\u009618)
    Challenge Rating:<\/b> 1\/4<\/p> <\/td> <\/tr>

    Treasure:<\/b> Standard<\/p> <\/td> <\/tr>

    Alignment:<\/b> Always neutral<\/p> <\/td> <\/tr>

    Advancement:<\/b> 1 HD (Medium\u0096size)<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Bubbles are giant air pockets that have been given life and intelligence by unknown means. These strange creatures dwell in lakes, ponds, and other large bodies of water.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Bubbles only form when there is a disturbance in their water, at which time small air pockets form out of the oxygen in the water. These smaller air pockets jostle each other, joining and progressively forming larger and larger ones until a full\u0096size bubble is created and floats to the surface. Once a disturbance starts 3d6 bubbles will begin to form taking 2d4 rounds to do so.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Once formed, these creatures can fly short distances to reach opponents on shore.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Combat<\/span><\/h2> <\/td> <\/tr>

    A bubble\u0092s only means of attack is to float to the surface of the body of water in which it resides, and touching any creature near the water. The outer surface of the bubble has a slight acidic quality to it.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Paralysis (Su):<\/b> Those hit by a bubble\u0092s slam attack must succeed at a Fortitude save (DC 10) or be paralyzed for 1d4 minutes.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Engulf (Su):<\/b> If a bubble successfully paralyzes an opponent of up to Medium-size, it will engulf that opponent if the victim fell into the water after being paralyzed (30% chance). An engulfed victim will begin taking drowning damage (see the rules for drowning on page 85 of the DMG). If the bubble is slain or if the victim drowns, the bubble will expel the body, rise to the surface and attack again. The body, unless armored, will float to the surface.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex):<\/b> A bubble is immune to damage from any bludgeoning or crushing attack. Their body simply deforms around the weapon and takes no damage. Although they have a rudimentary intelligence, they have no real brain and are thus immune to all mind\u0096influencing spells and effects.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Reform (Ex):<\/b> A bubble, once destroyed, will reform into 2 more bubbles in 6 hours, unless the water it inhabits is drained onto an open flat area and then dried or absorbed into something such as cloth, earth, etc.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/b> Bubbles receive the Weapon Finesse (touch) feat for free.<\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Aberration","alignment":" Always neutral","environment":" Any aquatic"},{"name":"Buckawn","type":"Fey","ch":2,"challenge_rating":" 02 \u00a0","id":5228,"reference":"Usergen","full_text":"

    BUCKAWN<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Fey<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1d6 (3 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+8 (+4 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (+1 size, +4 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Dagger +0 melee; or dart +4 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Dagger 1d4; or dart 1d4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, poison use<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> SR 12, scent, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +0, Ref +6, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 11, Dex 18, Con 11, Int 12, Wis 13, Cha 16<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +7,Escape Artist +8, Hide +14, Jump +4, Listen +7, Move Silently +10, Search +5, Sense Motive +5, Spot +7<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Improved Initiative<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate forests<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Gang (2-4), band (6-11), or tribe (12-20)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> No coins; no goods; 50% items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 2-3 HD (Small)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Buckawn are relatives of the brownie (q.v.). They are less friendly and far trickier than their distant cousins. Buckawn shun contact with most other races, including other fey creatures.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Buckawn stand about 2 feet tall and have dark skin and hair. Their eyes are green or brown. They tend to dress in russets and greens.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Buckawn speak Common and Sylvan.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Buckawn favor daggers and darts in combat. They readily use poisoned blades when confronted with a tough opponent or one they don\u0092t particularly care for.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097change self, dancing lights, entangle, invisibility <\/i>(self only), pass without trace,<\/i> and summon swarm<\/i>. These abilities are as the spells cast by a 6th-level sorcerer (save DC 13 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison Use:<\/b> Buckawn never risk accidentally poisoning themselves when applying poison to a blade. They favor deathblade poison.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/span><\/b> Buckawns receive a +2 racial bonus to Hide, Listen, Move Silently, and Spot checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Buckawn first appeared in the 1e MM (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Fey","alignment":"Any","environment":"Temperate forests"},{"name":"Bug-a-boo","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5229,"reference":"Usergen","full_text":"

    Bug-a-boo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Humanoid \t\t\t(Goblinoid)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 Dex, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
    Attack: <\/strong>Morningstar +2 melee (1d8+1) or javelin +2 ranged (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>Morningstar +2 melee (1d8+1) or javelin +2 ranged (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 13, Con 14, Int 8, Wis 9, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Climb +5, Hide +3, Move Silently +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, gang (2\u00c2\u00964), band (11\u00c2\u009620 plus 1-4 bugbears), or tribe (20-30 plus 150% noncombatants plus 3 2nd-level sergeants and 1-6 bugbears up to 5th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+1<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Coarse-hair covers the body of this frail, five-foot-tall, goblinoid creature. Its mouth is full of long, sharp fangs, and its nose is much like that of a bear.<\/i>\r

    Bug-a-boos are smaller, frailer cousins of bugbears. They often live on the outskirts of bugbear tribes, scavenging what they can from their more able kin, such as inferior or even broken weapons. 'Boos (as they are often called) are occasionally used as expendable troops in bugbear military endeavors.\r

    Bug-a-boos get along with most evil humanoids, and occasionally can be found in mixed bands with other outcasts, such as half-orcs or ogrillons.\r

    Like bugbears, bug-a-boos speak Goblin and Common, although their dialect is distinctly different.\r

    Most bug-a-boos encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.\r

    COMBAT\r

    Bug-a-boos prefer to fight from ambush. Lacking the physical prowess of their bugbear cousins, they are quicker to turn tail and run.\r

    Skills:<\/b> Bug-a-boos have a +4 racial bonus on Hide and Move Silently checks.\r

    The bug-a-boo warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.\r

    Bug-a-boo Characters\r
    Most bug-a-boo leaders are fighters or fighter\/rogues. Bug-a-boo clerics worship Hruggek and can choose any two of the following domains: Chaos, Evil, Trickery, and War.\r

    Bug-a-boo characters possess the following racial traits.\r

  • +2 Dexterity, +2 Constitution, -2 Intelligence. \r
    <\/li>
  • A bug-a-boo's base land speed is 30 feet. \r
    <\/li>
  • Darkvision out to 60 feet. \r
    <\/li>
  • +4 racial bonus on Hide and Move Silently checks. \r
    <\/li>
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. \r
    <\/li>
  • Favored Class: Rogue. \r
    <\/li>
  • Level adjustment +1. \r
    <\/li><\/list><\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #158<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually chaotic evil","environment":"Temperate mountains"},{"name":"Bulette-Mutation","type":"Magical Beast","ch":8,"challenge_rating":" 8 \u00a0","id":5230,"reference":"Usergen","full_text":"

    Bulette-Mutation <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d10+50\u00a0(105 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), burrow 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+26<\/td> <\/tr>
    Attack: <\/strong>Bite +17 melee (3d8+8 plus burning bite)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +17 melee (3d8+8 plus burning bite) and 2 claws +11 melee (2d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, burning bite, leap, undermine<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/-, darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +9, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +18, Listen +9, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will, Track, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009616 HD (Huge); 17\u00c2\u009627 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This armor-plated, bullet-shaped creature sits atop short, powerful legs. Its wide maw is filled with sharp teeth, and it reeks of suflur and alkali.<\/i>\r

    The original bulette-mutation was created by magical and biological experimentation by the wizard Shivnar. It was bred and trained to destroy vegetation, and as such is a great threat to farmers and druids. Because the bulette-mutation was able to breed with regular bulettes, its kind has propagated. When a bulette-mutation breeds with a standard bulette, there is a 50% chance the young will be mutated as well.\r

    A typical bulette-mutation is 12 feet long, 9\u00c2\u00bd feet tall, and weighs 3500 to 4000 pounds.\r

    COMBAT\r

    A bulette-mutation hunts much like a standard bulette, burrowing underground while using tremorsense to locate prey. It uses its breath weapon liberally in battle.\r

    Breath Weapon (Su):<\/b> 20-foot cone, once every 2d4 rounds, damage 3d6, half acid and half fire, Reflex DC 20 half. This breath is especially devastating to plant creatures, which instead take 3d10 points of damage. The save DC is Constitution-based.\r

    Burning Bite (Su):<\/b> A bulette-mutation deals an extra 1d6 points of fire damage and 1d6 points of acid damage every time it bites an opponent. The burning lasts for another round, dealing another 1d6 points of fire damage and 1d6 points of acid damage in that round. The acid is especially devastating to plant creatures, which instead take 2d6 points of acid damage.\r

    Leap (Ex):<\/b> A bulette-mutation can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +16 attack bonus, but it cannot bite.\r

    Undermine (Ex):<\/b> The bulette-mutation can disrupt creatures and structure on the surface of the earth by burrowing beneath them. If it burrows beneath a creature smaller than itself, that creature must make a DC 23 Reflex save or fall prone. Creatures its own size or larger are unaffected. \r

    A burrowing bulette-mutation that passes beneath a structure deals 3d12+16 damage against the structure. If the bulette-mutation makes a full attack against an object or structure while burrowing, it deals double damage.\r

    A burrowing bulette-mutation can also damage plants rooted in the ground, doing the same amount of damage as it does to structures. Rooted plant creatures may attempt a DC 23 Fortitude saving throw for half damage. The save DCs are Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #37<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate hills"},{"name":"Bumblebee, Giant","type":"Vermin","ch":3,"challenge_rating":" 3 \u00a0","id":5231,"reference":"Usergen","full_text":"

    Bumblebee, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 60 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+12<\/td> <\/tr>
    Attack: <\/strong>Sting +7 melee (1d6+6 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Sting +7 melee (1d6+6 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +3, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 12, Con 14, Int \u00c2\u0097, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Spot +5, Survival +1*<\/td> <\/tr>
    Feats: <\/strong>Hover (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or nest (2-7)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large); 13-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The wings of this massive bumblebee create a thunderous droning.<\/i>\r

    Giant bumblebees spend their time pollinating giant flora while feeding upon the sweet nectar.\r

    A giant bumblebee is 7 to 10 feet long. Coloration ranges from black with yellow, orange, or red bands, to entirely black.\r

    COMBAT\r

    Giant bumblebees generally won't bother other creatures, but will deliver a painful sting if threatened or otherwise disturbed.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 17, initial and secondary damage 1d4 Con. The save DC is Constitution-based and includes a +2 racial bonus. Unlike other giant bees, a giant bumblebee that successfully stings another creature does not leave its stinger in the creature (and does not die).\r

    Skills:<\/b> Giant bumblebees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate plains"},{"name":"Bunyip","type":"Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5232,"reference":"Usergen","full_text":"

    BUNYIP<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Medium-Size Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d10+5 (32 hp)<\/span><\/p><\/td> <\/tr>

    Initiative: <\/span><\/b>+3 (Dex)<\/span><\/p><\/td> <\/tr>

    Speed:<\/span><\/b> Swim 50 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 15 (+3 Dex, +2 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +4 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+1<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p><\/td> <\/tr>

    Special Attacks: <\/span><\/b>Roar, frenzy, vorpal bite<\/span><\/p><\/td> <\/tr>

    Special Qualities:<\/span><\/b> Keen scent, low-light vision, darkvision 60 ft<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +7, Will +1<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7<\/span><\/p><\/td> <\/tr>

    Skills: <\/span><\/b>Listen +4, Spot +4<\/span><\/p> <\/div><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm aquatic and marsh<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 3<\/span><\/p><\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p><\/td> <\/tr>

    Alignment:<\/span><\/b> Usually neutral (chaotic good tendencies)<\/span><\/p><\/td> <\/tr>

    Advancement:<\/span><\/b> 6-12 HD (Medium-size); 13-15 HD (Large)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    The bunyip is an aquatic beast about six feet long, resembling a cross between a seal and shark. It is covered in thick black fur and has sapphire eyes. It breathes by means of gills, and unlike normal seals, cannot venture out of the water.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    COMBAT<\/span><\/h2><\/td> <\/tr>

    A bunyip will surface momentarily and roar at approaching creatures in hopes of scaring them away. If this fails, it will readily attack any creature in the water of up to Small size. Creatures larger than Small size will only be attacked in self-defense or if the bunyip detects blood in the water.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Roar (Su):<\/b> When a bunyip roars, all creatures with 4 or less Hit Dice and within a 100-foot spread must succeed at a Will save (DC 13) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that bunyip\u0092s roar for one day.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Frenzy (Ex):<\/b> A bunyip that detects blood in the water has a 50% chance of flying into a frenzy the following round, biting madly until either it or its opponent is dead. It gains +4 Strength and \u00964 AC. The creature cannot end its frenzy voluntarily.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Vorpal Bite (Ex):<\/b> If the bunyip delivers a successful critical hit to an opponent of up to Small size, it severs one limb randomly (1d10; 1-4 arm; 5-8 leg; 9-10 head. If an arm or leg is severed there is a 50% of it being right or left).<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Keen Scent (Ex):<\/b> Bunyips can notice creatures by scent in a 90-foot radius and detect blood in the water at ranges of up to one-half mile.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>
    \u00a0 <\/td> <\/tr>
    \u00a0 <\/td> <\/tr>

    The bunyip first appeared in the Fiend Folio<\/i> (1981).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":" Temperate and warm aquatic and marsh"},{"name":"Buraq","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5233,"reference":"Usergen","full_text":"

    Buraq <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+15\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 70 ft. (14 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +1 Dex, +6 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+13<\/td> <\/tr>
    Attack: <\/strong>Hoof +8 melee (1d6+4) or bite +8 melee (2d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +8 melee (1d6+4) and bite +3 melee (2d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Knock down, trample 2d6+6<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, self-sustained, silent hooves, spell resistance 9, spell-like abilities, timeless travel, unerring travel<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 17, Int 14, Wis 17, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +8, Knowledge (the planes) +7, Sense Motive +10, Survival +11 (+13 on other planes)\r
    <\/td> <\/tr>
    Feats: <\/strong>Endurance, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Blessed Fields of Elysium<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (1-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>6-15 HD (Large) or by character class<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This equine creature bears the face of a human man, its eyes shining with wisdom. Its lustrous, dappled coat is grey and white, becoming speckled with green, blue, brown and black near its hindquarters. It bears a peacocklike tail of red, green, gold and blue, and its hooves appear to be of the purest silver.<\/i>\r

    Sometimes called \"the horses of heaven\", buraqs hail from the Upper Planes. They come to the Material Plane to befriend the devout and deserving, and will serve a rider who displays bravery, compassion, generosity, respect, and a willingness to perform good deeds. Should a rider ever commit even a single transgression to these virtues, the buraq may depart forever.\r

    In exchange for care and devotion from its rider, a buraq offers counsel and transportation. It never gets lost as long as the sun or stars are visible, and can make time cease to flow for its rider, making even the most hazardous journey seem uneventful.\r

    Buraq tailfeathers are prized for use in preparing scrolls, and are rumored to strengthen healing and protective spells scribed in such a manner. Buraqs occasionally leave a feather in a location as a sign of a deity's favor.\r

    Buraqs are immortal. They subsist solely on good intentions, and only eat and drink for pleasure. They do require rest each night, just like a normal horse.\r

    A buraq is 6 feet long and weighs 1,200 pounds.\r

    Buraqs speak Celestial.\r

    COMBAT\r

    Buraqs do not seek out combat, but will fight fearlessly to protect their riders. In battle, a buraq attempts to knock down and trample smaller adversaries.\r

    A buraq's silver hooves are treated as silver weapons for purposes of overcoming damage reduction.\r

    Airborne Gallop (Su):<\/b> A buraq can fly at its base speed with average maneuverability. To activate this ability, the buraq must take a 3 round running start. Once the buraq is flying, it must move at least its full speed each round to continue flying. A buraq may use the Run feat with this ability.\r

    Knock Down (Ex):<\/b> If a buraq hits an opponent of its size or smaller with both its hooves in the same round, it can attempt to trip its opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the buraq. If it succeeds, the buraq immediately moves into the opponent's space and deals automatic trample damage.\r

    Self-Sustained (Ex):<\/b> A buraq doesn't need to eat or drink.\r

    Silent Hooves (Ex):<\/b> A buraq always moves silently and cannot be heard with Listen checks if it doesn't wish to be.\r

    Spell-Like Abilities:<\/b> At will--speak with animals<\/i>; 3\/day--comprehend languages<\/i>. Caster level 5th.\r

    Timeless Travel (Su):<\/b> As a standard action, a buraq can place a willing rider into temporal stasis<\/i>, as the spell. The buraq may end this effect at any time as a free action. The buraq uses this ability to make a trip seem instantaneous for its rider.\r

    Trample (Ex):<\/b> Reflex half DC 16. The save DC is Strength-based.\r

    Unerring Travel (Ex):<\/b> A buraq always succeeds on Survival checks to avoid getting lost, as long as it can see the sun or stars.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium 13<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral good","environment":"Blessed Fields of Elysium"},{"name":"Burnbones","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5234,"reference":"Usergen","full_text":"

    Burnbones (Template)<\/h1>
    This animated skeleton is limned with dark flames. It bears the holy symbol of an evil, chaotic deity.<\/i>\r

    Burnbones are created when a chaotic evil deity infuses one of his favored priests with a portion of his dark essence. Even a small portion of the deity's power is so great to dissolve all flesh and sinew in the process, leaving only a walking pile of bones behind. This skeletal creature is continuously limned with dark fire.\r

    The fanatical loyalty of the chosen priests becomes amplified and twisted during the transformation, leaving most burnbones half insane and highly paranoid. Burnbones continue their existence solely to serve the greater glory of their foul god, for the alternative is assured eternal pain or final destruction.\r

    Burnbones speak any languages they knew in life.\r

    In the Realms\r

    After the Banedeath, Cyric granted a portion of his power to his most faithful priests. The power of the Dark Sun was so overwhelming that all that remained of these priests were their bones. Burnbones exist only to fulfill Cyric's will, although his very nature makes burnbones seem to work at cross purposes with the Prince of Lies at times. Initially two dozen in number, nearly half of the original burnbones were destroyed by Banites or the forces of good. Since then, Cyric has created only a handful of burnbones each year.

    Creating a Burnbones<\/h2> \u00c2\u0093Burnbones\u00c2\u0094 is an acquired template that can be added to any creature able to cast 6th-level divine spells with a chaotic evil patron deity (referred to hereafter as the base creature).\r

    A burnbones has all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.\r

    Hit Dice:<\/b> Increase all current and future Hit Dice to d12s.\r

    Armor Class:<\/b> A burnbones has a +2 natural armor bonus or the base creature\u00c2\u0092s natural armor bonus, whichever is better.\r

    Attack:<\/b> A burnbones has a searing touch attack that it can use once per round. If the base creature can use weapons, the burnbones retains this ability. A creature with natural weapons retains those natural weapons. A burnbones fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A burnbones armed with a weapon uses its touch or a weapon, as it desires.\r

    Full Attack:<\/b> A burnbones fighting without weapons uses either its searing touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).\r

    Damage:<\/b> A burnbones without natural weapons has a searing touch attack that deals 2d10 points of damage. The damage is not fire damage, but rather chaotic fire from the burnbones's dark deity, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield)<\/i>, and similar magic. A burnbones with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals burnbones points of extra damage on one natural weapon attack.\r

    Special Attacks:<\/b> A burnbones retains all the base creature\u00c2\u0092s special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 burnbones's HD + burnbones's Cha modifier unless otherwise noted.\r

    Battle Casting (Ex):<\/i> When making an attack or full attack, a burnbones may cast one spell each round as a swift action. It may not use this ability in tandem with casting another spell.\r

    Fiery Aura (Ex):<\/i> Anyone within 10 feet of a burnbones must succeed on a Fortitude save or take 1d3 points of fire damage per round from the intense heat.\r

    Spells:<\/i> A burnbones continues to prepare and cast divine spells as it did in life. However, as a gift from its dark deity, none of its spells require verbal, somatic, or material components. \r

    Special Qualities:<\/b> A burnbones retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

    Damage Reduction (Su):<\/i> A burnbones has damage reduction 10\/bludgeoning and lawful. Its natural weapons are treated as chaotic weapons and evil-aligned for the purpose of overcoming damage reduction.\r

    Fiery Resolve (Ex):<\/i> A burnbones is always considered to be casting defensively when using any of its spells.\r

    Immunity to Fire (Ex):<\/i> A burnbones has immunity to fire.\r

    Limited Immunity to Holy Water (Ex):<\/i> A burnbones is immune to damage from holy water, unless it was created by a lawful character.\r

    Resistance to Cold (Ex):<\/i> A burnbones has resistance to cold 10. \r

    Spell Resistance (Ex):<\/i> A burnbones has spell resistance equal to Hit Dice + 12. \r

    Turn Resistance (Ex):<\/i> A burnbones has +4 turn resistance against lawful good characters. Against all other character, a burnbones has turn immunity.\r

    Abilities:<\/b> Increase from the base creature as follows: Int +4, Wis +4, Cha +4. Being undead, a burnbones has no Constitution score.\r

    Environment:<\/b> Any land or underground.\r
    Organization:<\/b> Solitary.\r
    Challenge Rating:<\/b> Same as the base creature +3.\r
    Treasure:<\/b> None (except holy symbol).\r
    Alignment:<\/b> Always chaotic evil.\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +6.
    Challenge Rating: <\/strong>+3

    Sample Burnbones<\/h2> Burnbones, 12th-level human cleric<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 12d12 (78 hp)\r
    Initiative: -1 \r
    Speed: 20 ft. (4 squares) in chainmail; base speed 30 ft.\r
    Armor Class: 19 (-1 Dex, +2 natural, +8 chainmail, +3 magic vestment), touch 9, flat-footed 19\r
    Base Attack\/Grapple: +9\/+10\r
    Attack: +1 unholy longsword<\/i> +12 melee (1d8+2\/19-20 plus 2d6 vs. good-aligned creatures) or searing touch +10 melee (2d10)\r
    Full Attack: +1 unholy longsword<\/i> +12 melee (1d8+2\/19-20 plus 2d6 vs. good-aligned creatures) or searing touch +10 melee (2d10)\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Battle casting, fiery aura (DC 20), rebuke undead (+6, 2d6+16, 12th), spells \r
    Special Qualities: Damage reduction 10\/bludgeoning and lawful, darkvision 60 ft., fiery resolve, immunity to fire, limited immunity to holy water, resistance to cold 10, spell resistance 24, turn resistance\/immunity, undead traits\r
    Saves: Fort +8, Ref +4, Will +10\r
    Abilities: Str 13, Dex 8, Con 12, Int 14, Wis 22, Cha 18\r
    Skills: Bluff +11, Concentration +11, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +6, Knowledge (religion) +11, Spellcraft +9\r
    Feats: Extend Spell, Martial Weapon Proficiency (longsword), Maximize Spell, Spell Penetration, Weapon Focus (longsword)\r
    Environment: Any land or underground\r
    Organization: Solitary\r
    Challenge Rating: 13\r
    Treasure: Standard (includes +1 unholy longsword<\/i> and chainmail)\r
    Alignment: Always chaotic evil\r
    Advancement: By character class\r
    Level Adjustment: +6\r

    Cleric Spells Prepared: (Caster level 12th, save DC = 14 + spell level)\r
    6th\u00c2\u0097blade barrier, harm<\/i> (D), planar ally<\/i>;\r
    5th\u00c2\u0097false vision<\/i> (D), flame strike, righteous might<\/i>;\r
    4th\u00c2\u0097confusion<\/i> (D), dimensional anchor<\/i>, extended magic vestment*, freedom of movement, spell immunity<\/i>;\r
    3rd\u00c2\u0097animate dead, bestow curse, blindness\/deafness, contagion<\/i> (D), invisibility purge, speak with dead<\/i>;\r
    2nd\u00c2\u0097bull's strength, death knell, desecrate<\/i>, extended shield of faith, hold person, invisibility<\/i> (D), spiritual weapon<\/i>;\r
    1st\u00c2\u0097bane, cause fear, command, disguise self<\/i> (D), doom<\/i> (x2), entropic shield<\/i>;\r
    0\u00c2\u0097cure light wounds, detect magic, guidance, read magic, resistance<\/i> (2);\r
    (D) Domain spell. Deity: Cyric. Domains: Destruction, Trickery.\r
    *Already cast.
    \u00a0
    Ruins of Zhentil Keep<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always chaotic evil.\r","environment":" Any land or underground.\r"},{"name":"Busen","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":5235,"reference":"Usergen","full_text":"

    Busen <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Extraplanar, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+24\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+5 Dex, +5 natural), touch 15, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+12<\/td> <\/tr>
    Attack: <\/strong>Weaponlike protrusion +12 melee (1d10+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 weaponlike protrusions +12 melee (1d10+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Malleable form, whirlwind attack<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to charm, electricity, paralysis, and sleep, malleable form, resistance to cold 10, shadow blend, spell resistance 14, telepathy 100 ft., vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +11, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 20, Con 17, Int 16, Wis 16, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Balance +15, Climb +16, Diplomacy +2, Escape Artist +16, Hide +16, Intimidate +11, Jump +18, Listen +14, Move Silently +16, Search +14, Sense Motive +20, Spot +14, Tumble +18<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Improved Sunder, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Peaceable Kingdoms of Arcadia<\/td> <\/tr>
    Organization: <\/strong>Solitary or vigil (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful, often neutral<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Medium), 17-24 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A humanoid figure with glistening skin like seamless black leather. Its face is as smooth and featureless as a pool of oil. Strange ridges run across its limbs, skull, and torso, almost breaking through its skin.<\/i>\r

    The buseni are fearsome-looking outsiders that guard many of the routes to the second layer of Arcadia. A busen's default form is the jet-black humanoid described above, but they have malleable bodies which take on whatever shape best suits their mission. A busen patrolling a broad mountain pass might be a slavering wolf-thing, while one guarding a sinkhole down to a tunnel could be a sucker-pawed crawler with enormous bat-like ears. Buseni have no bones; their skeletons are odd ridges that are just barely restrained from projecting through their skin. A busen can jut a pair of these ridges out from its flesh and use these protrusions as weapons.\r

    In their normal duties, buseni wait in some dark spot until someone tries to pass them without permission. They then suddenly step into view and display their weapon-protrusions. Buseni do their utmost to kill any intruder who reacts to this warning display by attacking. If intruders try to parley, the buseni telepathically interrogate them as to their purpose in trying to enter Arcadia, then demand the intruder remove all their possessions (including weapons, clothes, and even jewelry) while the buseni examine them. The buseni then use Sense Motive to determine their trustworthiness, only allowing creatures to pass if they assess them to be non-evil.\r

    The buseni are lawful creatures with no tolerance of evil, who would sooner die than allow an evil creature pass by on their watch. Their function as sentries is obvious, and they obey orders assigning them to specific guard missions, but who (or what) does the ordering is unknown. The origins of buseni are equally mysterious, since they do not appear to be formed from petitioners or breed like normal creatures. Some sages believe they are spawned from the plane of Arcadia itself.\r

    Busen skin can be used to make leather clothing of extraordinary durability which fetch a high price in the lower planes. Wearing such garments in the presence of creatures affiliated with Arcadia is sure to provoke attacks, challenges, or demands for reparation.\r

    A busen's malleable form generally remains around 6 feet in length or height. It weighs around 200 pounds.\r

    Buseni communicate telepathically. They could form a mouth and speak, but their regular missions give them no cause to. Buseni are fully familiar with the Abyssal, Celestial, Draconic and Infernal languages.\r

    COMBAT<\/b>\r
    Any creature that attacks a busen or demonstrates a clearly evil nature is met with lethal force. Buseni use malleable form to adjust their tactics and weapon-like protrusions to best affect their opponent, although individual busen may have a favored form for its weapon-protrusions. A sorely endangered busen will resort to its whirling frenzy attack.\r

    A busen's natural attacks and any weapons it wields are treated as lawful-aligned for purposes of overcoming damage reduction.\r

    Malleable Form (Ex):<\/b> A busen can reshape its body into many shapes, although it always occupies the same volume and has an oily black skin. For example, it can grow large ears to give itself a bonus on Listen checks. A busen can use malleable form to grant itself a racial bonus on Balance, Climb, Escape Artist, Jump, Hide, Intimidate, Listen, Move Silently, Search, Spot, Swim, or Tumble checks. Malleable form can grant racial bonuses with a total bonus up to +12, but no more than a +8 bonus to any one skill.\r

    A busen may also change the form of its natural attacks to take the form of any manufactured 1-handed melee weapon (heavy pick, shortspear, whip, etc.). The natural attack gains all traits of the weapon, such as damage type (bludgeoning, piercing, or slashing), critical threat range and multiplier, bonuses on disarm and trip checks, increased reach, and so forth. Regardless of the weapon emulated, the natural attack's damage is always the same (1d10 for a standard busen). Emulated weapons cannot be disarmed, sundered or thrown, since they are as much a part of the busen's body as any ordinary natural weapon. If a busen's natural attack takes the form of an exotic weapon, it suffers a non-proficiency penalty unless it has the appropriate Exotic Weapon Proficiency feat.\r

    A busen can change the weapon form of its natural weapons as a swift action (or a free action if it has the Quick Draw feat), but it requires a full-round action for a busen to change the racial bonuses of its malleable form. A busen with the Improved Natural Attack feat can apply it to only one form of its natural attacks (such as a longsword form). Each time it takes the feat, it applies to a new form of its natural weapon.\r

    Shadow Blend (Su):<\/b> In any condition of illumination other than full daylight, a busen can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.\r

    Whirling Frenzy (Ex):<\/b> A hard pressed busen can enter a berserk fury that lasts 1d6 rounds, during which it sprouts weapon protrusions all over its body and spins at blinding speed. The busen gains a +2 dodge bonus to its Armor Class while Frenzied. Every round a busen spends in Whirling Frenzy it moves up to its full speed and make 4 weapon protrusion attacks at its full attack bonus, each dealing 2d8+4 damage. The busen can make Whirling Frenzy attacks from any point on its movement, dividing its attacks amongst its opponents however it wishes. Making a set of Whirling Frenzy attacks is a full round action for the busen.\r

    Once the Whirling Frenzy's duration expires, the busen will become exhausted. Buseni can only recover from frenzy exhaustion by natural rest for an hour (not by magic).\r

    Skills:<\/b> Buseni have a +6 racial bonus to Sense Motive checks. Buseni can use either their Dexterity or Strength on Climb and Jump checks, and can always choose to take 10 on Climb and Jump checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Planes of Law<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful, often neutral","environment":"Peaceable Kingdoms of Arcadia"},{"name":"Cairn","type":"Undead","ch":9,"challenge_rating":" 9 \u00a0","id":5236,"reference":"Usergen","full_text":"

    Cairn <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d12+30\u00a0(127 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (\u00c2\u00961 size, +1 Dex, +13 natural), touch 10, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+21<\/td> <\/tr>
    Attack: <\/strong>Greatclub +16 melee (2d8+15) or slam +16 melee (1d4+10) or rock +8 ranged (2d8+15)<\/td> <\/tr>
    Full Attack: <\/strong>Greatclub +16\/+11 melee (2d8+15) or 2 slams +16 melee (1d4+10) or rock +8 ranged (2d8+15)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rock throwing, throw oversized weapon<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., damage reduction 10\/adamantine, darkvision 60 ft., low-light vision, spell vulnerability, unholy toughness, unnatural aura<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 13, Con \u00c2\u0097, Int 10, Wis 12, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Climb +28, Hide +15*, Jump +32, Spot +19<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (2\u00c2\u00963)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This lean, muscular giant's hard, hairless flesh is smooth and gray. It has gaunt facial features and deep-sunken, glowing eyes.<\/i>\r

    Cairns are undead stone giants, eternally existing in a state of isolation and solitude. Although many are evil, most do not harbor resentment against their living kin. In fact, some cairns deliberately distance themselves from their former clans to eliminate any chance of causing them harm. They have no such love for other creatures, though, and are quite jealous of the still-living.\r

    Cairns dwell in mountain caverns, generally choosing the bleakest and most lifeless regions. All vegetation within a quarter-mile of a cairn\u00c2\u0092s lair withers in a matter of months. Sunlight does not harm cairns, but they abhor and actively avoid it.\r

    Cairns arise spontaneously when a stone giant dies after despoiling the earth, even inadvertently. Example occur a cave-in when using their great strength to dig huge mines, drowning while building dams, and so on. Cairns lack the ability to create others of their kind.\r

    Stone giant elders that become cairns lose their additional spell-like abilities and spellcasting (if any).\r

    Cairns are about 12 feet tall and weigh about 1,500 pounds. \r

    Cairns speak Giant.\r

    COMBAT\r

    Cairns fight much as they did in life, preferring to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes. As a result of slower reflexes brought about by undeath, cairns lack the rock catching ability of their living cousins.\r

    Rock Throwing (Ex):<\/b> Cairns accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A cairn can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments, as if it were a Huge giant. The range increment is 140 feet for a cairn's thrown rocks.\r

    Spell Vulnerability (Ex):<\/b> A transmute rock to mud<\/i> spell slows a cairn (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock<\/i> heals all of its lost hit points.\r

    A stone to flesh<\/i> spell does not actually change the cairn's structure but negates its damage reduction for 1 full round.\r

    Throw Oversized Weapon (Ex):<\/b> A can hurl thrown weapons sized for Huge creatures without penalty.\r

    Unholy Toughness (Ex):<\/b> A cairn gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Unnatural Aura (Su):<\/b> Animals, whether wild or domesticated, can sense the unnatural presence of a cairn at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.\r

    Skills:<\/b> *A cairn gains a +8 racial bonus on Hide checks in rocky terrain.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #254<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually neutral evil","environment":"Temperate hills"},{"name":"Caiveh","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5237,"reference":"Usergen","full_text":"

    Caiveh <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Humanoid \t\t\t(Caiveh)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 50 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+2 Dex, +2 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 claws +2 melee; or falchion +2 melee<\/td> <\/tr>
    Damage: <\/strong>Claw 1d4+1; or falchion 2d4+1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Rage<\/td> <\/tr>
    Special Qualities: <\/strong>Scent<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 12, Int 11, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Climb +8, Hide +4, Listen +7, Move Silently +4, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Warm forest or mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (5-9), or pride (8-32)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Caiveh are leonine humanoids that live in tropical regions. They resemble humans with strongly feline features, and are known as lion men by other cultures. Their bodies are nearly covered in long fur half an inch in length, and males will have a thick mane.

    Caiveh society is egalitarian, though family life is strongly skewed in favor of the males. A male will typically dominate his family, and often has three or more mates and several cubs. Caiveh often hire themselves out as mercenaries to local human armies. In a military unit, the caiveh will use appropriate human weapons and equipment.

    COMBAT<\/b>
    Caiveh are stealthy and well-disciplined fighters that know how to use their natural environment to their advantage. They work well within a group, even if they are cooperating with other races. Caivehs are typically armed with a falchion, handaxe, broad sword, or trident. About 1 in 10 caivehs have learned to go berserk in a similar manner to the barbarian's rage ability. Such a gifted caiveh is likely to go uncontrollably berserk when cornered by hostile foes, assaulted by psionics, or captured and taunted, though he can suppress this tendency with effort.
    Rage (Ex)<\/b>: This ability functions for the caiveh as the barbarian rage ability, as if the caiveh were a barbarian 5 levels higher than his current level. If the caiveh is an actual barbarian, his Strength and Constitution bonuses increase by +4. A raging caiveh will disregard his weapons, using only his claws to attack.
    Skills<\/b>: Caiveh receive a +6 racial bonus to Climb checks, and a +4 racial bonus to Listen and Spot checks. * in warm forest or mountain regions, they receive a +10 racial bonus to Hide and Move Silently checks, and their bonuses for Climb and Listen checks improve to +8.


    CAIVEH CHARACTERS<\/b>
    A caiveh's favored class is barbarian, and caiveh leaders tend to be barbarians or barbarian\/rangers. Caiveh clerics can choose two of the following domains: Animal, Good, and Strength.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #141 (1989, \"The Dragon's Bestiary\", Gregg Sharp).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral good","environment":">Warm forest or mountains"},{"name":"Caiveh","type":"Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5238,"reference":"Usergen","full_text":"

    Caiveh <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Humanoid \t\t\t(Caiveh)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Claw +2 melee (1d4+1); or falchion +2 melee (2d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +2 melee (1d4+1); or falchion +2 melee (2d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Battle frenzy<\/td> <\/tr>
    Special Qualities: <\/strong>Scent<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 12, Int 11, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide +4*, Listen +3, Move Silently +5*, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forest or mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (5-9), or pride (8-32)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+1<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tall humanoid has a bushy mane like a lion\u00c2\u0092s, and its body is covered in thick fur. Its claws are notably sharp. It wears no armor, but carries a sword at its side.<\/i>\r

    Caivehs are leonine humanoids that live in tropical regions. They resemble humans with strongly feline features, and other cultures often know them as \u00c2\u0093lion men\u00c2\u0094. Their bodies are nearly covered in fur half an inch in length, and males have a thick mane.\r

    Caiveh society is egalitarian, though family life is strongly skewed in favor of the males. A male will typically dominate his family, and often has three or more mates and several cubs. Caiveh often hire themselves out as mercenaries to local human armies. In such a military unit, the caiveh will use appropriate human weapons and equipment.\r

    Caivehs stand 7 feet tall and weigh around 275 pounds.\r

    Caivehs speak Common with a low, growling sound. They also often learn the languages of those around them, such as Elven or Sylvan.\r

    COMBAT<\/b>\r
    Caivehs are stealthy and well-disciplined fighters that know how to use their natural environment to their advantage. They work well within a group, even if they are cooperating with other races. Caiveh warriors are typically armed with a falchion, hand axe, or trident. About 10% of all caivehs have the ability to go into a battle frenzy, but avoid using this ability as they become uncontrollably berserk. \r

    Battle Frenzy (Ex)<\/b>: Some caivehs can be worked into a battle frenzy similar to the barbarian\u00c2\u0092s rage (+4 Strength, +4 Constitution, +2 morale bonus to Will saves, -2 AC penalty). If a caiveh is cornered by hostile foes, assaulted by psionics, captured and taunted, or placed in a similarly stressful situation, he must roll a Will save (DC 15) or fly into a frenzy. This frenzy lasts for 6 rounds, and the caiveh cannot end it prematurely. If the caiveh has levels in a class that has the rage class feature, this ability functions in addition to his normal rage ability. A raging caiveh will disregard his weapons, using only his claws to attack.\r

    Skills<\/b>: A caiveh receives a +8 racial bonus to Climb checks. *A caiveh receives a +8 racial bonus to Hide and Move Silently checks when in warm forest or mountain regions.\r


    CAIVEHS AS CHARACTERS<\/b>\r
    A caiveh's favored class is barbarian, and caiveh leaders tend to be barbarians or barbarian\/rangers. Caiveh clerics can choose two of the following domains: Animal, Good, and Strength.\r

    Caiveh characters possess the following racial traits.\r

    - +2 Strength, +4 Dexterity, +2 Constitution, -2 Charisma.\r
    - Medium size.\r
    - A caiveh's base land speed is 50 feet.\r
    - Racial Hit Dice: A caiveh begins 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.\r
    - Racial Skills: A caiveh's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently and Spot. Caiveh receive a +8 racial bonus to Climb checks. *A caiveh receives a +8 racial bonus to Hide and Move Silently checks when in warm forest or mountain regions.\r
    - Racial Feats: A caiveh's humanoid levels give it one feat.\r
    - +2 natural armor bonus.\r
    - Natural Weapons: 2 claws (1d4).\r
    - Special Attacks (see above): Battle Frenzy.\r
    - Special Qualities (see above): Scent.\r
    - Automatic Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Sylvan.\r
    - Favored Class: Barbarian.\r
    - Level Adjustment +1.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #141 (\"The Dragon's Bestiary,\" January 1989, Gregg Sharp).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually neutral good","environment":"Warm forest or mountains"},{"name":"Caladrius","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5239,"reference":"Usergen","full_text":"

    Caladrius <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 50 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Absorb impurities, darkvision 60 ft., low-light vision, purification by sunlight, wading<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 17, Con 11, Int 2, Wis 16, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Sense Motive +11*, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Small), 3-4 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This beautiful bird resembles a heron, with feathers of the purest white.<\/i>\r

    Caladrius are rare birds with a supernatural talent for absorbing illnesses and diseases of others. The dwell in wetlands, subsisting on a diet of small fish. A caladrius leads a solitary existence, except for a brief mating period.\r

    A captive caladrius is worth up to 1,500 gold pieces, or even more in areas lacking in clerics and paladins. In areas lacking in divine magic, a caladrius sighting leads to a swarm of hunters and trappers seeking to acquire one of the elusive avians. Caladriuses loathe captivity, and will fly off at the first opportunity, unlikely to return unless their mating calls are mimicked.\r

    A caladrius stands 3 to 4 feet tall and weighs 4 to 5 pounds. \r

    COMBAT\r

    If threatened, a caladrius always seeks to escape. If cornered, it pecks with its sharp beak.\r

    Absorb Impurities (Su):<\/b> As a full-round action, a caladrius may absorb illness from a creature. This removes any disease from the victim, as well as the \r
    sickened and nauseated conditions. The impurities are transferred to the caladrius, whose feathers turn an unhealthy gray pallor. In order to use this ability, the caladrius must have line of sight to its target. \r

    A caladrius will generally not use this ability unless its attitude is improved to friendly or helpful. This can be achieved with a successful Handle Animal or wild empathy check opposed by the caladrius's Sense Motive check. Although they are magical beasts, speak with animals<\/i> or similar magic can be used to communicate with a caladrius, and allows for use of the Diplomacy skill as normal. A caladrius begins with an indifferent attitude unless threatened or otherwise treated poorly. A caladrius receives a +5 bonus on its opposed Sense Motive checks due to being a magical beast.\r

    Purification by Sunlight (Su):<\/b> Exposure to natural sunlight removes any disease from the caladrius. It also removes the sickened and nauseated conditions. When outdoors during daylight, a caladrius is thus effectively immune to disease, sickness, and nausea. \r

    Wading (Ex):<\/b> Although it does not have a swim speed, a caladrius suffers no movement penalty when walking through water less deep than the length of its legs.\r

    Skills:<\/b> A caladrius has a +4 racial bonus on Sense Motive checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in HR5 - Glory of Rome Campaign Sourcebook<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any marsh"},{"name":"Callicantzaros","type":"Fey","ch":3,"challenge_rating":" 3 \u00a0","id":5240,"reference":"Usergen","full_text":"

    Callicantzaros <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d6+6\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d8+4) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d8+4) and 2 claws +5 melee (1d4+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Dancing frenzy<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron, light sensitivity, low-light vision, tomb-tainted<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +8, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 16, Con 12, Int 5, Wis 8, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Disguise +12, Intimidate +12, Perform (dance) +12<\/td> <\/tr>
    Feats: <\/strong>Cleave, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or party (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>1\/2 coins, 1\/2 goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>7-9 HD (Medium); 10-14 HD (Large); 15-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This dead-black skinned humanoid stands ten feet tall, its huge head disproportionate to its body. Its simian arms end in vulturelike curled talons. Cold, red eyes glare from a dark black face, while a blood-red tongue lolls from its large, fang-filled mouth.<\/i>\r

    Callicantzari are malicious, man-eating fey with close ties to the nether realms. Although living, they share many traits and predilections of ghouls.\r

    Callicantzari are nocturnal, hiding in dank, dark places until sunset. They feed on snakes and snails and other creepy crawlies until night falls and they can hunt the humanoid flesh they crave most. During the nighttime hours, the callicantzari run wild in an orgy of dancing, destruction, greed and lust.\r

    Despite their strength and ferocity, callicantzari are gullible, quarrelsome, easily confused, and completely devoid of discipline. They often conflict with one another, getting in each other's way and allowing wily prey to escape.\r

    A callicantzaros is between 6 and 8 feet tall and weighs 200 to 300 pounds. Appearances vary wildly, but always are a blend of human and bestial traits. Common bestial traits include goatlike or donkey ears, tusks, and goat legs. Many are lame, with greatly distorted legs, giving them a peculiar, shambling gait that belies their swiftness and agility.\r

    Callicantzari speak Sylvan. Many also speak a crude form of Common. \r

    COMBAT\r

    Callicantzari are simple and undisciplined, employing little resembling tactics. A callicantzaros generally just rends and tears what it can catch.\r

    Dancing Frenzy (Ex):<\/b> A callicantzaros can dance itself into a frenzy. If a callicantzaros spends a move action to make a DC 15 Perform (dance) check, it gains a +1 to attack and damage rolls and an additional +1 for each 5 points the check exceeds DC 15. In addition, the callicantzaros may choose to use its Perform (dance) check result in place of any necessary Reflex save in the same round that it has danced. If a callicantzaros has made a successful Perform (dance) check for three successive rounds, it also gains +4 Str and +4 Con as long as it spends a move action to make a Perform (dance) check. However, each round that it benefits from enhanced Str and Con, it must make a DC 15 Will save or spend its full round dancing without taking any other actions.\r

    Light Sensitivity (Ex):<\/b> Callicantzari are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Tomb-Tainted (Ex):<\/b> Although fey, callicantzari are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). A callicantzari may be turned as if it were an undead creature.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral evil","environment":"Any land"},{"name":"Callicantzaros, Great","type":"Fey","ch":10,"challenge_rating":" 10 \u00a0","id":5241,"reference":"Usergen","full_text":"

    Callicantzaros, Great <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d6+54\u00a0(117 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+21<\/td> <\/tr>
    Attack: <\/strong>Bite +16 melee (3d6+8)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +16 melee (3d6+8) and 2 claws +14 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Greater dancing frenzy<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/cold iron, light sensitivity, low-light vision, tomb-tainted<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +14, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 16, Con 16, Int 13, Wis 12, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Balance +26, Bluff +26, Climb +29, Disguise +28 (+30 acting), Intimidate +28, Jump +18, Perform (dance) +26, Tumble +24<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Dodge, Mobility, Multiattack, Power Attack, Spring Attack, Whirlwind Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or party (1 plus 2-20 callicantzari)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>19-30 HD (Large); 31-54 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This dead-black skinned humanoid stands over ten feet tall, its huge head disproportionate to its body. Its simian arms end in vulturelike curled talons. Cold, red eyes glare from a dark black face, while a blood-red tongue lolls from its large, fang-filled mouth.<\/i>\r

    Callicantzari are malicious, man-eating fey with close ties to the nether realms. Although living, they share many traits and predilections of ghouls.\r

    Callicantzari are nocturnal, hiding in dank, dark places until sunset. They feed on snakes and snails and other creepy crawlies until night falls and they can hunt the humanoid flesh they crave most. During the nighttime hours, the callicantzari run wild in an orgy of dancing, destruction, greed and lust.\r

    Great callicantzari are far more intelligent than their common kin, and often lead groups of them. They lead their lessers in wild, frenzied revels on holy days like the winter solstice and fall equinox. They often invite cruel nymphs, satyrs and other fey to join them, giving rise to rumors of witchcraft.\r

    The great callicantzari are smart enough to be favored by the Queen of Air and Darkness, and they try (without much luck) to get their lessers to show Her the reverence She deserves.\r

    The great callicantzari lord over lesser callicantzari regardless of the lesser's power, taking great pride in bullying around advanced lesser callicantzari the size of houses.\r

    A great callicantzaros is between 10 and 13 feet tall and weighs 800 to 1,200 pounds. Appearances vary wildly, but always are a blend of human and bestial traits. Common bestial traits include goatlike or donkey ears, tusks, and goat legs. Many are lame, with greatly distorted legs, giving them a peculiar, shambling gait that belies their swiftness and agility.\r

    Great callicantzari speak Sylvan and Common. \r

    COMBAT\r

    Greater callicantzari are far more intelligent than their lesser kin, employing better tactics. However, they are unable to impose discipline on the lesser callicantzari.\r

    Greater Dancing Frenzy (Su):<\/b> A great callicantzaros can dance itself into a frenzy. If a great callicantzaros spends a move action to make a DC 30 Perform (dance) check, it gains a +1 to attack and damage rolls and an additional +1 for each 5 points the check exceeds DC 30. A great callicantzaros may choose to spend only a swift action on the Perform (dance) check, but the DC increases by 5.\r

    In addition, the great callicantzaros may choose to use its Perform (dance) check result in place of any necessary Reflex save in the same round that it has danced. Also, a successful Perform (dance) check grants any (lesser) callicantzari within 30 ft a +2 circumstance bonus to dance checks for one round and causes the (lesser) callicantzari to succeed automatically at Will saves to avoid taking full-round actions of dancing for the following round.\r

    If a great callicantzaros has made a successful Perform (dance) check for three successive rounds, it also gains +4 Str and +4 Con as long as it spends a move (or swift) action to make a Perform (dance) check. However, each round that it benefits from enhanced Str and Con, it must make a DC 30 Will save or spend its full round dancing without taking any other actions.\r

    Light Sensitivity (Ex):<\/b> Callicantzari are dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097confusion<\/i> (DC 17). Caster level 12th. The save DC is Charisma-based.\r

    Tomb-Tainted (Ex):<\/b> Although fey, callicantzari are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). Unlike its lesser kin, a great callicantzari may not be turned as if it were an undead creature.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral evil","environment":"Any land"},{"name":"Camel of the Pearl","type":"Magical Beast","ch":12,"challenge_rating":" 12 \u00a0","id":5242,"reference":"Usergen","full_text":"

    Camel of the Pearl <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d10+120\u00a0(202 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-4 size, +3 Dex, +11 natural), touch 9, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+15\/+39<\/td> <\/tr>
    Attack: <\/strong>Bite +23 melee (2d6+12) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +23 melee (2d6+12) and two stamps +18 melee (2d6+8) \r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft. (15 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Fool's gold, spell-like abilities, spells, trample 3d8+18\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent, strong-willed, sure feet<\/td> <\/tr>
    Saves: <\/strong>Fort +17, Ref +12, Will +14 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 16, Con 26, Int 13, Wis 21, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Concentration +19, Diplomacy +18, Heal +18, Sense Motive +18, Survival +17<\/td> <\/tr>
    Feats: <\/strong>Empower Spell, Endurance, Extend Spell, Negotiator, Power Attack, Self-Sufficient<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary or benevolence (2\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful good<\/td> <\/tr>
    Advancement: <\/strong>16-42 HD (Gargantuan); 43-45 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This enormous camel towers above many giants. Its fur is a pristine white, and it is fitted with a rich bridle, saddle, and trappings of silk, silver, samite, bronze, and carefully-gilded leather. Despite the richness of its accessories, it seems quite humble. Its deep, pearly eyes reflect tranquility and power.<\/i>\r

    Camels of the pearl are powerful champions of good and righteousness. These creatures roam the deserts, aiding the lost, healing the wounded and curing the sick, feeding the hungry or the poor, and freeing the oppressed. They also blight the ventures of those who abuse their station or responsibilities, generally by teaching others to resist and to demand fair treatment, and can create fool's gold to bribe or buy off evil creatures. Camels of the pearl often serve noble djinn and good-aligned desert giants as steeds and symbols of authority.\r

    Camels of the pearl generally kneel when speaking to smaller creatures, so as not to intimidate them with their size. While they are happy to shoulder burdens, they prefer to educate those they help to help themselves. Camels of the pearl prefer the company of similarly-aligned beings, but they attempt to convert others through their good example. They frequently minister to those who would exploit them, but camels of the pearl are wise enough to see through these attempts and leave any situation where their good works are twisted to selfish ends. \r

    Camels of the pearl are omnivorous, eating insects, plants, grain, and fish (when they can find it). They have a definite sweet tooth and can sometimes be persuaded to stay in an area longer than they might otherwise if they are plied with sugar, honey, date wine, mead, confections, or sweet fruit. They can travel without food or water for up to a month.\r

    A camel of the pearl stands 30 feet tall to the top of its hump, or 25 feet tall at the shoulder, and weighs about 45 tons. \r

    Camels of the pearl speak Auran, Celestial, Common, and Giant.\r

    COMBAT\r

    Camels of the pearl fight like war camels, but never spit at other creatures. They use their invisibility to great effect in battle, and use their offensive spells against particularly dangerous adversaries.\r

    Fool's Gold (Sp):<\/b> Once per day, a camel of the pearl can create an illusion causing up to 4,000 copper coins or 80 pounds of brass items to appear to be gold for 24 hours. Anyone who interacts with the fool's gold items receives a DC 17 Will save to disbelieve the illusion. An Appraise check may be used to substitute for the Will save. In addition, if the fool's gold is struck with a cold iron weapon, it functions as a targeted dispel magic<\/i> (for that piece of metal only, CL 5th). This is the equivalent of a 2nd-level spell. Caster level 10th. The save DC is Charisma-based and includes a +2 racial bonus.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only), neutralize poison, purify food and drink, remove disease<\/i>; 3\/day\u00c2\u0097create food and water<\/i>. Caster level 15th. The save DCs are Charisma-based.\r

    Spells:<\/b> Camels of the pearl can cast divine spells as 10th-level clerics. A camel of the pearl also has access to the Healing and Sun domains. The save DCs are Wisdom-based.\r

    Typical Cleric Spells Prepared<\/i> (6\/6+1\/5+1\/4+1\/4+1\/3+1; save DC 15 + spell level): \r
    0\u00c2\u0097create water, detect magic, detect poison, guidance, resistance, virtue;<\/i>\r
    1st\u00c2\u0097endure elements*, bless, divine favor, protection from evil, remove fear, sanctuary, shield of faith;<\/i>\r
    2nd\u00c2\u0097consecrate, cure moderate wounds*, aid, calm emotions, shield other, zone of truth;<\/i>\r
    3rd\u00c2\u0097bestow curse, daylight, searing light*, helping hand, prayer;<\/i>\r
    4th\u00c2\u0097air walk, cure critical wounds*, death ward, neutralize poison, spell immunity;<\/i>\r
    5th\u00c2\u0097break enchantment, dispel evil, flame strike*, symbol of sleep;<\/i>\r
    *Domain spell. Domains: Healing, Sun.\r

    Strong-Willed (Ex):<\/b> Despite being magical beasts, camels of the pearl always have good Will saves.\r

    Sure Feet (Ex):<\/b> Camels of the pearl have broad feet that help them travel easily over sand and similar loose surfaces. They treat shallow sand as normal terrain and deep sand as shallow sand. (See Sand Travel, page 18 of Sandstorm<\/i>, for descriptions of shallow and deep sand.) \r

    Trample (Ex):<\/b> Reflex half DC 29. The save DC is Strength-based.\r

    Advanced Camels of the Pearl<\/b>\r
    For every two additional Hit Dice added, increase the camel of the pearl's spellcasting level by +1 (maximum 20th level).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Al-Qadim Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful good","environment":"Any deserts"},{"name":"Camel of the Pearl, The White Mirage","type":"Magical Beast","ch":22,"challenge_rating":" 22 \u00a0","id":5243,"reference":"Usergen","full_text":"

    Camel of the Pearl, The White Mirage <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 45d10+450\u00a0(697 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-8 size, +3 Dex, +16 natural), touch 5, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+45\/+77<\/td> <\/tr>
    Attack: <\/strong>Bite +53 melee (3d6+16) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +53 melee (3d6+16) and two stamps +48 melee (3d6+8) <\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/20 ft. (30 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Fool's gold, spell-like abilities, spells, trample 4d8+24\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent, strong-willed, sure feet<\/td> <\/tr>
    Saves: <\/strong>Fort +34, Ref +27, Will +32 <\/td> <\/tr>
    Abilities: <\/strong>Str 42, Dex 16, Con 30, Int 14, Wis 26, Cha 19 <\/td> <\/tr>
    Skills: <\/strong>Concentration +28, Diplomacy +44, Heal +26, Knowledge (religion) +26, Sense Motive +44, Spellcraft +50, Survival +20<\/td> <\/tr>
    Feats: <\/strong>Automatic Quicken Spell (3), Empower Spell, Endurance, Epic Spellcasting, Extend Spell, Improved Metamagic, Improved Spell Capacity (x3), Intensify Spell, Maximize Spell, Power Attack, Quicken Spell, Spell Stowaway (heal<\/i>)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary or benevolence (1 plus 2\u00c2\u009612 camels of the pearl)<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Lawful good<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This enormous camel towers above many giants. Its fur is a pristine white, and it is fitted with a rich bridle, saddle, and trappings of silk, silver, samite, bronze, and carefully-gilded leather. Despite the richness of its accessories, it seems quite humble. Its deep, pearly eyes reflect tranquility and power.<\/i>\r

    The White Mirage is the greatest camel of the pearl, a legendary creature created to serve the gods as their steed, carved from the heart of the pearl that gave birth to all such camels. It is rumored to be near immortal, still roaming the world thousands of years after its birth, providing for the needy and calling down curses on those who harm it or those who oppose the will of the gods. \r

    The White Mirage is most commonly encountered in the deep desert by stranded or dying travelers, most of whom claim that it led them to an oasis and healed them before leaving them on a caravan route to be picked up by passing merchants. It appears only to travelers who are both good and industrious; pious sluggards do not gain its sympathy, nor do hard-working cheats. Those who are both lazy and malicious will only regret meeting the White Mirage; it may curse them with poverty, barrenness, the attentions of genies, the evil eye, or rapid aging and decline. The curses visited on such misguided souls generally mirror the sufferings they have visited on others. In rare cases, they are given warnings of what will come if they don't change their ways.\r

    The White Mirage stands 60 feet tall to the top of its hump, or 50 feet tall at the shoulder, and weighs about 360 tons.\r

    The White Mirage speaks Auran, Celestial, Common, Giant, and Sylvan.\r

    COMBAT\r

    The White Mirage fights like a war camel, but never spits at other creatures. It uses invisibility to great effect in battle, and employs its offensive spells against particularly dangerous adversaries.\r

    Fool's Gold (Sp):<\/b> Once per day, a camel of the pearl can create an illusion causing up to 4,000 copper coins or 80 pounds of brass items to appear to be gold for 24 hours. Anyone who interacts with the fool's gold items receives a DC 18 Will save to disbelieve the illusion. An Appraise check may be used to substitute for the Will save. In addition, if the fool's gold is struck with a cold iron weapon, it functions as a targeted dispel magic<\/i> (for that piece of metal only, CL 5th). This is the equivalent of a 2nd-level spell. Caster level 20th. The save DC is Charisma-based and includes a +2 racial bonus.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097invisibility<\/i> (self only), neutralize poison, purify food and drink, remove disease<\/i>; 3\/day\u00c2\u0097create food and water<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    Spells:<\/b> The White Mirage casts divine spells as a 20th-level cleric, and also has access to the Healing and Sun domains. The save DCs are Wisdom-based.\r

    Typical Cleric Spells Prepared <\/i>(6\/7+1\/7+1\/7+1\/7+1\/6+1\/5+1\/5+1\/5+1\/4+1; save DC 15 + spell level): \r
    0\u00c2\u0097create water, detect magic, detect poison, guidance, resistance, virtue;<\/i>\r
    1st\u00c2\u0097bless water, endure elements*, bless, divine favor, protection from evil, remove fear, sanctuary, shield of faith;<\/i>\r
    2nd\u00c2\u0097aid, calm emotions, consecrate, cure moderate wounds*, remove paralysis, resist energy, shield other, zone of truth;<\/i>\r
    3rd\u00c2\u0097bestow curse, create food and water, daylight, helping hand, prayer, remove disease, searing light*;<\/i>\r
    4th\u00c2\u0097air walk, cure critical wounds*, death ward, divine power, freedom of movement, neutralize poison, repel vermin, spell immunity;<\/i>\r
    5th\u00c2\u0097atonement, break enchantment, dispel evil, flame strike*, mark of justice, symbol of sleep, true seeing;<\/i>\r
    6th\u00c2\u0097banishment, greater dispel magic, heal*, heroes' feast, undeath to death, word of recall;<\/i>\r
    7th\u00c2\u0097control weather, greater restoration, dictum, regeneration*, repulsion, symbol of stunning;<\/i>\r
    8th\u00c2\u0097dimensional lock, discern location, greater spell immunity, holy aura, greater planar ally, sunburst*;<\/i>\r
    9th\u00c2\u0097mass heal, miracle, prismatic sphere*, summon monster IX, true resurrection;<\/i>\r
    10th\u00c2\u0097maximized sunburst<\/i>;\r
    11th\u00c2\u0097intensified flame strike<\/i>;\r
    12th\u00c2\u0097intensified blade barrier<\/i>;\r
    Epic\u00c2\u0097contingent ressurection, epic repulsion<\/i>;\r
    *Domain spell. Domains: Healing, Sun.\r

    Strong-Willed (Ex):<\/b> Despite being magical beasts, camels of the pearl always have good Will saves.\r

    Sure Feet (Ex):<\/b> Camels of the pearl have broad feet that help them travel easily over sand and similar loose surfaces. They treat shallow sand as normal terrain and deep sand as shallow sand. (See Sand Travel, page 18 of Sandstorm<\/i>, for descriptions of shallow and deep sand.) \r

    Trample (Ex):<\/b> Reflex half DC 48. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Al-Qadim Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Lawful good","environment":"Any deserts"},{"name":"Camel, Dire","type":"Animal","ch":8,"challenge_rating":" 8 \u00a0","id":5244,"reference":"Usergen","full_text":"

    Camel, Dire <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 14d8+84\u00a0(147 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-2 size, +3 Dex, +7 natural), touch 11, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+26<\/td> <\/tr>
    Attack: <\/strong>Bite +16 melee (1d8+8)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +16 melee (1d8+8) and two stamps +14 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft. (15 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Spit, trample 2d8+12<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent, sure feet<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +12, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 16, Con 22, Int 2, Wis 13, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +6, Survival +8<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (spit), Endurance, Multiattack, Point Blank Shot, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>15-42 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This immense camel stands over twice the height of a man at its shoulders.<\/i>\r

    Despite their great size, dire camels are as surefooted on shifting sand as their smaller cousins. Sand giants and other large desert-dwelling sentient creatures often raise dire camels as mounts or pack animals.\r

    Dire camels stand 15 feet tall at the shoulder and weigh nearly 5 tons. \r

    COMBAT\r

    Dire camels can be quite surly, spitting and stomping on smaller creatures that bother them.\r

    Spit (Ex):<\/b> Three times per day, a dire camel can launch spittle as a ranged touch attack to a maximum range of 30 feet. A struck creature is sickened for 1 round, and must succeed on a DC 25 Fortitude save or be blinded for 1d4 rounds. The save DC is Constitution-based. \r

    Sure Feet (Ex):<\/b> Dire camels have broad feet that help them travel easily over sand and similar loose surfaces. They treat shallow sand as normal terrain and deep sand as shallow sand. (See Sand Travel, page 18 of Sandstorm<\/i>, for descriptions of shallow and deep sand.)\r

    Trample (Ex):<\/b> Reflex half DC 25. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm deserts"},{"name":"Camel, Giant (Titanotylopus)","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":5245,"reference":"Usergen","full_text":"

    Camel, Giant (Titanotylopus) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+28\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+15<\/td> <\/tr>
    Attack: <\/strong>Bite +10 melee (1d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +10 melee (1d6+6) and two stamps +8 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +8, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 16, Con 18, Int 2, Wis 13, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-12 HD (Large), 13-14 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This camel is easily the size of a giraffe. Its limbs and neck are stretched out like a giraffe's but it is otherwise built like a camel, complete with a small hump.<\/i>\r

    The giant camel is a larger cousin of the modern camel, though it lives in grasslands rather than deserts.\r

    Giant camels stand 11-1\/2 feet tall at the shoulder and weigh one and a half tons. \r

    COMBAT\r

    Like a modern camel, giant camels will spit if they feel threatened. If forced into a physical confrontation, giant camels will bite and kick their attacker.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate plains"},{"name":"Campestri","type":"Plant","ch":16,"challenge_rating":" 1\/6 \u00a0","id":5246,"reference":"Usergen","full_text":"

    Campestri <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 12 (+2 size)<\/td> <\/tr>
    Attacks:<\/strong>Slam +2 melee<\/td> <\/tr>
    Damage: <\/strong>Slam 1d2-3<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft by 2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spores<\/td> <\/tr>
    Special Qualities: <\/strong>Sound imitation, tremorsense, plant traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +0, Will -1 <\/td> <\/tr>
    Abilities: <\/strong>Str 4, Dex 11, Con 10, Int 4, Wis 8, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +10, Perform (melody) +1, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any marsh<\/td> <\/tr>
    Organization: <\/strong>Herd (4-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Tiny)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Campestri are a tiny mushroom people, perhaps vaguely related to myconids. They look like little toadstools with faces, and have no limbs. They seem to have no concerns, and are carefree and oblivious to just about everything. They come in many colors, from white to tan to dark brown, but all have reddish or purple caps with speckles. Campestris move by expanding and contracting their roots to form a simple walking motion. Campestris sleep during the day, and only move around at night.\r

    These fungi are just smart enough to have very simple reasoning capacities, and have developed a rather warped sense of humor. A campestri herd forms a sort of collective intellect, by which they seem to double their intelligence. Druids or bards may be vaguely aware of the existence of campestris through old legends.\r

    Campestri are a musical people, and will flock to anyone singing or playing instruments, even if the music is extremely bad. They sing and dance along with the music, and are capable of imitating both words and instrumentation. They tend not to repeat the words very well, as they lack understanding of any language. A bard that can teach campestris to sing on key has accomplished an awesome task.\r

    Campestri absorb salty soil, filter out the salt, and expel an oily paste of purified soil. This makes campestri taste extremely salty, which does keep many swamp predators away, although bullywugs consider them a delicacy.\r


    COMBAT<\/b>\r
    Campestris are very weak in combat, and only attack creatures as a distraction. They can make a sort of sprinting action to butt opponents, and can use this tactic to swarm spellcasters and break their concentration. They will usually release their spores in the first round of combat, as this is their only real defense.\r

    Spores (Sp)<\/b>: Once per day, a campestri can release a spore cloud in a radius of 10 feet. These spores affect all breathing creatures as a slow<\/i> spell if they fail a Will save (DC 10), for 1d4+4 rounds.\r

    Sound Imitation (Ex)<\/b>: Campestris remember every sound they have ever heard, and are able to repeat it in their obnoxious, nasal falsetto. They do not remember words very well though, and tend to mispronounce everything they try to speak or sing.\r

    Plant Traits<\/b>: A campestri is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision. \r

    Skills and Feats<\/b>: A campestri gains skills and feats as though it were a fey. Campestri receive a +6 racial bonus to Listen checks.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dungeon #41 (\"Old Man Katan and the Incredible, Edible Mushroom Band,\" Ted James Thomas Zuvich, 1993), and Monstrous Compendium Annual One (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Any marsh"},{"name":"Camprat","type":"Animal","ch":18,"challenge_rating":" 1\/8 \u00a0","id":5247,"reference":"Usergen","full_text":"

    Camprat <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> \u00c2\u00bc d8\u00a0(1 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 18 (+4 size, +4 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Bite +8 melee <\/td> <\/tr>
    Damage: <\/strong>Bite 1d2-5<\/td> <\/tr>
    Face\/Reach: <\/strong>1 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Leap, gnaw<\/td> <\/tr>
    Special Qualities: <\/strong>Scent<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 19, Con 10, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +13, Climb +13, Hide +21, Move Silently +9<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate desert, plains and hills<\/td> <\/tr>
    Organization: <\/strong>Pack (11-30)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The camprat is a voracious little nocturnal scavenger that can eat more than its size lets on. Though generally harmless, camprats have earned themselves many colorful names (not generally suitable for print) due to their aggravating habit of chewing their way into anything edible. These little rodents are similar in appearance to prairie dogs or small gophers. The fur is a light, sandy brown with a streak down their spine that shades to dark brown or even black. The tail is short and stubby. The camprat\u00c2\u0092s has small beady eyes, and long, very sharp front teeth.\r

    The front teeth of a camprat grow constantly, and the little creatures must gnaw on things to keep them trimmed and sharp. These razor-sharp teeth and an indomitable digestive system allow them to eat practically anything that\u00c2\u0092s not on fire. These scavengers will go to great lengths to steal food, and are not deterred by food stored in thick leather sacks or hanging from trees. Trees that have been gnawed and stripped to death are a sure sign of camprats in the area.\r

    Camprats live in loosely bonded packs, with roughly equal numbers of males and females. These packs appear to have no leader or organizational structure, but the members to work together to secure food for each other.\r

    COMBAT<\/b>\r
    Camprats are very timid, and only fight larger creatures when cornered. These creatures would rather flee than fight, by climbing or jumping over, or gnawing through any obstacles. These rats are surprisingly clean and carry no significant risk of disease.\r

    Leap (Ex)<\/b>: A camprat is a natural jumper. It gains a +30 competence bonus on all Jump checks, and its maximum jumping distance is not limited by height.\r

    Gnaw (Ex)<\/b>: Camprats can chew through thick cloth in 5 seconds, thin leather in 15 seconds, thick leather in 30 seconds, one inch of soft wood in 60 seconds and one inch of hard wood in 90 seconds.\r

    Skills<\/b>: Camprats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance and Climb checks. They use their Dexterity modifier for Climb checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Greyhawk Adventures (1988), Monstrous Compendium Greyhawk Appendix, MC5 (1990), under the \u00c2\u0093rat\u00c2\u0094 entry.<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":">Temperate desert, plains and hills"},{"name":"Canopic Shade","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5248,"reference":"Usergen","full_text":"

    Canopic Shade (Template)<\/h1>
    A canopic shade is actually three separate creatures: a corporeal undead known as a canopic corpse, and two incorporeal undead canopic shades, one known as \"the heart\" and the other known as \"the brain\".\r

    Creating a Canopic Shade<\/h2> \u00c2\u0093Canopic corpse\u00c2\u0094 is an inherited template that can be added to any corporeal undead (referred to hereafter as the base creature).\r

    A canopic corpse has all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r





    Special Attacks: <\/strong>A canopic corpse retains all the extraordinary and supernatural special attacks of the base creature, but loses any spell-like abilities or spellcasting. It also gains the following.\r

    Canopic Shades:<\/i> The ritual that creates the canopic corpse also creates two canopic shades: the heart and the mind. These canopic shades have Wisdom and Charisma scores equal to 12 + 1\/2 canopic corpse\\'s HD + canopic corpse\\'s relevant ability bonus (minimum 0). For example, a human zombie canopic corpse (2HD, Wis 10, Cha 1) would create shades with Wis 13 and Cha 13, while a vampire spawn (4HD, Wis 13, Cha 14) would create canopic shades with Wis 15 and Cha 16. The save DCs for a canopic shade\\'s abilities are equal to 10 + 1\/2 canopic corpse\\'s Hit Dice + canopic shade\\'s Cha modifier.\r

    Special Qualities: <\/strong>A canopic corpse retains all the special qualities of the base creature, and gains the following.\r

    Turn Resistance (Ex):<\/i> A canopic corpse has +3 turn resistance. If the base creature already possesses turn resistance, it gains a +3 enhancement bonus to its existing turn resistance.\r

    Abilities: <\/strong>Modify from the base creature as follows: Int -.
    Environment: <\/strong>Any land, underground and aquatic
    Organization: <\/strong>Internment (1 canopic corpse plus 1 canopic brain and 1 canopic heart) \r
    Challenge Rating: <\/strong>+2

    Sample Canopic Shade<\/h2> The following sample canopic shade uses a human zombie as the base creature for the canopic corpse.\r

    Sample Canopic Shade\r
    Medium Undead (Incorporeal)\r
    Hit Dice: 1d12+2 (8 hp)\r
    Initiative: +3\r
    Speed: Fly 60 ft. (12 squares) (perfect)\r
    Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12\r
    Base Attack\/Grapple: +0\/-\r
    Attack: -\r
    Full Attack: -\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Essence drain, malevolence\r
    Special Qualities: Darkvision 60 ft., incorporeal traits, undead traits, unholy toughness\r
    Saves: Fort +0, Ref +3, Will +2\r
    Abilities: Str -, Dex 16, Con -, Int -, Wis 13, Cha 13\r
    Skills: -\r
    Feats: Ability Focus (malevolence)[B]\r

    Essence Drain (Su): Once a canopic shade has successfully used its malevolence ability and merged with a victim, it begins to drain the victim\\'s essence. Each round, the victim must succeed on a DC 12 Will save (for the brain) or DC 12 Fortitude save (for the heart). Failure indicates that the victim suffers 1 point of ability drain (Charisma for the heart, Consititution for the body). A victim reduced to Cha or Con 0 in this manner dies, and the canopic shade is immediately destroyed as well. The save DCs are Charisma-based.\r

    Each round that a victim succeeds on its saving throw, the canopic shade suffers 1 point of damage. If a canopic shade is destroyed while merged with a victim, a tiny spark of stolen essence bursts forth, granting the victim 1d4 temporary points of Charisma (for the brain) or Constitution (for the heart). These temporary ability scores last for 24 hours.\r

    Malevolence (Su): Once per round, a canopic shade can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level equal to canopic corpse\\'s Hit Dice), except that it uses the canopic jar as a receptacle. To use this ability, the canopic shade must try to move into the target\u00c2\u0092s space; moving into the target\u00c2\u0092s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 14 Will save (for the brain) or DC 14 Fortitude save (for the heart). A creature that successfully saves is immune to that same canopic shade\\'s malevolence for 24 hours, and the canopic shade cannot enter the target\u00c2\u0092s space. If the save fails, the canopic shade vanishes into the target\u00c2\u0092s body. The save DCs are Charisma-based.\r

    Unholy Toughness (Ex): A canopic shade gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    \u00a0
    Imagine Adventure Games Magazine #12<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any land, underground and aquatic"},{"name":"Cantobele","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5249,"reference":"Usergen","full_text":"

    Cantobele <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), climb 30 ft<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+4 Dex, +1 natural), touch 14, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>6 claws +5 melee (1d4+3) and bite +3 melee (2d4+1) and tail slap +3 melee (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, pounce, rake 1d4+1, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, immunity to blinding, immunity to cold, low-light vision, scent, superior stability, tongues, voice imitation<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 18, Con 15, Int 12, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Balance +12, Bluff +4, Climb +11, Hide +11, Listen +4, Move Silently +7, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Improved Overrunb<\/sup>, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forest and marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium); 5-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This great cat has six legs, and a sleek, heavily muscled frame covered with thick, double-coated fur and a long mane. Its long, broad tail has very short fur and ends in a tuft of long, black hairs. Its startlingly human eyes display an unusually high intelligence.<\/i>\r

    The cantobele is a predator that uses deception to trick its victims. A cantobele hides in underbrush, using its magical abilities and its naturally soft, high-pitched feminine voice to lure and deceive prey. The creature's name is derived from the strange, beautiful ringing sound it makes after making a kill, like the chorus of chiming bells. This intelligent creature hoards treasure for use in bargaining with other intelligent creatures.\r

    Cantobeles live in deserted, humid areas with much plant growth, particularly swamplands and forested ravines. A cantobele's fur and mane color changes depending on its habitat and the season, ranging from gray-white to tawny, though dark and intense colors denote youth. Its eyes are usually brown or mauve.\r

    A cantobele is from 7-9 feet long and can weigh anywhere from 250-700 pounds.\r

    COMBAT<\/b>\r
    A cantobele can attack with all six legs and its powerful fangs in the same round. It can attack with its tail, but it prefers to use the tail for balance when attacking with all of its claws. A cantobele's favorite attack is to spring out of hiding and pounce, where it has the advantage of making multiple rake attacks on a single target.\r

    Improved Grab (Ex)<\/b>: To use this ability, a cantobele must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.\r

    Pounce (Ex)<\/b>: If a cantobele charges a foe, it can make a full attack, including four rake attacks.\r

    Rake (Ex)<\/b>: Attack bonus +5 melee, damage 1d4+1.\r

    Spell-like Abilities<\/b>: At will - detect thoughts<\/i> (DC 13); 2\/day - ice storm<\/i>; 1\/day - misdirection<\/i> (DC 13). Caster level 6th. The save DCs are Charisma-based.\r

    Immunity to Blinding (Ex)<\/b>: A cantobele has an inner eyelid that filters out bright light, preventing it from being blinded or dazzled by magical or natural light.\r

    Superior Stability (Ex)<\/b>: A cantobele always succeeds on Balance checks in any type of natural terrain. A cantobele need not make Climb checks on any surface except sheer walls and cliffs. Sheer and horizontal surfaces reduce a cantobele's speed by half. It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.\r

    Tongues (Su)<\/b>: A cantobele can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 6th). This ability is always active.\r

    Voice Imitation (Ex)<\/b>: A cantobele can mimic any voice it has heard, anytime it likes. Listeners must succeed on a DC 12 Will save to detect the ruse. The save DC is Charisma-based.\r

    Skills<\/b>: A cantobele has a +4 bonus on Hide checks, and a +8 bonus on Balance checks, thanks to its tail.\r

    Cantobeles have a +8 racial bonus on Climb checks. A cantobele can always choose to take 10 on Climb checks, even if rushed or threatened.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #89 (\"Creature Catalog\", September 1984, Ed Greenwood), and Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral evil","environment":"Any forest and marsh"},{"name":"Capybara, Giant","type":"Animal","ch":1,"challenge_rating":" 01 \u00a0","id":5250,"reference":"Usergen","full_text":"

    Capybara, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+6\u00a0(15 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft, swim 40 ft<\/td> <\/tr>
    AC:<\/strong> 12 (-1 Dex, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +4 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d4+3<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong><\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 9, Con 17, Int 2, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Balance +2, Hide +2, Move Silently +2, Swim +5<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm forest and marsh<\/td> <\/tr>
    Organization: <\/strong>Family (2-8) or herd (20-80)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium-sized); 5-6 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The capybara is the largest of all rodents, closely resembling a guinea pig. The giant capybara is much larger than its common cousin, ranging in length from 6-8 feet and weighing anywhere from 300-400 pounds. This animal is usually reddish-brown to gray on the upper body parts and yellowish-brown on the underside; the faces, outer limb surface and rump sometimes have a black coloration to them.

    The capybara lives in forests with dense vegetation and also lair around ponds, lakes, rivers, streams, marshes, and swamps. It will stay within 100 yards of a small body of water, finding safety there whenever it is threatened. While the capybara is slow and lumbering pace, it is a good swimmer, and can stay submerged for up to 8 rounds.

    COMBAT<\/b>
    The capybara is easily frightened and will normally flee if attacked, and will usually never initiate an attack. These beasts are not normally carnivorous, but if something happens with its food source it will seek meat, and hunt living creatures.

    CAPYBARA<\/b>
    Normal specimens of capybara are similar to their giant cousins, although they typically have a length of over 40 inches, a height of 20 inches or more, and may weigh as much as 150 pounds (1 HD, 1-2 hp per bite).
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #119 (1987, \"The Dragon's Bestiary: A Walk Through the Woods\", Robert Bendetti)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":">Temperate and warm forest and marsh"},{"name":"Carbuncle","type":"Magical Beast","ch":1,"challenge_rating":" 01 \u00a0","id":5251,"reference":"Usergen","full_text":"

    CARBUNCLE<\/h4> <\/td> <\/tr>

    Small Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1d10+1 (6 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>-1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 10 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 18 (+1 size, -1 Dex, +6 natural, +2 luck bonus)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Nil<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Nil<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Telepathy, empathy, foresight, gem (vulnerability)<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref +3, Will +0<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 7, Dex 9, Con 12, Int 10, Wis 11, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +3, Hide +4, Listen +5, Spot +5<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm forest, marsh, and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Usually neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    A carbuncle resembles an armadillo with a large ruby set in the middle of its forehead.\u00a0 Its armor plating is patterned in shades of brown, while the beasts underbelly is a light gray flecked with small green patches.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Carbuncles are timid creatures, but very curious and often mischievous.\u00a0 It does not fear death, and will brazenly announce the value of its gem to strangers to see how they will react.\u00a0 If allowed to accompany travelers, it will try to gain their confidence and then attempt to disrupt the party by using its powers to cause adversity.\u00a0 It is fascinated with death and will go to any sneaky length, including inducing nearby monsters to attack, in order to cause combat.\u00a0 With a morbid fascination, it watches such events unfold, then slips away when it is satisfied.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h1> <\/td> <\/tr>

    Though fascinated by combat, carbuncles are completely helpless in melee.\u00a0 They much prefer to set up encounters using their powers, then watch the brutal scenes unfold.\u00a0 Carbuncles surrender immediately if attacked, however they can will themselves to die if placed under duress.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Carbuncles can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Empathy (Su):<\/b> At will, a carbuncle can make use of detect chaos, detect good, detect evil, detect law,<\/i> and detect thoughts <\/i>as cast by a 1st-level cleric.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Foresight (Su):<\/b> At will, a carbuncle can make use of the divination <\/i>spell as a 1st-level cleric, with the exception that it does not need to be asked a specific question, and it can only use its powers to see into the immediate or near future.\u00a0 This ability also provides the carbuncle with a +2 luck bonus to its AC and Reflex saves. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Gem (Ex):<\/b>\u00a0 The gem on a carbuncle\u0092s forehead is a part of the beast, and if it dies the ruby will shatter into dust and be worthless.\u00a0 If the carbuncle is the subject of a charm <\/i>spell, however, it may be coaxed into willingly giving up the gem.\u00a0 If removed in this way, the gem will regrow slowly over a period of months, and the value of the gem may be different each time. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 This gem is usually worth about 500 gp, but has occasionally been known to fetch a price of 1000 gp, and some especially rare specimens have been worth as much as 5000 gp.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>


    The carbuncle first appeared in the 1st edition Fiend Folio (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Temperate and warm forest, marsh, and underground"},{"name":"Carcavulp","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5252,"reference":"Usergen","full_text":"

    Carcavulp <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10+5\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), burrow 10 ft., climb 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+4 Dex, +2 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+8<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d6+4) and bite +8 melee (2d6+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Powerful bite\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 19, Con 19, Int 6, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Listen +7, Spot +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack, Power Attack, Track [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold forests and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium); 13-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a fox, but is larger, stockier, and more muscular than any fox. Its claws are forearms could easily be those of a wolverine, if not for the fox's coloration.<\/i>\r

    A carcavulp combines the best attributes of foxes and wolverines. Rumored to have been created via magical crossbreeding, these creatures now breed true. They are incredibly loyal to any master they choose to follow.\r

    A carcavulp is 6 feet long and stands 4 feet tall at the shoulder, and weighs 700 pounds.\r

    COMBAT\r

    Like wolverines, carcavulps are fierce combatants. Although they lack the wolverine's rage, they are every bit as strong and sturdy in a fight.\r

    Powerful Bite (Ex):<\/b> A carcavulp's bite is always a secondary attack, yet the powerful muscles in its jaws allow it to apply 1.5 times its Strength modifier to damage rolls with its bite.\r

    Skills:<\/b> Carcavulps have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in AD&D 2nd Edition Trading Cards #606<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral good","environment":"Cold forests and plains"},{"name":"Cariad Ysbryd","type":"Undead","ch":7,"challenge_rating":" 7 \u00a0","id":5253,"reference":"Usergen","full_text":"

    Cariad Ysbryd <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t\t\t(Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d12\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> Fly 50 ft. (good)(10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +9 melee (1d6 plus 1d6 positive energy)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +9 melee (1d6 plus 1d6 positive energy)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Song<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, lifesense, restorative spirit, spell resistance 18, +2 turn resistance, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +7, Will +12 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 16, Con \u00c2\u0097, Int 16, Wis 15, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Heal +26, Hide +19, Knowledge (nature) +19, Knowledge (religion) +19, Perform (song) +27, Listen +20, Spot +20, Survival +2 (+4 in aboveground natural environments)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Combat Expertise, Dodge, Improved Initiative, Iron Will (B), Mobility<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>14-26 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A faintly glowing beautiful elven woman, dressed in her finest clothes, floats through the air. She bears a serene expression and constantly sings a beautiful, wordless song.<\/i>\r

    A cariad ysbryd, or \u00c2\u0093ghost lover,\u00c2\u0094 is the spirit of a good elven female who has chosen to remain among the living to perform good deeds. While technically undead, they love all living things and only harm creatures who destroy life, especially undead. Cariad ysbryd hate one form of undead above any other: the banshee. If a cariad ysbryd encounters a banshee, she will abandon everything in her efforts to destroy her opposite, and vice versa. \r

    A cariad ysbryd is content to improve the health of the inhabitants of the territory she calls home, an area five miles in diameter around the spot where she died. A cariad ysbryd can sense the health of every creature in her territory. If intruders harm any living thing within that area (including each other), or if one of them is already suffering in some way, she makes her way to them to heal the wounded, singing her calming song to quell any violence.\r

    A cariad ysbryd\u00c2\u0092s home appears to be untouched wilderness, even if there are settlements near her home, because her song prevents destructive acts by intelligence creatures. She does not interfere in the natural cycle of life and death (including the violent but necessary acts of predators).\r

    While a cariad ysbryd doesn't seek out treasure, she does not refuse gifts, so many minor valuables may be found scattered around her domain.\r

    A cariad ysbryd is 5 to 6 feet tall and weightless.\r

    A cariad ysbryd speaks the languages that it knew in life.\r

    COMBAT\r

    A cariad ysbryd would rather prevent combat than win it, a philosophy her song enforces on her surroundings. She uses her tune of wrath sparingly, for it prevents her from using her tune of balm in the same day. However, when a cariad ysbryd fights a banshee, she uses her tune of wrath without hesitation.\r

    A cariad ysbryd's incorporeal touch attack infuses a target with positive energy. Undead foes (even incorporeal ones) take an additional 1d6 points of damage. The cariad ysbryd can channel this positive energy into living creatures as well, healing up to 1d6 points of damage. The cariad ysbryd can control its positive energy enough to avoid healing living foes (dealing only the base damage).\r

    Calming Song (Su):<\/b> A cariad ysbryd constantly sings a calming melody as a free action. This song affects all creatures within 60 feet of the cariad ysbryd like the calm emotions<\/i> spell (Will DC 19 negates, effective CL equals the cariad ysbryd's Hit Dice). This is a sonic, mind-affecting compulsion effect. The save DC is Charisma-based.\r

    Deathless (Ex):<\/b> Like living creatures, deathless are harmed by negative energy and healed by positive energy. Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless. Deathless creatures gain the same benefits from consecrate<\/i> and hallow<\/i> spells as undead do by desecrate<\/i> and unhallow<\/i> spells, and they are hindered by desecrate<\/i> and unhallow<\/i> spells as undead are by consecrate<\/i> and hallow<\/i>. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use the \"evil elemental or undead\" line in the detect evil<\/i> spell description when deathless are in the area of a detect good<\/i> spell. Deathless are healed by disrupt undead<\/i> and damaged by unholy water as undead are damaged by holy water. Deathless are not affected by disrupting<\/i> weapons. Spells that have greater than normal effect against undead creatures--including chill touch, magic stone, searing light, sunbeam<\/i>, and wall of fire<\/i>--do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light<\/i>. Spells such as command undead, control undead, create undead, create greater undead<\/i>, and halt undead<\/i> do not affect or create deathless creatures. \r

    Lifesense (Su):<\/b> A cariad ysbryd can mystically sense every living or undead creature within her territory (an area up to 5 miles across). If strangers enter her territory she immediately senses it. If a living creature is wounded or damaged within her territory the cariad instantly senses it. \r

    As a standard action, a cariad ysbryd can link her lifesense to living or undead creatures within her territory, but to no more than 1 creature per Hit Dice the cariad possesses. This allows her to monitor the direction and distance to the creature(s) and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. A cariad ysbryd can stop lifesense-monitoring as a free action; otherwise the monitoring will continue until the monitored creature dies, leaves the cariad's territory, or the cariad ysbryd is destroyed.\r

    Any effect that opposes divination spells, such as the nondetection<\/i> spell, will also oppose a cariad ysbryd's lifesense. Lifesense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\r

    Restorative Spirit (Su):<\/b> Good-aligned creatures who remain within a cariad ysbryd's territory (an area up to 5 miles across) for over a week heal as if long-term care were administered by the cariad ysbryd. Bards that spend more than a month within range of this ability gain a +3 bonus to Perform checks used in conjunction with Bardic Music for a length of time equal to the length of time they spent near the cariad ysbryd. \r

    Song of Power (Su):<\/b> Once per day, as a standard action, a cariad ysbryd can sing a song of great power. She can sing one of two tunes, chosen at the time of singing.\r

    Tune of Balm:<\/i> All living creatures within 30 feet of the cariad ysbryd are affected by a combination of the heal, remove fear<\/i> and neutralize poison<\/i> spells. \r

    Tune of Wrath:<\/i> All undead and creatures with the Evil subtype within 30 feet of the cariad ysbryd take 6d6 damage (Fort DC 17 halves the damage). A banshee affected by a cariad ysbryd's tune of wrath takes 6d6 damage if it succeeds on the save and is destroyed if it fails.\r

    Skills:<\/b> A cariad ysbryd has a +8 racial bonus on Heal and Perform (song) checks.\r

    Cariad Ysbryd as Deathless<\/b>\r
    If you are using Book of Exalted Deeds<\/i> in your campaign, cariad ysbryd are deathless rather than undead.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #186<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral good","environment":"Any"},{"name":"Carnivorous Wall","type":"Ooze","ch":6,"challenge_rating":" 6 \u00a0","id":5254,"reference":"Usergen","full_text":"

    Carnivorous Wall <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Ooze \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+56\u00a0(100 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, \u00c2\u00965 Dex, +12 natural), touch 4, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+12<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (1d4+2 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +8 melee (1d4+2 plus paralysis)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Engulf, improved grab, interlock, paralysis, pyrophoric liquid<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., immunity to fire, paralysis, polymorph, and mind-affecting spells and abilities<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref -2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 1, Con 24, Int 6, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +11<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Lightning Reflexes, Weapon Focus (Slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or bulwark (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>1\/10th coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-12 HD (Large) 13-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The wall appears to be carved to resemble tortured faces and bodies fused together into a hideous masss. Suddently, it undulates, unleashing a thick pseudopod which lashes toward you.<\/i>\r

    A carnivorous wall is a predatory ooze found in underground dungeons, ruins, and caverns. It feeds on any creatures that happen near it.\r

    A carnivorous wall is 10 feet tall, 10 feet wide, and 5 feet thick. A typical specimen weighs about 7,500 pounds.\r

    COMBAT\r

    A carnivorous wall attempts to slam any passing prey with a pseudopod, then enfulf them as quickly as possible. \r

    Engulf (Ex):<\/b> A carnivorous wall can engulf a grappled opponent of a smaller size than itself as a standard action by making a successful grapple check against that opponent. It automatically succeeds in engulfing a paralyzed opponent. Engulfed creatures must succeed at Constitution checks each round or begin to drown (see drowning rules in the DMG) and are considered to be grappled and trapped within the wall's body. Engulfed creatures continue to be subject to the wall's paralyzing slime and take 2d6 points of damage per round as the fluids are drained from their bodies. Creatures that die while engulfed are immediately animated as burning zombies (see below) and expelled from the wall. A Large carnivorous wall's interior can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller opponents.\r

    Improved Grab (Ex):<\/b> To use this ability, a carnivorous wall must hit a creature no larger than itself with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to engulf the opponent in the following round.\r

    Interlock (Ex):<\/b> Two or more carnivorous walls can extend and join pseudopods and realign their plates to better mimic a solid wall. When interlocked, the carnivorous walls are considered one solid creature for purposes of creatures attempting to pass between them, share their space, etc. However, for targeted spell effects and other attacks, the carnivorous walls are considered individual creatures. Interlocked carnivorous walls gain stability (+4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground). This stability bonus improves by +2 for each additional carnivorous wall linked to the original pair (thus, 5 interlocked carnivorous walls would gain a +10 bonus).\r

    Paralysis (Ex):<\/b> A carnivorous wall secretes an anesthetizing slime. A target hit by a wall\u00c2\u0092s melee attack or else just touching the wall must succeed on a DC 21 Fortitude save or be paralyzed for 5d4 rounds. A successful save indicates that the target is immune to that wall's paralysis for 24 hours. The wall can automatically engulf a paralyzed opponent. The save DC is Constitution-based.\r

    Pyrophoric Liquid (Ex):<\/b> A carnivorous wall's inner fluids are highly flammable and will ignite in a burst of flame upon contact with the air. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against a carnivorous wall must succeed on a DC 21 Reflex save or take 1d6 points of fire damage from the splashing blood. The save DC is Constitution-based.\r

    Variant: Ambush Wall<\/b>\r

    Some carnivorous walls have developed the ability to disguise themselves as natural walls. These ambush walls can soften, resculpt, and change the color of their exterior plates to better blend in with their natural environment.\r

    Ambush walls have the same statistics as carnivorous walls, plus the following additional abilities:\r

    Mimic Wall (Ex):<\/b> An ambush wall can alter the appearance of its plates to resemble nearly any sort of natural or manufactured wall, complete with doors and other large features. Changing its appearance takes 1 hour. Anyone who examines the carnivorous wall can detect the ruse with a successful Spot check opposed by the ambush wall's Disguise check. Of course, by this time it is generally far too late.\r

    Skills:<\/b> An ambush wall has a +12 racial bonus on Disguise checks.\r

    CREATING A BURNING ZOMBIE\r

    \u00c2\u0093Burning Zombie\u00c2\u0094 is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).\r

    Size and Type:<\/b> The creature\u00c2\u0092s type changes to construct. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Hit Dice:<\/b> Drop any Hit Dice from class levels (to a minimum of 1) and raise them to d10s, adding bonus Hit Dice according to the following table, unless the base creature has less than one Hit Dice, in which case the burning zombies' Hit Die is double the base creatures. Being a Construct, a burning zombie is hard to destroy and gains bonus hit points as shown in the table.\r

    Size \/ Bonus Hit Dice \/ Bonus Hit Points\r
    Tiny or smaller \u00c2\u0097\r
    Small +1 HD +10 HP\r
    Medium +1 HD +20 HP\r
    Large +2 HD +30 HP\r
    Huge +4 HD +40 HP\r
    Gargantuan +8 HD +60 HP\r
    Colossal +16 HD +80 HP\r

    Speed:<\/b> A burning zombie loses all magical forms of movement (such as an Ogre Magi's flight) and all its remaining movement rates are reduced to 3\/4 what they were in life. If the base creature can fly, its maneuverability rating drops to clumsy.\r

    Armor Class:<\/b> A burning zombie's body is toughened by dehydration, its natural armor bonus increases by a number based on the monster\u00c2\u0092s size:\r

    Tiny or smaller +1\r
    Small +3\r
    Medium +4\r
    Large +5\r
    Huge +6\r
    Gargantuan +9\r
    Colossal +13\r

    Base Attack:<\/b> A burning zombie has a base attack bonus equal to 3\/4 its Hit Dice.\r

    Attacks:<\/b> A burning zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A burning zombie also gains a bite attack, which becomes the burning zombies primary attack.\r

    Damage:<\/b> Natural and manufactured weapons deal damage normally. A bite attack deals damage depending on the zombie\u00c2\u0092s size (Use the base creature\u00c2\u0092s bite damage if it\u00c2\u0092s better), with additional fire damage from the Flaming Bite special attack - see below.\r

    Size \/ Bite Damage + Flaming Bite Damage\r
    Fine bite 1 + 1 fire\r
    Diminutive bite 1d2 + 1d2 fire\r
    Tiny 1d3 bite + 1d4 fire\r
    Small 1d4 bite + 1d6 fire\r
    Medium 1d6 bite + 1d6 fire\r
    Large 1d8 bite + 2d6 fire\r
    Huge 2d6 bite + 3d6 fire\r
    Gargantuan 2d8 bite + 4d6 fire\r
    Colossal 4d6 bite + 6d6 fire\r

    Special Attacks:<\/b> A burning zombie retains none of the base creature\u00c2\u0092s special attacks but gains a Flaming Bite attack.\r

    Flaming Bite (Ex):<\/i> A burning zombie's head exudes flaming liquid, its bite attack does bonus fire damage as shown in the above damage table.\r

    Special Qualities:<\/b> A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A burning zombie gains damage reduction 5\/slashing.\r

    A burning zombie possesses all the traits of the Construct type except as follows:\r

    Corpse Construct:<\/i> Resurrection<\/i> and true resurrection<\/i> can affect a burning zombie. These spells turn the burning zombie back into the living creatures they were before becoming constructs. A burning zombie is not affected by raise dead<\/i> and reincarnate<\/i> spells or abilities unless it is first destroyed, whereupon the spells affect the remains as if they were a normal corpse which died when the base creature had been killed to create the burning zombie. A burning zombie that is raised or resurrected requires a week of best rest or a heal<\/i> or regenerate<\/i> spell to recover fully.\r

    Saves:<\/b> Base save bonuses are Fort +1\/3 HD, Ref +1\/3 HD, and Will +1\/3 HD.\r

    Abilities:<\/b> A burning zombie\u00c2\u0092s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.\r

    Skills:<\/b> A burning zombie is mindless and has no skills.\r

    Feats:<\/b> A burning zombie loses all feats of the base creature and gains Toughness as a bonus feat.\r

    Environment:<\/b> Any land and underground.\r
    Organization:<\/b> Any.\r
    Challenge Rating:<\/b> Depends on Hit Dice, as follows: \r

    Hit Dice - Challenge Rating\r
    1\/2 HD - CR 1\/4\r
    1 HD - CR 1\/2\r
    2-3 HD - CR 1\r
    4-5 HD - CR 2\r
    6-7 HD - CR 3\r
    8\u00c2\u009610 HD - CR 4\r
    12\u00c2\u009614 HD - CR 5\r
    15\u00c2\u009616 HD - CR 6\r
    18\u00c2\u009620 HD - CR 7\r

    Treasure:<\/b> None, although the carnivorous wall that created it may have some.\r
    Alignment:<\/b> Always neutral.\r
    Advancement:<\/b> As base creature, but double Hit Dice (maximum 20), or \u00c2\u0097 if the base creature advances by character class.\r
    Level Adjustment:<\/b> \u00c2\u0097.\r

    Sample Burning Zombies\r

    A corpse shambles towards you, its jaws snapping as burning slime drips from its mouth and eye sockets.<\/i>\r

    Human Commoner Burning Zombie<\/b>\r
    Type: Medium Construct\r
    Hit Dice: 2d10+23 (34 hp)\r
    Initiative: \u00c2\u00961 (Dex)\r
    Speed: 20 ft. (4 squares)\r
    AC: 13 (\u00c2\u00961 Dex, +4 natural), touch 9, flat-footed 13)\r
    Base Attack \/ Grapple: +1\/+2\r
    Attack: Bite +2 melee (1d6+1+1d6 fire) or club +2 melee (1d6+1)\r
    Full Attack: Bite +2 melee (1d6+1+1d6 fire) and club -3 melee (1d6)\r
    Face\/Reach: 5 ft.\/5 ft\r
    Special Attacks: Flaming Bite\r
    Special Qualities: damage reduction 5\/slashing, darkvision 60 ft., construct traits\r
    Saves: Fort +0, Ref \u00c2\u00961, Will +0\r
    Abilities: Str 12, Dex 8, Con\u00c2\u0097, Int\u00c2\u0097, Wis 10, Cha 1\r
    Feats: Toughness\r
    Skills: \u00c2\u0097\r
    Environment: Any land or underground\r
    Challenge Rating: 1\r
    Alignment: Always neutral\r

    Rat Burning Zombie<\/b>\r
    Type: Tiny Construct\r
    Hit Dice: 1\/2 d10+3 (5 hp)\r
    Initiative: +1\r
    Speed: 10 ft., climb 10 ft., swim 10 ft. (2 squares)\r
    Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13\r
    Base Attack\/Grapple: +0\/\u00c2\u009611\r
    Attack: Bite -1 melee (1d3-3 and 1d4 fire)\r
    Full Attack: Bite -1 melee (1d3-3 and 1d4 fire)\r
    Space\/Reach: 2-1\/5 ft.\/0 ft.\r
    Special Attacks: Flaming bite\r
    Special Qualities: Damage reduction 5\/slashing, darkvision 60 ft., construct traits\r
    Saves: Fort +0, Ref +1, Will +0\r
    Abilities: Str 4, Dex 13, Con\u00c2\u0097, Int\u00c2\u0097, Wis 10, Cha 1\r
    Feats: Toughness\r
    Skills: \u00c2\u0097\r
    Environment: Any land or underground\r
    Challenge Rating: 1\/4\r
    Alignment: Always neutral\r

    Kobold Burning Zombie<\/b>\r
    Type: Small Construct\r
    Hit Dice: 2d10+13 (24 hp)\r
    Initiative: +0\r
    Speed: 20 ft. (4 squares)\r
    Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14\r
    Base Attack\/Grapple: +1\/\u00c2\u00964\r
    Attack: Bite +1 melee (1d4\u00c2\u00961+1d6 fire) or spear +1 melee (1d6\u00c2\u00961\/\u00c3\u00973) or light crossbow +1 ranged (1d6\/19\u00c2\u009620)\r
    Full Attack: Bite +1 melee (1d4\u00c2\u00961+1d6 fire) and spear -4 melee (1d6\u00c2\u00961\/\u00c3\u00973) or light crossbow +1 ranged (1d6\/19\u00c2\u009620)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Flaming bite\r
    Special Qualities: Damage reduction 5\/slashing, darkvision 60 ft., construct traits\r
    Saves: Fort +0, Ref +0, Will +0\r
    Abilities: Str 8, Dex 11, Con\u00c2\u0097, Int\u00c2\u0097, Wis 10, Cha 1\r
    Feats: Toughness\r
    Skills: \u00c2\u0097\r
    Environment: Any land or underground\r
    Challenge Rating: 1\r
    Alignment: Always neutral\r

    Troglodyte Burning Zombie<\/b>\r
    Type: Medium Construct\r
    Hit Dice: 3d10+23 (39 hp)\r
    Initiative: \u00c2\u00962\r
    Speed: 20 ft. (4 squares)\r
    Armor Class: 18 (\u00c2\u00962 Dex, +10 natural), touch 8, flat-footed 18\r
    Base Attack\/Grapple: +2\/+3\r
    Attack: Bite +3 melee (1d6+1+1d6 fire) or greatclub +3 melee (1d10+1) or javelin +0 ranged (1d6+1)\r
    Full Attack: Bite +3 melee (1d6+1+1d6 fire) and greatclub -2 melee (1d10) or javelin +0 ranged (1d6+1)\r
    Space\/Reach: 5 ft.\/5 ft\r
    Special Attacks: Flaming bite\r
    Special Qualities: Damage reduction 5\/slashing, darkvision 60 ft., construct traits\r
    Saves: Fort +1, Ref \u00c2\u00961, Will +1\r
    Abilities: Str 12, Dex 7, Con\u00c2\u0097, Int\u00c2\u0097, Wis 10, Cha 1\r
    Feats: Toughness\r
    Skills: \u00c2\u0097\r
    Environment: Any land or underground\r
    Challenge Rating: 1\r
    Alignment: Always neutral\r

    Worg Burning Zombie<\/b>\r
    Type: Medium Construct\r
    Hit Dice: 5d10+23 (50 hp)\r
    Initiative: +1\r
    Speed: 35 ft. (7 squares)\r
    Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16\r
    Base Attack\/Grapple: +3\/+7\r
    Attack: Bite +7 melee (1d6+6+1d6 fire)\r
    Full Attack: Bite +7 melee (1d6+6+1d6 fire)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Flaming bite\r
    Special Qualities: Damage reduction 5\/slashing, darkvision 60 ft., construct traits\r
    Saves: Fort +1, Ref +2, Will +1\r
    Abilities: Str 19, Dex 12, Con\u00c2\u0097, Int\u00c2\u0097, Wis 10, Cha 1\r
    Feats: Toughness\r
    Skills: \u00c2\u0097\r
    Environment: Any land or underground\r
    Challenge Rating: 2\r
    Alignment: Always neutral\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Crypt of Lyzandred the Mad<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":" Always neutral.\r","environment":" Any land and underground.\r"},{"name":"Carp, Giant","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5255,"reference":"Usergen","full_text":"

    Carp, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+40\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+23<\/td> <\/tr>
    Attack: <\/strong>Bite +13 melee (2d6+13)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +13 melee (2d6+13)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 29, Dex 10, Con 21, Int 1, Wis 10, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +5, Swim +17<\/td> <\/tr>
    Feats: <\/strong>Diehard, Endurance, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or school (3-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-15 (Huge); 16-24 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Golden scales cover the plump body of this massive fish. A single, broad dorsal fin is centered on its back, while a wide caudal fin extends from its thickly muscled tail. Its paired pectoral and pelvic fins are shredded.<\/i>\r

    A relative of the goldfish, the giant carp is found in all types of freshwater lakes and rivers. A giant carp spends most of its time scavenging for food on the oozy bottom of a lake or river, and seldom strays far from the area in which it was born.\r

    Giant carp eat any decayed matter they find in the muck and ooze. In addition, they swallow the eggs of other species of fish, as well as the fish themselves. Giant carp also feed on worms, weeds, frogs, snakes, crabs, and plankton.\r

    A female carp lays thousands of eggs when spawning, though the vast majority of these are never fertilized. A carp becomes sexually mature between 10 and 20 years of age, and lives about 50 years.\r

    Peoples of many races enjoy eating giant carp. A single fish can supply the needs of a village for quite some time. In spite of the dangers, the hunt for giant carp is often considered worth the risk, and fishermen sometimes organize expeditions specifically for catching these creatures. Giant carp can be eaten fresh or smoked. \r

    Most giant carp are 20 to 30 feet long and weigh between 4,000 and 30,000 pounds, but they can grow even bigger than that. The scales of some varieties are shiny enough to resemble tiny mirrors, while the scales of others are extremely thin, and look more like yellowish skin. Its paired pectoral and pelvic fins are often shredded or gone entirely, owing to the carp\u00c2\u0092s tendency to poke among sharp rocks in search of food.\r

    COMBAT\r

    Giant carp are usually docile, harmless creatures. However, some have reportedly surfaced to attack small boats or swimmers. Others allegedly have taken the bait of a simple fishhook, much to the fisherman\u00c2\u0092s surprise. If the carp are feeding, they will attack any creature who disturbs them. Females are especially touchy when spawning.\r

    Giant carp attack by biting with their sharp, curved teeth, occasionally swallowing victims whole. \r

    Improved Grab (Ex):<\/b> To use this ability, a giant carp must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.\r

    Swallow Whole (Ex):<\/b> A giant carp can try to swallow a grabbed opponent up to 2 size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d8+9 points of crushing damage plus 8 points of acid damage per round from the carp's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge carp's interior can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.\r

    Skills:<\/b> A giant carp 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.\r

    In Kara-Tur<\/b>\r
    In many places in Kara-Tur, the giant carp is considered a symbol of wealth, owing to the creature\u00c2\u0092s golden scales. It also symbolizes perseverance, since the fish stubbornly persists in its chosen niche regardless of adversity. Wealthy nobles sometimes build tanks or pools in the courtyards of their temples, specifically for keeping giant carp. The nobles believe the fish will protect their fortunes.\r

    Some primitive tribes believe a mystic link exists between particular species of fish, such as giant carp, and particular species of birds, such as peacocks and ravens, since both types of creatures lay eggs and both are associated with foretelling the future. These tribes believe that during certain times of the year, giant carp acquire the ability to fly and breathe air. Though these rumors persist, no evidence of flying carp has been verified.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Kara-Tur Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm aquatic"},{"name":"Carpet Snake","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5256,"reference":"Usergen","full_text":"

    Carpet Snake <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft., swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d2\u00c2\u00962 plus poison)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d2\u00c2\u00962 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, darkvision 60 ft., low-light vision, meld into carpet, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +11, Hide +11, Listen +5, Move Silently +9, Spot +5, Swim +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Improved Initiative, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or nest (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>4-5 HD (Small); 6-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The rug is patterned with the likenesses of serpents. Suddenly, the serpents begin to writhe!<\/i>\r

    Carpet snakes are magical serpents capable of altering their physical composition in order to blend with a rug or carpet. Although originally created by magical means, carpent snakes now breed true, reproducing in a manner similar to normal snakes.\r

    Carpet snakes will live in any rug ar carpet, or, if nothing suitable is available, may live in clothing or other fabric. They appear to be woven dirctly into the article, and close examination reveals nothing of their true nature.\r

    In its dormant state, a carpet snake can exist up to one year without feeding. During this time, it is completely dormant and does not eat, sleep, or breathe. Any food that has been ingested is absorbed slowly, sustaining it over a long period. A single rat can sustain a carpet snake up to six months.\r

    Carpet snakes become active on command of a master or when sensing the presence of prey. Once trained (see below), they can be taught to recognize up to five masters and four simple commands. They will never attack their masters, and will generally attack anything that moves unless halted by a master's command. Carpet snakes will allow themselves to be rolled up or folded in a rug for ease of transport if their master commands it.\r

    When a clutch of eggs is laid, the female snake generally remains in snake form to guard them. Most breeding takes place in controlled environments, such as a nursery established by an evil being. When carpet snakes breed spontaneously, their masters generally move the female and her eggs to protected quarters. \r

    Carpet snakes are 4 to 6 feet long and weigh 8 to 15 pounds. Carpet snakes always have red scales and black eyes. In carpet form, they may be coiled, twisted, or straight. They appear to be simply part of the fabric, and maintain whatever shape they held when they converted to carpet form. If a carpet snake is killed, it collapses into a pile of fibrous red dust. The dust may not reform and is useless. Carpet snakes have a lifespan of up to 50 years.\r

    Carpet snakes cannot speak, but understand Common.\r

    COMBAT\r

    When a carpet snake senses motion upon its carpet, it grows active and attacks. It can sense the presence of a master and will not become active unless commanded to do so. A carpet snake that has been reduced to one-third or less of its hit points will generally try to merge with a carpet.\r

    Camouflage (Ex):<\/b> Since a carpet snake looks like a woven pattern in carpet form, it takes a DC 20 Spot check to notice it. Anyone with ranks in Craft (weaving or rugmaking) can use one of those skills instead of Spot to notice the snake. In addition, while it is emerging from the carpet, the carpet snake receives a +20 circumstance bonus to Hide and Move Silently checks.\r

    Meld into Carpet (Su):<\/b> A carpet snake can enter a rug or carpet large enough to hold its length as a standard action. While inside the carpet, any other designs shift and alter to accommodate the image of the carpet snake that appears where it has merged. A carpet snake is aware of its surroundings using its tremorsense ability. Carpet snakes that have melded with a carpet do not require sustenance for up to a year, but a carpet snake may choose to leave its carpet at any time. This process requires two full rounds. \r

    Minor physical damage to the carpet does no damage to the carpet snake, but damage significant enough that the snake's image cannot fit in the rug expels the snake immediately, dealing 2d6 points of damage to the snake and dazing it for 1 round. Destroying the carpet completely expels the snake as above and kills it instantly unless it succeeds on a DC 20 Fortitude save. A typical rug has hardness 0, 2 hp per 5x5 ft square, and takes normal damage from slashing weapons, fire, and acid, half damage from piercing weapons, electricity, and sonic energy, quarter damage from cold, and no damage from bludgeoning weapons.\r

    Poison (Ex):<\/b> Bite, Fortitude DC 13; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.\r

    Skills:<\/b> Carpet snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake 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.\r

    Training a Carpet Snake<\/b>\r
    A carpet snake may be trained to recognize a master and take simple commands. To be trained, a carpet snake must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). The trainer becomes one of the snake's recognized masters. Training a friendly carpet snake requires a Handle Animal check, adding +5 to the DCs since it is a magical beast. \r

    Carpet snake eggs and young are worth 300 gp on the open market. Professional trainers charge 600 gp to train a carpet snake.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in WGA1 - Falcon's Revenge<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always chaotic evil","environment":"Any"},{"name":"Caryatid Column","type":"Construct","ch":3,"challenge_rating":" 03 \u00a0","id":5257,"reference":"Usergen","full_text":"

    CARYATID COLUMN<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Construct<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 5d10 (27 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>-1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft (can\u0092t run)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Longsword +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Longsword 1d8+1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Shatter weapons, construct, resistances, magic immunity, damage reduction 10\/+1<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +1, Ref +0, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 13, Dex 9, Con \u0097, Int \u0097, Wis 11, Cha 1<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 6-10 HD (Medium-size); 11-15 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    A caryatid column is 7 feet tall and weighs around 1,500 pounds. Its body is shaped as a beautiful woman of smoothly chiseled stone. It wields a longsword in its left hand.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    A caryatid column attacks using its longsword.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Shatter Weapons (Ex):<\/b> Any weapon that strikes a caryatid column must succeed at a Fortitude save (DC 12) or shatter into pieces.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Construct<\/span><\/b>: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, energy drain, or death from massive damage. Caryatid columns have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Resistances (Ex):<\/b> Caryatid columns receive a +4 bonus on saving throws against all spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Magic Vulnerability (Ex):<\/b> A caryatid column is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud, stone to flesh, or stone shape instantly slays a caryatid column if it fails its saving throw. A transmute mud to rock heals all of its lost hit points.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Construction<\/h3> <\/td> <\/tr>

    A caryatid column\u0092s body is chiseled from a single block of hard stone, such as granite, weighing at least 1,500 pounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The golem costs 100,000 gp to create, which includes 1,000 gp for the body. Assembling the body requires a successful Craft (sculpting or masonry) check (DC 13).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The creator must be at least 16th level and able to cast arcane spells. Completing the ritual drains 1,600 XP from the creator and requires geas\/quest, limited wish, polymorph any object,<\/i> and shatter<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Caryatid Column first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Construct","alignment":"Any","environment":"Any land and underground"},{"name":"Cat, Elven","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5258,"reference":"Usergen","full_text":"

    Cat, Elven <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10+6\u00a0(22)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +4 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-12<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (1d2-4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (1d2-4) and bite +4 melee (1d3-4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2 1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Branch shape, chagne size, darkvision 60 ft., determine intent, low-light vision, scent, spell resistance 15\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 19, Con 14, Int 5, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Balance +12, Climb +8, Hide +10 (+14 in forests), Jump +20, Listen +6, Move Silently +10, Spot +6, Swim +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>+0 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Cats have long lived among the elves, and over time have evolved into magical creatures, whether simply through close association with the sylvan folk, or perhaps aided by magical means.\r

    Elven cats speak Elven. Some also learn to speak Sylvan.\r

    Combat\r

    Elven cats can defend themselves with physical attacks, but prefer to rely on their magical abilities for survival. \r

    Branch Shape (Sp):<\/b> Twice per day, an elven cat can magically change its size. This works just like a tree shape<\/i> spell, except that it takes the shape of a Tiny branch, rather than an entire tree. \r

    Change Size (Sp):<\/b> Twice per day, an elven cat can magically change its size. This works just like a enlarge person<\/i> or reduce person<\/i> spell (the elven cat chooses when using the ability), except that the ability can work on the elven cat. \r

    Determine Intent (Su):<\/b> An elven cat continuously scans the surface thoughts of creatures to determine their intent. This works like detect thoughts<\/i> (CL 9th, DC 12), except that the cat only learns the creature's initial attitude towards the cat (hostile, unfriendly, indifferent, friendly, or helpful). The save DC is Charisma-based.\r

    Skills:<\/b> Elven cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Balance, Jump, and Swim checks. They use their Dexterity modifier instead of their Strength modifier for Climb, Jump, and Swim checks. *In forested areas, the Hide bonus rises to +8.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral","environment":"Temperate forests"},{"name":"Cat, Sand","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5259,"reference":"Usergen","full_text":"

    Cat, Sand <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-4<\/td> <\/tr>
    Attack: <\/strong>Claw +4 melee (1d3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +4 melee (1d3) and bite -1 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, pounce, rake 1d2<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Hide +7*, Jump +15, Listen +9, Move Silently +7, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or den (2\u00c2\u00967)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This wildcat is only slightly larger than a typical housecat. Its fur is sandy brown, except for the dark brown tip of its tail, and the white tufts at the end of its long, pointed ears.<\/i>\r

    Sand cats are nocturnal predators of deserts and dry steppes. They prey mostly on small mammals, and only fight larger creatures if cornered or otherwise forced to fight. Sand cats are very territorial, but form small family groups called dens.\r

    Sand cats prefer to lair in small caves or abandone burrows, but will settle for a sheltered overhang if no other options are available. One adult always guards the lair if kittens are present. Sand cat kittens reach maturity in 10 to 12 months. A sand kitten fetches 500 to 2,000 gp on the market, as they are highly prized as pets and hunting companions.\r

    A typical sand cat is 2 to 3 feet long and weighs around 30 to 40 pounds.\r

    Combat\r

    If cornered, or its young are threatened, a sand cat will fight savagely against even a much larger opponent. \r

    A sand cat receives a +1 morale bonus to attack and damage rolls when defending its young.\r

    Improved Grab (Ex):<\/b> To use this ability, a sand cat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.\r

    Pounce (Ex):<\/b> If a sand cat charges a foe, it can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +4, damage 1d2.\r

    Skills:<\/b> Sand cats have a +4 racial bonus on Balance, Hide, and Move Silently checks, and a +8 racial bonus on Jump and Listen checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *In desert environments, the Hide bonus improves to +8.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #163 and later in the Forgotten Realms Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm deserts and plains"},{"name":"Cat, Wild","type":"Animal","ch":1213,"challenge_rating":" 1\/2 or 1\/3 \u00a0","id":5260,"reference":"Usergen","full_text":"

    Cat, Wild <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
    Attack: <\/strong>Claw +4 melee (1d3-1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +4 melee (1d3-1) and bite -1 melee (1d4-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, pounce, rake 1d3-1<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 17, Con 13, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +11, Hide +11*, Jump +7, Listen +5, Move Silently +7, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests, hills, or plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-5)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2 or 1\/3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This entry describes a large male wildcat (Felis silvestris<\/i>), a bobcat, or another feline of similar size. Smaller wild cats such as the margay use the stats of the lesser wild cat (see below) or the Cat entry in the Monster Manual<\/i>. Wild cats are adaptable animals that can be found in many terrains, but are commonest in forests. A wild cat family consists of a mother and her cubs.\r

    A wild cat is 2 to 4 feet long and can weigh up to 60 pounds, although 20 pounds is a more typically weight.\r

    Combat<\/b>\r
    A wild cat avoids humanoids, but may attack them savagely if it feels threatened. They prefer to pounce on prey and opponents from ambush, then quickly use rake attacks.\r

    Improved Grab (Ex):<\/b> To use this ability, a wild cat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.\r

    Pounce (Ex):<\/b> If a wild cat charges a foe, it can make a full attack, including two rake attacks.\r

    Rake (Ex):<\/b> Attack bonus +4 melee, damage 1d3-1.\r

    Skills:<\/b> Wild cats have a +4 racial bonus on Hide and Move Silently checks. Wild cats have a +8 racial bonus to Balance and Climb checks and can use their Dexterity or Strength for Climb and Jump checks. A wild cat can always choose to take 10 on a Climb check, even if rushed or threatened.\r

    *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.\r

    Lesser Wild Cat<\/b>\r
    Tiny Animal\r
    Hit Dice:<\/b> \u00c2\u00bdd8+1 (3 hp)\r
    Initiative:<\/b> +3\r
    Speed:<\/b> 40 ft (8 squares), climb 20 ft.\r
    Armor Class:<\/b> 15 (+2 size, +3 Dex), touch 15, flat-footed 12\r
    Base Attack\/Grapple:<\/b> +0\/-11\r
    Attack:<\/b> Claw +5 melee (1d2-3)\r
    Full Attack:<\/b> 2 claws +5 melee (1d2-3) and bite +0 melee (1d3-3)\r
    Space\/Reach:<\/b> 2\u00c2\u00bd ft.\/0 ft.\r
    Special Attacks:<\/b> Improved grab, pounce\r
    Special Qualities:<\/b> Low-light vision, scent\r
    Saves:<\/b> Fort +3, Ref +5, Will +1\r
    Abilities:<\/b> Str 4, Dex 17, Con 13, Int 2, Wis 12, Cha 7\r
    Skills:<\/b> Balance +11, Climb +11, Hide +15*, Jump +7, Listen +5, Move Silently +7, Spot +5\r
    Feats:<\/b> Alertness, Weapon FinesseB<\/sup><\/small><\/b><\/small>\r
    Environment:<\/b> Any forests, hills, or plains\r
    Organization:<\/b> Solitary or family (2-5)\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always neutral\r
    Challenge Rating:<\/b> 1\/3\r
    Advancement:<\/b> \u00c2\u0097\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    Lesser wild cats include the margay, smaller specimens of wildcat and jungle cat, and similarly-sized wild felines. It can also represent an exceptionally large and ferocious domestic cat (feral or otherwise).\r

    A lesser wild cat is between 1\u00c2\u00bd and 2 feet long and weighs between 8 and 15 pounds.\r

    COMBAT<\/b>\r

    Improved Grab (Ex):<\/b> To use this ability, a lesser wild cat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.\r

    Pounce (Ex):<\/b> If a lesser wild cat charges a foe, it can make a full attack.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":" Always neutral\r","environment":" Any forests, hills, or plains\r"},{"name":"Caterpillar, Giant","type":"Vermin","ch":5,"challenge_rating":" 5 \u00a0","id":5261,"reference":"Usergen","full_text":"

    Caterpillar, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d8+39\u00a0(97 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-2 size, +5 natural), touch 8, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+23<\/td> <\/tr>
    Attack: <\/strong>Bite +13 melee (2d6+9)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +13 melee (2d6+9)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid spittle<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 11, Con 16, Int \u00c2\u0097, Wis 11, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +14, Hide +0*, Spot +4<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (1d6)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>14-26 HD (Huge), 27-39 HD (Gargantuan), 40+ (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    What appeared to be a large green branch begins to undulate, revaling a mammoth caterpillar.<\/i>\r

    Giant caterpillars are the larval forms of giant moths. Like their mundane cousins, they come in a variety of colors and appearances, but utilize the basic statistics above.\r

    Some giant caterpillars have been known to associate with giant ants for their mutual protection, communicating via vibrations and pheromes. Formians are known to utilize giant caterpillars as mounts, and tools to aid in construction and destruction.\r

    Because of their great size and appetites, giant caterpillars can become extremely disruptive to farms and creatures who make their homes in trees.\r

    A giant caterpillar is 15 feet long and weighs around 7,000 pounds. Coloration and appearance can vary greatly depending upon habitat.\r

    Combat\r

    Giant caterpillars are non-aggressive, but can defend themselves with a powerful bite or by spitting acid. Some species have developed more deadly defenses (see Variants, below).\r

    Acid Spittle (Ex):<\/b> Once ever 1d4 rounds, a giant caterpillar may expel a globule of acidic spittle. This requires a ranged touch attack with a maximum range of 40 feet and no range increments, and deals 2d6 points of acid damage.\r

    Skills:<\/b> A giant caterpillar has a +4 racial bonus on Spot checks, a +8 racial bonus on Climb and Hide checks. A giant caterpillar can always choose to take 10 on Climb checks, even if rushed or threatened. *Because of its camouflage, the Hide bonus increases to +12 when a giant caterpillar is surrounded by foliage.\r

    Variants<\/b>\r
    Like their non-giant cousins, giant caterpillars come in many varieties. Here are a few possible additional abilities to add.\r

    Cocooning Spittle (Ex):<\/b> A giant caterpillar with this ability can eject a stream of spittle that hardens on contact, potentially fixing a subject in place and hindering its movement and actions. Using a standard action, the caterpillar makes a ranged touch attack against any foe it can see up to 60 feet away. If it succeeds at the ranged touch attack, the subject makes a grapple check against the cocoon. This is accomplished as if the caterpillar itself were making the grapple check with a competence bonus of +10, for a total check modifier of +33. On a failed check for the subject, the spittle hardens into a partial cocoon, and the victim is treated as if grappled (even though the caterpillar is free to do as it desires). The subject can attempt to break the grapple of the cocoon (or use Escape Artist) each round, making an opposed grapple check against the cocoon (check modifier +33 for the cocoon). Alternatively, the cocoon may be broken with a DC 19 Strength check. The check DC is Constitution-based. This ability replaces the acidic spittle.\r

    Poison Hairs (Ex):<\/b> Any creature striking a giant caterpillar with hand-held weapons or natural weapons takes 1d4 points of piercing and slashing damage from the caterpillar\\'s spiny bristles. This also exposes the attacker to an injury poison (Fort DC 19, 1d3 Dex\/1d3 Dex). Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. The save DC is Constitution-based. This ability increases the giant caterpillar\\'s CR by 1.\r

    Poison Flesh (Ex):<\/b> Ingested, Fort DC 19, 1d6 Con\/1d6 Con. The save DC is Constitution-based.\r

    Spit Hairs (Ex):<\/b> Once every 1d4 rounds, this variant may spit a 30-foot cone of millions of tiny, irritating hairs. This attack deals 2d6 points of piercing damage and leaves the victim sickened for 1d4 rounds. A successful DC 19 Reflex save halves the damage and negates the sickened effect. The save DC is Constitution-based. This ability replaces the acidic spittle.\r

    Stench (Ex):<\/b> When a giant caterpillar is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except giant caterpillars) within 30 feet of a giant caterpillar must succeed on a DC 19 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same giant caterpillar\\'s stench for 24 hours. A delay poison<\/i> or neutralize poison<\/i> spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. This ability increases the giant caterpillar\\'s CR by 1.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Adventure Pack I<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Caterwaul","type":"Magical Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5262,"reference":"Usergen","full_text":"

    CATERWAUL<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d10+8 (30 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 50 ft (on two legs) or 80 ft (on four legs), climb 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 18 (+6 Dex, +2 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +6 melee, bite +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4+2, bite 1d6+1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Screech, pounce, improved grab, rake<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Scent, increased speed, darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +8, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 22, Con 15, Int 7, Wis 12, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Balance +12, Climb +14, Hide +10*, Jump +7, Listen +6, Move Silently +12, Spot +6<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Multiattack<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate forest and mountain<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> No coins; double goods (gems only); no items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 5-12 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The caterwaul is a vicious feline-like, bipedal creature. It has short midnight blue fur, yellow eyes, and a long catlike tail. It makes its home in caves, and litters it with twigs and rushes.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    The caterwaul begins combat by utilizing its screech attack. After that, it uses its claws and bite attacks each round. A caterwaul will fight to the death.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Screech (Su):<\/span><\/b> 3\/day, 60-foot spread, the caterwaul can emit a high-pitched screech that deals 1d8 points of damage to anyone hearing it. A successful Fortitude save (DC 14) negates the damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Pounce (Ex):<\/b> If a caterwaul leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the caterwaul must hit with its bite attack. If it gets a hold, it can rake with its claws.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rake (Ex):<\/b> A caterwaul that gets a hold can make two rake attacks (+6 melee) with its claws for 1d4+2 damage each.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Increased Speed (Ex):<\/span><\/b> The caterwaul can increase its base rate of speed by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score. After that it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, the caterwaul cannot use this ability for 10 rounds, and cannot move any faster than its base rate of speed (60 ft.).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 It may run in either mode using the normal rules for running (see Run, page 127 in the Player\u0092s Handbook<\/i>).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/span><\/b>The caterwaul receives a +4 racial bonus to Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Caterwaul first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Temperate forest and mountain"},{"name":"Cath Shee","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5263,"reference":"Usergen","full_text":"

    Cath Shee <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+8\u00a0(30)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+4 Dex, +2 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, pounce, rage, rake 1d3+1<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., dimension door, low-light vision, scent, spell resistance 13<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +8, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 19, Con 15, Int 6, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Balance +13, Hide +9, Jump +20, Listen +4, Move Silently +9, Spot +4, Survival +2*<\/td> <\/tr>
    Feats: <\/strong>Alertness, Track[B], Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forest<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or family (mated pair plus 1-6 kittens)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral or chaotic good<\/td> <\/tr>
    Advancement: <\/strong>5-7 (Medium), 8-12 (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This greenish-gray feline is about the size of a mountain lion, with large tufted ears and wide golden eyes.<\/i>\r

    Also known as faerie cats, cath shee are cunning feline predators found in sylvan woodlands. Legends claim that they were created by Corellon Larethian for his beloved elves.\r

    Mated pairs of cath shee will furiously defend each other and their offspring.\r

    A cath shee stands about 4 feet tall at the shoulder weighs up to 400 pounds. \r

    COMBAT\r

    Cath shee are efficient, ferocious predators. They prefer to lie in wait for prey, then dimension door to make a devastating surprise attack.\r

    Dimension Door (Su):<\/b> A cath shee can teleport, as dimension door<\/i> (caster level 8th), once per round as a free action. The ability affects only the cath shee, which never appears within a solid object and can act immediately after teleporting.\r

    Improved Grab (Ex):<\/b> To use this ability, a cath shee must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.\r

    Pounce (Ex):<\/b> If a cath shee charges a foe, it can make a full attack, including two rake attacks.\r

    Rage (Ex):<\/b> A cath shee that witnesses its mate or offspring take damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and \u00c2\u00962 to Armor Class. The creature cannot end its rage voluntarily.\r

    Rake (Ex):<\/b> Attack bonus +8 melee, damage 1d3+1.\r

    Skills:<\/b> Cath shee have a +8 racial bonus on Balance and Jump checks and a +4 racial bonus on Hide and Move Silently checks. \r

    *Cath shee have a +4 racial bonus on Survival checks when tracking by scent.\r

    Training a Cath Shee<\/b>\r

    To be trained, a cath shee must have a friendly attitude toward the trainer. A cath shee usually has a friendly attitude toward trainers who are elves or who have elf blood (such as half-elves), provided the trainer supplies the cath shee with sustenance for at least a few days and has not attacked or mistreated the creature. A cath shee is indifferent (at best) toward most other creatures. Changing a cath shee's attitude requires a wild empathy check (with the normal -4 penalty applied against magical beasts). A character can use a Diplomacy check instead, provided the character has some way to communicate with the cath shee.\r

    Training a friendly cath shee requires a Handle Animal check. An elf (or a creature with elf blood) can train a cath shee without penalty, but the Handle Animal DCs for any other trainer increase by 5 (in addition to the normal +5 increase to DCs for training a magical beast). The time require depends on the tricks or task the cath shee must learn, as noted in the Handle Animal skill description.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Monstrous Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually chaotic neutral or chaotic good","environment":"Any forest"},{"name":"Cave Fisher","type":"Vermin","ch":2,"challenge_rating":" 02 \u00a0","id":5264,"reference":"Usergen","full_text":"

    CAVE FISHER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Vermin<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 3d8+9 (22 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative:<\/span><\/b> +1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 10 ft, climb 10 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (+1 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Filament +3 ranged, or 2 claws +8 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> 2 claws 2d4+9<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft (60 ft with filament)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Filament, adhesive<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Vermin<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +2, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 23, Dex 12, Con 16, Int \u0097, Wis 10, Cha 4<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +16, Hide +4, Move Silently +3, Spot +3<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Gang (1-4)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 4-6 HD (Medium-size); 7-9 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Cave fishers prefer living on ledges and caves located above well-traveled paths, sharing their lairs with others of their kind. Their filaments are always strung before their lair, and they attempt to kill anything they trap, often storing food for future use.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The cave fisher appears as a large insect that combines many characteristics of a spider and a lobster. It has a hard shell of overlapping plates and eight legs. The six rear legs are used for movement and traction on stony walls and corridors. The front pair of legs is equipped with powerful pincers, which are used for killing and dismembering prey. The most unusual feature of the cave fisher is its long snout, which can fire a strong, adhesive filament.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The filaments of the cave fisher are highly prized by many thieves' guilds, for they can be made into thin and very strong rope that is nearly invisible. The filaments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, while the diluted adhesive is turned into a special solution, which when applied to gloves and boots greatly increases traction for climbing (treat as masterwork gloves and boots which provide a +4 to Climb checks).<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The cave fisher has two ways of hunting. Its preferred method is to use its adhesive to anchor itself to a ledge and then string its long filament in the vicinity of its lair. If more than one fisher inhabits a lair, they will frequently pool their resources to catch larger prey. Once the victim is trapped in the filament, the cave fisher draws its prey in, reeling its filament in like a fishing line.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Should a tempting target escape the monster's neatly laid traps, the cave fisher will try another mode of attack. It will spend one round drawing its filament in before shooting it at the prey. It will try to snare its prey in this manner so long as it remains within the fisher's established territory.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Filament (Ex):<\/span><\/b> Most encounters begin with a cave fisher when it fires its strong, sticky filament. The cave fisher can strike up to 60 feet with its filament (no range increment).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Adhesive (Ex):<\/b> If a cave fisher hits with its filament attack, the filament attaches to the opponent\u0092s body. This deals no damage but draws the stuck opponent 10 feet closer each subsequent round (no attack of opportunity unless that creature breaks free, which requires a successful Escape Artist check (DC 27) or Strength check (DC 23). The cave fisher can draw in a creature within 10 feet of itself and bite with a +4 attack bonus, in that round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A single attack with a slashing weapon that deals at least 10 points of damage severs the filament (AC 20). Also, any liquid with a high alcohol content will dissolve the adhesive and force the cave fisher to release its hold (though it may strike again on its next turn with it). Likewise, an application of the universal solvent<\/i> forces the cave fisher to relinquish its hold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vermin: <\/span><\/b>Immune to all mind-influencing spells and effects. Cave fishers have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Cave Fisher first appeared in module A4 (Lawrence Schick, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":"Any","environment":"Any underground"},{"name":"Cave Locust","type":"Vermin","ch":1,"challenge_rating":" 01 \u00a0","id":5265,"reference":"Usergen","full_text":"

    Cave Locust <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft<\/td> <\/tr>
    AC:<\/strong> 16 (+1 size, +2 Dex, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +2 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d2<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Shriek, spit goo<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight, jump, immunities, vermin<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 12, Int -, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>None<\/td> <\/tr>
    Feats: <\/strong>None<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Gang (2-5) or swarm (6-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium-size)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Cave locusts are large, pale gray insects that live deep in the earth. They resemble crickets, except for their size, and are eyeless. A cave cricket bristles with antennae, hairs, and feelers that enable it to sense movements in the air and ground around it. Feeding on a variety of subterranean fungus and the occasional corpse, cave locusts are generally harmless unless startled.

    COMBAT<\/b>
    In combat, cave locusts shriek and jump in apparently random directions as they seek the fastest possible escape route. A cave locust that lands on an opponent will attempt to bite it with its weak jaws. If unable to escape, a cave locust will emit a spit a foul-smelling liquid.

    Shriek (Ex):<\/b> The shriek of a cave locust does no damage, but has a 20% chance to attract wandering monsters. This shriek can be heard up to 100 feet away. A cave locust typically shrieks for 1d4 rounds before going silent for 1 minute. It then shrieks again and repeats this cycle.

    Spit Goo (Ex):<\/b> Line of goo 10 feet long, 5 feet wide, and 5 feet tall. Reflex save (DC 13) avoids. A creature hit must succeed at a Fortitude save (DC 13) or be violently ill suffering a -2 circumstance modifier to attack rolls, saves, and checks for the next 10 minutes or until the goo is scraped off. Scraping off the goo requires a full round action.

    Jump (Ex):<\/b> A cave locust can jump 60 feet forward, straight up, or backwards. Any creature that startles a cave locust must make a Reflex save (DC 13) or be struck by it for 1d4 points of damage.

    Immunities (Ex):<\/b> Cave locusts are immune to all poisons and the effects of yellow mold.

    Vermin:<\/b> Immune to mind-influencing effects.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Module B4: The Lost City<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":">Any land and underground"},{"name":"Cave Moray","type":"Vermin","ch":2,"challenge_rating":" 02 \u00a0","id":5266,"reference":"Usergen","full_text":"

    CAVE MORAY<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Vermin<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d8+4 (22 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+3 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 5 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 18 (+3 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +7 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Ambush, charge<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Tremorsense, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +4 Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 14, Dex 17, Con 13, Int 2, Wis 13, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +6*,Intuit Direction +4, Listen +5<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Cluster (4-6) or Colony (7-16)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 5-8 HD (Medium-size); 9-12 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    These slug-like creatures can be found underground living in small cyst-like burrows in the walls.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The cave moray resembles a slug made of brownish-gray rock. Its head is knobby and splotched with two dull brown eyes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A cave moray is about 1 foot in diameter and 5 feet long.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    A cave moray\u0092s favored tactic is to lie in wait in its cyst-like burrow in the wall and attack whenever prey passes nearby. Two or more will strike in unison, one from each side of a passage. After an attack, a cave moray will recoil into its cyst before striking again.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ambush (Ex):<\/b> If a cave moray surprises its opponent, it gains a +4 conditional bonus to its attack roll for that round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Charge (Ex):<\/b> A cave moray\u0092s attack is always considered a charge attack since it recoils into its cyst after an attack to lunge at its opponent again. The statistics block above includes the +2 attack bonus for the charge attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tremorsense (Ex):<\/b> Cave morays can automatically sense the location of anything within 60 feet that is in contact with the ground.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> A cave moray receives a +4 bonus to Hide skills when in rocky or stony surroundings due to its coloration.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Cave Moray first appeared in module S4(Gary Gygax, 1982).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":"Any","environment":"Any underground"},{"name":"Caveling","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5267,"reference":"Usergen","full_text":"

    Caveling (Template)<\/h1>
    Cavelings are members of humanoid races that have been trapped underground for generations, shut off from other members of their own races. Over time, they have succumbed to madness, while their bodies have been horribly twisted and distorted by the experimentation of the slavemaster Markessa, in her quest to create the perfect slave.\r

    Cavelings wield crude manufactured weapons, such as clubs, or castoff equipment from other subterranean creatures.

    Creating a Caveling<\/h2> \u00c2\u0093Caveling\u00c2\u0094 is an acquired template that can be added to any humanoid (referred to hereafter as the base creature).\r

    A caveling has all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Size and Type:<\/b> The creature\u00c2\u0092s size and type are unchanged.\r

    Special Qualities:<\/b> A caveling retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

    Mutations:<\/i> Each caveling has at least one mutation. Roll 1d20 and consult the table below.\r

    1. Acidic Blood (Ex): The caveling's acidic blood deals 1d4 points of damage to any creature attacking it with a slashing or piercing weapon. This mutation increases the caveling's CR and LA by +1.\r

    2. All-Around Vision (Ex): The caveling grows additional eyes, granting it a +4 racial bonus on Spot and Search checks, and it can't be flanked. This mutation increases the caveling's LA by +1.\r

    3. Bug Eyes (Ex): The caveling's compound eyes grant it a +10 racial bonus on Spot checks, but it is dazzled in bright light.\r

    4. Claws (Ex): The caveling's hands end in wicked claws. It gains two claw attacks as natural attacks that deal damage based on size: Small = 1d3, Medium = 1d4, Large = 1d6.\r

    5. Cricket Legs (Ex): The caveling's legs have warped into an approximation of a cave cricket's. The caveling gains a +10 racial bonus on Jump checks.\r

    6. Deformity: The caveling's appearance has grown more grotesque, resulting in a -2 penalty on Charisma-based skill checks. \r

    7. Enhanced Ears (Ex): The caveling gains a +2 racial bonus on Listen and Balance checks but suffers a -1 penalty on saves vs. sonic attacks.\r

    8. Fangs (Ex): The caveling gains a bite attack that deals damage based on size: Small = 1d4, Medium = 1d6, Large = 1d8.\r

    9. Fungal Farmer (Ex): The caveling's skin assumes a greenish-white pallor, and it gains a +4 racial bonus on saves vs. poison and disease.\r

    10. Gills (Ex): The caveling can breathe water as well as air.\r

    11. Hunter Sense (Ex): The caveling gains the scent special quality. This mutation increases the caveling's LA by +1.\r

    12. Low-Light Vision (Ex): The caveling gains low-light vision.\r

    13. Massive Intellect: The caveling gains +2 to Intelligence and suffers a -2 penalty to Charisma due to swelling of the frontal lobe.\r

    14. Modified Anatomy (Ex): The caveling's reaarranged anatomy grants it light fortification (25% chance to negate a critical hit). This mutation increases the caveling's CR and LA by +1.\r

    15. Muscular Leg (Ex): The caveling gains a 5-foot increase to its base land speed.\r

    16. Suction Cups (Ex): The caveling's fingertips end in lizardlike suction cups, granting it a climb speed of 10 feet. This mutation increases the caveling's LA by +1.\r

    17. Tentacle (Ex): The caveling gains a tentacle. The tentacle does not have an independent natural attack, but the caveling automatically constricts a grappled opponent on a successful grapple check, doing bludgeoning damage based on size: Small = 1d3, Medium = 1d4, Large = 1d6.\r

    18. Whiplike Tail (Ex): The caveling gains a tail whip natural attack that deals damage based on size: Small = 1d4, Medium = 1d6, Large = 1d8. The caveling adds 1-1\/2 times its Strength modifier to this damage.\r

    19. Exceptionally Mutatied: Roll twice on this table. This increases the caveling's CR and LA by +1.\r

    20. Test Subject: Roll four times on this table. This increases the caveling's CR and LA by +2.\r

    Abilities:<\/b> Modify from the base creature as follows: Wis -4, Cha -4.\r

    Environment:<\/b> Underground.\r
    Organization:<\/b> Gang (2\u00c2\u00964), squad (11\u00c2\u009620 plus 2 3rd-level mutants and 1 leader of 3rd\u00c2\u00966th level), or band (30\u00c2\u0096100 plus 150% noncombatants plus 1 3rd-level mutant per 10 adults, 5 5th-level mutants, and 3 7th-level leaders).\r
    Challenge Rating:<\/b> Same as the base creature +0 (unless specific mutations state otherwise).\r
    Treasure:<\/b> Same as the base creature.\r
    Alignment:<\/b> Usually lawful.\r
    Advancement:<\/b> Same as the base creature.\r
    Level Adjustment:<\/b> +0 (unless specific mutations state otherwise).
    Challenge Rating: <\/strong>+0

    Sample Caveling<\/h2> This caveling was originally a hobgoblin 1st-Level warrior.\r

    Caveling<\/b>\r
    Medium Humanoid (Goblinoid)\r
    Hit Dice: 1d8+2 (6 hp)\r
    Initiative: +1\r
    Speed: 30 ft. (6 squares)\r
    Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14\r
    Base Attack\/Grapple: +1\/+2\r
    Attack: Longsword +2 melee (1d8+1\/19\u00c2\u009620) or javelin +2 ranged (1d6+1)\r
    Full Attack: Longsword +2 melee (1d8+1\/19\u00c2\u009620) or javelin +2 ranged (1d6+1)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Mutation (tentacle)\r
    Special Qualities: Darkvision 60 ft., mutation (fungal farmer)\r
    Saves: Fort +4 (+8 vs. poison and disease), Ref +1, Will \u00c2\u00963\r
    Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 5, Cha 4\r
    Skills: Hide +3, Listen +2, Move Silently +3, Spot +2\r
    Feats: Alertness\r
    Environment: Underground\r
    Organization: Gang (2\u00c2\u00964), squad (11\u00c2\u009620 plus 2 3rd-level mutatns and 1 leader of 3rd\u00c2\u00966th level), or band (30\u00c2\u0096100 plus 150% noncombatants plus 1 3rd-level mutant per 10 adults, 5 5th-level mutants, and 3 7th-level leaders) \r
    Challenge Rating: 1\r
    Treasure: Standard\r
    Alignment: Usually lawful evil\r
    Advancement: By character class\r
    Level Adjustment: +2\r

    Fungal Farmer (Ex):<\/b> The caveling's skin assumes a greenish-white pallor, and it gains a +4 racial bonus on saves vs. poison and disease.\r

    Tentacle (Ex):<\/b> The caveling has a tentacle. The tentacle does not have an independent natural attack, but the caveling automatically constricts a grappled opponent on a successful grapple check, doing 1d4 points of bludgeoning damage.\r

    Skills:<\/b> Hobgoblins have a +4 racial bonus on Move Silently checks.
    \u00a0
    A2 - Secret of the Slavers' Stockade<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Usually lawful.\r","environment":" Underground.\r"},{"name":"Cayman Riding Lizard","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5268,"reference":"Usergen","full_text":"

    Cayman Riding Lizard <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-12<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>—<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +4, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 15, Con 13, Int 2, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Run, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Neutral<\/td> <\/tr>
    Advancement: <\/strong>—<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This lizard resembles a yard-long iguana with unusually long legs and a shortened tail.<\/i>\r

    Riding lizards are herbivorous reptiles of unusual intelligence and sociability that can be trained as mounts or beasts of burden. Their small size means they are mostly used by tiny humanoids, especially the Cayman lizardfolk<\/b><\/u><\/a>.\r

    A riding lizard is 2 to 3 feet long (excluding tail) and weighs about 40 pounds.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Savage Coast Monstrous Compendium Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Neutral","environment":"Warm forests"},{"name":"Celestial (Agathion)","type":"Outsider","ch":9,"challenge_rating":" 09 \u00a0","id":5269,"reference":"Usergen","full_text":"

    Celestial (Agathion) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+7\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7 (+3 Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 50 ft<\/td> <\/tr>
    AC:<\/strong> 23 (+3 Dex, +10 natural)<\/td> <\/tr>
    Attacks:<\/strong>Heavy mace +11 melee; or touch +11 melee<\/td> <\/tr>
    Damage: <\/strong>Heavy mace 1d8+4; touch 0 and positive energy<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, spells, positive energy<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/+1, SR 18, celestial qualities, shapechange, turn undead, bestow spells, immunities<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +8, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 16, Con 13, Int 16, Wis 18, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Concentration +9, Disguise +10, Hide +10, Knowledge (any one) or Craft (any one)+11, Listen +12, Move Silently +11, Search +11, Sense Motive +12, Spellcraft +10, Spot +12<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or army (50-100)<\/td> <\/tr>
    Challenge Rating: <\/strong>09<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Medium-size); 15-21 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Agathions are among the aasimon race of celestials, the same group that contains solars, planetars, devas, and lights. While the others are considered celestial stewards, the agathions are the warriors of the bunch. These helpful spirits are found in multitudes on the Upper Planes, where they seek to serve good beings. There, they appear in their natural humanoid form, looking somewhat like an elf with luminescent skin and bright, shining eyes. Males and females are equal in size and power.

    Sometimes agathia chose to travel to the Material Plane, or are ordered to go there. They travel there singularly, and always adopt another material form. Depending on the mission, they may appear as a humanoid, or a beneficent creature such as a lammasu, shedu, or unicorn. They can also become non-corporeal and contain their lifeforce in an object such as a ring, talisman, weapon, or vase. As an object, it becomes something useful that will aid a particular character of good alignment.

    Agathia are stern beings, serious and unyielding in their righteous mission. They are devoted to their constant pursuit of doing good deeds. They aid mortals in confrontations against evil on the orders of higher celestials (or even gods), lending all of their abilities to the fight.

    COMBAT<\/b>
    In their natural form, agathia never attack with weapons, although they may use their touch attack. When faced with combat, they usually assume another form. In humanoid form, agathia will attack with weapons and spells. In the form of another type of creature, it will use whatever powers that creature has, plus the agathion will have the ability to turn undead. When in object form, the agathion is unable to attack in melee, but it will bestow spells to a good person, turn undead, and use its other powers to assist its companions.

    The agathion's spirit returns to its home plane if its material form is slain or abandoned. If it chooses to leave, it will return only if called for. If killed, it cannot return for 10-60 years, while it regains its strength.

    Spell-Like Abilities<\/b>: At will - aid, astral projection, augury, change self, clairaudience\/clairvoyance, detect evil, detect good, detect magic, detect thoughts, etherealness, hold person, read magic<\/i>, and teleport without error<\/i>. 3\/day - cure serious wounds<\/i>. These abilities are as the spells cast by a 7th-level sorcerer (save DC 13 + spell level).

    Spells<\/b>: Agathia can cast divine spells from the cleric list and from the Destruction, Good and War domains as 7th-level clerics (save DC 14 + spell level).

    Positive Energy (Su)<\/b>: Agathia in their natural form can bestow positive energy through a touch attack. This energy can heal damage, but is usually used to cause 1d6+6 points of damage to undead or evil creatures.

    Celestial Qualities<\/b>: (as shown in the MM, p 31) protective aura; tongues; electricity, petrification, cold, and acid immunity; fire resistance 20; +4 save against poison; keen vision.

    Shapechange (Su)<\/b>: An agathion can shapechange, as the spell, at will. The agathion usually uses this power to assume the shape of a creature, though it can even become an object. Unlike the spell, this ability also allows the agathion to assume Spell-like abilities and Supernatural powers of the form, such as breath weapons and gaze attacks.

    An agathion that changes into an object will form a special bond with one character of good alignment (or a neutral character, if her current actions suit the agathion's mission). This bond allows the agathion to transfer some of its powers, as well as any powers the item has, to the character. Any evil being touching the items suffers 1d12 points of damage (no save).

    Turn Undead (Su)<\/b>: An agathion in the form of a creature can turn undead as a 14th-level cleric.

    Bestow Spells (Su)<\/b>: An agathion in the form of an object in the possession of a good creature, may bestow the ability to cast divine spells as a 1st-level cleric to the creature. The agathion in the form on an object may also bestow upon the creature the ability to turn undead as a 6th-level cleric.

    Immunities (Ex)<\/b>: An agathion is immune to energy drain<\/i>, death spells (such as circle of death, destruction, finger of death, slay living<\/i>, and wail of the banshee<\/i>), disintegration<\/i>, and energy from the Positive plane.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II (1983), and as an \"aasimon\" in MC8 and the first Planescape MC.<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral good","environment":">Any land and underground"},{"name":"Celestial (Light Aasimon)","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":5270,"reference":"Usergen","full_text":"

    Celestial (Light Aasimon) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+30\u00a0(75 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> Fly 120 ft (perfect)<\/td> <\/tr>
    AC:<\/strong> 20 (+1 size, +4 Dex, +5 deflection)<\/td> <\/tr>
    Attacks:<\/strong>Touch +15 melee<\/td> <\/tr>
    Damage: <\/strong>Touch 0 and light energy<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Light energy, spell-like abilities, summoning<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 20\/+2, SR 21, celestial qualities, immunities<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +11, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str ---, Dex 18, Con 17, Int 12, Wis 16, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Concentration +14, Knowledge (any three) +13, Listen +18, Move Silently +12, Sense Motive +13, Search +11, Spot +18<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Mobility, Weapon Finesse (touch)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always good<\/td> <\/tr>
    Advancement: <\/strong>11-30 HD (Small)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Lights are energy creatures, champions of good that inhabit the Upper Planes. They seem to be composed of swirling mists of light that shift shapes constantly. From a distance, lights are sometimes confused for lantern archons. Lights, however, are significantly more powerful celestial stewards. Looking deep into a light, a creature can see its interior; a chaotic rainbow of colors that changes rapidly and randomly. Rumors imply that good-aligned creatures that look at this colorful nimbus will see a memory of their finest moment in life, whereas evil creatures will see the life they could have led if they had made better choices.\r

    Gods create lights to serve as familiars for very high-level worshippers. On very rare occasions, they also serve as companions for a specific quest. To request the help of a light, a worshipper must fast for three days and three nights, silently meditating in total solitude, bathing himself in holy water at the end of this meditation. If the ritual is done properly, the applicant's god will evaluate whether or not he is worthy. With less than one thousand lights in existence, each one cannot afford to stay with a single master for life.\r


    COMBAT<\/b>\r
    Lights are champions of good, always ready to engage evil creatures in combat. They will use their energy attack on evil creatures, and their spell abilities to incapacitate other attackers. Creatures of good or neutral alignment must make a Will save (DC 20) every round they try to attack a light; if the save is failed, the attack misses.\r

    Lights may only be permanently destroyed on their home plane. If destroyed elsewhere, they will simply dissipate and reform on another plane in one month.\r

    Light Energy (Su)<\/b>: A light that touches an evil creature will deal 1d12 points of energy damage to it. Magical bonuses (such as those from bracers of armor +2 or chain mail +3) will count towards a creature's AC for this attack, but the energy channels through the armor itself. This attack affects only evil beings.\r

    Spell-Like Abilities<\/b>: At will - aid, augury, bless, change self, detect evil, detect good, detect magic, light, protection from evil<\/i> (always active), read magic<\/i>, and teleport without error<\/i>. 3\/day - cure serious wounds, dispel evil<\/i>. 7\/day - daylight, hold person<\/i>. These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level).\r

    Summoning (Su)<\/b>: Once per day, a light can attempt to summon an agathion with a 50% chance of success.\r

    Celestial Qualities<\/b>: (as shown in the MM, p 31) protective aura; tongues; electricity, petrification, cold, and acid immunity; fire resistance 20; +4 save against poison; keen vision.\r

    Immunities (Ex)<\/b>: Lights are immune to all mind-affecting effects, trapping spells (such as hold monster<\/i>), and death spells (such as circle of death, destruction, finger of death, slay living<\/i>, and wail of the banshee<\/i>).\r

    Skills<\/b>: Lights are extremely alert and receive a +8 bonus to Spot and Listen checks.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium 8, the Outer Planes appendix (1991), Planescape Monstrous Compendium 1 (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good","environment":">Any land"},{"name":"Celestial (Tome Archon)","type":"Outsider","ch":19,"challenge_rating":" 19 \u00a0","id":5271,"reference":"Usergen","full_text":"

    Celestial (Tome Archon) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Good, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 20d8+100\u00a0(190 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8 (+4 Dex, +4 Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 40 ft, 60 ft (average)<\/td> <\/tr>
    AC:<\/strong> 31 (-1 size, +4 Dex, +18 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 light rays +23 ranged touch<\/td> <\/tr>
    Damage: <\/strong>Light ray 1d10<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, spells, light ray, summon archons<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 35\/+3, SR 33, celestial qualities<\/td> <\/tr>
    Saves: <\/strong>Fort +17, Ref +16, Will +20 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 19, Con 20, Int 19, Wis 23, Cha 24 <\/td> <\/tr>
    Skills: <\/strong>Concentration +22, Escape Artist +20, Hide +21, Knowledge (any five) +21, Listen +23, Move Silently +20, Search +21, Sense Motive +23, Spellcraft +21, Spot +23<\/td> <\/tr>
    Feats: <\/strong>Blind-Fight, Dodge, Improved Initiative, Iron Will, Mobility<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>19<\/td> <\/tr>
    Treasure: <\/strong>No coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always lawful good<\/td> <\/tr>
    Advancement: <\/strong>21-40 HD (Large); 41-60 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Tome archons are the natural rulers of the plane of Mount Celestia. There are only seven tome archons, and each of them rules one of the layers of the plane, the Seven Heavens. They oversee and defend their layers with nearly omnipotent powers, but are not allowed to observe the realms of the gods.\r

    Tomes look like winged humans with the head of a hawk, just over 8 feet tall in height. They cover their bodies with armor, as a sign that their primary purpose is to defend their layer. It is believed that tome archons subsist on ambrosia, the distilled essence of the joy felt by all petitioners of Mount Celestia.\r


    COMBAT<\/b>\r
    Tomes will avoid fighting personally whenever possible, as their special place in the archon hierarchy requires their continued existence. Normally, tomes only attack to prevent further warfare between two enemy parties. Whenever needed, a tome may summon a large number of lesser archons to its defense. A tome can also use magic to defend itself, or fire twin rays of light from its hands.\r

    Spell-Like Abilities<\/b>: At will - daylight, detect evil<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).\r

    Spells<\/b>: Tome archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 20th-level clerics (save DC 17 + spell level).\r

    Light Ray (Su)<\/b>: A tome archon's light rays have a range of 60 feet.\r

    Summon Archons (Sp)<\/b>: At will, a tome archon can summon 1,000 lantern archons, 500 hound archons, 250 warden archons, or 125 sword archons.\r

    Celestial Qualities<\/b>: (as shown in the MM, p 31) aura of menace (save DC 27), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison, keen vision.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in 1E Manual of the Planes (1987), Monstrous Compendium 8, the Outer Planes appendix (1991), Planes of Law boxed set (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful good","environment":">Any land and underground"},{"name":"Celestial Stag","type":"Aberration","ch":2,"challenge_rating":" 2 \u00a0","id":5272,"reference":"Usergen","full_text":"

    Celestial Stag <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Aberration \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+9\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+4 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>
    Attack: <\/strong>Gore +5 melee (2d6+1) <\/td> <\/tr>
    Full Attack: <\/strong>Gore +5 melee (2d6+1) and 2 hooves +3 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death throes<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/slashing or piercing, darkvision 60 ft., light vulnerability, regeneration 1, tomb-tainted<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 18, Con 17, Int 10, Wis 12, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Bluff +3, Hide +4*, Intimidate +4, Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Multiattack, Persuasive <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Tarterian Depths of Carceri<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00966 HD (Medium); 7\u00c2\u00969 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a nightmarish deer, one formed completely of greenish ooze.<\/i>\r

    Celestial stags are mysterious entities that have escaped the prison plane of Carceri to inhabit deep, underground mines on the Material Plane. Celestial stags desperately seek the light of the sun, which will end their tortured existence. Miners often encounter celestial stags when unearthing a new underground cavern. The alien creatures attempt to parley, barter, bribe, and even torture miners in their quest to reach the surface.\r

    Should a celestial stag find its way to the surface, it briefly flashes a look of satisfaction before exploding into a pool of foul-smelling, liquid pestilence. \r

    Celestial stags are 5 feet long and 2 feet tall at the shoulder, weighing over 100 pounds. \r

    Celestial stags speak Common.\r

    COMBAT\r

    Celestial stags fight much like a natural stag, goring with its antlers and stamping with its hooves.\r

    Amorphous (Ex):<\/b> A celestial stag is not subject to critical hits. It cannot be flanked. Because of its jellylike substance, a celestial stag is able to slip through spaces that otherwise could accommodate only a Tiny or smaller creature.\r

    Death Throes (Ex):<\/b> When killed, a celestial stag explodes in a burst of liquid pestilence that deals 1d6 points of acid damage to anything within 5 feet (Reflex DC 14 half). Additionally, a creature damaged by the acid must succeed on a DC 14 Fortitude save or become infected with slimy doom. The save DC is Constitution-based.\r

    Regeneration (Ex):<\/b> Cold deals normal damage to a celestial stag.\r

    Light Vulnerability (Ex):<\/b> Spells with the light descriptor and those that deal extra damage to light-sensitive creatures (such as searing light<\/i>) deal lethal damage to a celestial stag. For purposes of determining damage for such spells, treat the celestial stag as if it were a light-sensitive undead creature. Exposing a celestial stag to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape, exposing nearby creatures to its death throes. \r

    Tomb-Tainted (Ex):<\/b> Although an aberration, a celestial stag is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). A celestial stag may be turned as if it were an undead creature with +2 turn resistance. \r

    Skills:<\/b> *A celestial stag has a +12 racial bonus on Hide checks made in areas of shadowy illumination.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1979 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #26<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral evil","environment":"Tarterian Depths of Carceri"},{"name":"Centaur, Nomadic","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":5273,"reference":"Usergen","full_text":"

    Centaur, Nomadic <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (\u00c2\u00961 size, +2 Dex, +4 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+14<\/td> <\/tr>
    Attack: <\/strong>Longsword +9 melee (2d6+6\/19\u00c2\u009620) or lance +9 melee (2d6+6\/x3) or composite shortbow (+4 Str bonus) +8 ranged (1d6+4\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +9 melee (2d6+6\/19\u00c2\u009620) and 2 hooves +5 melee (1d4+2); or lance +9 melee (2d6+6\/19\u00c2\u009620) and 2 hooves +5 melee (1d4+2); or composite shortbow (+4 Str bonus) +8 ranged (1d6+4\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con 15, Int 10, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +4, Listen +4, Move Silently +4, Spot +4, Survival +8<\/td> <\/tr>
    Feats: <\/strong>Point Blank Shot, Precise Shot, Shot on the Run (B), Weapon Focus (shortbow)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, hunting party (5\u00c2\u00968), clan (11\u00c2\u009630 plus 30% noncombatants plus 1 leader of 2nd\u00c2\u00965th level), or tribe (20\u00c2\u0096360 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th\u00c2\u00969th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard (see text)<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral, often lawful<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature bears the torso and upper portions of a human, and the lower portions of a horse. Both its horse portion and torso are covered in a coat of shaggy hair. Its face sports a long, thin beard and mustache, and its dirty gray hair hangs in long braids. It carries a fine shortbow.<\/i>\r

    Nomadic centaurs roam the steppes and plains. Hardier than their sylvan cousins, nomadic centaurs live harsh lives with bleak outlooks. Aloof and proud, they roam the steppes in loose tribes. The tribes gather only to avenge the destruction of a clan or to mourn the passing of a Learned One.\r

    One of the greatest honor a nomadic centaur can bestow or receive is the title \\\"Learned One\\\". This honor is bestowed upon someone who has performed a great deed or shown exceptional skill and wisdom. Centaurs who receive this honor often rise to positions of leadership or other respected positions. This honor can be bestowed upon non-centaurs, but to qualify, the beneficiary must have performed heroic actions to benefit the centaurs. The title is not noted in any way, through symbol nor writ, but is spread throughout centaur culture through verbal news of the deeds. The honor can be revoked, should the recipient lose the respect of the centaurs.\r

    Treasures taken by the clan are communally held (except for 1-4 gems per individual). Magic items, particularly weapons, are distributed among the warriors. \r

    A nomadic centaur is about 7 feet tall and weighs about 2,100 pounds. \r

    Nomadic centaurs speak Common.\r

    Combat\r

    Once enemies are spotted, nomadic centaurs often charge, whooping and hollering to try to frighten the opposition. If the foes appear weak, the centaurs follow through with the charge. If the adversaries seem strong, the centaurs break the charge and open fire with their bows. As masters of the bow, nomadic centaurs prefer to attack at range, sidestepping charges from the opposition. Nomadic centaurs feel no shame in retreating, and falling back is considered an honorable tactic.\r

    Nomadic Centaurs As Characters\r

    A nomadic centaur\\'s favored class is ranger. Nomadic centaur clerics worship Skerrit and can choose any two of the following domains: Animal, Healing, Plant, Sun.\r

    Nomadic centaurs characters possess the following racial traits.\r

    • +8 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom.\r
      Large size. \u00c2\u00961 penalty to Armor Class, \u00c2\u00961 penalty on attack rolls, \u00c2\u00964 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.\r
      <\/li>
    • Space\/Reach: 10 feet\/5 feet.\r
      <\/li>
    • A nomadic centaur\\'s base land speed is 60 feet.\r
      <\/li>
    • Darkvision out to 60 feet.\r
      <\/li>
    • Racial Hit Dice: A nomadic centaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.\r
      <\/li>
    • Racial Skills: A nomadic centaur\\'s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Survival. A nomadic centaur has a +4 racial bonus on Survival checks.\r
      <\/li>
    • Racial Feats: A nomadic centaur\\'s monstrous humanoid levels give it three feats. It also gains Shot on the Run as a bonus feat.\r
      <\/li>
    • Weapon Proficiency: Nomadic centaurs are automatically proficient with the longbow, composite longbow, shortbow, and composite shortbow.\r
      <\/li>
    • +4 natural armor bonus.\r
      <\/li>
    • Automatic Languages: Common. Bonus Languages: Gnoll, Gobling, Halfling, Orc, Sylvan.\r
      <\/li>
    • Favored Class: Ranger.\r
      <\/li>
    • Level adjustment +2. \r
      <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in The Horde Campaign Setting<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral, often lawful","environment":"Temperate plains"},{"name":"Centaur, Sea","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":5274,"reference":"Usergen","full_text":"

    Centaur, Sea <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Monstrous Humanoid \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (\u00c2\u00961 size, +2 Dex, +6 natural), touch 11, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+12<\/td> <\/tr>
    Attack: <\/strong>Trident +8 melee (2d6+3) or heavy crossbow +7 ranged (2d8\/19\u00c2\u009620)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Trident +8 melee (2d6+3) or heavy crossbow +7 ranged (2d8\/19\u00c2\u009620)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 16, Int 13, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +11, Spot +11, Survival +8, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (2\u00c2\u00963), company (1-3 plus 2\u00c2\u00965 tritons), squad (1-3 plus 6\u00c2\u009611 tritons), or band (1-3 plus 20\u00c2\u009680 tritons)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>No coins; standard goods (jewelry only); standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The torso, head, and arms are those of a silvery-skinned humanoid with blue-green hair. Its lower half looks like a cross between a horse and a fish, with silver-blue scales, fins instead of hooves, and a fishlike tail.<\/i>\r

    Sea centaurs appear to be a cross between a triton and a hippocampus. Sea centaurs are nomadic, living in small families or among tritons and hippocampi. They sometimes agree to serve as mounts for tritons.\r

    Sea centaurs share the tritons' emnity towards sahuagin, and serve as cavalry in the ongoing war between those two races.\r

    A sea centaur is 12 to 15 feet long and weighs about 2,400 pounds. Hair color ranges from deep blue to blue-green.\r

    Sea centaurs speak Common and Aquan.\r

    Combat\r

    Like tritons, sea centaurs prefer to avoid combat, but will fiercely defend their families and allies.\r

    Skills:<\/b> A sea centaur 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.\r

    Sea Centaurs As Characters\r

    A sea centaur's favored class is druid. Sea centaur clerics worship Persana and can choose any two of the following domains: Artifice, Protection, and Water.\r

    Sea centaur characters possess the following racial traits.\r

    • +6 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom.\r
      <\/li>
    • Large size. \u00c2\u00961 penalty to Armor Class, \u00c2\u00961 penalty on attack rolls, \u00c2\u00964 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.\r
      <\/li>
    • Space\/Reach: 10 feet\/5 feet.\r
      <\/li>
    • A sea centaur's base land speed is 5 feet. A sea centaur has a swim speed of 60 ft.\r
      <\/li>
    • Darkvision out to 60 feet.\r
      <\/li>
    • Racial Hit Dice: A sea centaur begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.\r
      <\/li>
    • Racial Skills: A sea centaur's monstrous humanoid levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Listen, Spot, Survival, and Swim.\r
      <\/li>
    • Racial Feats: A sea centaur's monstrous humanoid levels give it two feats.\r
      <\/li>
    • +6 natural armor bonus.\r
      <\/li>
    • Automatic Languages: Common, Aquan. Bonus Languages: Draconic, Elven, Sahuagin.\r
      <\/li>
    • Favored Class: Druid.\r
      <\/li>
    • Level adjustment +2.\r
      <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #116<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic good","environment":"Temperate aquatic"},{"name":"Centaurkin, Dorvesh","type":"Monstrous Humanoid","ch":3,"challenge_rating":" 3 \u00a0","id":5275,"reference":"Usergen","full_text":"

    Centaurkin, Dorvesh <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (\u00c2\u00961 size, +2 Dex, +3 natural), touch 11, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+12<\/td> <\/tr>
    Attack: <\/strong>Longsword +8 melee (2d6+6\/19\u00c2\u009620) or light crossbow +5 ranged (2d6\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Longsword +8 melee (2d6+6\/19\u00c2\u009620) and 2 hooves +2 melee (1d6+2); or light crossbow +5 ranged (2d6\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., dorvesh traits<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 14, Con 17, Int 8, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Appraise +0 (+2 stone or metal items), Craft (blacksmithing) +1 (+3 stone or metal items), Listen +2, Profession (miner) +3, Spot +2\r
    <\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Weapon Focus (longsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills or mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, company (2\u00c2\u009612), troop (8\u00c2\u009618 plus 1 leader of 2nd\u00c2\u00965th level), or clan(80\u00c2\u0096120 plus 20% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th\u00c2\u00969th level)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The upper half of this creature's body appears to be a muscular dwarf, with earthy brown skin, long braided hair, and a long black beard. Its lower body is that of a donkey, covered in coarse black hair. It wears a mail vest and carries a shield and sword.<\/i>\r

    Dorvesh are to dwarves as centaurs are to humans. Stubborn, tenacious, and xenophobic, but not warlike, they live self-sufficient lives in well-constructed, but temporary, small towns built around shallow mines. Like dwarves, they are skilled metalworkers, but their creations lack the decoration of dwarvencraft items. \r

    Dorvesh cultivate mushrooms and tubers to supplement their diets.\r

    A dorvesh is about 5 feet tall and weighs about 1,500 pounds. The coarse hair on hair their donkey portions varies from light brown to black, while their humanoid hair and beards can range in the same hues as those of dwarves. They live 150 to 200 years on average.\r

    Dorvesh speak Dwarven.\r

    Combat\r

    Normally peaceful, dorvesh prefer to avoid conflict. If drawn into battle, however, they are disci;lined and well-organized, and fight with clever strategies and tactics.\r

    Dorvesh As Characters\r

    A dorvesh's favored class is fighter. Dorvesh clerics worship the same deities as dwarves.\r

    Dorvesh characters possess the following racial traits.\r

    • +8 Strength, +4 Dexterity, +6 Constitution, \u00c2\u00962 Intelligence, +2 Wisdom, \u00c2\u00962 Charisma.\r
      <\/li>
    • Large size. \u00c2\u00961 penalty to Armor Class, \u00c2\u00961 penalty on attack rolls, \u00c2\u00964 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.\r
      <\/li>
    • Space\/Reach: 10 feet\/5 feet.\r
      <\/li>
    • A dorvesh's base land speed is 50 feet. However, dorveshes can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.\r
      <\/li>
    • Darkvision out to 60 feet.\r
      <\/li>
    • Racial Hit Dice: A dorvesh 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.\r
      <\/li>
    • Racial Skills: A dorvesh's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Appraise, Craft (blacksmithing), Listen, Profession (miner), and Spot.\r
      <\/li>
    • Racial Feats: A dorvesh's monstrous humanoid levels give it two feats.\r
      <\/li>
    • Stonecunning: This ability grants a dorvesh a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn\u00c2\u0092t stone but that is disguised as stone also counts as unusual stonework. A dorvesh who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dorvesh can use the Search skill to find stonework traps as a rogue can. A dorvesh can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.\r
      <\/li>
    • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.\r
      <\/li>
    • +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.\r
      <\/li>
    • +2 racial bonus on Appraise checks that are related to stone or metal items.\r
      <\/li>
    • +2 racial bonus on Craft checks that are related to stone or metal.\r
      <\/li>
    • +3 natural armor bonus.\r
      <\/li>
    • Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.\r
      <\/li>
    • Favored Class: Fighter.\r
      <\/li>
    • Level adjustment +2. \r
      <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral","environment":"Temperate hills or mountains"},{"name":"Centaurkin, Gnoat","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":5276,"reference":"Usergen","full_text":"

    Centaurkin, Gnoat <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+3 Dex, +1 natural, +1 armor), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+2<\/td> <\/tr>
    Attack: <\/strong>Spear +2 melee (1d8-1\/x3) or rear hooves +2 melee (1d6-1) or shortbow +6 ranged (1d6\/x3)<\/td> <\/tr>
    Full Attack: <\/strong>Spear +2 melee (1d8-1\/x3) or rear hooves +2 melee (1d6-1) or shortbow +6 ranged (1d6\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., gnoat traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 16, Con 13, Int 10, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Craft (woodworking) +4, Diplomacy +4, Listen +3, Profession (weaver) +3, Sense Motive +5, Spellcraft +2, Survival +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Dodge, Negotiator <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm hills or mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary, entourage (3\u00c2\u009612 plus 1 3rd-level illusionist), troop (8\u00c2\u009618 plus 1 leader of 2nd\u00c2\u00965th level), or clan(100\u00c2\u0096300 plus 10% noncombatants plus 1-4 1st- to 3rd-level illusionists and 1 chief of 5th-level)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This upper body of this creature looks like a brown-skinned gnome, with short gray hair and neatly-trimmed beard. Its hindquarters are those of a mountain goat with a shaggy gray coat. Its eyes are a deep cobalt blue, and it hooves are black. It wears a patchwork jacket of a myriad of colors, a hat, and carved wooden jewelry.<\/i>\r

    Gnoats make their homes in cave systems of lower foothills of high moutain ranges, hunting and farming thoughout the warm months in order to stockpile supplies for the winter. During the winter, the gnoats retreat deeper into the mountain caverns, where they turn their attention to their art and magic. Gnoats excel at woodcarving and sculpting stone, and trade their creations with other races for metal, pottery, and cloth. They do not travel far to seek out other races with which to trade, but gladly welcome traveling merchants into their homes after determining that they are not threats. These merchants often become lifelong friends of the gnoats, and visit each spring to trade for the gnoats' winter creations.\r

    Gnoats live in clans of 100 to 300 individuals. Clans are led by a chief, who wears the most elaborately decorated cap and jacket and sports a shield bearing the clan's emblem. He is accompanied by the clan's illuisionists, who dress in stark contrast to the chief, in plain leather tunics and black leather skull caps.\r

    Gnoats are known for their patchwork jackets, which are strongly constructed, conferring the same bonuses and penalties as padded armor. They tend to augment their appearance with wooden pendants and bracelets.\r

    A gnoat is about 5 feet tall and weighs 250-350 pounds. The gnome portions of its body range from tan to deep chestnut skin. Its hair coloration matches that of its goat portion, which is brown, black, or gray. The underside of the hindquarters is usually white or cream-colored. Eye color is nearly always blue, from light and cool to deep cobalt. A rare few have green or brown eyes.\r

    Gnoats speak Common and Gnome.\r

    Combat\r

    Gnoats are not generally violent, but if drawn into battle, they arm themselves with spears, clubs, and shortbows. A gnoat can deliver a kick with its rear hooves, but usually does so only if unarmed.\r

    Gnoats As Characters\r

    A gnoat's favored class is wizard (illusionist). Gnoat clerics worship the same deities as gnomes.\r

    Gnoat characters possess the following racial traits.\r

    • -2 Strength, +6 Dexterity, +2 Constitution, +2 Wisdom.\r
      <\/li>
    • Medium size.\r
      <\/li>
    • Space\/Reach: 5 feet\/5 feet.\r
      <\/li>
    • A gnoat's base land speed is 40 feet.\r
      <\/li>
    • Darkvision out to 60 feet.\r
      <\/li>
    • Racial Hit Dice: A gnoat begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.\r
      <\/li>
    • Racial Skills: A gnoat's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Craft (woodworking), Diplomacy, Profession (weaver), Sense Motive, Spellcraft, and Survival.\r
      <\/li>
    • Racial Feats: A gnoat's monstrous humanoid levels give it two feats.\r
      <\/li>
    • Weapon Familiarity: Gnoats may treat gnome hooked hammers as martial weapons rather than exotic weapons.\r
      <\/li>
    • +2 racial bonus on saving throws against illusions.\r
      <\/li>
    • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnoats. This adjustment stacks with those from similar effects, such as the Spell Focus feat.\r
      <\/li>
    • +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).\r
      <\/li>
    • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).\r
      <\/li>
    • +2 racial bonus on Listen checks.\r
      <\/li>
    • +2 racial bonus on Craft (woodworking) checks.\r
      <\/li>
    • +1 natural armor bonus.\r
      <\/li>
    • Natural Weapons: Rear hooves (1d6).\r
      <\/li>
    • Spell-Like Abilities: 1\/day\u00c2\u0097speak with animals<\/i> (burrowing mammal only, duration 1 minute). A gnoat with a Charisma score of at least 10 also has the following spell-like abilities: 1\/day\u00c2\u0097dancing lights, ghost sound, prestidigitation<\/i>. Caster level 1st; save DC 10 + gnoat's Cha modifier + spell level.\r
      <\/li>
    • Automatic Languages: Common, Gnome. Bonus <\/li>
    • Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.\r
      <\/li>
    • Favored Class: Wizard (illusionist).\r
      <\/li>
    • Level adjustment +2. \r
      <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral","environment":"Temperate or warm hills or mountains"},{"name":"Centaurkin, Ha'pony","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 1 \u00a0","id":5277,"reference":"Usergen","full_text":"

    Centaurkin, Ha'pony <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+4 Dex, +3 studded leather), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+1<\/td> <\/tr>
    Attack: <\/strong>Short sword +1 melee (1d6-1\/19-20) or shortbow +7 ranged (1d6\/x3) or sling +7 ranged (1d4-1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Short sword +1 melee (1d6-1\/19-20) or shortbow +7 ranged (1d6\/x3) or sling +7 ranged (1d4-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., ha'pony traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +8, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 18, Con 13, Int 8, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +0, Jump +1, Listen +4, Move Silently +6, Spot +2, Survival +2 (includes -1 check penalty)\r
    <\/td> <\/tr>
    Feats: <\/strong>Point Blank Shot\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate<\/td> <\/tr>
    Organization: <\/strong>Solitary, patrol (2-8), or village (80-150 plus 15% noncombatants plus one 2nd-level mayor)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The upper body of a halfling sits atop a pony's hindquarters. The halfling skin appears tan and weathered, while the pony coat is chestnut colored. Its dark brown hair and tail are braided with ribbons of varying colors. It wears a brightly colored shirt and studded leather armor and carries a shortbow.<\/i>\r

    Ha'ponies are cheerful, peaceful relatives of the centaur and halfling. Ha'ponies form small villages close to nature, where they farm, hunt, and engage in craftmaking. They live in small families within the village. Although wary of outsiders, they are friendly and hospitable once their trust has been gained.\r

    Each village maintians a militia with 20 to 30 members who wear studded leather armor and carry short swords, slings, and shortbows. The statistics block above indicates a typical member of the militia. The mayor of a ha'pony village is often a piebald ha'pony with one or two levels in a character class, often rogue. The mayor generally wears a chain shirt and carries a masterwork shortbow and short sword. Although the mayor holds an important position in the community, all important decisions are made by \"The Circle of Oak\", a council of elders. The Circle may remove a mayor from office should they deem it necessary. \r

    Ha'ponies subsist mainly on fruit, but supplement this diet with breads, cereals, and game birds. They are renown for their breads, and each community has its own specialty bread.\r

    Children are not born often to ha'ponies, but they are well-cared for by their family and community.\r

    A ha'pony is 4-1\/2 to 5 feet tall and weighs 630 to 700 pounds. Hair coloration varies from sandy to dark brown, while the coat of the pony portion ranges from various brown hues to gray or even piebald. Ha'ponies live up to 120 years.\r

    Ha'ponies speak Common and Halfling.\r

    Combat\r

    Although peaceful, ha'ponies will fiercely defend their homes. Their skill with the sling and shortbow is legendary.\r

    Ha'ponies As Characters\r

    A ha'pony's favored class is rogue. Ha'pony clerics worship the same deities as halflings.\r

    Ha'pony characters possess the following racial traits.\r

    • -2 Strength, +8 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom.\r
      <\/li>
    • Medium size.\r
      <\/li>
    • Space\/Reach: 5 feet\/5 feet.\r
      <\/li>
    • A ha'pony's base land speed is 30 feet.\r
      <\/li>
    • Darkvision out to 60 feet.\r
      <\/li>
    • Racial Hit Dice: A ha'pony 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 +2, and Will +2.\r
      <\/li>
    • Racial Skills: A ha'pony's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Jump, Listen, Move Silently, Spot, abd Survival.\r
      <\/li>
    • Racial Feats: A ha'pony's monstrous humanoid levels give it one feat.\r
      <\/li>
    • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.\r
      <\/li>
    • +1 racial bonus on all saving throws.\r
      <\/li>
    • +2 morale bonus on saving throws against fear. This bonus stacks with the halfling\u00c2\u0092s +1 bonus on saving throws in general.\r
      <\/li>
    • +1 racial bonus on attack rolls with thrown weapons, shortbows, and slings.\r
      <\/li>
    • Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.\r
      <\/li>
    • Favored Class: Rogue.\r
      <\/li>
    • Level adjustment +2. \r
      <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral good","environment":"Any temperate"},{"name":"Centaurkin, Zebranaur","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 2 \u00a0","id":5278,"reference":"Usergen","full_text":"

    Centaurkin, Zebranaur <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+6\u00a0(19 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (\u00c2\u00961 size, +4 Dex, +1 natural), touch 10, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+10<\/td> <\/tr>
    Attack: <\/strong>Scimitar +5 melee (1d8+3\/18\u00c2\u009620) or composite longbow (+3 Str bonus) +7 ranged (2d6+3\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Scimitar +5 melee (1d8+3\/18\u00c2\u009620) and 2 hooves +0 melee (1d4+1); or composite longbow (+3 Str bonus) +7 ranged (2d6+3\/x3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +7, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 19, Con 14, Int 10, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +1, Jump +11, Listen +3, Move Silently +6, Spot +3, Survival +6<\/td> <\/tr>
    Feats: <\/strong>Point Blank Shot, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, camp (8-12), tribe (50-80 plus 20% noncombatants plus one 4th-level chief pluse 3-4 1st-3rd level shamans plus one 4th-5th level elder shaman)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature has the upper torso, arms, and head of a humanoid, and the lower body of a zebra. Its humanoid portions are dark-skinned, but lack the stripes of its zebra portions. A short black-bristled mane grows from its neck to the middle of its lower back. It wears a square of leather tied to its neck and waist, and wears bone and wooden jewelery. It carries a feathered composite longbow and a scimitar.<\/i>\r

    Zebranaurs are plains-dwelling cousins of the centaur. They are nomadic hunter-gatherers, and are generally pacifistic. Zebranaurs are quite fond of brass and copper jewelery and will trade for these items when possible. They dislike wemics, and will generally relocate if a group of wemics moves into their territory.\r

    Males and females are equals in zebranaur society, with both responsible for child-rearing, cooking, and other domestic duties. \r

    Although zebranaurs rarely learn to read or write, they have a photographic memory for abstract designs and shapes. They record their history in intricate whorled patterns on leather, which the eldest shaman safeguards. Zebranaurs enjoy painting, using vegetable dyes as the most common artistic supply. They also paint the humanoid portion of their bodies with dark stripes or other patterns. Some tribes have adopted ritual tattooing as well.\r

    A zebranaur is about 6 feet tall and weighs about 1,800 pounds. They live 50-60 years on average.\r

    Zebranaurs speak Common, Sylvan, and Elven.\r

    Combat\r

    Generally pacifistic, zebranaurs attempt to avoid combat whenever possible.\r

    Zebranaurs As Characters\r

    A zebranaur's favored class is ranger. Zebranaur clerics worship Skerrit and can choose any two of the following domains: Animal, Good, or Plant.\r

    Zebranaur characters possess the following racial traits.\r

    • +6 Strength, +8 Dexterity, +4 Constitution, +2 Wisdom.\r
      <\/li>
    • Large size. \u00c2\u00961 penalty to Armor Class, \u00c2\u00961 penalty on attack rolls, \u00c2\u00964 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.\r
      <\/li>
    • Space\/Reach: 10 feet\/5 feet.\r
      <\/li>
    • A zebranaur\u00c2\u0092s base land speed is 50 feet.\r
      <\/li>
    • Darkvision out to 60 feet.\r
      <\/li>
    • Racial Hit Dice: A zebranaur begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.\r
      <\/li>
    • Racial Skills: A zebranaur\u00c2\u0092s monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Survival.\r
      <\/li>
    • Racial Feats: A zebranaur\u00c2\u0092s monstrous humanoid levels give it two feats.\r
      <\/li>
    • Weapon Proficiency: Zebranaurs are automatically proficient with the scimitar, shortspear, spear, longspear, longbow, composite longbow, shortbow, and composite shortbow.\r
      <\/li>
    • +1 natural armor bonus.\r
      <\/li>
    • Automatic Languages: Common, Halfling. Bonus Languages: Elven, Gnome, Sylvan.\r
      <\/li>
    • Favored Class: Ranger.\r
      <\/li>
    • Level adjustment +2. \r
      <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Annual Volume Two<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral","environment":"Temperate plains"},{"name":"Cerberus (Guardian of Hades)","type":"Outsider","ch":21,"challenge_rating":" 21 \u00a0","id":5279,"reference":"Usergen","full_text":"

    Cerberus (Guardian of Hades) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Outsider \t\t\t(Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 45d8+540\u00a0(742 hp)<\/td> <\/tr>
    Initiative: <\/strong> +11<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 40 (-2 size, +3 Dex, +29 natural), touch 11, flat-footed 37<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+45\/+66<\/td> <\/tr>
    Attack: <\/strong>Bite +57 melee (3d6+13\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>3 bites +57 melee (3d6+13\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Petrifying gaze, poison, rend, spit, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 240 ft, damage reduction 10\/epic, darkvision 120 ft, eternal vigilance, fast healing 20, immunity to mind-affecting effects, keen senses, petrification, and poison, resistance to acid 10, cold 10, electricity 10, fire 10, scent, spell resistance 27<\/td> <\/tr>
    Saves: <\/strong>Fort +36, Ref +31, Will +36 <\/td> <\/tr>
    Abilities: <\/strong>Str 36, Dex 16, Con 34, Int 24, Wis 26, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Balance +43, Bluff +35, Climb +33, Diplomacy +39, Disguise +5 (+7 acting), Hide +43, Intimidate +55, Jump +55, Knowledge (arcana) +55, Knowledge (religion) +55, Knowledge (the planes) +55, Listen +66, Move Silently +41, Search +55, Sense Motive +64, Spot +66, Survival +36* (+38 following tracks, +38 on other planes), Swim +41, Tumble +43<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Track, Weapon Focus (bite)\r
    Epic Feats<\/b>: Dire Charge, Epic Reflexes, Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Will, Superior Initiative\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Gray Waste of Hades<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>21<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This giant black canine is monstrously huge. It has three large, constantly drooling mastiff heads that breathe out rank, dead breath.<\/i>\r

    Cerberus never shirks his duty to the god Hades, as guardian to the gates of the Olympian Underworld. He is almost always found there when on his home plane, although his master does occasionally allow him to roam other planes freely. He will always allow dead people to enter the gates, but living people must present a tasty treat as a bribe to get him to let them enter. He will not allow any being, alive or dead, to leave the underworld. If Cerberus is killed and therefore sent to the Underworld, Hades simply allows him to leave and journey back to the land of the living.\r

    Due to his master Hades' magics, Cerberus is unmatched in his guardianship ability. He cannot be magicked away from his post by any force, nor can he be tricked away by any means, magical or otherwise.\r

    Cerberus speaks Common, Undercommon, Infernal, and Abyssal. \r

    Cerberus is 30 feet long, and weighs 15 tons.\r

    COMBAT<\/b>\r
    Cerberus will normally not engage in combat unless attacked first. He will fight to the death against anyone who attacks him or anyone who tries to leave the underworld without Hades' command. He can bite with any or all of his three heads, but he will often sacrifice one attack to spray his spittle, or all three to petrify a dangerous foe.\r

    Cerberus's natural weapons are treated as evil-aligned and epic for the purpose of overcoming damage reduction.\r

    Petrifying Gaze (Su)<\/b>: Turn to stone permanently, 30 feet, Fortitude DC 37 negates. The save DC is Charisma-based. Cerberus can affect only a single target per round as a standard action, and those merely looking at him are not affected. Cerberus must use all three of his heads, and cannot use his gaze attack that round if he makes a spit attack or bite attack with at least one of his heads.\r

    Poison (Ex)<\/b>: Contact, Fortitude DC 44, initial and secondary damage 3d6 Con. The save DC is Constitution-based.\r

    Rend (Ex)<\/b>: If Cerberus hits a single opponent with at least two bite attacks, he latches onto the opponent's body and tears the victim apart. This attack automatically deals an extra 6d6+19 points of damage.\r

    Spit (Ex)<\/b>: Cerberus can spit a stream of powerful poisonous spittle from his middle head at a target. He makes a ranged touch attack with a range increment of 30 feet.\r

    Trip (Ex)<\/b>: When Cerberus hits with a bite attack he can attempt to trip his opponent (+21 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Cerberus.\r

    Eternal Vigilance (Su)<\/b>: Cerberus cannot be forcibly moved or removed by any magical means; all such attempts fail. It is possible to use physical means to move him, such as pushing him, but he can simply walk back to his post as soon as he is able.\r

    Keen Senses (Ex)<\/b>: Cerberus sees four times as well as a human in low-light conditions and twice as well in normal light. He also has darkvision with a range of 120 feet.\r

    Skills<\/b>: Cerberus has a +8 racial bonus on Sense Motive checks. \r

    *Cerberus has a +4 racial bonus on Survival checks when tracking by scent.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Gray Waste of Hades"},{"name":"Ceremorph, Mozgriken","type":"Aberration","ch":3,"challenge_rating":" 3 \u00a0","id":5280,"reference":"Usergen","full_text":"

    Ceremorph, Mozgriken <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Aberration \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+4\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/-1<\/td> <\/tr>
    Attack: <\/strong>Tentacle +4 melee (1d4+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>3 tentacles +4 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Psionics<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 120 ft., hide in plain sight, nondetection, spell resistance 14<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 16, Con 12, Int 19, Wis 19, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Concentration +8, Escape Artist +10, Hide +18, Listen +11, Move Silently +14, Spot +11, Use Rope +3 (+5 bindings)<\/td> <\/tr>
    Feats: <\/strong>Eyes In The Back Of Your Head, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This strange hunchbacked being stands only half as tall as a human. Its back is hunched, and its limbs are twisted. Its flesh is rubbery pitch black, and the three tendrils replacing its mouth appear to be nothing more than wisps of shadow, fading into nothingness at the tips.<\/i>\r

    Mozgriken are special form of ceremorph created when an illithid larva is implanted within a deep gnome (svirfneblin), and fused with the essence of the Plane of Shadow.\r

    Because of the hatred between illithids and svirfneblin, mozgriken find little respect within an illithid community. Mozgriken are the targets of constant scorn despite their usefulness. Although they can often infiltrate an enemy's camp, they are treated poorly because of their origin. Compounding the bias against them is the fact that they've only three tentacles, a sign of imperfection, and can draw sustenance only from the fluids of the brain. They've eventually come to accept illithid rule because they know there is no other race in the Underdark that would take them in. Even if they all united, they would be too weak to survive.\r

    A mozgriken is usually 3 to 3-1\/2 feet tall and weighs 40 to 45 pounds.\r

    Mozgriken speak Common, Gnome, and Undercommon.\r

    COMBAT\r

    Made meek by the harsh rule of their creators, mozgriken avoid combat whenever possible. They use their psionic powers to hide among their foes and glean bits of vital information. If detected, mozgriken do everything in their power to escape, but if pressed into battle they use their psionics to attempt to create an opening to escape. \r

    Hide in Plain Sight (Su):<\/b> A mozgriken can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a mozgriken can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.\r

    Nondetection (Su):<\/b> Mozgriken have a continuous nondetection<\/i> supernatural ability as the spell cast by a wizard of their character level. \r

    Psionics (Sp):<\/b> At will\u00c2\u0097darkness<\/i>; 3\/day\u00c2\u0097detect thoughts<\/i> (DC 13), magic fang, misdirection<\/i> (DC 13), owl's wisdom<\/i>; 1\/day\u00c2\u0097clairaudience\/clairvoyance, invisibility, locate creature, polymorph<\/i>. Effective caster level 6th. The save DCs are Charisma-based.\r

    Skills:<\/b> A mozgriken has a +4 racial bonus on Hide and Move Silently checks.\r

    Psionic Mozgriken<\/b>\r
    If you are using the Expanded Psionics Handbook<\/i> and running a psionic campaign, mozgriken gain the psionic subtype, have power resistance 14 rather than spell resistance, and gain psi-like abilities.\r

    Feats:<\/b> Eyes In The Back Of Your Head, Speed Of Thought\r

    Psi-Like Abilities:<\/b> At will\u00c2\u0097chameleon<\/i>; 3\/day\u00c2\u0097conceal thoughts<\/i> (self only), escape detection, forced sense link<\/i> (DC 13, 2 senses)*, metaphysical claw<\/i> (+2 enhacement bonus, 6 hours)*, read thoughts<\/i> (DC 13); 1\/day\u00c2\u0097clairvoyant vision, metamorphosis, shadow body<\/i>. Manifester level 6th. The save DCs are Charisma-based. These abilities replace the mozgriken's spell-like psionics.\r

    *Includes augmentation for the mozgriken's manifester level.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #255<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral evil","environment":"Underground"},{"name":"Ceremorph, Tzakandi","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":5281,"reference":"Usergen","full_text":"

    Ceremorph, Tzakandi <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Aberration \t\t\t(Reptilian)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 Dex, +5 natural), touch 11, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d4+2) or club +6 melee (1d6+2) or javelin +5 ranged (1d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d4+2) and bite +1 melee (1d4+1); or club +6 melee (1d6+2) and bite +1 melee (1d4+1); or javelin +5 ranged (1d6+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid spit, psionics<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., hold breath, spell resistance 12<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +4, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 12, Con 13, Int 11, Wis 12, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Concentration +4, Jump +8, Spellcraft +5, Swim +7, Tumble +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Empower Spell-Like Ability (magic missile), Endurance, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Half standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This reptilian humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, a long tail, and deep green scales. Its long head tapers at the top into two long tentacles that fall down its back like writhing ponytails.<\/i>\r

    Tzakandi are special form of ceremorph created when an illithid larva is implanted within a lizardfolk.\r

    Tzakandi are valued as personal guards in illithid communities but are still treated as inferiors. Still, they are happy with their lot in life. Tzakandi are housed near their master's chambers, they are kept well fed, and they frequently are called on to do what they love most: fight and kill.\r

    The larvae chosen for lizard man implantation are usually larger and more aggressive than most, but they seem less intelligent according to some inscrutable illifhid standard. Normally these specimens would be devoured by the elder brain, as they are unsuitable for regular implantation. They bond to the first illithid they see after the completion of their ceremorphosis and serve it without question or hesitation.\r

    A tzakandi is usually 6 to 7 feet tall with dark green scales. Its tail is used for balance and is 3 to 4 feet long. A tzakandi can weigh from 200 to 250 pounds.\r

    Tzakandi speak Draconic and Undercommon.\r

    COMBAT\r

    Tzakandi are always on edge, ready to pounce on any threat to their illithid masters. Extremely vicious, they delight in melee combat, but are intelligent enough to use their psionics to soften up enemies before wading into battle. Tzakandi prefer to work in pairs--while one focuses its attention on spellcasters and psionicists, the other engages any warriors present. When facing strong opposition, the ceremorphs employ hit-and-run tactics, with one on the offensive as the other seeks cover. If they are acting as bodyguards, however, they do not retreat until the threat has passed or until they are dead. \r

    Acid Spit (Ex):<\/b> Once per day, a tzakandi can spit a ball of caustic saliva with a range of 30 feet, as a ranged touch attack. On a successful hit, the target takes 2d8 points of acid damage and must succeed at a DC 14 Fortitude saving throw or be blinded for 1d6 rounds. The save DC is Constitution-based. \r

    Psionics (Sp):<\/b> At will\u00c2\u0097light, mage hand, resistance<\/i>; 3\/day\u00c2\u0097barkskin, blur<\/i>, empowered magic missile, heat metal<\/i> (DC 14), levitate, true strike<\/i>; 1\/day\u00c2\u0097fear<\/i> (DC 16), fireball<\/i> (DC 15), telekinesis<\/i> (DC 17), vampiric touch<\/i>. Effective caster level 6th. The save DCs are Charisma-based.\r

    Hold Breath (Ex):<\/b> A tzakandi can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.\r

    Skills:<\/b> Because of their tails, tzakandi have a +4 racial bonus on Jump, Swim, and Balance checks. \r

    Psionic Tzakandi<\/b>\r
    If you are using the Expanded Psionics Handbook<\/i> and running a psionic campaign, tzakandi gain the psionic subtype, have power resistance rather than spell resistance, and gain psi-like abilities.\r

    Skills:<\/b> Autohypnosis +6, Balance +7, Concentration +6, Jump +8, Psicraft +5, Swim +7\r
    Feats:<\/b> Multiattack, Psionic Body, Psionic Fist\r

    Psi-Like Abilities:<\/b> At will\u00c2\u0097control light, defensive precognition<\/i> (+2 insight, +1 saves)*, thicken skin<\/i> (+2 enhancement bonus)*; 3\/day\u00c2\u0097biofeedback<\/i> (DR 3\/-)*, chameleon, matter agitation, offensive precognition<\/i> (+2 insight)*, psionic levitate<\/i>; 1\/day\u00c2\u0097body adjustment, energy burst<\/i> (DC 15, 6d6 damage)*, mental disruption<\/i> (DC 16, 15-ft. range, 15-ft. radius)*, telekinetic force<\/i> (DC 15, 275 lbs.)*, telekinetic thrust<\/i> (DC 15, 275 lbs.)*. Manifester level 6th. The save DCs are Charisma-based. These abilities replace the tzakandi's spell-like psionics.\r

    *Includes augmentation for the tzakandi's manifester level.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #255<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Usually neutral evil","environment":"Underground"},{"name":"Cetus, Lesser","type":"Dragon","ch":10,"challenge_rating":" 10 \u00a0","id":5282,"reference":"Usergen","full_text":"

    Cetus, Lesser <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Dragon \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d12+91\u00a0(175)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-4 size, +14 natural), touch 6, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+36<\/td> <\/tr>
    Attack: <\/strong>Gore +24 melee (3d6+14\/19-20) or tail slap +20 melee (2d8+11)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +24 melee (3d6+14\/19-20) or tail slap +20 melee (2d8+11)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, magic strike (tusks only), swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to disease, paralysis, petrification, and sleep, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 32, Dex 10, Con 24, Int 6, Wis 8, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +15, Search +14, Move Silently +16, Spot +15, Survival +15, Swim +35<\/td> <\/tr>
    Feats: <\/strong>Blind-fight, Cleave, Improved Critical (gore), Power Attack, Weapon Focus (gore)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>14-26 HD (Gargantuan); 27-39 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This body of this massive, thick-bodied sea serpent is covered in tightly packed scales with concentric rings of blue-green and dark red. Its head has both canine and serpentine features, and a pair of ivory tusks, nearly ten feet long, jut from its lower lip, curving upward and outward. A pair of vestigial fins match the blood-red crest atop its head.<\/i>\r

    Lesser ceti are aquatic relatives of dragons. Although they are called \"lesser\", no greater ceti exist. Legends tell that they are somehow related to a legendary sea monster known as Cetus, but the truth to their origin is unknown.\r

    Lesser ceti are solitary creatures, only coming together to briefly mate. A female lesser cetus buries her clutch of 1 to 4 eggs deep beneath sandy beaches. picking desolate and isolated areas when possible. She then abandons the eggs.\r

    When the sprawl of civilization creates a shortage of suitable egg-laying locales, or when humanoids begin digging up large numbers of ceti eggs, an instinctive directive leads all the world's ceti to congregate. This congregation of ceti descends upon the fringes of civlization and launches a massive offensive to eradicate the civilization. The ceti attack from all sides, if possible, preferring to attack islands, peninsulas, or inlets.\r

    Although they can subsist on anything like most dragons, the prefer flesh. Lesser ceti compete with aquatic dragons, sea serpents, dragon turtles, kraken, and the greatest sharks for prey and territory. They must also contend with giant crocodiles and sea turtles that dig up their eggs.\r

    Ceti tusks are highly valuable, fetching 4,000 gp or more from interested buyers, for use in the creation of magic items involving ivory (such as the ivory goats figurines of wondrous power<\/i>).\r

    A lesser cetus is 60 feet or more in length and weighs upwards of 45,000 pounds.\r

    Lesser ceti speak Draconic.\r

    COMBAT\r

    A lesser cetus is a straightforward combatant, goring with its massive tusks or lashing with its powerful tail. The tusks are a +3 magic weapon, though their power fades if removed from the cetus. \r

    Improved Grab (Ex):<\/b> To use this ability, a lesser cetus must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.\r

    Swallow Whole (Ex):<\/b> A lesser cetus can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+11 points of crushing damage plus 8 points of acid damage per round from the lesser cetus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 18). Additionally, the lesser cetus's interior is resilient, having damage reduction 5\/adamantine. Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. A Gargantuan lesser cetus's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. \r

    Skills:<\/b> A lesser cetus 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.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #248<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Dragon","alignment":"Always chaotic evil","environment":"Warm aquatic"},{"name":"Ch'ing Shih","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5283,"reference":"Usergen","full_text":"

    Ch'ing Shih (Template)<\/h1>
    A livid corpse with baleful red eyes moves with surprising agility and power.<\/i>\r

    A ch'ing shih is a form of vampire. Rather than draining blood, it kills the living with its venemous breath and unnatural fury.\r

    Ch'ing shih arise when a body is not given the proper funeral rites, allowing the darker side of the soul to animate the body.\r

    A ch'ing shih speaks any languages it knew in life.

    Creating a Ch'ing Shih<\/h2> \"Ch'ing shih\" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the \"base creature\"). A ch'ing shih uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.\r

    Hit Dice:<\/b> Increase all current and future Hit Dice to d12s.\r

    Armor Class:<\/b> A ch'ing shih has a +6 natural armor bonus or the base creature\u00c2\u0092s natural armor bonus, whichever is better.\r

    Attacks:<\/b> A ch'ing shih retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; the ch'ing shih can strike with each of its claw attacks at its full attack bonus. \r

    Damage:<\/b> Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the ch'ing shih's size. (If the base creature already had claw attacks with its hands, use the ch'ing shih claw damage only if it\u00c2\u0092s better.)\r

    Size \/ Damage \r
    Diminutive or Fine \/ 1 \r
    Tiny \/ 1d2 \r
    Small \/ 1d3 \r
    Medium \/ 1d4 \r
    Large \/ 1d6 \r
    Huge \/ 1d8 \r
    Gargantuan \/ 2d6 \r
    Colossal \/ 2d8 \r

    Special Attacks:<\/b> A ch'ing shih retains all special attacks of the base creature and gains the special attacks described below. The DC of the saving throw for any of its special attacks is equal to 10 + \u00c2\u00bd ch'ing shih's HD + ch'ing shih's Cha modifier.\r

    Breath Weapon (Su):<\/i> Once every 1d4 rounds, a ch'ing shih may breath a 10-foot cone of contact poison. Fortitude negates, inital damage 1d6 Con, secondary damage 1d6 Con.\r

    Fury of the Grave (Ex):<\/i> Once per day, as a swift action, a ch'ing shih can fly into a berserk fury. During this fury, the ch'ing shih temporarily gains a +8 bonus to Strength, a +2 morale bonus on Will saves, and the unholy toughness ability (which grants the ch'ing shih a bonus to its hit points equal to its Charisma modifier x its Hit Dice, but these hit points go away at the end of the fury. (These extra hit points are not lost first the way temporary hit points are.) While in a fury, a ch'ing shih cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fury lasts for a number of rounds equal to 3 + the ch'ing shih's Charisma modifier. A ch'ing shih may prematurely end its fury. At the end of the fury, the ch'ing shih loses the fury modifiers and restrictions. \r

    If the base creature possesses a rage or frenzy ability, these are replaced with the same number of daily uses of fury of the grave.\r

    Special Qualities:<\/b> A ch'ing shih retains all special qualities of the base creature and gains the special qualities described below.\r

    Turn Resistance (Ex):<\/i> A ch'ing shih has +2 turn resistance.\r

    Abilities:<\/b> Increase from the base creature as follows: Str +4, Dex +2, Int -4, Cha +4. As an undead creature, a ch'ing shih has no Constitution score.\r

    Environment:<\/b> Any, usually same as base creature.\r
    Organization:<\/b> Solitary or gang (2-8).\r
    Challenge Rating:<\/b> Same as the base creature +1.\r
    Treasure:<\/b> None.\r
    Alignment:<\/b> Always chaotic evil.\r
    Advancement:<\/b> By character class.\r
    Level Adjustment:<\/b> Same as the base creature +3.\r

    Greater Ch'ing Shih<\/b>\r

    Abilities:<\/b> Increase from the base creature as follows: Str +4, Dex +2, Cha +4. As an undead creature, a ch'ing shih has no Constitution score.\r

    Soul Jar:<\/b> A greater ch'ing shih is created by trapping the portion of its soul aligned with the spirits of goodness within a clay jar, allowing the evil portions of the soul to have full control of the corpse. As a rule, the only way to get rid of a ch'ing shih for sure is to destroy its soul jar. Unless its soul jar is located and destroyed, a greater ch'ing shih reappears 1 day after its apparent death.\r

    The creation of a soul jar requires the Craft Wondrous Item feat. The creator must be able to cast spells and have a caster level of 7th or higher. The soul jar costs 60,000 gp and 2,400 XP to create and has a caster level equal to that of its creator at the time of creation.\r

    A soul jar is Tiny and has 20 hit points, hardness 5, and a break DC of 20. Other objects to store the good soul of a greater ch'ing shih can exist, such as rings, amulets, or similar items.
    Challenge Rating: <\/strong>+1

    Sample Ch'ing Shih<\/h2> Ch'ing shih, 4th-Level Human Barbarian<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 4d12 (26 hp)\r
    Initiative: +2\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16\r
    Base Attack\/Grapple: +4\/+9\r
    Attack: Claw +9 melee (1d4+5) or greataxe +9 melee (1d12+7\/x3) \r
    Full Attack: 2 claws +9 melee (1d4+5) or greataxe +9 melee (1d12+7\/x3)\r
    Space\/Reach: 5 ft.\/5 ft.\r
    Special Attacks: Breath weapon, fury of the grave 2\/day\r
    Special Qualities: Darkvision 60 ft., fast movement, illiteracy, trap sense +1, +2 turn resistance, uncanny dodge, undead traits\r
    Saves: Fort +4, Ref +3, Will +1\r
    Abilities: Str 20, Dex 15, Con -, Int 8, Wis 10, Cha 12\r
    Skills: Climb +12, Intimidate +8, Jump +16, Listen +7, Survival +7, Swim +12\r
    Feats: Cleave, Great Cleave, Power Attack\r
    Environment: Any\r
    Organization: Solitary or gang (2-8)\r
    Challenge Rating: 5\r
    Treasure: None\r
    Alignment: Always chaotic evil\r
    Advancement: By character class\r
    Level Adjustment: +3\r

    Breath Weapon (Su): Once every 1d4 rounds, a ch'ing shih may breath a 10-foot cone of contact poison. Inital damage 1d6 Con, secondary damage 1d6 Con, Fortitude DC 13 negates. The save DC is Charisma-based.\r

    Fury of the Grave (Ex): Twice per day, as a swift action, this ch'ing shih can fly into a berserk fury. During this fury, the ch'ing shih temporarily gains a +8 bonus to Strength, a +2 morale bonus on Will saves, and the unholy toughness ability (which grants the ch'ing shih a bonus to its hit points equal to its Charisma modifier x its Hit Dice, but these hit points go away at the end of the fury. (These extra hit points are not lost first the way temporary hit points are.) While in a fury, a ch'ing shih cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fury lasts for a number of rounds equal to 3 + the ch'ing shih's Charisma modifier. A ch'ing shih may prematurely end its fury. At the end of the fury, the ch'ing shih loses the fury modifiers and restrictions.
    \u00a0
    Dragon Magazine #198<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always chaotic evil.\r","environment":" Any, usually same as base creature.\r"},{"name":"Chac","type":"Fey","ch":5,"challenge_rating":" 05 \u00a0","id":5284,"reference":"Usergen","full_text":"

    Chac <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Fey \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d6+5\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), fly 30 ft (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+2<\/td> <\/tr>
    Attack: <\/strong>Claw +4 melee (1d3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +4 melee (1d3) and bite -1 melee (1d3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spells<\/td> <\/tr>
    Special Qualities: <\/strong>Control rain, gaseous form, low-light vision, spell resistance 17<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 15, Con 12, Int 13, Wis 12, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Concentration +9, Diplomacy +10, Escape Artist +6, Hide +8, Listen +5, Knowledge (nature) +11, Move Silently +8, Sense Motive +7, Spot +5, Survival +7<\/td> <\/tr>
    Feats: <\/strong>Dodge (B), Improved Initiative, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>No coins; standard goods; no items<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Medium); 17-24 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    \r
    This creature initially resembles a slender jaguar, but when it assumes a bipedal stance it has a clearly human-like face. Tears run down its cheeks, cutting deep grooves into its face. <\/i>\r

    The chac is a weather spirit that helps control the rain. They live high up in mountain caves, where they can observe the countryside. They use their magical powers mostly to govern the weather near their lairs. Most serve nature or local natives who provide gifts of food, though some chacs are evil and demand sacrifices to keep bad weather away.\r

    Chacs are shy loners, and prefer to avoid direct contact with humanoids. Many of their legends tell of chacs being captured by humans and forced to produce rain at the will of their captors. Because of this, chacs will use all of their resources to rescue any captured chacs. Despite this fear, chacs have no natural enemies, and are usually on good terms with local cultures.\r

    These beings are normally quadrupeds, but can walk around on two legs like humans. A tribe of chacs is associated with a particular color, depending on where it is found. Common colors for chacs include blue, black, red, yellow, and green. Each chac\u00c2\u0092s eyes are of the color associated with its tribe, and the color of the mist of its gaseous form is tinted with the same color. The tears on a chac\u00c2\u0092s cheeks are not from sadness, but are a result of its deep connection with the rain.\r

    Chacs are great lovers of art, and keep many pieces of carved jade and turquoise in their lair. They also hoard cocoa beans, which they use to make a chocolate they are very fond of.\r

    A chac can be from 5-7 feet tall, and weighs 120 pounds.\r

    Chacs speak Common and Sylvan.\r

    COMBAT<\/b>\r
    A chac will always seek to avoid combat, and only fights when threatened and unable to escape. It will try to use its magical powers first to escape, or to subdue its foes.\r

    Spells<\/b>: Chacs can cast divine spells as 5th-level clerics. A chac has access to the Air and Water domains. The save DCs are Wisdom-based.\r

    Typical Cleric Spells Prepared<\/i> (5\/5\/3\/2; save DC 11 + spell level): 0 - create water<\/i>, detect magic<\/i>, detect poison<\/i>, purify food and drink<\/i>, read magic<\/i>; 1st - bless water<\/i>, entropic shield<\/i>, obscuring mist<\/i>*, sanctuary<\/i>, summon monster I<\/i>; 2nd - owl's wisdom<\/i>, resist energy<\/i>, wind wall<\/i>*; 3rd - summon monster III<\/i>, water breathing<\/i>*. \r
    *Domain spell. Domains: Air and Water.\r

    Control Rain (Sp)<\/b>: Once per week, a chac can use control weather<\/i> as the spell (caster level 10th), except that it can only create rain effects.\r

    Gaseous Form (Su)<\/b>: Four times per day, as a standard action, a chac can assume gaseous form<\/i> as the spell (caster level 10th), but it has a fly speed of 30 feet with perfect maneuverability.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in the Maztica Campaign Set boxed set (1991, Douglas Niles).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually lawful neutral","environment":"Warm mountains"},{"name":"Chagmat Cleric","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5285,"reference":"Usergen","full_text":"

    Chagmat Cleric <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 15 ft, climb 30 ft<\/td> <\/tr>
    AC:<\/strong> 15 (+2 Dex, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 clubs +2 melee; or 2 claws +2 melee<\/td> <\/tr>
    Damage: <\/strong>Club 1d6+1; claw 1d3+1<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/ 5ft<\/td> <\/tr>
    Special Attacks: <\/strong>Web, spells<\/td> <\/tr>
    Special Qualities: <\/strong>Scent, all-around vision<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 11, Int 12, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +9, Concentration +4, Listen +11, Search +9, Spellcraft +5, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Alertness, Combat Casting<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, band (1-5) or colony (10-20 and 1 3rd-5th level high priest)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Chagmats are a race of spider-like humanoids that dwell in large subterranean complexes. The creature's torso is like that of a standard humanoid, with eight spider limbs. Six of these limbs serve as arms, branching off of the torso, and the remaining two serve as legs that support the body. The chagmat has eight eyes, clustered around the area where a human's eyes would be on a human head.\r

    Chagmats are all born as either warriors or clerics; the fighters are all brown, and clerics are all white. These two types are not able to interbreed, even though they are part of the same species.\r

    Chagmats have their own language, and clerics can also speak Common.\r


    COMBAT<\/b>\r
    Chagmats can be dangerous opponents, especially in large numbers. Each one can attack with two weapons, as well as hold two shields in each of their centermost arms. Chagmat clerics cast divine spells, just as any other clerics, though they tend not to use curative magic.\r

    Chagmats can scurry up walls when not in combat, using their lower legs and two of their arms. They can walk normally on level surfaces, but while in a web the chagmats must use two arms and two legs.\r

    Web (Ex)<\/b>: Chagmats are able to spin webs just as normal and monstrous spiders. Each strand is strong enough to support a chagmat as well as a single creature of the same size.\r

    All-Around Vision (Ex)<\/b>: The chagmats' many eyes allow them to see in a 270-degree arc from the direction they are facing. By turning their heads to the left and right, they can see all around them. These eyes provide them with a +4 racial bonus to Spot and Search checks, and they can't be flanked.\r

    Skills<\/b>: Chagmats receive a +4 racial bonus to Climb and Listen checks.\r


    CHAGMAT CHARACTERS<\/b>\r
    A chagmat can start out as either a fighter or a cleric, and its starting class is determined at birth. Chagmats rarely take any other class besides fighter and cleric, and are never known to multiclass. Chagmat clerics can choose any two of the following domains: Chaos, Death, Evil, and Knowledge.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon 63 (\"Chagmat\", Larry DiTillio, 1982).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic evil","environment":">Any underground"},{"name":"Chagmat Warrior","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5286,"reference":"Usergen","full_text":"

    Chagmat Warrior <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 15 ft, climb 30 ft<\/td> <\/tr>
    AC:<\/strong> 15 (+1 Dex, +4 natural)<\/td> <\/tr>
    Attacks:<\/strong>2 short swords +4 melee; or 2 claws +4 melee<\/td> <\/tr>
    Damage: <\/strong>Short sword 1d6+2; claw 1d3+2<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/ 5ft<\/td> <\/tr>
    Special Attacks: <\/strong>Web<\/td> <\/tr>
    Special Qualities: <\/strong>Scent, all-around vision<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 13, Con 12, Int 10, Wis 11, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Hide +5, Listen +8, Search +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, band (1-5) or colony (10-20 and 1 3rd-5th level high priest)<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Chagmats are a race of spider-like humanoids that dwell in large subterranean complexes. The creature's torso is like that of a standard humanoid, with eight spider limbs. Six of these limbs serve as arms, branching off of the torso, and the remaining two serve as legs that support the body. The chagmat has eight eyes, clustered around the area where a human's eyes would be on a human head.\r

    Chagmats are all born as either warriors or clerics; the fighters are all brown, and clerics are all white. These two types are not able to interbreed, even though they are part of the same species.\r

    Chagmats have their own language, and clerics can also speak Common.\r


    COMBAT<\/b>\r
    Chagmats can be dangerous opponents, especially in large numbers. Each one can attack with two weapons, as well as hold two shields in each of their centermost arms.\r

    Chagmats can scurry up walls when not in combat, using their lower legs and two of their arms. They can walk normally on level surfaces, but while in a web the chagmats must use two arms and two legs.\r

    Web (Ex)<\/b>: Chagmats are able to spin webs just as normal and monstrous spiders. Each strand is strong enough to support a chagmat as well as a single creature of the same size.\r

    All-Around Vision (Ex)<\/b>: The chagmats' many eyes allow them to see in a 270-degree arc from the direction they are facing. By turning their heads to the left and right, they can see all around them. These eyes provide them with a +4 racial bonus to Spot and Search checks, and they can't be flanked.\r

    Skills<\/b>: Chagmats receive a +4 racial bonus to Climb and Listen checks.\r


    CHAGMAT CHARACTERS<\/b>\r
    A chagmat can start out as either a fighter or a cleric, and its starting class is determined at birth. Chagmats rarely take any other class besides fighter and cleric, and are never known to multiclass.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon 63 (\"Chagmat\", Larry DiTillio, 1982).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually chaotic evil","environment":">Any underground"},{"name":"Chak","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":5287,"reference":"Usergen","full_text":"

    Chak <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+15\u00a0(42)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+12<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d6+4 plus poison) or lightwand +7 ranged (see text)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d6+4 plus poison) or lightwand +7 ranged (see text)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., ethereal jaunt, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 17, Con 16, Int 12, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Appraise +9, Climb +11, Diplomacy +12, Sense Motive +11<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Negotiator<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, Cluster (2-5), or Community (100-1,000)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Any<\/td> <\/tr>
    Advancement: <\/strong>6-9 (Large, Noble); 10-15 (Huge, King); see below<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a giant wolf spider, except with a larger head and variegated markings in white, gray, and blue over the legs and back. Its eight eyes are silver-white.<\/i>\r

    Chak are civilized relatives of phase spiders. These extraterrestrial merchants have an advanced society that spans several worlds. Each world's chak population is ruled by a king, and a single emperor rules the entire chak race from a distant world.\r

    A typical chak is 8 feet long and weighs about 700 pounds.\r

    Chak speak their own language and Common. Those with higher Intelligence scores often learn the languages of races with which they trade. Chak have picked up strange colloquial expressions from mimicing the languages of other beings.\r

    COMBAT\r

    Chak prefer diplomacy to combat. If battle is joined, they use their lightwands first and foremost, relying on their venomous bites only once enemies close in. Although they can freely enter the Ethereal Plane, chak find the realm cold and dangerous, so usually do so only as a last resort.\r

    Ethereal Jaunt (Su):<\/b> A chak can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt<\/i> (caster level 15th) except that the chak can take no equipment with him.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.\r

    Web (Ex):<\/b> Chaks can create sheets of sticky webbing from 5 to 60 feet square. These webs are almost always spun in the chak's own residence not outside. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become entangled. An entangled creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5\/\u00c2\u0097. A chak can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\r

    Skills:<\/b> A chak has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.\r

    Lightwand:<\/b> This weapon is crafted by adding a special control ring to a sunrod, which converts it into a deadly weapon. With the ring attached, a lightwand can fire a ray of light to a range of 60 feet with no range increment. A creature struck by this ray of light takes 2d8 points of damage. An undead creature takes 4d6 points of damage, and an undead creature particularly vulnerable to bright light takes 4d8 points of damage. A construct or inanimate object takes only 2d6 points of damage. A control ring can be used to generate 50 rays before it becomes powerless and must be replaced. A fully-charged control ring has a market price of 1,200 gp and can be applied to a normal sunrod. \r

    Advanced Chak<\/b>\r

    A 6-9 HD chak is known as a noble chak. Noble chak are stronger and tougher than normal chak, gaining +4 Str and +2 natural armor.\r

    King chak are the largest and toughest of their kind, possessing 10 or more Hit Dice. King chak are Huge, and gain an additional +4 natural armor in addition to that gained from the size increase. They also gain Improved Natural Attack (bite) as a bonus feat.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in I11: Needle<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Any","environment":"Any"},{"name":"Chameleon Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5288,"reference":"Usergen","full_text":"

    Chameleon Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Shapechanger)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any temperate<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1\u00c2\u00962 and 2\u00c2\u00965 offspring)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21<\/td> <\/tr>
    Treasure: <\/strong>Half coins; triple goods; triple items<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 4\u00c2\u00965 HD; very young 7\u00c2\u00968 HD; young 10\u00c2\u009611 HD; juvenile 13\u00c2\u009614 HD; young adult 16\u00c2\u009617 HD; adult 19\u00c2\u009620 HD; mature adult 22\u00c2\u009623 HD; old 25\u00c2\u009626 HD; very old 28\u00c2\u009629 HD; ancient 31\u00c2\u009632 HD; wyrm 34\u00c2\u009635 HD; great wyrm 37+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +2; very young +3; young +3; juvenile +5; others \u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Chameleon Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>3d12+3\u00a0(22)<\/font><\/td>11<\/font><\/td>10<\/font><\/td>13<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+3\/-5<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+3<\/font><\/td>+5<\/font><\/td>1d6\u00a0(12)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>6d12+6\u00a0(45)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>14<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+6\/+3<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+7<\/font><\/td>2d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>9d12+18\u00a0(76)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>15<\/font><\/td>16<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+9\/+11<\/font><\/td>+11<\/font><\/td>+8<\/font><\/td>+6<\/font><\/td>+9<\/font><\/td>3d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>L<\/font><\/td>12d12+24\u00a0(102)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+12\/+19<\/font><\/td>+14<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+12<\/font><\/td>4d6\u00a0(18)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>15d12+45\u00a0(142)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>17<\/font><\/td>18<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+15\/+23<\/font><\/td>+18<\/font><\/td>+12<\/font><\/td>+9<\/font><\/td>+13<\/font><\/td>5d6\u00a0(20)<\/font><\/td>21<\/font><\/td><\/tr>
    Adult<\/font><\/td>H<\/font><\/td>18d12+72\u00a0(189)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>19<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+18\/+32<\/font><\/td>+22<\/font><\/td>+15<\/font><\/td>+11<\/font><\/td>+16<\/font><\/td>6d6\u00a0(23)<\/font><\/td>24<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>21d12+105\u00a0(241)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>21<\/font><\/td>20<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+21\/+37<\/font><\/td>+27<\/font><\/td>+17<\/font><\/td>+12<\/font><\/td>+17<\/font><\/td>7d6\u00a0(25)<\/font><\/td>25<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>24d12+120\u00a0(276)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>22<\/font><\/td>23<\/font><\/td>22<\/font><\/td>+24\/+41<\/font><\/td>+31<\/font><\/td>+19<\/font><\/td>+14<\/font><\/td>+20<\/font><\/td>8d6\u00a0(27)<\/font><\/td>28<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>27d12+162\u00a0(337)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>23<\/font><\/td>24<\/font><\/td>25<\/font><\/td>24<\/font><\/td>+27\/+45<\/font><\/td>+35<\/font><\/td>+21<\/font><\/td>+15<\/font><\/td>+22<\/font><\/td>9d6\u00a0(29)<\/font><\/td>30<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>30d12+180\u00a0(375)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>26<\/font><\/td>27<\/font><\/td>26<\/font><\/td>+30\/+50<\/font><\/td>+39<\/font><\/td>+23<\/font><\/td>+17<\/font><\/td>+25<\/font><\/td>10d6\u00a0(31)<\/font><\/td>33<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>H<\/font><\/td>33d12+231\u00a0(445)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>25<\/font><\/td>28<\/font><\/td>29<\/font><\/td>28<\/font><\/td>+33\/+55<\/font><\/td>+43<\/font><\/td>+25<\/font><\/td>+18<\/font><\/td>+27<\/font><\/td>11d6\u00a0(33)<\/font><\/td>35<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>H<\/font><\/td>36d12+288\u00a0(522)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>27<\/font><\/td>30<\/font><\/td>31<\/font><\/td>30<\/font><\/td>+36\/+57<\/font><\/td>+47<\/font><\/td>+28<\/font><\/td>+20<\/font><\/td>+30<\/font><\/td>12d6\u00a0(36)<\/font><\/td>38<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Chameleon Dragon Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>14 (+2 size, +2 natural), touch 12, flat-footed 14<\/font><\/td>Disguise self<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>40 ft., fly 100 ft. (average)<\/font><\/td>+0<\/font><\/td>16 (+1 size, +5 natural), touch 11, flat-footed 16<\/font><\/td>Alter self<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>18 (+8 natural), touch 10, flat-footed 18<\/font><\/td>Alternate form 3\/day (dragon)<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>20 (-1 size, +11 natural), touch 9, flat-footed 20<\/font><\/td>Camouflage<\/font><\/td>3rd<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>23 (\u00c2\u00961 size, +14 natural), touch 9, flat-footed 23<\/font><\/td>Alternate form 3\/day (animal or humanoid), DR 5\/magic<\/font><\/td>5th<\/font><\/td>21<\/font><\/td><\/tr>
    Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>25 (\u00c2\u00962 size, +17 natural), touch 8, flat-footed 25<\/font><\/td>Misdirection<\/i><\/font><\/td>7th<\/font><\/td>23<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00962 size, +20 natural), touch 8, flat-footed 28<\/font><\/td>Alternate form at will (dragon), DR 10\/magic<\/font><\/td>9th<\/font><\/td>25<\/font><\/td><\/tr>
    Old<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>31 (\u00c2\u00962 size, +23 natural), touch 8, flat-footed 31<\/font><\/td>Hallucinatory terrain<\/i><\/font><\/td>11th<\/font><\/td>27<\/font><\/td><\/tr>
    Very Old<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>34 (\u00c2\u00962 size, +26 natural), touch 8, flat-footed 34<\/font><\/td>DR 15\/magic<\/font><\/td>13th<\/font><\/td>28<\/font><\/td><\/tr>
    Ancient<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>37 (\u00c2\u00962 size, +29 natural), touch 8, flat-footed 37<\/font><\/td>False vision<\/i><\/font><\/td>15th<\/font><\/td>30<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00962 size, +32 natural), touch 8, flat-footed 40<\/font><\/td>DR 20\/magic<\/font><\/td>17th<\/font><\/td>31<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>40 ft., fly 150 ft. (poor)<\/font><\/td>+0<\/font><\/td>43 (\u00c2\u00962 size, +35 natural), touch 8, flat-footed 43<\/font><\/td>Screen<\/i><\/font><\/td>19th<\/font><\/td>33<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast cleric spells and those from the Charm and Trickery domains as arcane spells.\r

    This long, lithe dragon's body is nearly unadorned, lacking the horns, crests, and spines common to others of its kind. Its orange scales seem almost fluid.<\/i>\r

    Chameleon dragons have the unusal ability to mimic the appearance of other dragons. Most use this power to play relatively harmless pranks on other dragons, or to sow confusion among nearby humanoid communities.\r

    Chameleon dragons mate for life, and their bonds are so strong that if one is killed, its mate will pine and die a few days later. If a chameleon dragon witnesses the death of its mate, it blindly attacks the slayer with savage ferocity. Oddly, this fanatical devotion does not extend to their offspring.\r

    A wyrmling chameleon dragon's scales are bright orange and well-defined. As the dragon ages, the orange hue pales, while the scales become more fluid, seeming to run together. A great wyrm chameleon dragon's scales are nearly indistinguishable from one another, giving the impression of a smooth, orange-white skin.\r

    Unlike most dragons, a chameleon dragon does not have an associated scent. This is most likely an adaptation to help it keep up its ruse in assumed forms.\r

    Combat\r

    A chameleon dragon uses its breath weapon as frequently as possiple. Chameleon dragons prefer illusion spells, and those from other schools that lead to confusion or transmutation.\r

    Alter Self (Su):<\/b> A chameleon dragon of very young or older can change its shape to any dragon with 5 hit dice or less. This functions as the alter self<\/i> spell, except the dragon can remain in this form until it chooses to assume a new one or return to its natural form.\r

    Alternate Form (Su):<\/b> A chameleon dragon of young age or older can take on the form of any dragon up to its own size and hit dice three times a day (or at-will for chameleon dragons of mature adult age or older). A chameleon dragon of young adult age or older can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day, in addition to its draconic alternate form. Chameleon dragons can remain in an alternate form until they choose to assume a new one or return to their natural form.\r

    Breath Weapon (Su):<\/b> A chameleon dragon has one breath weapon: a cone of multicolored light that works like the color spray<\/i> spell except that it also causes hit point damage, even to sightless creatures. Victims are additionally affected as follows, based upon their Hit Dice:\r

    Creatures with one-fourth the dragon's Hit Dice or less are rendered unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)\r

    Creatures with one-half the dragon's Hit Dice are blinded and stunned for 1d4 rounds, then stunned for 1 round.\r

    Creatures with more than one-half the dragon's Hit Dice stunned for 1 round.\r

    Camouflage (Ex):<\/b> A chameleon dragon of juvenile age or older can use the Hide skill in any sort of natural terrain, even if the terrain doesn\u00c2\u0092t grant cover or concealment.\r

    Disguise Self (Su):<\/b> A chameleon dragon can take on the appearance of any other true dragon of its own size. This functions as the disguise self<\/i> spell, except the dragon can remain in this disguise until it chooses to assume a new one or return to its natural form.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097hallucinatory terrain<\/i> (old or older), misdirection<\/i> (adult or older); 1\/day\u00c2\u0097false vision<\/i> (ancient or older), screen<\/i> (great wyrm).\r

    Skills:<\/b> Bluff, Disguise, and Hide are considered class skills for chameleon dragons.\r

    Note:<\/b> Originally appeared in Dragon Magazine #38 (1980) as \"orange dragon\". Renamed to avoid confusion with the existing creature of the same name.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #38<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always lawful neutral","environment":"Any temperate"},{"name":"Changecat","type":"Magical Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5289,"reference":"Usergen","full_text":"

    Changecat <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Magical Beast \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 25 ft<\/td> <\/tr>
    AC:<\/strong> 14 (+2 size, +2 Dex)<\/td> <\/tr>
    Attacks:<\/strong>Claw +8 melee, bite +3 melee <\/td> <\/tr>
    Damage: <\/strong>Claw 1d3-2, bite 1d2-2<\/td> <\/tr>
    Face\/Reach: <\/strong>2 \u00c2\u00bd ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, rake 1d2-2<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 15, Con 10, Int 2, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Balance +12, Climb +4, Hide +16*, Listen +7, Move Silently +12, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate forest, plains, and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral (good tendencies)<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Tiny); 9-12 HD (Small)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    \r
    (The above stats are for the changecat's Domestic Cat form, and the below stats are for its Plains Cat form):\r

    Plains Cat Form\r
    Medium-Size Magical Beast (Shapechanger)\r
    Hit Dice<\/b>: 4d10+8 (30 hp)\r
    Initiative<\/b>: +4 (Dex)\r
    Speed<\/b>: 40 ft\r
    AC<\/b>: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11\r
    Attacks<\/b>: 2 claws +8 melee, bite +3 melee (BAB +4)\r
    Damage<\/b>: Claw 1d3+3, bite 2d6+1\r
    Face\/Reach<\/b>: 5 ft\/5 ft\r
    Special Attacks<\/b>: Improved grab, rake 1d4+1\r
    Special Qualities<\/b>: Alternate form, sprint\r
    Saves<\/b>: Fort +6, Ref +8, Will +2\r
    Abilities<\/b>: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 8\r
    Skills<\/b>: Balance +14, Climb +6, Hide +18*, Listen +7, Move Silently +14, Spot +7\r
    Feats<\/b>: Alertness, Weapon Finesse\r

    The changecat is a feline creature with the ability to change form from a small house cat into a large plains cat. In the smaller form, it is identical to a normal domestic cat. Its coloration runs the full spectrum of colors and patterns that a normal housecat may have, but its eyes are steadier and more confident. The creature spends most of its time in this smaller form, as it requires less food to sustain itself.\r

    When this beast is in its larger form, it is very sleek, powerful, and fast. Its tawny coat is more like a lion\u00c2\u0092s than a cheetah\u00c2\u0092s, lacking spots of any sort. Its claws are not retractable in this form, and are designed for traction as much as for fighting.\r

    Changecats are the result of a wizard\u00c2\u0092s experiments to engineer a perfect animal companion and guardian of his most valuable treasures. By manipulating a housecat magically, he was able to create the first changecat, which was then able to breed true with any feline animal. Changecats roam the wilds of the world, but are still often encountered as pets among the rich and powerful. Changecats have an affinity for humans, elves, and half-elves, and regards other humanoids with suspicion. If a humanoid treats it kindly, there is a good chance that it will adopt that person and become a traveling companion. It will remain in housecat form, and its new friend will probably not learn its true nature until the changecat\u00c2\u0092s companion becomes threatened.\r

    COMBAT<\/b>\r
    A changecat rarely fights anything larger than itself while in the smaller form, and will switch to the larger form as quickly as possible. It hunts mice, small rats and birds in its natural form, but while in plains cat form it will go after larger prey such as deer or antelopes. Its preferred hunting tactic is to stalk from concealment until it gets within 100 yards of its prey, then burst forth with amazing speed. Changecats do not hunt intelligent creatures, and only attack them if they attack first. They have no natural enemies, but they have displayed an antipathy for goblins, orcs, and half-orcs.\r

    Improved Grab (Ex)<\/b>: To use this ability, the changecat must hit with both of its claw attacks (or its single claw attack, in domestic cat form). If it gets a hold, it can rake.\r

    Rake (Ex)<\/b>: A changecat that gets a hold can make two rake attacks (+8 melee) with its hind legs for 1d2-2 damage each in domestic cat form, and 1d4+1 damage each in plains cat form.\r

    Alternate Form (Su)<\/b>: A changecat\u00c2\u0092s natural form is that of a small housecat. It can assume the form of a Medium-Size cat, similar in size and bodyline to a cheetah. Changing form is a full-round action. A changecat can make this change up to five times per day.\r

    A changecat remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the changecat revert to its natural form when killed. A true seeing spell, however reveals its natural form if it is in plains cat form.\r

    Sprint (Ex)<\/b>: Once an hour, a changecat in plains cat form can take a charge action to move ten times its normal speed (400 ft.)\r

    Skills<\/b>: Changecats receive a +4 racial bonus to Hide, Spot, and Listen checks and a +8 racial bonus to Balance and Move Silently checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Greyhawk Adventures (1988), Monstrous Compendium Forgotten Realms Appendix II, MC11 (1991).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral (good tendencies)","environment":">Temperate forest, plains, and hills"},{"name":"Chaos Sentinel","type":"Outsider","ch":2,"challenge_rating":" 2 \u00a0","id":5290,"reference":"Usergen","full_text":"

    Chaos Sentinel <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Chaos, Evil, Fire, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+4<\/td> <\/tr>
    Attack: <\/strong>Slam +6 melee (1d8+1 plus 1d6 fire)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +6 melee (1d8+1 plus 1d6 fire)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Burn<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 30 ft., darkvision 60 ft., hide in flames, immunity to fire, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 17, Con 12, Int 3, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +9*, Listen +12, Spot +12, Tumble +9<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Dodge, Improved InitiativeB<\/sup><\/small><\/b><\/small>, Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>A chaotic evil-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>4-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This fiery being, roughly the size of a human, is formed from opaque flames. Its shape constantly changes. One second it has the form of a mundane animal or humanoid, the next it is a bizarre chimeric creature.<\/i>\r

    Chaos sentinels are minor entities native to the Chaotic outer planes. Most are minions of powerful beings of Chaos. A chaos sentinel is usually encountered guarding some object or place. The thing they guard may be assigned to them by some master, or the sentinel may have picked it themselves. Chaos sentinels have a powerful desire to guard something, regardless of its value, and they may stand sentinel over items or locations they appear to have picked at random.\r

    A chaos sentinel's shape is as changeable as a flame. It constantly shifts between shapes, ranging from mundane animals and objects to strange monstrous forms, but always formed out of \"living fire\" - a 3-legged octopus one second, an elf the next, then it looks like a two-headed giant duck or a man-eating wardrobe.\r

    A chaos sentinel's height varies depending on its form, but it averages 5 feet tall. It weighs about 24 pounds.\r

    Chaos sentinels speak Abyssal and Ignan.\r

    COMBAT<\/b>\r
    A chaos sentinel usually hides in a large fire near whatever it is guarding. As soon as an unauthorized creature approaches its charge, the sentinel charges out and attacks the intruder with blows of its fiery appendages. Chaos sentinels habitually fight to the death.\r

    A chaos sentinel's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Burn (Ex):<\/b> A chaos sentinel's slam attack deals bludgeoning damage plus fire damage from the sentinel's flaming body. Those hit by a chaos sentinel's slam attack also must succeed on a DC 12 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.\r

    Creatures hitting a chaos sentinel with natural weapons or unarmed attacks take fire damage as though hit by the sentinel's attack, and also catch on fire unless they succeed on a Reflex save.\r

    Hide in Flames (Ex):<\/b> A chaos sentinel becomes nearly invisible within a source of fire. If a fire of at least its size is nearby, a chaos sentinel can use the Hide skill even while being observed. Additionally, it gains a +12 racial bonus on Hide checks made within a fire.\r

    Skills:<\/b> A chaos sentinel has a +4 racial bonus to Listen checks and Spot checks.\r

    *When within a fire source a chaos sentinel has a +12 racial bonus on Hide checks from its Hide in Flames special ability.\r

    In Krynn<\/b>\r
    In the Dragonlance campaign setting, chaos sentinels are found in the realms of Chaos, crossing into Krynn through the Cavern of Firebirth, which contains a vent that extends through the bedrock of Krynn right into the realms of Chaos.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Seeds of Chaos<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"A chaotic evil-aligned plane"},{"name":"Charuntes","type":"Outsider","ch":11,"challenge_rating":" 11 \u00a0","id":5291,"reference":"Usergen","full_text":"

    Charuntes <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares) in full plate armor, fly 40 ft. (average); base speed 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+1 Dex, +4 natural, +10 +2 full plate), touch 11, flat-footed 24<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+16<\/td> <\/tr>
    Attack: <\/strong>+2 warhammer<\/i> +18 melee (1d8+12) or snakes +16 melee (1d4+3 plus poison)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>+2 warhammer<\/i> +18\/+13 melee (1d8+12) and snakes +11 melee (1d4+3 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Harvest souls, poison, spells\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/good, darkvision 60 ft., immunity to cold, electricity, paralysis, polymorph, poison, and mind-affecting spells and abilities, plane shift, tomb-tainted<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +7, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 12, Con 15, Int 14, Wis 19, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Concentration +14, Diplomacy +5, Hide +8*, Intimidate +15, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +16, Move Silently +8*, Sense Motive +16, Spellcraft +14, Spot +16, Survival +4 (+6 on other planes) (*includes armor check penalty)<\/td> <\/tr>
    Feats: <\/strong>Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Stand Still, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Gray Waste of Hades<\/td> <\/tr>
    Organization: <\/strong>Solitary or band (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>Standard (includes combat gear)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Medium): 19-27 HD (Large) or by character class (cleric)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This winged humanoid has a vulturelike nose, pointed animalistic ears, and hissing snakes in place of hair. It is adorned in ornate full plate and brandishes a heavy, two-handed warhammer.<\/i>\r

    Charuntes are fiends formed from the spirits of priests dedicated to deities of death. They travel to the Material Plane to harvest victims for their evil masters. Charuntes derive their name from the Etruscan demon of death, Charun, but now serve a number of death deities and greater fiends.\r

    While charuntes can be encountered anywhere, they are most likely to be found in tombs, graveyards, ruined temples, altars to a death deity, battlefields, death-cairns, and burial vaults or mounds.\r

    A charuntes stands 5 to 6 feet tall and weighs 125 to 200 pounds.\r

    Charuntes speak Abyssal, Common, Infernal, and Undercommon.\r

    COMBAT\r

    Charuntes fight with their heavy magical warhammers, while the venomous serpents on their heads strike with fangs. Charuntes use their spells to enhance their own battle prowess and to cull the weak and injured.\r

    A charuntes' natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.\r

    Harvest Souls (Su):<\/b> Charuntes carry the souls of those they kill back to their dark master. A creature killed by a charuntes cannot be returned to life by raise dead<\/i>; a resurrection<\/i> spell or more powerful magic is necessary. \r

    Plane Shift (Sp):<\/b> Charuntes can enter any of the lower planes, the Astral Plane, or the Material Plane. This ability transports the charuntes and up to eight other creatures, provided they all link hands with the charuntes. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Poison (Ex):<\/b> Injury, Fortitude DC 16, initial damage and secondary damage 1d6 Con. The save DC is Constitution-based.\r

    Spells:<\/b> Charuntes can cast divine spells as 9th-level clerics. A charuntes has access to two of the following domains: Darkness, Death, or Evil. The save DCs are Wisdom-based. \r

    Typical Cleric Spells Prepared<\/i> (6\/5+1\/5+1\/4+1\/3+1\/1+1; save DC 14 + spell level; necromancy spells DC 16 + spell level): \r
    0\u00c2\u0097detect magic<\/i> (x3), guidance, read magic, virtue<\/i>;\r
    1st\u00c2\u0097bane, command, deathwatch, divine favor, doom, obscuring mist*<\/i>; \r
    2nd\u00c2\u0097bull's strength, darkness, death knell*, desecrate, enthrall, owl's wisdom<\/i>; \r
    3rd\u00c2\u0097animate dead, bestow curse, blacklight*, dispel magic, prayer<\/i> ;\r
    4th\u00c2\u0097armour of darkness*, divine power, freedom of movement, poison<\/i>; \r
    5th\u00c2\u0097slay living, summon monsters V*<\/i> (1d3 shadows);\r
    *Domain spell. Domains: Darkness and Death.\r

    Tomb-Tainted (Ex):<\/b> Although outsiders, charuntes are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). A charuntes may be turned as if it were an undead creature with +4 turn resistance. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #210<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Gray Waste of Hades"},{"name":"Chevall","type":"Fey","ch":5,"challenge_rating":" 05 \u00a0","id":5292,"reference":"Usergen","full_text":"

    Chevall <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Fey \t\t\t(Shapechanger)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d6+14\u00a0(38 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+10<\/td> <\/tr>
    Attack: <\/strong>Hoof +5 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 hooves +5 melee (1d6+3) and bite +0 melee (1d8+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Summon equines<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, damage reduction 10\/magic or cold iron, equine empathy, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 15, Int 12, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Disguise +7*, Handle Animal +12, Jump +15, Knowledge (nature) +10, Listen +13, Move Silently +10, Search +11, Spot +13, Survival +11 (+13 following tracks, +13 aboveground)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Point Blank Shot, Run (b), Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains, forest, and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or family (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Centaur Form\r
    Large Fey (Shapechanger)\r
    Hit Dice<\/b>: 7d6+14 (38 hp)\r
    Initiative<\/b>: +2\r
    Speed<\/b>: 50 ft (10 squares)\r
    Armor Class<\/b>: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13\r
    Base Attack\/Grapple<\/b>: +3\/+10\r
    Attack<\/b>: Hoof +5 melee (1d6+3) or short bow +4 ranged (1d8\/x3)\r
    Full Attack<\/b>: 2 hooves +5 melee (1d6+3) and club +0 melee (1d8+1) or short bow +4 ranged (1d8\/x3)\r
    Space\/Reach<\/b>: 10 ft\/5 ft\r
    Special Attacks<\/b>: Summon equines\r
    Special Qualities<\/b>: Change shape, equine empathy, damage reduction 10\/magic or cold iron, low-light vision\r
    Saves<\/b>: Fort +4 Ref +7 Will +6\r
    Abilities<\/b>: Str 16, Dex 15, Con 15, Int 12, Wis 13, Cha 15\r
    Skills<\/b>: Disguise +7*, Handle Animal +12, Jump +11, Knowledge (nature) +10, Listen +13, Move Silently +10, Search +11, Spot +13, Survival +11 (+13 following tracks, +13 aboveground)\r
    Feats<\/b>: Alertness, Point Blank Shot, Run (b), Track\r

    This horse is clearly different from most animals, though it is hard to say exactly why. There appears to be a faint sparkle of intelligence in its eyes.<\/i>\r

    The chevall is a magical equine creature that has the ability to assume the form of a centaur. These beings roam about in horse form, checking on the welfare of horses in the service of humans, to make sure the beasts are treated well. If a chevall finds such an animal that has been neglected or suffered maltreatment, it will do everything in its power to free the animal.\r

    The chevall race was created by an Immortal being named Zirchev, of the Known World of Mystara. He created the chevall to be the protector of horses in the land of Traladar, and thus they are concerned with the welfare of all equines. They were originally native to the plains, but now appear anywhere that wild or captive horses can be found.\r

    Dogs are wary of the scent of a chevall in horse form, but horses never fear a chevall. They hate wolves, and are the instinctive blood enemies of werewolves.\r

    Chevalls forage as they travel, and favor vegetables and grains. They also have a bit of a sweet tooth, and like fruits (particularly apples), sweet pastries, and the like. They are not vegetarians by nature, but prefer not to eat meat by choice. Chevalls will trade any treasure they acquire for food or other goods, and will bargain with centaurs, fey, elves, and other friendly creatures.\r

    A chevall can speak Common and Sylvan while in centaur form. In either form, a chevall can speak to and understand horses, in a language that sounds nothing more than neighs and whinnies to a humanoid.\r

    COMBAT<\/b>\r
    A chevall in centaur form is usually armed with a wooden club and short bow. While in horse form, it resorts to kicking and biting. A chevall is not aggressive, but will defend itself and any horses, and may resort to violence against a foe of its charges where there is no other recourse.\r

    Summon Equines (Su)<\/b>: Once per day a chevall can summon 1d3 light warhorses or 1 heavy warhorse as a standard action. The horses arrive in 1d4 rounds. This ability is the equivalent of a 3rd-level spell.\r

    Change Shape (Su) <\/b>: A chevall's natural form is that of a horse. In this form, a chevall may be of any color (though each individual cannot change its color), and is about the size of a light warhorse.\r

    A chevall also assume the form of a centaur; a chevall in its centaur form always assumes the same appearance and traits, much like a lycanthrope would. A chevall's centaur form has the upper torso of a human, as with normal centaurs, and its lower body is the same as in its horse form, though somewhat smaller than the average centaur's. The centaur form's ears are pointed like an elf's.\r

    A chevall remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the chevall revert to its natural form when killed. A true seeing<\/i> spell, however, reveals its natural form if it is in centaur form.\r

    Equine Empathy (Ex)<\/b>: In either form, a chevall can communicate and empathize with normal horses. This gives a chevall a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as \"friend,\" \"foe,\" \"flee,\" and \"attack.\" This ability cannot affect a paladin's mount, or any other equine creatures with an Intelligence of 10 or higher.\r

    Skills<\/b>: * When using its change shape ability, a chevall gets an additional +10 circumstance bonus on Disguise checks.\r

    Carrying Capacity<\/b>: A light load for a chevall is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A chevall can drag 3,450 pounds.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in module B10 - Night's Dark Terror (1986, Jim Bambra, Graeme Morris, & Phil Gallagher), AC9 - Creature Catalogue, GAZ1 - The Grand Duchy of Karameikos, DMR2 - Creature Catalog, and Mystara Monstrous Com<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral good","environment":"Temperate and warm plains, forest, and mountains"},{"name":"Child of Maalpherus","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":5293,"reference":"Usergen","full_text":"

    Child of Maalpherus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d12+3\u00a0(29 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares; can't run)<\/td> <\/tr>
    Armor Class: <\/strong> 11 (-1 Dex, +2 natural), touch 9, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>
    Attack: <\/strong>Slam +3 melee (1d8+1 plus disease) or hooked mace +3 melee (1d10+1)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +3 melee (1d8+1 plus disease) or hooked mace +3 melee (1d10+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Disease<\/td> <\/tr>
    Special Qualities: <\/strong>Single actions only, damage reduction 5\/slashing, darkvision 60 ft., fast healing 10, trials of Maalpherus, +2 turn resistance, undead traits, vulnerability to acid, fire, and force effects, vulnerability to holy water<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +0, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 8, Con -, Int -, Wis 10, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>-<\/td> <\/tr>
    Feats: <\/strong>Exotic Weapon Profiicency (hooked mace)[B], Toughness [B]\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or mob (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-6 HD (Medium); 7-8 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This shambling corpse is heavily decomposed. Large chunks of flesh and hair appear to have sloughed off, and its hands and feet are missing digits. The stench of rot is nearly overpowering.<\/i>\r

    The Children of Maalpherus are variant zombies created by the priesthood of Maalpherus, a god of disease and plague. These undead are often fashioned from the corpses of those who angered the deity. Large specimens represent ogres, minotaurs, and other larger races who angered the deity.\r

    Children of Maalpherus are most likely to be encountered in areas festering with disease, such as fetid swamps and dank sewers.\r

    A Child of Maalpherus is 5 to 6 feet tall and weighs 100 to 150 pounds.\r

    Children of Maalpherus cannot speak.\r

    A Child of Maalpherus can be created with a create undead<\/i> spell cast by an 12th-level spellcaster or by certain powerful magical curses or diseases.\r

    COMBAT\r

    Children of Maalpherus fight much like any other zombie, shambling forth to pummel foes with a fist or weapon.\r

    Disease (Ex):<\/b> Slimy doom -- slam, Fortitude DC 12, incubation period 1 day, damage 1d4 Con (when damaged, a character must succeed on a second Fortitude saving throw or one point is Con drain instead). The save DC is Cha-based.\r

    Single Actions Only (Ex):<\/b> Children of Maalpherus have poor reflexes and can perform only a single move action or attack action each round. A Child of Maalpherus can move up to its speed and attack in the same round, but only if it attempts a charge.\r

    Trials of Maalpherus (Su):<\/b> Maalpherus dictates that only the strongest of his followers should survive, permitting his priests to only use healing on themselves. This mantra has carried over into the Children of Maalpherus. As a result, a Child of Maalpherus only gains half the healing benefit of inflict<\/i> spells. A contagion<\/i> spell heals a Child of Maalpherus of 3d8 hit points.\r

    Vulnerability to Holy Water (Ex):<\/b> Children of Maalpherus take half again as much (+50%) damage from holy water. (Note that holy water deals 2d4 points of damage to undead.)\r

    Hooked Mace:<\/b> The favored weapon of Maalpherus and his followers, this exotic weapon resembles a heavy mace with a hooked spike that resembles a claw. It deals 1d10 points of bludgeoning and slashing damage. Priests of Maalpherus treat this as a martial weapon.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #57<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Chimera (Undead)","type":"Undead","ch":8,"challenge_rating":" 08 \u00a0","id":5294,"reference":"Usergen","full_text":"

    CHIMERA, Undead<\/h2> <\/div> <\/td> <\/tr>

    The undead chimera has the same stats as its living cousin (Chimera, page 35 in the MM<\/i>) with the following exceptions and additions.<\/span><\/p> <\/td> <\/tr>

    \u00b7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span>Type changes to Undead<\/span><\/p>

    \u00b7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span>Hit Dice type changes to d12<\/span><\/p> <\/td> <\/tr>

    \u00b7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span>Immune to poison, sleep, paralysis, stunning, disease, and mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, or death from massive damage.<\/span><\/p> <\/td> <\/tr>

    \u00b7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span>Has no Constitution score. Therefore, the undead chimera is immune to any effect requiring a Fortitude save.<\/span><\/p> <\/td> <\/tr>

    \u00b7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span>Does not have low-light vision.<\/span><\/p> <\/td> <\/tr>

    \u00b7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span>Can be turned or rebuked by clerics. Turn resistance is +4.<\/span><\/p> <\/td> <\/tr>

    \u00b7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span>Breath weapon from dragon head is always cone of cold.<\/span><\/p> <\/td> <\/tr>

    \u00b7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/span><\/span>CR 8 for undead chimera<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Undead Chimera first appeared in module X11 (1986, Stephen Bourne).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Undead","alignment":"Any","environment":"Any"},{"name":"Chimpanzee","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5295,"reference":"Usergen","full_text":"

    Chimpanzee <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+2 Dex, +1 natural), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+5<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d4+2) and 2 slams +1 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fierce grappler<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, poor swimmer, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 15, Con 12, Int 2, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Listen +4, Spot +4, Survival +4<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or troop (5\u00c2\u009620)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small ape has dark brown fur except on its face, hands, and feet. It looks harmless with its large ears are toothy grin.<\/i>\r

    Chimpanzees are mid-sized apes that live in tight-knit troops with a distinct territory. Where two territories overlap, the troops may fight over the disputed ground. Each troop is dominated by the largest male.\r

    These apes are unpredictable and dangerous animals. Chimps fight with their hands and teeth, but usually flee from danger into the trees. They sometimes ambush lone humans who trespass onto their territory and may attack small groups of humans on rare occasions, but are no threat to large parties. Intruders are often greeted with a \u00c2\u0093smile\u00c2\u0094 that exposes their long canines. This is a warning, not a friendly gesture.\r

    Chimps are omnivorous, eating fruit, leaves, roots, insects, small game, bushpigs, and eggs. The larger jungle predators will kill straggling chimpanzees, but most avoid facing the whole troop.\r

    Humanoids sometimes capture young chimps as pets. Playful and docile when young, adult chimps become aggressive and irritable. Chimpanzees reach maturity at eight years. Wild chimps rarely live over 40 years, but well-cared for individuals can reach ages of over 60 years in captivity.\r

    A typical chimpanzee is between 3 and 4 feet tall and weighs around 120 pounds. The largest males may approach 5 feet in height and weigh 175 pounds.\r

    COMBAT\r

    Chimpanzees attack with a bite and two slams, and often grapple their opponents. These animals are disturbingly intelligent, and may use tricks or deception to distract their opponents. A troop of chimps cooperates in combat, and a band that is experienced with hunting together may even use primitive tactics, such as sneaking up on a foe from opposite sides to make flanking attacks, or having some of their number try to frighten weaker creatures to run into an ambush set by their companions.\r

    Fierce Grappler (Ex):<\/b> Chimpanzees have a +2 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    Poor Swimmer (Ex):<\/b> Unlike many animals, chimpanzees cannot swim instinctively, and cannot make Swim checks with a DC higher than 10 untrained. Swim is not a class skill for chimpanzees.\r

    Skills:<\/b> Chimpanzees have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #56<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Chocodeva","type":"Construct","ch":1,"challenge_rating":" 1 \u00a0","id":5296,"reference":"Usergen","full_text":"

    Chocodeva <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Construct \t\t\t(Angel, Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 size), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/\u00c2\u00967<\/td> <\/tr>
    Attack: <\/strong>Slam +3 melee (1d4\u00c2\u00961)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +3 melee (1d4\u00c2\u00961)<\/td> <\/tr>
    Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Chocolaty goodness<\/td> <\/tr>
    Special Qualities: <\/strong>Chocolate healing, construct traits, damage reduction 5\/evil, darkvision 60 ft., immunity to acid, resistance to cold 10, electricity 10, sickeningly sweet, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 15, Con \u00c2\u0097, Int 10, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +6, Hide +7, Move Silently +6, Listen +3, Sense Motive +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Lightning Reflexes, Negotiator<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>A good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00966 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A foot-tall creature seemingly molded from delectable dark chocolate. It has the form of an rotund humanoid wearing a toga-like garment, a halo, and an expression of blissful contentment. A pair of ridiculously small feathery wings sprout from its shoulders, but these appendages seem purely ornamental.<\/i>\r

    A chocodeva is an extraplanar construct formed from living chocolate that strives to encourage mortals to do good works. Emezon legend says they were invented by a solar to counter the corrupting influence of evil chocolate beings called cocoadaemons<\/b><\/u><\/a>. If a spellcaster summons both a chocodeva and a cocoadaemon, the two constructs will take every opportunity to insult the other while seeking to persuade the caster towards their ethical point of view, usually while sitting on their summoner's shoulders.\r

    Like other extraplanar constructs, such as retrievers, cocoadaemons and chocodevas are built by outsiders, not constructed by mortals. They can be summoned to the Material Plane by the cocoadaemon\/chocodeva<\/i> spell (see below).\r

    A chocodeva is typically a foot tall and weighs 3 pounds.\r

    Chocodevas speak Common, Abyssal, Celestial and Infernal.\r

    Combat<\/b>\r
    Chocodevas are weak fighters, so they usually stay out of melee, offering advice to their summoners. If the tide of battle turns against their allies, they offer themselves in sacrifice to aid their friends.\r

    Chocolate Healing (Ex):<\/b> A cocoadaemon or chocodeva which eats 4 ounces of the finest chocolate (cost 1 gp) gains natural healing for the following 24 hours, allowing it to recover from its injuries as it if were a living creature. Furthermore, specially prepared chocolate remedies can provide a cocoadaemon with first aid, long term care and wound treatment as per the Heal skill, except they require Profession (cooking) checks instead of Heal checks and expend 2 gp worth of chocolate products per application. Chocolate healing does not allow a cocoadaemon\/chocodeva to benefit from curative magic, such as a cure light wounds<\/i> spell. It only grants \"natural healing\" for the duration.\r

    Chocolaty Goodness (Su):<\/b> Any living creature that takes a good-sized bite out of a chocodeva gains a +1 morale bonus on attack rolls and saves against fear effects plus 1d8 temporary hit points for a period of 1 hour. The duration stacks if a creature eats more than one bite. The chocodeva takes either 1d6 points of damage or the creature's bite attack damage dice without any Strength modifier, whichever is higher. However, if the chocodeva disapproves of the creature that bites it, the creature must succeed at a DC12 Fortitude save against the chocodeva's Sickeningly Sweet quality (see below) or be sickened and gain no benefit from Chocolaty Goodness.\r

    Sickeningly Sweet (Su):<\/b> Any creature that eats (or makes a successful bite attack against) a chocodeva without its permission must succeed at a DC 12 Fortitude save or be sickened for 1 hour. The duration is cumulative for multiple bites. A creature affected by sickening sweetness loses any Chocolaty Goodness benefits (see above) it may have received. The save DC is Charisma-based.\r

    Cocoadaemon\/Chocodeva<\/b>\r
    Conjuration\/Summoning (Evil or Good<\/i> [See Text])<\/i>\r
    Level:<\/b> Clr 4, Sor\/Wiz 4\r
    Components:<\/b> V, S, M, F\r
    Casting Time:<\/b> 3 hours\r
    Range:<\/b> Close (25 ft. + 5 ft.\/2 levels)\r
    Effect:<\/b> One cocoadaemon or chocodeva\r
    Duration:<\/b> Permanent until dispelled\r
    Saving Throw:<\/b> None\r
    Spell Resistance:<\/b> No\r

    With this spell, the caster conjures a foot tall daemon- or angel-like creature made of chocolate, which can obey simple instructions from its creator (such as carrying light objects, stealing a small item, sounding an alarm in case of an unexpected visit, etc.). Cocoadaemons are of low intelligence and, though loyal to their summoner, they like practical jokes and causing mischief (but hate hot temperatures). Chocodevas, in contrast, are merry beings with a protective attitude toward their summoners, although they tend to nag creatures whose behavior they consider immoral.\r

    The cocoadaemon\/chocodeva<\/i> spell is an Evil spell when used to summon a cocoadaemon and a Good spell when used to summon a chocodeva.\r

    Material Component:<\/i> Three pounds of the finest chocolate flavored with rare spices, costing 500 gold pieces.\r

    Focus:<\/i> A silver chocolate mold costing 500 gold pieces. To summon a cocoadaemon the mold must be in the shape of an evil outsider, a chocodeva requires a mold shaped like a good outsider.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Polyhedron #23<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral good","environment":"A good-aligned plane"},{"name":"Choke Creeper","type":"Plant","ch":18,"challenge_rating":" 18 \u00a0","id":5297,"reference":"Usergen","full_text":"

    Choke Creeper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 25d8+275\u00a0(387 hp)<\/td> <\/tr>
    Initiative: <\/strong> -3 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 1 ft<\/td> <\/tr>
    AC:<\/strong> 15 (-8 size, -3 Dex, +16 natural)<\/td> <\/tr>
    Attacks:<\/strong>8 slams +22 melee<\/td> <\/tr>
    Damage: <\/strong>Slam 1d4+12<\/td> <\/tr>
    Face\/Reach: <\/strong>40 ft by 80 ft\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, constriction 1d4+12, strangulation<\/td> <\/tr>
    Special Qualities: <\/strong>Plant, fire and cold resistance 10, electricity absorption, vulnerability to cold<\/td> <\/tr>
    Saves: <\/strong>Fort +25, Ref +3, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 5, Con 32, Int ---, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong><\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate forest<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>18<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>26-75 HD (Colossal)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The choke creeper is an enormous creeping vine that lives to eat everything it meets. This carnivorous plant, also known as the strangler vine<\/i>, is believed to be related to the hangman tree. This long vine is olive green in color, almost as thick as a large tree trunk.

    Choke creepers are unbelievably long, the smallest of them being about 80 feet long, and the largest being double that length. These plants have four branches on every ten-foot section; therefore the shortest creepers have 32 branches, and the longest creepers will have 64 branches. The branches of the choke creeper look like normal vegetation. Creepers are able to creep along the forest floor by use of their flexible tentacles. They are attracted to bright light and strong heat sources, such as living beings.

    COMBAT<\/b>
    The choke creeper attacks anything within range that gives off heat, though very hot fires will force them to move away. Each of the creeper's branches may attack in a single round, though only four branches may attack a single target at a time. Each branch has its own hit points besides the base hit points of the parent plant; a branch has 2 hit points for every 20 feet in length of the vine, and this amount of damage must be dealt with a single blow from a slashing weapon to sever it.

    Improved Grab (Ex)<\/b>: To use this ability, the choke creeper must hit with a slam attack. If it gets a hold, it can constrict. If the grab is successful and the creeper scores a critical hit, it strangles.

    Constriction (Ex)<\/b>: A choke creeper deals 1d4+12 points of damage with a successful grapple check against Huge or smaller creatures. If the choke creeper scores a critical hit, it strangles rather than constricts.

    Strangulation (Ex)<\/b>: The choke creeper grasps its opponent by the neck cutting off its air. The victim follows the normal rules for suffocation damage (see Suffocation in the DMG).

    Electricity Absorption (Ex)<\/b>: Any electricity-based attack that hits a choke creeper is absorbed and allows the creeper to function as if hasted<\/i> for 1d4 rounds.

    Vulnerability to Cold (Ex)<\/b>: Any cold-based attacks that beat the choke creeper's cold resistance paralyze a choke creeper for 1d4+1 rounds.

    Plant<\/b>: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II (1983), Monstrous Compendium MC2 (1989), Monstrous Manual (1993).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":">Temperate forest"},{"name":"Chomper","type":"Magical Beast","ch":7,"challenge_rating":" 7 \u00a0","id":5298,"reference":"Usergen","full_text":"

    Chomper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d10+27\u00a0(76)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), burrow 20 ft., swim 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, \u00c2\u00961 Dex, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+17<\/td> <\/tr>
    Attack: <\/strong>Bite +12 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +12 melee (1d8+4) and sting +10 melee (1d6+2 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 8, Con 17, Int 2, Wis 8, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +11, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Cleave, Improved Bull Rush, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>No coins, 50% goods (stone only), no items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-27 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This purple-plated worm is over 20 feet long. Its wide maw chomps easily through earth, and its tail ends in a vicious-looking stinger.<\/i>\r

    The chomper is a smaller variety of the purple worm. It is sometimes domesticated by humanoids and other sentient creatures to dig tunnels. The chak are particularly renown for domesticating these annelids, and may have given them their name.\r

    The body of a mature chomper is 3 feet in diameter and 20 feet long, weighing about 12,000 pounds. \r

    COMBAT\r

    Domesticated chompers rarely bite anything intentionally, but will defend themselves if forced into combat. Wild chompers are more aggressive, occasionally hunting other creatures to supplement their diet of minerals. Like a purple worm, a chomper forms into a coil 10 feet in diameter, biting and stinging anything within reach.\r

    Improved Grab (Ex):<\/b> To use this ability, a chomper must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.\r

    Poison (Ex):<\/b> Injury, Fortitude DC 17, initial damage paralysis for 2d6 rounds, secondary damage paralysis for 2d6 minutes. The save DC is Constitution-based. \r

    Swallow Whole (Ex):<\/b> A chomper can try to swallow a grabbed opponent up to two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 1d8+4 points of crushing damage plus 4 points of acid damage per round from the worm\u00c2\u0092s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large chomper's interior can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents. \r

    Skills:<\/b> A chomper 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.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in I11: Needle<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Underground"},{"name":"Chont","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5299,"reference":"Usergen","full_text":"

    Chont <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10+18\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), burrow 20 ft., swim 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00961 size, +9 natural), touch 9, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+15<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d4+5) or electric shock +10 melee touch (5d6 electricity)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d4+5) and bite +5 melee (2d8+2); or electric shock +10 melee touch (5d6 electricity)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Electrical strike, ramming, rend 2d8+7\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>All-around vision, amphibious, darkvision 60 ft., immunity to cold, electricity, and mind-affecting spells and abilities, low-light vision, reflect mental attacks, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 11, Con 16, Int 2, Wis 11, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +11, Search +4, Swim +13<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Power Attack, Toughness (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2\u00c2\u009610) <\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7\u00c2\u009611 HD (Large); 12-18 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive horseshoe crab has a dark brown segmented carapace. Five pairs of legs protrude along its underside, with a pair of crablike claws preceding them. Its body tapers to a fearsome-looking tail. A large pair of compound eyes sits atop the carapace, while a second pair sits on the underside of its front rim.<\/i>\r

    A chont is a magical giant horseshoe crab. These armored predators roam coastal waters and beaches, feeding on mollusks, worms, plants, carrion, and anything else they can catch.\r

    Like a regular horseshoe crab, a chont's body and limbs are covered by a thick, dome-shaped shell and carapace, so from above it resembles a helmet with a tail trailing after it. Its tail is powerful and highly mobile, and is used as a prow when burrowing through sand and to right an overturned crab. Horseshoe crabs have three pairs of eyes: one set on the underside of its front rim, a large pair on the carapace, and a small hidden pair atop the abdomen. \r

    On its underside a chont has a sucking mouth, flanked by two crablike claws. Behind this are bony, grinding ridges that crush food; everything a chont seizes is passed here by its claws, crushed and then transferred forward into the mouth, which will regurgitate undigestible material. (The name \"chont\" is due to the crushing noise the creature makes while eating.) Behind these mouthparts are five pairs of legs. The first four can be used as pincers and have spurlike spikes to grip and break up food; the last pair sport leaflike \"wings\" which aid in swimming and clear away mud when the crab is burrowing. Behind these legs, under the second segment of the carapace, are five pairs of gills with long flaps that keep water moving over the gill membranes and aid in swimming.\r

    Chonts come ashore on certain beaches at certain times to mate, the eggs they lay then hatch into marine larvae that slowly grow to full size. Huge numbers of regular horseshoe crabs come ashore to breed at the same times and places. Chonts will always defend their smaller brethren if the latter are attacked.\r

    A typical chont is 13 to 25 feet long, including a 5 to 10 foot long tail, and has a shell between 6 and 12 feet across. They weigh from 500 to 4,000 pounds.\r

    COMBAT\r

    Chonts will always defend nearby horseshoe crabs of any size. Sailors report that these normally placid creatures occasionally attack and smash small craft, attacking en masse and ramming the boat with their armored snouts and then seizing creatures in the water. \r

    All-Around Vision (Ex):<\/b> A chont's many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.\r

    Electrical Strike (Su):<\/b> A chont may make a melee touch attack to deal 5d6 points of electricity damage. It gains a +3 bonus on its attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).\r

    Thrice per day, a chont can generate enough of a charge to release a 120-foot line of lightning that deals 6d6 points of electricity damage to all creatures within the area (Reflex DC 16 half). This otherwise functions like a lightning bolt<\/i> spell. The save DC is Constitution-based.\r

    Ramming (Ex):<\/b> As a standard action, a chont can swim at up to quadruple speed (200 feet) and ram a waterborne target (such as a ship or another creature). To ram, the chont must end its movement in the target's space. This attack deals 2d8+5 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 18 Reflex save for half damage. The save DC is Strength-based.\r

    Upon ramming a ship, the chont can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG<\/i> for information about ships). Regardless of the check result, every creature aboard must attempt a DC 15 Reflex saving throw. Success means the creature takes 1d6 points of damage from being thrown about by the impact; failure means the creature is hurled overboard.\r

    Reflect Mental Attacks (Ex):<\/b> All mind-affecting attacks targeting a chont are automatically turned back upon their original caster. Area effect attacks are not reflected. The attacker saves against the attack as normal.\r

    Rend (Ex):<\/b> A chont that hits with both claw attacks latches onto the opponent\u00c2\u0092s body and crushes it between bony, grinding plates behind its mouth. This attack automatically deals an extra 2d8+7 points of damage.\r

    Skills:<\/b> A chont 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #89<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate aquatic"},{"name":"Clam (Giant)","type":"Vermin","ch":2,"challenge_rating":" 02 \u00a0","id":5300,"reference":"Usergen","full_text":"

    CLAM, Giant<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Vermin<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 4d8+8 (26 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>\u00965 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> 0 ft<\/p> <\/td> <\/tr>

    AC:<\/b>14 (\u00961 size, \u00965 Dex, +10 natural<\/span>)<\/p> <\/td> <\/tr>

    Attacks:<\/b> None<\/p> <\/td> <\/tr>

    Damage:<\/b> None (see text)<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 10 ft by 10 ft\/0 ft<\/p> <\/td> <\/tr>

    Special Attacks: <\/b>Clamp<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Camouflage, blindsight, vermin<\/p> <\/td> <\/tr>

    Saves:<\/b>Fort +6, Ref \u00964, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/b>Str 20, Dex 1, Con 15, Int \u0096\u0096, Wis 10, Cha 9<\/span><\/p> <\/div> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any warm aquatic<\/p> <\/td> <\/tr>

    Organization:<\/b> Solitary or cluster (2-10)
    Challenge Rating:<\/b> 2<\/p> <\/td> <\/tr>

    Treasure:<\/b> 50% standard<\/p> <\/td> <\/tr>

    Alignment:<\/b> Always neutral<\/p> <\/td> <\/tr>

    Advancement:<\/b> 5\u00968 HD (Large); 9\u009612 HD (Huge)<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Giant clams dwell in warm waters, lying with their shells open as they filter food out of the water.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Giant clams never attack. The threat they pose comes only from their reflex action to clamp shut quickly when they are interfered with.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Clamp (Ex): <\/span><\/b>Any creature of Huge size or smaller that comes within 5 feet of a giant clam must make a Swim check (DC 17) or be sucked between its shells as it clamps shut. Small or smaller creatures will be completely trapped. Medium\u0096size or larger creatures will be only partially trapped, perhaps by a leg or by the midsection. Trapped creatures are considered grappled.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A trapped creature takes 1d6+7 points of crushing damage each round and is subject to drowning (see page 85 in the DMG<\/i>).\u00a0 <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A giant clam that has clamped shut will not reopen unless forced (requires an opposed Strength roll) or until 1d4 hours have passed without the clam being disturbed.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Camouflage (Ex):<\/span><\/b> The rough shell of a giant clam is usually draped with barnacles, anemones, and bits of coral, which help them blend in with their environment. Creatures must make a Spot check (DC 20) to notice it. Anyone with Wilderness Lore or Knowledge (sea creatures) can use those skills instead of Spot to notice the plant.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blindsight (Ex):<\/b> Giant clams have no visual organs but can ascertain all foes within 30 feet using vibration.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Vermin<\/span><\/b>: Immune to all mind\u0096influencing spells and effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Giant Clam first appeared in module EX2 (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Vermin","alignment":" Always neutral","environment":" Any warm aquatic"},{"name":"Clam, Giant, Carnivorous Scallop","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5301,"reference":"Usergen","full_text":"

    Clam, Giant, Carnivorous Scallop <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+8\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> -3<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, -3 Dex, +10 natural), touch 6, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+13<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (1d10+5)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +8 melee (1d10+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Paralyzing cloud, shell trap<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 30 ft., camouflage, immunity to mind-affecting effects, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 5, Con 15, Int 1, Wis 10, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Power Attack, Reckless Offensive<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>50% standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5\u00c2\u00968 HD (Large); 9-12 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This huge scalloped shellfish is at least as wide as a human is tall. Two rows of tiny blue eyes interspersed with short, thin tentacles peek from between its shells.<\/i>\r

    Giant carnivorous scallops are a dangerous shellfish with a rudimentary, animal intelligence. They can swim by making a butterfly movement with its shell, but spend most of their lives lying motionless while waiting for prey.\r

    A typical giant carnivorous scallop has a shell 6 feet across and weighs 1,500 pounds.\r

    COMBAT\r

    A giant carnivorous scallop can swim by making a butterfly movement with its shell. The scallop prefers to hide using its camouflage ability, then surprises its prey with its paralyzing cloud. When prey avoids the paralysis, it often releases a sudden expulsion of water, jetting backward and slamming its victim with great force as a charge attack.\r

    Blindsight (Ex):<\/b> Giant carnivorous scallops can ascertain all foes within 30 feet using vibration.\r

    Camouflage (Ex):<\/b> A giant carnivorous scallop often buries itself in the sand or mud of the ocean floor, and its rough shell is usually draped with barnacles, anemones, and bits of coral which help the shellfish blend in with its environment. Creatures must succeed on a DC 25 Spot check to notice a camouflaged giant scallop. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the giant scallop.\r

    Paralyzing Cloud (Ex):<\/b> Once per day, a giant carnivorous scallop can release a cloud of chemicals in a 10-foot spread (15-foot for a Huge clam). All living creatures within this cloud must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 rounds. Creatures with immunity to poison or paralysis are unaffected, and creatures resistant to poison or paralysis receive their normal bonus on their saving throws. A delay poison, neutralize poison<\/i> or remove paralysis<\/i> spell removes the effect from a paralyzed creature. The save DC is Constitution-based.\r

    Shell Trap (Ex):<\/b> As a standard action, a giant carnivorous scallop can attempt to trap any creature within reach up to one size larger than itself. The target can make an attack of opportunity against the clam, but if it does so it is not entitled to a saving throw. An opponent that does not attempt an attack of opportunity must succeed on a DC 17 Reflex save or be trapped. Immobilized creatures, including those affected by the scallop's paralyzing cloud, are not entitled to a saving throw. The save DC is Strength-based.\r

    If the trapped opponent is smaller than the scallop, they are drawn inside the scallop's stomach, where they take 1d4+5 bludgeoning damage plus 1d4 acid damage per round. If the opponent is the same size as the scallop or one size larger, the scallop uses the razor-sharp edges of its shell to saw at the trapped opponent, automatically inflicting 1d6+7 points of bludgeoning and slashing damage per round.\r

    A giant carnivorous scallop can be forced to release a trapped opponent by succeeding at an opposed Strength check against the clam's Strength check (the clam gets a +4 racial bonus on this Strength check). A trapped victim can also try to cut its way free with any light slashing or piercing weapon, by doing [15?] hit points of damage to the scallop's AC 15 interior.\r

    Skills:<\/b> A giant carnivorous scallop 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.\r

    Psionic Carnivorous Scallop Colonies<\/b>\r
    Some clusters of at least 6 giant carnivorous scallops develop a hive mind (see below), gaining an Intelligence of 6. Furthermore, the cluster gains the phrenic creature template, using the total number of scallops in the cluster as the effective HD of the creature for determining the psi-like abilities, manifester level, power resistance, and CR adjustment granted by the template. To determine CR, calculate the EL for the number of scallops and then add the CR adjustment from the template.\r

    Hive Mind (Su):<\/b> All scallops in a psionic colony within 100 ft of each other are in constant communication with each other. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No scallop in a group is considered flanked unless all of them are. This hive mind grants the scallops an Intelligence of 6 and the phrenic template as above; if the number of scallops in the colony falls below 6, the hive mind is lost.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #116<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Clownfish, Giant","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5302,"reference":"Usergen","full_text":"

    Clownfish, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
    Attack: <\/strong>Unarmed strike +1 melee (1d2-1)<\/td> <\/tr>
    Full Attack: <\/strong>Unarmed strike +1 melee (1d2-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Immunity to paralysis and poison, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 12, Con 14, Int 1, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +1, Listen +3, Spot +4, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or school (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bright orange fish is vertically striped with wide bands of white. Each white band is bordered on both sides with a narrow black band, and the tail and fins are each black at the tips.<\/i>\r

    Larger versions of the tiny tropical clownfish, or clown anemonefish, giant clownfish make their homes in shallow, tropical waters. Giant clownfish are often called \u00c2\u0093bogeyfish\u00c2\u0094 or \u00c2\u0093bogeys\u00c2\u0094.\r

    In the wild, giant clownfish are most often encountered within the vicinity of a giant sea anemone. Clownfish exude a slimy coating that protects them from the anemone\u00c2\u0092s paralytic stings, so they are safe from most creatures while nestled within the anemone\u00c2\u0092s tentacles. In addition, the giant sea anemone serves as a food source for the clownfish, who often eat the tiny sea creatures that occasionally are caught in the anemone's tentacles. They also eat algae that forms on sea coral.\r

    Clownfish are frequently preyed upon by sharks, rays, and large fish as well as ixitxachitl, sahuagin, and crabmen. Many giant clownfish are raised by sea sprites, who like them for their vivid coloration and often use the clownfish as riding mounts. The clownfish do not mind such servitude, as they are then protected not only by the sea sprites but also by the barracudas that many sea sprites use as guards and pets. \r

    The female lays hundreds of reddish-orange eggs at a time, usually along the sea floor next to a giant sea anemone. The male, smaller than the female, follows in his mate's wake and fertilizes the eggs immediately after they\u00c2\u0092re laid. It is the male\u00c2\u0092s job to guard the eggs during the two weeks or so that it takes for them to hatch. If egg-eating fish or small marine creatures move too close to a clownfish\u00c2\u0092s nest, it can scare off the intruders by making loud clicking sounds. Newly-hatched clownfish are translucent and immediately go off on their own to feed. They gradually take on the standard coloration and find homes for themselves among giant sea anemones.\r

    A giant clownfish averages 3 feet in length and weighs about 30 pounds.\r

    COMBAT\r

    Giant clownfish are essentially harmless to man-sized creatures, as they have no teeth and can swallow only creatures smaller than their own mouths. In extreme situations they can \u00c2\u0094head butt\u00c2\u0094 creatures that get too close, more to suggest the creature leave the vicinity than causing actual harm.\r

    Skills:<\/b> A giant clownfish 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. They use their Dexterity modifier instead of their Strength modifier for Swim checks. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #250<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm aquatic"},{"name":"Clubnek","type":"Beast","ch":1,"challenge_rating":" 01 \u00a0","id":5303,"reference":"Usergen","full_text":"

    CLUBNEK<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Medium-Size Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice: <\/span><\/b>2d10+2 (13 hp)<\/span><\/p><\/td> <\/tr>

    Initiative: <\/span><\/b>+0 (Dex)<\/span><\/p><\/td> <\/tr>

    Speed: <\/span><\/b>30 ft<\/span><\/p><\/td> <\/tr>

    AC: <\/span><\/b>12 (+2 natural)<\/span><\/p><\/td> <\/tr>

    Attacks: <\/span><\/b>2 claws +3 melee, beak -2 melee<\/span><\/p><\/td> <\/tr>

    Damage: <\/span><\/b>Claw 1d6+2, beak 1d8+1<\/span><\/p><\/td> <\/tr>

    Face\/Reach: <\/span><\/b>5 ft by 5 ft\/5 ft<\/span><\/p><\/td> <\/tr>

    Special Qualities: <\/span><\/b>Sprint<\/span><\/p><\/td> <\/tr>

    Saves: <\/span><\/b>Fort +4, Ref +3, Will +0<\/span><\/p><\/td> <\/tr>

    Abilities: <\/span><\/b>Str 14, Dex 10, Con 12, Int 5, Wis 10, Cha 9<\/span><\/p><\/td> <\/tr>

    Skills:<\/span><\/b> Jump +6, Listen +4, Spot +3<\/span><\/p> <\/div><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain: <\/span><\/b>Temperate forest and plains<\/span><\/p><\/td> <\/tr>

    Organization: <\/span><\/b>Flock (2-8)<\/span><\/p><\/td> <\/tr>

    Challenge Rating:<\/span><\/b> 1<\/span><\/p><\/td> <\/tr>

    Treasure: <\/span><\/b>None<\/span><\/p><\/td> <\/tr>

    Alignment: <\/span><\/b>Always neutral<\/span><\/p><\/td> <\/tr>

    Advancement: <\/span><\/b>3-4 HD (Medium-Size); 5-6 HD (Large)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    A clubnek is a large form of flightless bird, related to an ostrich. They have feathers in varying shades of green, and their hard bony beaks are a dull yellow. They are herbivores, mostly found wandering forests and meadowlands.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>
    COMBAT<\/strong><\/span><\/td> <\/tr>

    Clubneks are not aggressive unless they are threatened. Their actions in combat are erratic and unpredictable. The bird\u0092s favorite method of attack is to jump at an opponent with both of its clawed feet, while jabbing with its beak.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Sprint (Ex): <\/span><\/b>Once every five rounds, a clubnek can make a burst of high speed, reaching a maximum speed of 60 feet for that round.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>
    \u00a0 <\/td> <\/tr>

    The Clubnek first appeared in the 1e FF (1981).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Always neutral","environment":"Temperate forest and plains"},{"name":"Clubthorn","type":"Plant","ch":4,"challenge_rating":" 4 \u00a0","id":5304,"reference":"Usergen","full_text":"

    Clubthorn <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+32\u00a0(63 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+21<\/td> <\/tr>
    Attack: <\/strong>Slam +13 melee (1d8+9)<\/td> <\/tr>
    Full Attack: <\/strong>6 slams +13 melee (1d8+9)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Adhesive sap, entangling roots<\/td> <\/tr>
    Special Qualities: <\/strong>Camouflage, damage reduction 5\/slashing and piercing, low-light vision, plant traits, tremorsense 20 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 9, Con 22, Int 1, Wis 10, Cha 3 <\/td> <\/tr>
    Skills: <\/strong>Listen +9<\/td> <\/tr>
    Feats: <\/strong>Lightning Reflexes, Power Attack, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests and swamps<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-10 HD (Huge); 11-16 HD (Gargantuan); 17-24 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This evergreen tree is covered with glossy green leaves and bright red berries. The leaves are as stiff as boiled leather, with sharp spines along their serrated edges.<\/i>\r

    A clubthorn is a predatory plant that feeds on blood and decaying bodies. The clubthorn is somewhat mobile, rendering attempts to cultivate it as a hedge plant for defensive purposes difficult at best.\r

    A typical clubthorn grows to 20 to 30 feet in height, with the largest known specimens towering nearly 200 feet tall.\r

    COMBAT\r

    A clubthorn lies in wait until prey comes near, then its roots erupt from the ground and entangle the prey. The clubthorn gets its name from its follow-up attacks, pummeling its victims with clublike branches.\r

    A clubthorn's slam attacks deal bludgeoning and piercing damage due to the serrated leaves and thorns.\r

    Adhesive Sap (Ex):<\/b> Clubthorns have a birdlime-like adhesive sap that leaks out whenever their outer bark is penetrated. Any piercing or slashing weapon that strikes a clubthorn is stuck fast unless the wielder succeeds on a DC 19 Reflex save. Prying off a stuck weapon requires a DC 19 Strength check. Clubthorns have a +8 circumstance bonus on disarm checks against weapons stuck in their adhesive sap. The save DC is Constitution-based.\r

    Vinegar, wine and strong alcohol can dissolve the clubthorn's adhesive sap. The substance breaks down 1 minute after the creature dies.\r

    Camouflage (Ex):<\/b> Since a clubthorn looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. \r

    Entangling Roots (Ex):<\/b> A clubthorn can wrap specialized root-tendrils around every creature within its reach as a move-equivalent action. Every creature within the area must succeed on a DC 22 Reflex save or be entangled and held fast. Creatures that make their saves can still move at half speed through the area. Creatures entangled by the roots can break free and move half their normal speed by using a full-round action to make a DC 22 Strength check or a DC 22 Escape Artist check. The save and check DCs are Strength-based.\r

    Advanced Clubthorns<\/b>\r
    A Gargantuan or Colossal clubthorn can make eight slam attacks as a full attack.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #167<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Temperate forests and swamps"},{"name":"Cobra Dragon","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5305,"reference":"Usergen","full_text":"

    Cobra Dragon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Fire)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Any tropical and underground<\/td> <\/tr>
    Organization: <\/strong>Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2\u00c2\u00965); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling 6-7 HD (Small); very young 9-10 HD (Medium); young 12-13 HD (Medium-size); juvenile 15-16 HD (Large); young adult 18-19 HD (Large); adult 21\u00c2\u009622 HD (Huge); mature adult 24\u00c2\u009625 HD (Huge); old 27-28 HD (Huge); very old 30-31 HD (Huge); ancient 33-34 HD (Gargantuan); wyrm 36-37 HD (Gargantuan); great wyrm 39+ HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling: +5, very young: +5, young: +5, others -<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Cobra Dragons by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>5d12+5\u00a0(37)<\/font><\/td>13<\/font><\/td>10<\/font><\/td>13<\/font><\/td>12<\/font><\/td>12<\/font><\/td>13<\/font><\/td>+5\/\u00c2\u00961<\/font><\/td>+9<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+5<\/font><\/td>2d6\u00a0(13)<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>S<\/font><\/td>8d12+8\u00a0(60)<\/font><\/td>15<\/font><\/td>10<\/font><\/td>13<\/font><\/td>12<\/font><\/td>12<\/font><\/td>13<\/font><\/td>+8\/+6<\/font><\/td>+11<\/font><\/td>+7<\/font><\/td>+6<\/font><\/td>+7<\/font><\/td>4d6\u00a0(15)<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>M<\/font><\/td>11d12+22\u00a0(93)<\/font><\/td>17<\/font><\/td>10<\/font><\/td>15<\/font><\/td>14<\/font><\/td>14<\/font><\/td>15<\/font><\/td>+11\/+14<\/font><\/td>+14<\/font><\/td>+9<\/font><\/td>+7<\/font><\/td>+9<\/font><\/td>6d6\u00a0(17)<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>M<\/font><\/td>14d12+28\u00a0(119)<\/font><\/td>19<\/font><\/td>10<\/font><\/td>15<\/font><\/td>14<\/font><\/td>14<\/font><\/td>15<\/font><\/td>+14\/+19<\/font><\/td>+18<\/font><\/td>+11<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>8d6\u00a0(18)<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>L<\/font><\/td>17d12+51\u00a0(161)<\/font><\/td>23<\/font><\/td>10<\/font><\/td>17<\/font><\/td>16<\/font><\/td>16<\/font><\/td>17<\/font><\/td>+17\/+27<\/font><\/td>+22<\/font><\/td>+13<\/font><\/td>+10<\/font><\/td>+13<\/font><\/td>10d6\u00a0(21)<\/font><\/td>26<\/font><\/td><\/tr>
    Adult<\/font><\/td>L<\/font><\/td>20d12+80\u00a0(210)<\/font><\/td>27<\/font><\/td>10<\/font><\/td>19<\/font><\/td>16<\/font><\/td>18<\/font><\/td>17<\/font><\/td>+20\/+32<\/font><\/td>+27<\/font><\/td>+16<\/font><\/td>+12<\/font><\/td>+16<\/font><\/td>12d6\u00a0(24)<\/font><\/td>27<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>H<\/font><\/td>23d12+115\u00a0(264)<\/font><\/td>29<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>18<\/font><\/td>19<\/font><\/td>+23\/+40<\/font><\/td>+30<\/font><\/td>+18<\/font><\/td>+13<\/font><\/td>+17<\/font><\/td>14d6\u00a0(26)<\/font><\/td>30<\/font><\/td><\/tr>
    Old<\/font><\/td>H<\/font><\/td>26d12+130\u00a0(299)<\/font><\/td>31<\/font><\/td>10<\/font><\/td>21<\/font><\/td>18<\/font><\/td>18<\/font><\/td>19<\/font><\/td>+26\/+44<\/font><\/td>+34<\/font><\/td>+20<\/font><\/td>+15<\/font><\/td>+19<\/font><\/td>16d6\u00a0(28)<\/font><\/td>31<\/font><\/td><\/tr>
    Very Old<\/font><\/td>H<\/font><\/td>29d12+174\u00a0(362)<\/font><\/td>33<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>20<\/font><\/td>21<\/font><\/td>+29\/+48<\/font><\/td>+38<\/font><\/td>+22<\/font><\/td>+16<\/font><\/td>+21<\/font><\/td>18d6\u00a0(30)<\/font><\/td>33<\/font><\/td><\/tr>
    Ancient<\/font><\/td>H<\/font><\/td>32d12+192\u00a0(400)<\/font><\/td>35<\/font><\/td>10<\/font><\/td>23<\/font><\/td>20<\/font><\/td>20<\/font><\/td>21<\/font><\/td>+32\/+52<\/font><\/td>+42<\/font><\/td>+25<\/font><\/td>+19<\/font><\/td>+24<\/font><\/td>20d6\u00a0(32)<\/font><\/td>34<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>G<\/font><\/td>35d12+245\u00a0(472)<\/font><\/td>37<\/font><\/td>10<\/font><\/td>25<\/font><\/td>22<\/font><\/td>22<\/font><\/td>23<\/font><\/td>+35\/+60<\/font><\/td>+44<\/font><\/td>+26<\/font><\/td>+19<\/font><\/td>+25<\/font><\/td>22d6\u00a0(34)<\/font><\/td>36<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>G<\/font><\/td>38d12+304\u00a0(551)<\/font><\/td>39<\/font><\/td>10<\/font><\/td>27<\/font><\/td>22<\/font><\/td>22<\/font><\/td>23<\/font><\/td>+38\/+64<\/font><\/td>+48<\/font><\/td>+29<\/font><\/td>+21<\/font><\/td>+27<\/font><\/td>24d6\u00a0(37)<\/font><\/td>38<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Cobra Dragon Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>60 ft., fly 100 ft. (average), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>16 (+2 size, +4 natural), touch 12, flat-footed 16<\/font><\/td>Immunity to fire, poison, powerful bite, scent, vulnerability to cold<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Very Young<\/font><\/td>60 ft., fly 100 ft. (average), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>17 (+1 size, +7 natural), touch 11, flat-footed 17<\/font><\/td>-<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young<\/font><\/td>60 ft., fly 150 ft. (poor), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>20 (+10 natural), touch 10, flat-footed 20<\/font><\/td>Bleeding wounds<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>60 ft., fly 150 ft. (poor), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>23 (+13 natural), touch 10, flat-footed 23<\/font><\/td>Spit venom<\/font><\/td>-<\/font><\/td>-<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>60 ft., fly 150 ft. (poor), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>25 (\u00c2\u00961 size, +16 natural), touch 9, flat-footed 25<\/font><\/td>DR 5\/magic<\/font><\/td>-<\/font><\/td>18<\/font><\/td><\/tr>
    Adult<\/font><\/td>60 ft., fly 150 ft. (poor), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>28 (\u00c2\u00961 size, +19 natural), touch 9, flat-footed 28<\/font><\/td>Spreading breath<\/font><\/td>-<\/font><\/td>20<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>60 ft., fly 150 ft. (poor), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>30 (\u00c2\u00962 size, +22 natural), touch 8, flat-footed 30<\/font><\/td>DR 10\/magic<\/font><\/td>-<\/font><\/td>22<\/font><\/td><\/tr>
    Old<\/font><\/td>60 ft., fly 150 ft. (poor), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>33 (\u00c2\u00962 size, +25 natural), touch 8, flat-footed 33<\/font><\/td>-<\/font><\/td>-<\/font><\/td>24<\/font><\/td><\/tr>
    Very Old<\/font><\/td>60 ft., fly 150 ft. (poor), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>36 (\u00c2\u00962 size, +28 natural), touch 8, flat-footed 36<\/font><\/td>DR 15\/magic<\/font><\/td>-<\/font><\/td>25<\/font><\/td><\/tr>
    Ancient<\/font><\/td>60 ft., fly 150 ft. (poor), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>39 (\u00c2\u00962 size, +31 natural), touch 8, flat-footed 39<\/font><\/td>-<\/font><\/td>-<\/font><\/td>27<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>60 ft., fly 200 ft. (clumsy), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>40 (\u00c2\u00964 size, +34 natural),, touch 6, flat-footed 40<\/font><\/td>DR 20\/magic<\/font><\/td>-<\/font><\/td>28<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>60 ft., fly 200 ft. (clumsy), climb 20 ft., swim 60 ft.<\/font><\/td>+0<\/font><\/td>43 (\u00c2\u00964 size, +37 natural), touch 6, flat-footed 43<\/font><\/td>-<\/font><\/td>-<\/font><\/td>30<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    This dragon\\'s body is serpentine, with no rear legs and a long tail. A hood, like that of a king cobra, protrudes from either side of its neck. Its head, forelegs, and wings are clearly draconic. Oversized viperlike fangs protrude from its mouth, dripping saliva. Its scales are glossy black, except on its underbelly, where they are fiery orange.<\/i>\r

    Legends claim that the greatest and most venerable king cobras become cobra dragons. Although this is doubtful, these dragons personify the ferocity and regality of the magnificent serpents. Cobra dragons are among the most aggressive and greedy members of dragonkind.\r

    Cobra dragons lair in caves and subterranean caverns in tropical and subtropical jungles. They dislike swamps.\r

    Fiercely territorial, cobra dragons only tolerate the encroachment of others of their kind during the spring, when they perform a mating ritual that involves nonlethal combat. Once the eggs have been laid, the pair splits up.\r

    Cobra dragons prize skulls of other creatures as much as treasure. The more powerful or rare the creature, the more valuable they find its skull. Offering a worthy skull to a cobra dragon can improve its reaction to diplomatic endeavors.\r

    Charismatic and cunning, cobra dragons are often served by lesser creatures such as bakemono, gargoyles, and lizardfolk. Some tribes worship cobra dragons as deities.\r

    Combat\r

    Cobra dragons loathe magic, and are highly resistant to spells. They rely on their breath weapon and potent physical attacks to decimate opponents. A cobra dragon generally employs its breath weapon first, then attacks the toughest-looking melee combatant first, largely ignoring spellcasters unless they find a way to overcome its potent spell resistance.\r

    Bleeding Wounds (Ex):<\/b> A wound from a young or older cobra dragon\\'s bite attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per age category per round thereafter. Multiple bite wounds result in cumulative bleeding loss. The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure<\/i> spell or other healing spell (heal, mass heal<\/i>, and so on).\r

    Breath Weapon (Su):<\/b> A cobra dragon has one type of breath weapon, a cone of fire. When the dragon\u00c2\u0092s fire breath is expelled, a stationary, black smoke cloud is released from its nostrils in a spread with a radius equal to the length of the cone of fire. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.\r

    Poison (Ex):<\/b> Injury, Fortitude DC equals breath weapon DC, initial damage 2d6 Strength and sickened, secondary damage 2d6 Constitution and nauseated. The sickened and nauseated conditions last for a number of rounds equal to the cobra dragon\\'s age category.\r

    Powerful Bite (Ex):<\/b> All cobra dragons gain Improved Natural Attack (bite) as a bonus feat.\r

    Spit Venom (Ex):<\/b> A juvenile or older cobra dragon can spit its venom up to 10 feet x its age category as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.\r

    Spreading Breath (Su):<\/b> An adult or older cobra dragon can breathe its breath weapon directly under its body, altering its shape from a cone to a spread with a radius equal to the length of the cone. The spread is centered on the cobra dragon\\'s head.\r

    Skills:<\/b> Climb, Hide, and Swim are considered class skills for cobra dragons. Cobra dragons have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A cobra dragon can always choose to take 10 on a Climb check, even if rushed or threatened. A cobra dragon 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.\r

    Cobra Dragons and Oriental Adventures<\/i><\/b>\r

    If you are using Oriental Adventures<\/i>, cobra dragons are a type of lung dragon, and gain all the traits common to this group of dragons.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #146 (\\\"The Dragon\\'s Bestiary\\\", Randy Johns)<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always neutral","environment":"Any tropical and underground"},{"name":"Cockatrice, Giant","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":5306,"reference":"Usergen","full_text":"

    Cockatrice, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d10+30\u00a0(85)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares), fly 60 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+18<\/td> <\/tr>
    Attack: <\/strong>Bite +14 melee (1d8+6 plus petrification)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +14 melee (1d8+6 plus petrification)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Petrification<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +8, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +9, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (petrification), Alertness, Dodge, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, flight (3\u00c2\u00965), or flock (6\u00c2\u009613)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009615 HD (Large); 16\u00c2\u009620 HD (Huge); 21\u00c2\u009624 HD (Gargantuan); 25\u00c2\u009630 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This avian creature is about eight feet tall. It has the head and body of a cockerel, bat wings, and the long tail of a lizard. Its eyes glow with a dangerous-looking crimson sheen.<\/i>\r

    These are rare mutated forms of the cockatrice. They stand eight feet tall and are even more fierce than the cockatrice. Due to their size, their diet consists of small mammals and large lizards. They are incredibly fast and, due to their petrifaction attack, extremely dangerous.\r

    A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. \r

    A giant cockatrice weighs about 300 pounds.\r

    Combat\r

    Like its lesser cousin, a giant cockatrice fiercely attacks anything that it deems a threat to itself or its lair.\r

    Petrification (Su):<\/b> Creatures hit by a giant cockatrice\u00c2\u0092s bite attack must succeed on a DC 20 Fortitude save or instantly turn to stone. The save DC is Constitution-based. \r

    Cockatrices (both the giant and lesser variety) have immunity to the petrification ability of other cockatrices, but other petrification attacks affect them normally.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Pools of Darkness (SSI computer game)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate plains"},{"name":"Cocoadaemon","type":"Construct","ch":1,"challenge_rating":" 1 \u00a0","id":5307,"reference":"Usergen","full_text":"

    Cocoadaemon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Construct \t\t\t(Evil, Extraplanar, Yugoloth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 size), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/\u00c2\u00967<\/td> <\/tr>
    Attack: <\/strong>Slam +3 melee (1d4\u00c2\u00961)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +3 melee (1d4\u00c2\u00961)<\/td> <\/tr>
    Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Delicious temptation<\/td> <\/tr>
    Special Qualities: <\/strong>Chocolate healing, construct traits, damage reduction 5\/good, darkvision 60 ft., fattening, immunity to acid, resistance to cold 10, electricity 10, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 15, Con \u00c2\u0097, Int 10, Wis 12, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Hide +7, Intimidate +3, Move Silently +6, Listen +3, Spot +3<\/td> <\/tr>
    Feats: <\/strong>Lightning Reflexes, Persuasive<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Bleak Eternity of Gehenna<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>4\u00c2\u00966 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>+2 (cohort)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A foot-tall creature seemingly molded from tantalizing milky chocolate. It has the form of an obese humanoid with little horns, a forked tail, and an expression of leering cunning. A pair of ridiculously small batlike wings sprout from its shoulders, but these appendages seem purely ornamental.<\/i>\r

    A cocoadaemon is an extraplanar construct formed from living chocolate. According to myth, cocoadaemons were created by a yugoloth lord to tempt non-evil casters with their chocolatey deliciousness. A solar then developed a construct with similar attributes and the Angel subtype to oppose the cocoadaemon, the chocodeva<\/b><\/u><\/a>. If a spellcaster summons both a chocodeva and a cocoadaemon, the two constructs will take every opportunity to insult the other while seeking to persuade the caster towards their ethical point of view, usually while sitting on their summoner's shoulders.\r

    Like other extraplanar constructs, such as retrievers, cocoadaemons and chocodevas are built by outsiders, not constructed by mortals. They can be summoned to the Material Plane by the cocoadaemon\/chocodeva<\/i> spell (see below).\r

    A cocoadaemon is typically a foot tall and weighs 3 pounds.\r

    Cocoadaemons speak Common, Abyssal, Celestial and Infernal.\r

    Combat<\/b>\r
    Cocoadaemons are weak fighters, so the self-serving creatures usually hang back out of battle. If they must fight, they often use their Delicious Temptation special attack to provoke an opponent into chasing them, then try to lead their opponent into a vulnerable position. A cocoadaemon may encourage an enemy to bite them, so their opponent will be hampered by the yugoloth's Fattening ability.\r

    Chocolate Healing (Ex):<\/b> A cocoadaemon or chocodeva which eats 4 ounces of the finest chocolate (cost 1 gp) gains natural healing for the following 24 hours, allowing it to recover from its injuries as it if were a living creature. Furthermore, specially prepared chocolate remedies can provide a cocoadaemon with first aid, long term care and wound treatment as per the Heal skill, except they require Profession (cooking) checks instead of Heal checks and expend 2 gp worth of chocolate products per application. Chocolate healing does not allow a cocoadaemon\/chocodeva to benefit from curative magic, such as a cure light wounds<\/i> spell. It only grants \"natural healing\" for the duration. \r

    Delicious Temptation (Su):<\/b> As a standard action, a cocoadaemon can make itself look delicious to a single living creature within 30 feet. The opponent must succeed at a DC 12 Will save or spend the next 2d10 rounds trying to bite the cocoadaemon. If the creature does not have bite as a natural weapon, this attack does lethal damage equal to an unarmed strike (1d3 plus Str modifier for a Medium creature, 1d2+Str for Small, etc). As soon as the opponent successfully bites the cocoadaemon, the Delicious Temptation affect ends and the opponent is affected by the yugoloth's Fattening special ability (since they just ate part of the cocoadaemon). The save DC is Charisma-based.\r

    Fattening (Su):<\/b> Any living creature who eats even a small part of a chocodaemon grows so obese they move as if their encumbrance was one grade worse than it actually is (e.g. a creature in light armor or carrying a light load moves as a medium encumbered creature. This effect lasts until the subject goes on a strict diet for 3 days; in order to complete the diet, the victim must make a DC 15 Will save at the start of the 3 day period to avoid giving into culinary temptations. In the event of a failed save, the victim can retry each day.\r

    Cocoadaemon\/Chocodeva<\/b>\r
    Conjuration\/Summoning (Evil or Good<\/i> [See Text])<\/i>\r
    Level:<\/b> Clr 4, Sor\/Wiz 4\r
    Components:<\/b> V, S, M, F\r
    Casting Time:<\/b> 3 hours\r
    Range:<\/b> Close (25 ft. + 5 ft.\/2 levels)\r
    Effect:<\/b> One cocoadaemon or chocodeva\r
    Duration:<\/b> Permanent until dispelled\r
    Saving Throw:<\/b> None\r
    Spell Resistance:<\/b> No\r

    With this spell, the caster conjures a foot tall daemon- or angel-like creature made of chocolate, which can obey simple instructions from its creator (such as carrying light objects, stealing a small item, sounding an alarm in case of an unexpected visit, etc.). Cocoadaemons are of low intelligence and, though loyal to their summoner, they like practical jokes and causing mischief (but hate hot temperatures). Chocodevas, in contrast, are merry beings with a protective attitude toward their summoners, although they tend to nag creatures whose behavior they consider immoral.\r

    The cocoadaemon\/chocodeva<\/i> spell is an Evil spell when used to summon a cocoadaemon and a Good spell when used to summon a chocodeva.\r

    Material Component:<\/i> Three pounds of the finest chocolate flavored with rare spices, costing 500 gold pieces.\r

    Focus:<\/i> A silver chocolate mold costing 500 gold pieces. To summon a cocoadaemon the mold must be in the shape of an evil outsider, a chocodeva requires a mold shaped like a good outsider.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in Polyhedron #23<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral evil","environment":"Bleak Eternity of Gehenna"},{"name":"Coffer Corpse","type":"Undead","ch":3,"challenge_rating":" 03 \u00a0","id":5308,"reference":"Usergen","full_text":"

    COFFER CORPSE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Undead<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d12 (13 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+4 (+4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 12 (+2 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4+4 and death grip<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Improved grab, death grip<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Undead, damage reduction 10\/+1, illusory death, weapon immunity, turn resistance +2<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +0, Ref +0, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 18, Dex 11, Con \u0096, Int 6, <\/span>Wis<\/span><\/place><\/state> 11, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Intimidate +3, Hide +5, Listen +4, Sense Motive +3, Spot +5<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Improved Initiative<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary

    <\/p><\/span><\/p>

    Activity Cycle:<\/span><\/b> Any
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 3-4 (Medium-size); 5-6 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    The coffer corpse is an undead creature formed as the result of an incomplete death ritual. They are most often found in stranded funeral barges or in the area where the ritual was never completed. They hate life, and will attack any living creature that disturbs them.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A coffer corpse appears much as it did in life. Its clothes hang in shreds and its skin is dry, brittle, and drawn tightly over its bones. Its hands end in sharp claws with long nails.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    A coffer corpse attacks using its claws. It will attempt to grab a foe around the throat and will not release its grip until either it or its victim is dead.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the coffer corpse must hit an opponent of up to Large size with both claw attacks. If it gets a hold, it uses its death grip.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Death Grip (Ex):<\/b> A coffer corpse deals 1d4+4 points of damage per round with a successful grapple check against a Large or smaller creature. Because the coffer corpse grasps the victim\u0092s throat, a creature in its grasp cannot speak or cast spells with verbal components.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature caught can hold its breath for a number of rounds equal to its Constitution score. After this time, the character must succeed at a Constitution check (DC 10) in order to continue holding its breath. The check must be repeated each round, and the DC increases by 1 for each previous success. If the victim runs out of breath, she falls unconscious (0 hp), and begins taking suffocation damage. (See page 88 of the DMG<\/i>).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Illusory Death (Ex):<\/b> In any round a coffer corpse is struck for 6 or more points of damage by a single non-magical weapon, it will slump to the ground as if dead. If it has fastened its death grip on a victim, the victim falls as well, unless a successful Reflex save (DC 12) is made. Even if the save is made, the coffer corpse does not release its grip but, rather, slumps against its opponent\u0092s body.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 On its next turn the coffer corpse rises again as if through reanimation. Any creature viewing this must succeed at a Will save (DC 10) or become panicked for 2d4 rounds.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Weapon Immunity (Ex):<\/b> A coffer corpse takes half damage from all piercing and slashing weapons.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Undead:<\/b> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. A coffer corpse has darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    The Coffer Corpse first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Undead","alignment":"Any","environment":"Any land and underground"},{"name":"Colchiln","type":"Outsider","ch":3,"challenge_rating":" 03 \u00a0","id":5309,"reference":"Usergen","full_text":"

    Colchiln <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 25 ft (5 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+1 size, -1 Dex, +6 natural), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (2d4+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (2d4+5)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>---<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, damage reduction 5\/cold iron or good, fearless, spell resistance 15<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 9, Con 14, Int 6, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Hide +11, Listen +7, Move Silently +14, Spot +7, Survival +8<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any evil-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or legion (2-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Small); 9-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+4<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This four-foot tall bipedal creature is bloated and has scaled ebony skin. Its arms end in four-fingered claws, and its lidless white eyes bulge out of its head. A red forked serpent\u00c2\u0092s tongue darts out of its toothless maw.<\/i>\r

    The colchiln are strange little fiends that exist to serve and follow powerful evil beings. Many scholars assume that colchiln are somehow created from the lesser planar beings known as larva, though whether night hags, yugoloths, or some other master makes them is a mystery. They are sometimes sent to the Material plane to assist and aid demons, devils, and other fiends. They are usually found among major concentrations of evil, such as underground mountain caves that extend far into the earth, as well as deep dungeons where they aid in abominable rites to evil horned gods. Colchiln are incapable of creative and independent thought, but have a good memory and always explicitly follow the orders their masters give them. Colchiln most often serve as soldiers in subterranean wars, being mixed into legions of other evil beings.\r

    The colchiln\u00c2\u0092s serpentine tongue is sensitive to things that its skin doesn\u00c2\u0092t feel, and usually hangs out of its mouth as the creature walks. Both hands have four fingers each with claws as hard as metal.\r

    The colchiln is 4 feet tall and weights 60 pounds.\r

    COMBAT<\/b>\r
    Colchiln prefer to ambush their enemies, and attack from surprise. They are surprisingly strong for such small creatures, and their claws are iron-hard (or hard as adamantine in larger specimens). They are very clumsy, but always try to attack their foes for the maximum amount of damage that they can deal. They are truly fearless and always fight to the death.\r

    Fearless (Su)<\/b>: A colchiln is immune to fear, magical and otherwise.\r

    Skills<\/b>: A colchiln is surprisingly subtle in its movements, and receives a +6 racial bonus to Move Silently checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Any evil-aligned plane"},{"name":"Colfel","type":"Magical Beast","ch":7,"challenge_rating":" 7 \u00a0","id":5310,"reference":"Usergen","full_text":"

    Colfel <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d10+21\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+6 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+9<\/td> <\/tr>
    Attack: <\/strong>Gore +9 melee (1d8+2 plus energy drain) or claw +9 melee (1d4+2 plus energy drain)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +9 melee (1d8+2 plus energy drain) or 2 claws +9 melee (1d4+2 plus energy drain) and bite +7 melee (1d6+1 plus energy drain)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, powerful charge\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., fire antithesis, immunity to cold, low-light vision, negative energy affinity, resilience, vulnerability to fire, vulnerability to light\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +9, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 11, Con 17, Int 13, Wis 11, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Balance +2, Intimidate +11, Jump +4, Listen +5, Spot +5, Tumble +10<\/td> <\/tr>
    Feats: <\/strong>Improved Natural Attack (gore), Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Negative Energy Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, group (3-10) or voidpack (20-50)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Medium); 15-21 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The flesh of this black, slimy, furless quadruped looks gangrenous. Starlike white pupils dot its midnight black eyes, and a pair of sharp prongs tips its nose. A row of spikes runs down its knobby back.<\/i>\r

    Colfel are unusual creatures native to the Negative Energy Plane. Intelligent predators, they feed on both life energy and matter. Colfel consider brown mold a delicacy, and often nurture patches of the fungus for both food and protection.\r

    On other planes, colfel lurk in the deepest, darkest parts of forests and jungles, or in subterranean areas. They venture on the surface only at night, for light causes them great pain.\r

    A colfel is about 6 feet long and stands 3 feet tall at the shoulders. It weighs around 300 pounds.\r

    Colfel speak Abyssal and Infernal.\r

    A colfel can be summoned via a summon monster VII<\/i> spell.\r

    COMBAT\r

    Colfel are pack hunters, ganging up on a single foe while seeking to gain flanking positions.\r

    Energy Drain (Su):<\/b> Living creatures hit by a colfel's natural attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the colfel gains 5 temporary hit points.\r

    Fire Antithesis (Su):<\/b> If a colfel approaches within 5 feet of a nonmagical flame, the fire is immediately extinguished and the colfel suffers damage based upon the size category of the fire: Fine (1), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (2d6), Huge (3d6), Gargantuan (4d6), Colossal (6d6).\r

    Negative Energy Affinity (Ex):<\/b> A colfel is affected by cure<\/i> spells and inflict<\/i> spells as if it were an undead creature.\r

    Powerful Charge (Ex):<\/b> When a colfel charges, its gore attack deals 2d8+4 points of damage.\r

    Resilience (Ex):<\/b> A colfel is unusually resilient, granting it a +4 racial bonus on all saving throws.\r

    Vulnerability to Light (Ex):<\/b> A colfel takes 1 point of damage per round of exposure to natural sunlight. It also takes 1d6 points of damage per spell level from spells or effects with the light descriptor. It always suffer the greater amount of damage versus light spells that deal greater damage to certain creature types (such as searing light<\/i> or sunburst<\/i>).\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #56<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral evil","environment":"Negative Energy Plane"},{"name":"Colossus","type":"Giant","ch":20,"challenge_rating":" 20 \u00a0","id":5311,"reference":"Usergen","full_text":"

    COLOSSUS<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Gargantuan Giant<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 35d8+350 (437 hp)<\/p> <\/td> <\/tr>

    Initiative:<\/b> -3 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> 20 ft<\/p> <\/td> <\/tr>

    AC:<\/b> 10 (-4 size, -3 Dex, +7 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Slam +43 melee; or rock +19 ranged<\/p> <\/td> <\/tr>

    Damage:<\/b> Slam 2d8+30; or rock 2d12+30<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 20 ft by 20 ft\/30 ft<\/p> <\/td> <\/tr>

    Special Attacks:<\/b> Stunning clap, rock throwing<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Partial actions only, rock catching<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +29, Ref +8, Will +9<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 50, Dex 4, Con 30, Int 8, Wis 6, Cha 10 <\/p> <\/td> <\/tr>

    Skills:<\/b> Climb +32, Jump +32<\/p> <\/td> <\/tr>

    Feats:<\/b> Improved Bull Rush, Improved Critical (slam), Improved Unarmed Strike, Power Attack, Weapon Focus (slam)<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any land<\/p> <\/div> <\/td> <\/tr>

    Organization:<\/b> Solitary of clan<\/p> <\/td> <\/tr>

    Challenge Rating:<\/b> 20<\/p> <\/td> <\/tr>

    Treasure:<\/b> None<\/p> <\/td> <\/tr>

    Alignment:<\/b> Any chaotic<\/p> <\/td> <\/tr>

    Advancement:<\/b> 36+ HD (Gargantuan)<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    These dim-witted giants are 60 feet tall and weigh 70 tons. Although not related to the giants of the known world, they are basically humanoid.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Their heads are small for their bodies and their legs are short. A colossi\u0092s forehead slopes back and its ears protrude. Its hands end in short, stubby fingers. Hair and eye color can range throughout the spectrum, with black being most common.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Colossi wear heavy, coarse clothes-usually a tunic, breeches, and sandals. Crude though it is, the tailoring is much too fine for any colossus to have stitched it. The clothes can be almost any color, with no regard to fashion sense. It is not uncommon to find large patches covering rips and tears. Colossi never carry weapons or armor.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Colossi speak Giant.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Combat<\/span><\/h2> <\/td> <\/tr>

    A colossi attacks with its fists. A colossus can throw rocks of up to Large size with a range increment of 240 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Partial Actions Only (Ex):<\/span><\/b> Colossi have poor reflexes and can perform only partial actions.\u00a0 Thus, they can move or attack, but can only do both if they charge (a partial charge).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Stunning Clap (Ex):<\/span><\/b> A colossus can clap its hands together with great force and cause a stunning vibration. All opponents within 60 feet must make a Fortitude save (DC 37) or be stunned for 1d3 rounds. Whether the save is successful or not, all opponents are deafened (as the spell) for 1 hour.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Giant","alignment":" Any chaotic","environment":" Any land"},{"name":"Colossus","type":"Giant","ch":20,"challenge_rating":" 20 \u00a0","id":5312,"reference":"Usergen","full_text":"

    Colossus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 35d8+350\u00a0(437 hp)<\/td> <\/tr>
    Initiative: <\/strong> -3<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-4 size, -3 Dex, +17 natural), touch 3, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+26\/+58<\/td> <\/tr>
    Attack: <\/strong>Slam +43 melee (2d8+30\/19-20 +1d6 on a critical hit) or rock +19 ranged (2d12+20)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +43 melee (2d8+30\/19-20 +1d6 on a critical hit) or rock +19 ranged (2d12+20)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/20 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Crushing stomp, double damage against objects, rock throwing, stunning clap<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 20\/slashing or piercing, enhanced metabolism, hold breath, low-light vision, rock catching, single actions only<\/td> <\/tr>
    Saves: <\/strong>Fort +29, Ref +12, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 50, Dex 4, Con 30, Int 8, Wis 6, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +39, Jump +33<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Cleave, Devastating Critical (slam), Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or clan (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>20<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Any chaotic<\/td> <\/tr>
    Advancement: <\/strong>36-70 HD (Gargantuan); 71+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This giant has a head too small for its body, with a sloping forehead and protruding ears. Its legs are short, and its massive hands end in short, stubby fingers that seem to be useless for manipulating objects. The giant wears heavy, coarse, crudely manufactured clothing.<\/i>\r

    The colossus is a solitary wanderer, traveling from world to world by whatever means available. Although these dim-witted creatures are not related to the true giants of the known worlds, they are basically humanoid in shape.\r

    A colossus has thick, bulbous features, and its hair and eyes can be any color of the spectrum, though black is the most common. Colossi wear clothing like tunics, breeches, and sandals of various haphazardly arranged styles and colors. The clothes are tailored with a skill that would seem to be beyond even the most nimble colossus, and are commonly patched very clumsily to repair the inevitable rips and tears.\r

    Other sentient races have never reported seeing a colossus suffering from sickness, or die from anything other than injuries. They also do not seem to age, nor reproduce; the life cycle of a colossus is a complete mystery. The colossus is mainly an herbivore, though one can eat meat by choice, and eating corpses is a preferred method of intimidating for evil colossi.\r

    The average colossus is a solitary wanderer, searching for a lost home world called Arhoad. The greatest of sages have never heard of such a place anywhere else, and the simple colossi are never able to find Arhoad or remember how they left it. Some scholars speculate that colossi lived on Arhoad in close-knit clans, probably as the worker or slave class of another race.\r

    Colossi can be of good or evil alignment, in roughly even numbers. The good colossi are quite friendly and helpful to travelers. The evil ones are marauders and killers, destroying property for the sheer joy of it. The only long-term goal of all colossi is to find Arhoad, though they never seem to know how to go about doing it.\r

    A colossus is 60 feet tall and weighs 70 tons.\r

    A colossus speaks Giant.\r

    COMBAT<\/b>\r
    A colossus moves rather slowly and ponderously, and is very slow in combat. Colossi are able to use weapons or armor, though they are generally never known to carry them.\r

    Crushing Stomp (Ex)<\/b>: A colossus can stomp on a single square within its reach, as a standard action. This attack deals 4d6+20 points of bludgeoning damage to everything in the square. Creatures of Medium or smaller size in the square must succeed on a DC 47 Reflex save or be pinned, automatically taking bludgeoning damage the next round unless the colossus moves off them. If the colossus chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape. The save DC is Strength-based.\r

    Double Damage against Objects (Ex)<\/b>: A colossus that makes a full attack against an object or structure deals double damage.\r

    Rock Throwing (Ex)<\/b>: The range increment is 240 feet for a Gargantuan colossus's thrown rocks. (Adult colossi are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks.) A colossus can hurl rocks weighing 80 to 160 pounds each (Large objects) up to five range increments.\r

    Stunning Clap (Ex)<\/b>: By clapping its hands together with great force, a colossus can cause a stunning vibration that affects all creatures within 60 feet. Affected opponents are deafened for 1 hour, and must succeed on a DC 47 Fortitude save or be stunned for 1d3 rounds. The save DC is Strength-based.\r

    Enhanced Metabolism (Ex)<\/b>: A colossus has a +4 racial bonus on saving throws against disease and poison. If a colossus succeeds on its initial save against poison, it automatically succeeds on its secondary save. If a disease reaches the incubation stage, the colossus can fight off the disease completely with a single successful save.\r

    Hold Breath (Ex)<\/b>: A colossus can hold its breath for a number of days equal to 2 times its Constitution score before it risks drowning or suffocation.\r

    Rock Catching (Ex)<\/b>: A Gargantuan colossus can catch rocks (or projectiles of similar shape) of up to Gargantuan size. Once per round, a colossus 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 Medium, 25 for Large, 30 for Huge, and 35 for a Gargantuan one (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The colossus must be ready for and aware of the attack in order to make a rock catching attempt.\r

    Single Actions Only (Ex)<\/b>: Colossi have poor reflexes and can perform only a single move action or attack action each round. A colossus can move up to its speed and attack in the same round, but only if it attempts a charge.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC7 - Spelljammer Appendix I (1990, Jeff Grubb).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Any chaotic","environment":"Any land"},{"name":"Colossus, Necromantic","type":"Construct","ch":13,"challenge_rating":" 13 \u00a0","id":5313,"reference":"Usergen","full_text":"

    Colossus, Necromantic <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 30d10+60\u00a0(195 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (\u00c2\u00964 size, \u00c2\u00962 Dex, +17 natural), touch 4, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+22\/+47<\/td> <\/tr>
    Attack: <\/strong>Slam +31 melee (4d8+13) or greatclub +31 melee (4d8+19)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +31 melee (4d8+13) or greatclub +31 melee (4d8+19)<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, damage reduction 15\/slashing, darkvision 60 ft., immunity to cold, immunity to magic, low-light vision, single actions only, vulnerable to holy water, vulnerable to turning\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +8, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 37, Dex 7, Con \u00c2\u0097, Int \u00c2\u0097, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>13<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>31-60 HD (Gargantuan); 61-99 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This zombielike creature stands over thirty feet tall. It wields an uprooted tree, still dangling roots and dripping bits of soil, as a massive club. Its mottled gray flesh exudes the smell of death.<\/i>\r

    A necromantic colossus is a massive construct, akin to both a flesh golem and a zombie, that combines traits of undead and construct. The corpses of numerous creatures must be rendered into a pliable mass, which is then shaped to form a massive humanoid figure. Much like a zombie, a necromantic colossus is a lumbering, shuffling brute.\r

    A necromantic colossus stands 33 feet tall and weighs close to 5 tons.\r

    A necromantic colossus 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.\r

    COMBAT\r

    A necromantic colossus pummels foes with its fists or uproots trees to wield as a massive club.\r

    Immunity to Magic (Ex):<\/b> A necromantic colossus 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. \r

    A magical attack that deals positive energy damage (such as a cure<\/i> spell) damages a necromantic colossus as if it were an undead creature. \r

    A magical attack that deals negative energy damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the necromantic colossus to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a necromantic colossus hit by an inflict moderate wounds<\/i> gains back 6 hit points if the damage total is 18 points. A necromantic colossus gets no saving throw against negative energy effects.\r

    Single Actions Only (Ex):<\/b> A necromantic colossus can perform only a single move action or attack action each round. A necromantic colossus can move up to its speed and attack in the same round, but only if it attempts a charge.\r

    Vulnerable to Holy Water (Ex):<\/b> A necromantic colossus is harmed by holy water as if it were an undead creature.\r

    Vulnerable to Turning (Ex):<\/b> A necromantic colossus can be turned or rebuked as if it were an undead creature with +4 turn resistance.\r

    Construction<\/b>\r
    The pieces of a necromantic colossus must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of fifty different bodies. The corpses must be stripped of their flesh and the bones, which are then rendered in two great vats. The resulting semi-liquid bone-paste is then cast into a new articulated skeleton of great size, to which the rendered flesh is applied like wet clay to shape the figure. Special unguents and bindings worth 5,000 gp are also required. Note that creating a necromantic colossus requires casting a spell with the evil descriptor.\r

    Assembling the body requires a DC 20 Craft (sculpting) check. Alternatively, special vats may be designed with a DC 30 Knowledge (architecture and engineering) check. These vats may be used to create additional necromantic colossi, provided the other prereqs are met.\r

    CL 16th; Craft Construct, animate dead, geas\/quest, limited wish, polymorph any object<\/i>, caster must be at least 16th level; Price 80,000 gp; Cost 40,500 gp + 3,000 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral evil","environment":"Any"},{"name":"Composite Mummy, Crocodile","type":"Undead","ch":10,"challenge_rating":" 10 \u00a0","id":5314,"reference":"Usergen","full_text":"

    Composite Mummy, Crocodile <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d12+32\u00a0(136 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+22<\/td> <\/tr>
    Attack: <\/strong>Claw +18 melee (1d8+8\/19-20 plus mummy scourge)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +18 melee (1d8+8\/19-20 plus mummy scourge) and bite +15 melee (2d6+4 plus mummy scourge) <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change shape, despair, improved grab, mummy scourge, summon crocodiles, unholy power<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/\u00c2\u0096, darkvision 60 ft., undead traits, unholy toughness, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +8, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 13, Con \u00c2\u0097, Int 12, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +4, Hide +18*, Listen +21, Move Silently +19, Search +16, Sense Motive +17, Spot +21, Survival +2 (+4 following tracks), Swim +16<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (mummy scourge), Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Weapon Focus (claw)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, nest (1-2 plus 2-4 mummies), congregation (1-2 plus 6-10 crocodiles plus 2-4 giant crocodiles plus 2-4 mummies), or divine council (3d4 composite mummies of various types)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>17\u00c2\u009624 HD (Large); 25-48 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A mummified giant, half again as tall as a human, arises from the water. Its head is that of a crocodile.<\/i>\r

    Composite mummies are specialize mummies created from the most dedicated servants of deities associated with mummification. Crocodile composite mummies are most often associated with Sobek, the Egyptian crocodile god.\r

    Crocodile composite mummies stand 10 feet tall and weigh 500 pounds. \r

    Composite mummies speak any languages they knew in life (usually Common).\r

    COMBAT\r

    Crocodile composite mummies like to lie in ambush with only their eyes above water, like normal crocodiles. In battle, they are brutal melee combatants, combining the fearsome natural tactics of a crocodile with the supernatural powers of a mummy.\r

    Change Shape (Su):<\/b> A crocodile composite mummy can assume the shape of a crocodile or giant crocodile as a standard action.\r

    Despair (Su):<\/b> At the mere sight of a composite mummy, the viewer must succeed on a DC 20 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy\u00c2\u0092s despair ability for 24 hours. The save DC is Charisma-based.\r

    Improved Grab (Ex):<\/b> To use this ability, a crocodile composite mummy must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the mummy establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.\r

    Mummy Scourge (Su):<\/b> Supernatural disease\u00c2\u0097slam, Fortitude DC 22, incubation period 5 rounds; damage 1d6 Str, 1d6 Con, and 1d6 Cha. The save DC is Charisma-based.\r

    Unlike normal diseases, mummy scourge continues until the victim reaches Constitution 0 (and dies) or is cured as described below. \r

    Mummy scourge is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy scourge must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.\r

    To eliminate mummy scourge, the curse must first be broken with break enchantment<\/i> or remove curse<\/i> (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy scourge can be magically cured as any normal disease.\r

    An afflicted creature who dies of mummy scourge shrivels away into sand and dust that blow away into nothing at the first wind.\r

    Summon Crocodiles (Sp):<\/b> Once per day, a crocodile composite mummy can automatically summon 1d6+1 crocodiles or 1d3 giant crocodiles. This ability is the equivalent of a 5th-level spell.\r

    Unholy Power (Su):<\/b> A composite mummy gains its Charisma bonus to all attack rolls and grapple checks.\r

    Unholy Toughness (Ex):<\/b> A composite mummy gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Skills:<\/b> Composite mummies have a +2 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. A crocodile composite mummy 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. *A crocodile composite mummy gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile composite mummy can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Polyhedron #31<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually lawful evil","environment":"Any"},{"name":"Composite Mummy, Hippopotamus","type":"Undead","ch":10,"challenge_rating":" 10 \u00a0","id":5315,"reference":"Usergen","full_text":"

    Composite Mummy, Hippopotamus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d12+32\u00a0(136 p)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-1 size, +12 natural), touch 9, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+21<\/td> <\/tr>
    Attack: <\/strong>Slam +18 melee (1d8+10 plus mummy scourge)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +18 melee (1d8+10 plus mummy scourge) and bite +13 melee (2d6+5 plus mummy scourge) <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Birthing curse, change shape, despair, improved grab, mummy scourge, summon hippopotami, unholy power<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/\u00c2\u0096, darkvision 60 ft., undead traits, unholy toughness, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 11, Con \u00c2\u0097, Int 12, Wis 14, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +4, Hide +17, Jump +4, Knowledge (religion) +20, Listen +23, Move Silently +2, Search +3, Sense Motive +21, Spot +23, Swim +18\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (mummy scourge), Lightning Reflexes, Multiattack, Power Attack, Improved Bull Rush, Improved Overrun<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, pod (1-2 plus 2-4 mummies), bloat (1-2 plus 2-6 hippopotami plus 2-4 mummies), or divine council (3d4 composite mummies of various types)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>17\u00c2\u009624 HD (Large); 25-48 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A mummified giant, half again as tall as a human, arises from the water. Its head is that of a hippopotamus.<\/i>\r

    Composite mummies are specialize mummies created from the most dedicated servants of deities associated with mummification. Hippopotamus composite mummies are most often associated with Taweret, the Egyptian fertility goddess.\r

    Hippopotamus composite mummies stand 9 feet tall and weigh 800 pounds. \r

    Composite mummies speak any languages they knew in life (usually Common).\r

    COMBAT\r

    Hippopotamus composite mummies lie in ambush much like regular hippos, with only the tops of their heads above the surface of the water. \r

    Hippopotamus composite mummies have a twisted sense of fertility. They often protect expectant mothers, or avenge the deaths of those slain while pregnant. A hippo composite mummy may employ a horrific curse, forcing the victim to give birth to a swarm of deadly scorpions.\r

    Birthing Curse (Su):<\/b> Once per day, a hippo composite mummy may point to a living creature within 100 feet and attempt to impregnate it with a scorpion swarm. If the target fails a DC 20 Fortitude they take 1d4 Con damage per round for 1d4 rounds on the composite mummy's initiative, as the scorpion swarm hatches and devours their flesh. On the final round the scorpion swarm bursts forth, doing an additional 2d6 hit points of damage to the target, and then proceeds to attack all creatures in the area except for composite mummies. A remove curse<\/i> or break enchantment<\/i> effect prevents any further effects from the birthing curse. The save DC is Charisma-based.\r

    Change Shape (Su):<\/b> A hippopotamus composite mummy can assume the shape of a hippopotamus as a standard action.\r

    Despair (Su):<\/b> At the mere sight of a composite mummy, the viewer must succeed on a DC 20 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy\u00c2\u0092s despair ability for 24 hours. The save DC is Charisma-based.\r

    Mummy Scourge (Su):<\/b> Supernatural disease\u00c2\u0097slam, Fortitude DC 22, incubation period 5 rounds; damage 1d6 Str, 1d6 Con, and 1d6 Cha. The save DC is Charisma-based.\r

    Unlike normal diseases, mummy scourge continues until the victim reaches Constitution 0 (and dies) or is cured as described below. \r

    Mummy scourge is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy scourge must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.\r

    To eliminate mummy scourge, the curse must first be broken with break enchantment<\/i> or remove curse<\/i> (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy scourge can be magically cured as any normal disease.\r

    An afflicted creature who dies of mummy scourge shrivels away into sand and dust that blow away into nothing at the first wind.\r

    Summon Hippopotami (Sp):<\/b> Once per day, a hippopotamus composite mummy can automatically summon 1d4+1 hippopotami*. This ability is the equivalent of a 7th-level spell.\r

    If you have access to Sandstorm<\/i> or Tome of Horrors<\/i>, use the hippopotamus statistics found within those books. If not, use rhinoceros statistics, but reduce land speed to 20 ft., add a swim speed of 20 ft., replace gore with bite, and replace powerful charge with the hold breath ability of a crocodile. Change feats to Alertness, Improved Bull Rush, and Power Attack.\r

    Unholy Power (Su):<\/b> A composite mummy gains its Charisma bonus to all attack rolls and grapple checks.\r

    Unholy Toughness (Ex):<\/b> A composite mummy gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Skills:<\/b> Composite mummies have a +2 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. A hippopotamus composite mummy 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. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Polyhedron #31<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually lawful evil","environment":"Any"},{"name":"Composite Mummy, Jackal","type":"Undead","ch":10,"challenge_rating":" 10 \u00a0","id":5316,"reference":"Usergen","full_text":"

    Composite Mummy, Jackal <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d12+48\u00a0(152 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+18<\/td> <\/tr>
    Attack: <\/strong>Slam +15 melee (1d8+7 plus mummy scourge) or black ankh<\/i> +17melee (2d6+11\/x3 plus mummy scourge plus 2d6 vs. chaotic creatures)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +15 melee (1d8+7 plus mummy scourge) and bite +10 melee (1d8+3 plus mummy scourge); or black ankh<\/i> +17\/+12 melee (2d6+11\/x3 plus mummy scourge plus 2d6 vs. chaotic creatures) and bite +10 melee (1d8+3 plus mummy scourge)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change shape, despair, improved grab, mummy scourge, rebuke undead (+3, 2d6+19, 16th), spell-like abilities, summon jackals, summon weapon, unholy power<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/\u00c2\u0096, darkvision 60 ft., undead traits, unholy toughness, vulnerability to fire<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +9, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 15, Con \u00c2\u0097, Int 12, Wis 16, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +10, Hide +7*, Jump +15, Knowledge (religion) +20, Listen +22, Move Silently +13, Sense Motive +21, Spot +22, Survival +6* \r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (despair), Ability Focus (mummy scourge), Combat Reflexes, Lightning Reflexes, Power Attack, Track (B), Weapon Focus (black ankh) \r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (1-2 plus 2-4 mummies), pack (1-2 plus 6-24 jackals plus 3-12 dire jackals plus 4-8 mummies), or divine council (3d4 composite mummies of various types)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>17\u00c2\u009624 HD (Large); 25-48 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A mummified giant, half again as tall as a human, bears the head of a jackal. Its hide and wrappings are dark black.<\/i>\r

    Composite mummies are specialize mummies created from the most dedicated servants of deities associated with mummification. Jackal composite mummies are most often associated with Anubis, the Egyptian death god.\r

    Jackal composite mummies stand 12 feet tall and weigh 500 pounds. \r

    Composite mummies speak any languages they knew in life (usually Common).\r

    COMBAT\r

    In an instant, a jackal composite mummy can call forth a large black ankh which it wields like an axe. \r

    Change Shape (Su):<\/b> A jackal composite mummy can assume the shape of a jackal* or dire jackal** as a standard action.\r

    *Use dog statistics.\r
    **If you have access to Sandstorm<\/i>, use the dire jackal statistics found within that book. If not, use a dire wolf dropped to 4 HD, with the following feats and skills:\r
    Skills: Jump +10, Listen +5, Spot +5, Survival +3*\r
    Feats: Alertness, Track\r

    Despair (Su):<\/b> At the mere sight of a composite mummy, the viewer must succeed on a DC 23 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy\u00c2\u0092s despair ability for 24 hours. The save DC is Charisma-based.\r

    Mummy Scourge (Su):<\/b> Supernatural disease\u00c2\u0097slam, Fortitude DC 23, incubation period 5 rounds; damage 1d6 Str, 1d6 Con, and 1d6 Cha. The save DC is Charisma-based.\r

    Unlike normal diseases, mummy scourge continues until the victim reaches Constitution 0 (and dies) or is cured as described below. \r

    Mummy scourge is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy scourge must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.\r

    To eliminate mummy scourge, the curse must first be broken with break enchantment<\/i> or remove curse<\/i> (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy scourge can be magically cured as any normal disease.\r

    An afflicted creature who dies of mummy scourge shrivels away into sand and dust that blow away into nothing at the first wind.\r

    Rebuke Undead (Su):<\/b> A jackal composite mummy can rebuke and command undead as a 16th-level cleric. A jackal composite mummy can make up to six rebuke attempts per day.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097protection from chaos<\/i>; 1\/day\u00c2\u0097order's wrath<\/i> (DC 17). Caster level 16th. The save DCs are Charisma-based.\r

    Summon Jackals (Sp):<\/b> Once per day, a jackal composite mummy can automatically summon 6d4 jackals* or 3d4 dire jackals**. This ability is the equivalent of a 7th-level spell.\r

    *Use dog statistics.\r
    **If you have access to Sandstorm<\/i>, use the dire jackal statistics found within that book. If not, use a dire wolf dropped to 4 HD, with the following feats and skills:\r
    Skills: Jump +10, Listen +5, Spot +5, Survival +3*\r
    Feats: Alertness, Track\r

    Summon Weapon (Su):<\/b> A jackal composite mummy can be armed in an instant by magically summoning a black ankh<\/i>. This functions as a +1 axiomatic battleaxe<\/i>. The black ankh<\/i> also exposes anyone struck to the jackal composite mummy's mummy rot ability. When separated from the mummy, the weapon vanishes. A jackal composite mummy can summon or dispel its own weapon as a free action.\r

    Unholy Power (Su):<\/b> A composite mummy gains its Charisma bonus to all attack rolls and grapple checks.\r

    Unholy Toughness (Ex):<\/b> A composite mummy gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Skills:<\/b> Composite mummies have a +2 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Jackal composite mummies have a +4 racial bonus on Jump checks. *Jackal composite mummies have a +4 racial bonus on Survival checks when tracking by scent. *A jackal composite mummy's racial bonus on Hide checks improves to +8 in areas of darkness.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Polyhedron #31<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually lawful neutral","environment":"Any"},{"name":"Composite Mummy, Typhonic Beast","type":"Undead","ch":10,"challenge_rating":" 10 \u00a0","id":5317,"reference":"Usergen","full_text":"

    Composite Mummy, Typhonic Beast <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 16d12+48\u00a0(152 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+18<\/td> <\/tr>
    Attack: <\/strong>Slam +15 melee (1d8+7 plus mummy scourge) or was scepter<\/i> +17 melee (2d6+11\/x3 plus mummy scourge plus 1 Con)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +15 melee (1d8+7 plus mummy scourge) and bite +10 melee (1d8+3 plus mummy scourge); or was scepter<\/i> +17\/+12 melee (2d6+11\/x3 plus mummy scourge plus 1 Con) and bite +10 melee (1d8+3 plus mummy scourge)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change shape, despair, improved grab, mummy scourge, rebuke undead (+3, 2d6+19, 16th), spell-like abilities, summon leucrotta, summon weapon, unholy power\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/\u00c2\u0096, darkvision 60 ft., undead traits, unholy toughness, vulnerability to fire\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +9, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 15, Con \u00c2\u0097, Int 12, Wis 16, Cha 17 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +10, Hide +7*, Jump +15, Knowledge (religion) +20, Listen +22, Move Silently +13, Sense Motive +21, Spot +22, Survival +6*<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (despair), Ability Focus (mummy scourge), Combat Reflexes, Lightning Reflexes, Power Attack, Track (B), Weapon Focus (was scepter) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, family (1-2 plus 2-4 mummies), pack (1-2 plus 4-12 leucrotta plus 4-8 mummies), or divine council (3d4 composite mummies of various types)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>17\u00c2\u009624 HD (Large); 25-48 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A mummified giant, half again as tall as a human, bears the head of an unknown creature, with a curved snout and square ears. Its hide and wrappings are dark black.<\/i>\r

    Composite mummies are specialize mummies created from the most dedicated servants of deities associated with mummification. Typhonic beast composite mummies are most often associated with Set, the Egyptian god of storms, chaos and the desert.\r

    Typhonic beast composite mummies stand 12 feet tall and weigh 500 pounds. \r

    Composite mummies speak any languages they knew in life (usually Common).\r

    COMBAT\r

    In an instant, a typhonic beast composite mummy can call forth a large wooden scepter which it wields like a warhammer. \r

    Change Shape (Su):<\/b> A typhonic beast composite mummy can assume the shape of a leucrotta* as a standard action.\r

    *The leucrotta is found in City of Splendors: Waterdeep<\/i> and Monsters of Faer\u00c3\u00bbn<\/i>. If you don't have access to those books, simply use the statistics for a lion.\r

    Despair (Su):<\/b> At the mere sight of a composite mummy, the viewer must succeed on a DC 23 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy\u00c2\u0092s despair ability for 24 hours. The save DC is Charisma-based.\r

    Mummy Scourge (Su):<\/b> Supernatural disease\u00c2\u0097slam, Fortitude DC 23, incubation period 5 rounds; damage 1d6 Str, 1d6 Con, and 1d6 Cha. The save DC is Charisma-based.\r

    Unlike normal diseases, mummy scourge continues until the victim reaches Constitution 0 (and dies) or is cured as described below. \r

    Mummy scourge is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy scourge must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.\r

    To eliminate mummy scourge, the curse must first be broken with break enchantment<\/i> or remove curse<\/i> (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy scourge can be magically cured as any normal disease.\r

    An afflicted creature who dies of mummy scourge shrivels away into sand and dust that blow away into nothing at the first wind.\r

    Rebuke Undead (Su):<\/b> A typhonic beast composite mummy can rebuke and command undead as a 16th-level cleric. A typhonic beast composite mummy can make up to six rebuke attempts per day.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097protection from law<\/i>; 1\/day\u00c2\u0097unholy blight<\/i> (DC 17). Caster level 16th. The save DCs are Charisma-based.\r

    Summon Leucrotta (Sp):<\/b> Once per day, a typhonic beast composite mummy can automatically summon 1d4+1 leucrotta*. This ability is the equivalent of a 7th-level spell.\r

    *The leucrotta is found in City of Splendors: Waterdeep<\/i> and Monsters of Faer\u00c3\u00bbn<\/i>. If you don't have access to those books, simply use the statistics for a lion.\r

    Summon Weapon (Su):<\/b> A typhonic beast composite mummy can be armed in an instant by magically summoning a was scepter<\/i>. This functions as a +1 wounding warhammer<\/i>. The was scepter<\/i> also exposes anyone struck to the typhonic beast composite mummy's mummy rot ability. When separated from the mummy, the weapon vanishes. A typhonic beast composite mummy can summon or dispel its own weapon as a free action.\r

    Unholy Power (Su):<\/b> A composite mummy gains its Charisma bonus to all attack rolls and grapple checks.\r

    Unholy Toughness (Ex):<\/b> A composite mummy gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Skills:<\/b> Composite mummies have a +2 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Typhonic beast composite mummies have a +4 racial bonus on Jump checks. *Typhonic beast composite mummies have a +4 racial bonus on Survival checks when tracking by scent. *A typhonic beast composite mummy's racial bonus on Hide checks improves to +8 in areas of darkness.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Polyhedron #31<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Usually chaotic evil","environment":"Any"},{"name":"Condor","type":"Animal","ch":1,"challenge_rating":" 01 \u00a0","id":5318,"reference":"Usergen","full_text":"

    Condor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 10 ft, fly 60 ft (poor)<\/td> <\/tr>
    AC:<\/strong> 13 (-1 size, +1 Dex, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>Bite +4 melee<\/td> <\/tr>
    Damage: <\/strong>Bite 1d4+3<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong><\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 11, Con 12, Int 2, Wis 10, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Temperate and warm mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>01<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large); 7-9 HD (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Condors are the largest of avian aerial scavengers, hunting from cliffs in mountainous regions. Condors measure three to six feet from beak to tail and have a wingspan of 13 to 20 feet. Their feathers are black and shiny. The head is sometimes bald, but may be covered with black pinfeathers. Their great wingspan allows them to soar for hours, and they rarely land except to feed or sleep.\r

    As with all birds in the vulture family, condors lack strong talons for killing prey and feed strictly on carrion. They gorge themselves on carcasses and live off the stored fat for days.\r

    Condor hens lay 1 - 2 eggs per year, and the chicks mature in two years. Condor eggs and hatchlings are worth 30 - 60 gp. They can be trained to act as spotters or retrievers. Humanoids of Small size or smaller can train them to serve as aerial mounts. Condors can carry up to 80 extra pounds, either held in their claws or riding on their backs.\r

    Their feathers are prized for their size and beauty; pinion feathers are worth one sp each, other wing feathers one cp each. An intact condor is worth five to ten gp, depending on the market. \r

    COMBAT<\/b>\r
    Condors are scavengers by nature, and will not usually hunt live prey. Naturally, they will defend with bites if attacked, and try to flee if harassed.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Forgotten Realms Monstrous Compendium, MC3 (1989), under the \"Vulture\" entry.<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":">Temperate and warm mountains"},{"name":"Cooshee","type":"Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5319,"reference":"Usergen","full_text":"

    COOSHEE<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Medium-Size Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/span><\/b> 3d10+6 (22 hp)<\/span><\/p><\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p><\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 15 (+2 Dex, +3 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +5 melee, bite +0 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d4+3, bite 1d8+1<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p><\/td> <\/tr>

    Special Attacks: <\/span><\/b>Trip, improved grab<\/span><\/p><\/td> <\/tr>

    Special Qualities:<\/span><\/b> Scent, sprint, resistance to charm, darkvision 60 ft, low-light vision<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +5, Will +2<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 17, Dex 15, Con 15, Int 4, Wis 12, Cha 6<\/span><\/p><\/td> <\/tr>

    Skills: <\/span><\/b>Hide +4*, Listen +3, Move Silently +4, Spot +3, Wilderness Lore +3*<\/span><\/p> <\/div><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, pair, or pack (4-9)
    Challenge Rating:<\/b> 2<\/span><\/p><\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p><\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral (good tendencies)<\/span><\/p><\/td> <\/tr>

    Advancement:<\/span><\/b> 4-7 HD (Medium-size); 8-9 HD (Large)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Cooshees are called elven dogs, as they are rarely found in the company of any other humanoid except elves. Elves use them as guard dogs and hunting dogs.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 A cooshee appears as a 4-foot tall dog and weighs around 200 pounds. Its fur is green with brown spots and patches. Its tail is long and curls over its back and its ears come to a point above its head.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 The cooshee\u0092s bark can be heard up to one mile away. They rarely ever bark, except to warn their masters or other cooshees.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    COMBAT<\/span><\/h2><\/td> <\/tr>

    Cooshee will attempt to trip their opponents. Once down, an opponent is grappled and bitten. <\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Trip (Ex):<\/b> A cooshee that hits with a claw or bite attack can attempt to trip the opponent as a free action (see page 139 in the Player\u0092s Handbook<\/i>) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cooshee.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the cooshee must hit an opponent of Medium-size or smaller with two claw attacks. If it gets a hold, it automatically deals bite damage each round it maintains the hold.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Sprint (Ex):<\/b> Once per hour, a cooshee can take a charge action to move ten times its normal speed (400 feet).<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Resistance to Charm (Ex):<\/b> Cooshee gain a +4 bonus on all saves against charm-type effects.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> *Cooshees receive a +4 racial bonus to Wilderness Lore checks when tracking by scent. *Due to their coloration, cooshees gain a +8 racial bonus to Hide checks when in forest areas.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>
    \u00a0 <\/td> <\/tr>

    The Cooshee first appeared in module S4 (Gary Gygax, 1982).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":" Any land and underground"},{"name":"Copper Automaton","type":"Construct","ch":4,"challenge_rating":" 4 \u00a0","id":5320,"reference":"Usergen","full_text":"

    Copper Automaton <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10+20\u00a0(53 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+7 natural), touch 10, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Slam +6 melee (1d6+2) or scimitar +6 melee (1d6+1\/18-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +6 melee (1d6+2) or 2 scimitars +4 melee (1d6+1\/18-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Clockwork balance, heat<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 10, Con -, Int 5, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Listen +2, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Sunder, Power Attack, Two Weapon Fighting [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or gang (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium); 13-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This statue of copper, iron, and bronze resembles an armored human sentry. The metal shows patches of corrosion. The clicks and whirs of multiple gears and levers can be hear as it moves. Its eyes stare blankly.<\/i>\r

    Copper automatons are clockwork constructs crafted to serve as laborers or sentries. Although they are slow, their bodies are limber and well-articulated. Laborer automatons are often found in smithies, construction projects, and water works. Since they never tire and can work in unhospitable climes, copper automatons can quickly build desert palaces, jungle clearings, or mountian gardens. Many copper automatons are created as guardians for spellcaster's abodes and treasure troves.\r

    Legends tell that the secrets of copper automaton creations were granted to human spellcasters by the efreet, who intended to use these automatons as sleeper agents for an eventual conquest of the human lands. To date, this plan has not come to fruition.\r

    Athough most copper automatons are sculpted to resemble armored warriors, they can be crafted in a variety of shapes and sizes. Some automatons resemble nobles, peasants, or even monstrous humanoids. Creators sometimes embellish automatons with silver or golden inlays. \r

    A copper automaton stands 6 feet tall and weighs 500 pounds.\r

    COMBAT\r

    Copper automatons pummel foes with their fists or weapons, generally focusing their attacks on a single opponent. Their fists and weapons become searing hot within two or three rounds, allowing them to deal painful wounds.\r

    Clockwork Balance (Ex):<\/b> Copper automatons treat any one-handed simple or martial weapon as light, for purposes of determining two-handed fighting penalties.\r

    Heated Strike (Ex):<\/b> On the second round of combat, a copper automaton's fists become heated, glowing a cherry red color. Thereafter, all slam attacks deal an additional 1d6 points of fire damage. If the copper automaton is wielding a weapon, the weapon becomes heated on the third round of combat. Thereafter, all weapon attacks deal an additional 1d6 points of fire damage. This additional heat damage remains until the end of the encounter.\r

    Immunity to Magic (Ex):<\/b> A copper automaton 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.\r

    A cold effect suppresses the copper automaton's heated strike ability for 1d6 rounds, with no saving throw.\r

    A fire effect restores the heated strike ability, if suppressed, and cures 1 point of damage for each 3 points of damage it would otherwise deal. The copper automaton does not get a saving throw against fire effects.\r

    CONSTRUCTION\r

    A copper automaton is crafted from 500 pounds of magma, copper ore, iron gears, and lead counterweights, and requires a 1,000 gp diamond as the focus for its magical heat channels. In addition, the blood of a salamander or fire snake is needed to provide the magical heat. The costs of these ingredients can vary widely, assuming they can even be found. Assembling the body requires a DC 15 Craft (metalworking) check.\r

    CL 9th; Craft Construct, cat's grace, grease, heat metal<\/i>, caster must be at least 9th level; Price 10,000 gp; Cost 4,500 gp + 400 XP.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Al-Qadim Appendix (MC 13)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Copper Automaton, Miniature","type":"Construct","ch":2,"challenge_rating":" 2 \u00a0","id":5321,"reference":"Usergen","full_text":"

    Copper Automaton, Miniature <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Construct \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10+10\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, -1 Dex, +5 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-2<\/td> <\/tr>
    Attack: <\/strong>Slam +4 melee (1d4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 slams +4 melee (1d4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Construct traits, darkvision 60 ft., immunity to magic, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +0, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 8, Con -, Int 5, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Listen +2, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or gang (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This three-foot-tall statue of copper, iron, and bronze resembles an armored human sentry. The metal shows patches of corrosion. The clicks and whirs of multiple gears and levers can be hear as it moves. Its eyes stare blankly.<\/i>\r

    Like the standard copper automatons, these miniature versions are clockwork constructs created to serve as laborers or guards. The craftsmanship of the miniature copper automatons is inferior to that of the larger variety, and their fine motor skills are less precise. However, they can perform simple tasks like pulling levers and opening doors.\r

    A miniature copper automaton stands 3 to 5 feet tall and weighs 250 pounds.\r

    COMBAT\r

    Miniature copper automatons pummel foes with their fists.\r

    Immunity to Magic (Ex):<\/b> A miniature copper automaton is immune to any spell or spell-like ability that allows spell resistance. \r

    CONSTRUCTION\r

    A miniature copper automaton is crafted from 250 pounds of copper ore, iron gears, and lead counterweights, and requires a 500 gp gem as the focus for its magical energy source. Assembling the body requires a DC 12 Craft (metalworking) check.\r

    CL 6th; Craft Construct, grease<\/i>, caster must be at least 9th level; Price 5,000 gp; Cost 2,250 gp + 20 XP.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Al-Qadim: The Genie's Curse<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Construct","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Copper Opossum","type":"Magical Beast","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5322,"reference":"Usergen","full_text":"

    Copper Opossum <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2d10\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-11<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d3-4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d3-4)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rake, stasis venom<\/td> <\/tr>
    Special Qualities: <\/strong>Feign death, low-light vision, scent, venom resistant\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +2*, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Climb +10, Disguise +2*, Jump +6, Hide +10, Listen +3, Move Silently +2, Spot +3, Swim +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or family (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>See below (copper)<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature looks like an opossum, except its thick fur is the metallic hue of polished copper. A long, prehensile tail trails behind it.<\/i>\r

    Copper opossums are a magical breed of opossum. They are only found in areas with a source of copper, such as an exposed seam of copper ore, since they need to eat small quantities of that metal to survive. A copper opossum's ideal habitat is an area of foothills with abundant trees, streams, and a supply of high-grade ore or raw copper.\r

    The fur of a copper opossum contains real copper. Burning a copper opossum (or just its skin) in an an exceptionally hot fire (such as a forge) leaves behind 10d4+10 copper pieces worth of raw copper. Removing the skin from a dead copper opossum requires a DC 10 Survival check. The skin weighs 3 to 6 pounds.\r

    Copper opossums are typically 2 to 3 feet long (up to half of which is tail) and weigh between 5 and 18 pounds.\r

    A spellcaster with the Improved Familiar feat can acquire a copper opossum as a familiar. The spellcaster must be at least 3rd level. A copper opossum familiar grants a +2 bonus on Fort saves to its master plus a +2 bonus on all saves against poison. These bonuses stack, giving a +4 bonus on Fort saves against poison.\r

    COMBAT\r

    A copper opossum will curl into a ball and feign death if threatened. If attacked or handled, it will kick out with its hind legs' venomous spines.\r

    Feign Death (Ex):<\/b> A copper opossum can play dead with great accuracy. It rolls into a motionless ball and secretes a foul odor, so it looks and smells like a dead animal. Although able to smell, hear, and know what is going on, the opossum is effectively blind while feigning death.\r

    A creature examining the copper opossum may attempt a Heal or Spot check opposed by the opossum's Disguise check to detect the ruse. The opossum gains a +8 circumstance bonus on Disguise checks to feign death.\r

    Rake (Ex):<\/b> If a copper opossum is in a grapple it gains a claws attack with its hind legs (attack bonus +5 melee, damage 1d3-4 plus stasis venom).\r

    Stasis Venom (Su):<\/b> A copper opossum has spines just above its hind feet that secrete a supernatural venom. Any creature injured by its rake attack must succeed on a DC 12 Fortitude save or be placed in a state of suspended animation for 2d4 days. An envenomed victim is unconscious and immobile, but has no need of food, water or air while in stasis. If a creature in stasis takes damage from any source they will awaken, fully alert, if they succeed on a DC 12 Fortitude save. The stasis can also be broken by a dispel magic<\/i> or similar effect (effective caster level 3). Any effect that opposes poison, like the neutralize poison<\/i> spell or a racial resistance or immunity to poison, will affect a copper opossum's venom as if it were a poison. The save DC is Constitution-based.\r

    Venom Resistant (Ex):<\/b> Copper opossums have a +4 racial bonus on saves against poison.\r

    Skills:<\/b> Copper opossums have a +4 racial bonus on Balance and Swim checks. Copper opossums have a +8 racial bonus on Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened. They can use their Dexterity modifier instead of their Strength modifier for Climb, Jump and Swim checks.\r

    In The Realms<\/b>\r
    In Faerun, copper opossums are native to the Cormyr foothills.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Elminster\u00c2\u0092s Ecologies<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate hills"},{"name":"Coral Beast","type":"Monstrous Humanoid","ch":7,"challenge_rating":" 7 \u00a0","id":5323,"reference":"Usergen","full_text":"

    Coral Beast <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Monstrous Humanoid \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> Swim 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00961 size, +1 Dex, +10 natural), touch 10, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (3d6+7\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (3d6+7\/19-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Stunning ambush<\/td> <\/tr>
    Special Qualities: <\/strong>Coral camouflage, darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +8, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 13, Con 20, Int 14, Wis 15, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Hide +14*, Listen +15, Move Silently +14, Spot +15, Swim +14<\/td> <\/tr>
    Feats: <\/strong>Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw), Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009620 HD (Large); 21\u00c2\u009630 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The coral reef shifts, briefly revealing a relatively humanoid-shaped creature, nearly 10 feet tall, which quickly blends back in with the surrounding coral.<\/i>\r

    Coral beasts are predatory creatures that lurk in coral reefs. Their coral-like bodies blend in nearly perfectly with the surrounding reef, providing them excellent natural stealth.\r

    A coral beast stands 10 feet tall and weighs 500 pounds. \r

    Coral beasts speak Aquan.\r

    COMBAT\r

    A coral beast lies in ambush, swiftly striking with its claws of sharp coral. It generally uses Spring Attack and its natural camouflage to great effect.\r

    Coral Camouflage (Ex):<\/b> When remaining still on a coral reef, a coral beast blends in nearly perfectly. An observer must succeed on a DC 20 Spot check to notice the coral beast is really alive.\r

    While moving in areas of coral, a coral beast gains concealment. While in any terrain that is predominantly coral, coral beast can use the Hide skill even while being observed. \r

    Stunning Ambush (Ex):<\/b> If a coral beast successfully hits a flat-footed opponent, the victim must succeed on a DC 21 Fortitude save or be stunned for 1d4+4 rounds. The save DC is Strength-based.\r

    Skills:<\/b> Coral beasts have a +4 racial bonus on Hide checks. *The Hide bonus increases by +8 when a coral beast is concealed against a background of coral. Coral beasts have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered. \r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #6<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral evil","environment":"Any aquatic"},{"name":"Coral Worm","type":"Vermin","ch":2,"challenge_rating":" 2 \u00a0","id":5324,"reference":"Usergen","full_text":"

    Coral Worm <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+9\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), climb 30 ft., swim 20 ft., burrow 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+8<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (2d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (2d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Penetrating bite, spiny defense<\/td> <\/tr>
    Special Qualities: <\/strong>Armored tube, darkvision 60 ft., tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +2, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 13, Con 16, Int \u00c2\u0097, Wis 9, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Climb +10, Swim +10<\/td> <\/tr>
    Feats: <\/strong>Improved SunderB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (2-100)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Large); 7-12 HD (Huge); 13-18 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A long, black, sluglike creature darts out of a nearby coral tube.<\/i>\r

    Coral worms are predatory marine annelids found within coral reefs. Coral worms eat anything they can catch, but allow some types of lampreys and eels to live among them and feed upon their scraps.\r

    Abandoned coral tubes rarely remain uninhabited for long. Many marine creatures find such tubes a perfect home.\r

    The body of a typical coral worm is 18 inches in diameter and 14 feet in length, weighing about 500 pounds.\r

    COMBAT<\/b>\r
    Coral worms lie in wait within their protective coral tubes. When prey approaches the coral reef, the worms dart out to their full length to attack.\r

    Armored Tube (Ex):<\/b> Coral worms build tubes by cementing together shards of coral. The tube is covered with razor-sharp ridges on the outside but pearly smooth inside. When fighting, a coral worm typically lunges from the mouth of its tube to its full reach of 10 ft, returning to the tube's interior at the end of its attack. When not attacking, the coral worm gains cover (+4 to AC and +2 to Reflex saves) from the tube; however, the worm does not gain this cover during its attack action (for example, if its attack is interrupted by an Attack of Opportunity). In addition, the razor-sharp exterior gives the worm a spiny defense (see below). A coral worm can withdraw entirely inside its armored tube to gain the benefits of full cover. The tube has hardness 7 and 25 hit points (50 for a Gargantuan worm, 100 for a Colossal worm).\r

    Penetrating Bite (Ex):<\/b> A coral worm's bite attack ignores the first 8 points of hardness.\r

    Spiny Defense (Ex):<\/b> Any creature that attacks a coral worm inside its armored tube (or the tube itself) must succeed on a DC 12 Reflex save or take 1d10 points of slashing damage from the razor-sharp coral shards covering the tube. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. The save DC is Dexterity-based.\r

    Skills:<\/b> A coral worm has a +8 racial bonus on Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. A coral worm 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.\r

    Note:<\/b> Originally called \"Giant Coral\" in Nehwon (1990)<\/i>, renamed \"Coral Worm\" in Monstrous Compendium Annual Volume 4 (1998)<\/i>.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in LNA2 - Nehwon<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Crab, Giant Sand","type":"Vermin","ch":5,"challenge_rating":" 5 \u00a0","id":5325,"reference":"Usergen","full_text":"

    Crab, Giant Sand <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+48\u00a0(88 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+20<\/td> <\/tr>
    Attack: <\/strong>Claw +11 melee (1d8+9)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +11 melee (1d8+9) and bite +6 melee (1d10+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d8+9, improved grab, powerful claws<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, darkvision 60 ft., scent, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +4, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 12, Con 21, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +1, Spot +4<\/td> <\/tr>
    Feats: <\/strong>ToughnessB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate coastal<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-13 HD (Large), 14-27 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive crablike creature moves on four legs, scuttling with surprising speed and grace for its size. It also has two powerful claws and crushing mandibles.<\/i>\r

    Giant sand crabs are close kin to normal monstrous crabs (see Stormwrack<\/i>). They scavenge along beaches, and usually lair in burrows or caves just at the water line. They are more likely to forage for food at night on lonely beaches at low tide. Like other monstrous crabs, giant sand crabs are scavengers, feeding upon the reeking bodies of dead sea creatures that wash up on shore.\r

    A giant sand crab has a body up to 10 feet across and a legspan of 15 to 20 feet. They normally weigh 1500 to 3000 pounds.\r

    Combat<\/b>\r
    Giant sand crabs are fierce creatures, but normally fight only in self defense or to protect their lairs. They are not above attacking wounded but still-living creatures if they are hungry. Straightforward combatants, these crabs scuttle forward with surprising speed to attack with their claws and mandibles. Once it has food or a living opponent in its claws, a giant sand crab tries to retreat into its lair to eat. Creatures held in its claws when it does so will soon drown if they can't breathe water.\r

    Constrict (Ex):<\/b> With a successful grapple check, a giant sand crab can crush a grabbed opponent, dealing 1d8+9 points of bludgeoning damage.\r

    Improved Grab (Ex):<\/b> If a giant sand crab hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round.\r

    Powerful Claws (Ex):<\/b> A giant sand crab always applies 1.5 times its Strength modifier to damage inflicted with its claws. Additionally, it gains a +4 racial bonus on grapple checks.\r

    Vermin Traits:<\/b> A giant sand crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range).\r

    Skills<\/b>: A giant sand crab has a +4 racial bonus on Hide and Spot checks.\r

    Note:<\/b> Originally \"Giant Crab\", renamed to avoid confusion with the 3rd Edition Monstrous Crab.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in X13 - Crown of Ancient Glory<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Temperate coastal"},{"name":"Crab, Lesser Monstrous Crab","type":"Vermin","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5326,"reference":"Usergen","full_text":"

    Crab, Lesser Monstrous Crab <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Vermin \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> \u00c2\u00bdd8\u00a0(2 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +4 natural), touch 12, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-6<\/td> <\/tr>
    Attack: <\/strong>Claw +2 melee (1d3-2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +2 melee (1d3-2)<\/td> <\/tr>
    Space\/Reach: <\/strong>2\u00c2\u00bd ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 2d3-2, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Amphibious, low-light vision, scent, vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +0, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 11, Con 10, Int \u00c2\u0097, Wis 11, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +12, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Weapon FinesseB<\/sup><\/small><\/b><\/small><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate aquatic<\/td> <\/tr>
    Organization: <\/strong>Colony (8\u00c2\u009616)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Lesser Monstrous Crab, Diminutive<\/b>\r
    Diminutive Vermin (Aquatic)\r
    Hit Dice:<\/b> \u00c2\u00bcd8 (1 hp)\r
    Initiative:<\/b> +0\r
    Speed:<\/b> 20 ft. (4 squares)\r
    Armor Class:<\/b> 16 (+4 size, +2 natural), touch 14, flat-footed 16\r
    Base Attack\/Grapple:<\/b> +0\/-11\r
    Attack:<\/b> Claw +4 melee (1d2-3)\r
    Full Attack:<\/b> 2 claws +4 melee (1d2-3)\r
    Space\/Reach:<\/b> 1 ft.\/0 ft.\r
    Special Attacks:<\/b> Constrict 2d2-3, improved grab\r
    Special Qualities:<\/b> Amphibious, low-light vision, scent, vermin traits\r
    Saves:<\/b> Fort +2, Ref +0, Will +0\r
    Abilities:<\/b> Str 4, Dex 11, Con 10, Int \u00c2\u0097, Wis 11, Cha 2\r
    Skills:<\/b> Hide +16, Spot +4\r
    Feats:<\/b> Weapon FinesseB<\/sup><\/small><\/b><\/small>\r
    Environment:<\/b> Temperate aquatic\r
    Organization:<\/b> Colony (8\u00c2\u009616)\r
    Challenge Rating:<\/b> 1\/6\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always neutral\r
    Advancement:<\/b> \u00c2\u0097\r
    Level Adjustment:<\/b> \u00c2\u0097 \r

    A crab as wide as a small plate, with powerful pincers.<\/i>\r

    These crustaceans are simply smaller versions of the common monstrous crab. Some are fully grown, but many are juveniles of larger species. These voracious scavengers will eat anything, living or dead, that they come across. An individual crab of this size poses a negligible threat to a healthy humanoid but will feed off the dying or helpless. A large number of crabs sometimes gather into swarms (see the crab swarm<\/b><\/u><\/a> entry) which are far more dangerous.\r

    COMBAT<\/b>\r
    A lesser monstrous crab moves towards anything that smells like food and tries to feed off it. It scurries away if it is threatened by a creature larger than itself, but if it is cornered or starving it will fight viciously and tenaciously with its sharp claws. \r

    Constrict (Ex)<\/b>: A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.\r

    Improved Grab (Ex):<\/b> If a monstrous crab hits with a claw attack it can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    Monstrous crabs have a +4 racial bonus on grapple checks.\r

    Skills:<\/b> A monstrous crab has a +4 racial bonus on Hide and Spot checks.\r

    Note:<\/b> Originally appeared as 'Crab Swarm' in Return to White Plume Mountain (1999)<\/b><\/i> as tiny offspring of a giant crab. The 'Giant Crab' first appeared in D&D Supplement II: Blackmoor (1975)<\/b>.<\/i><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Return to White Plume Mountain<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":" Always neutral\r","environment":" Temperate aquatic\r"},{"name":"Crabman","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5327,"reference":"Usergen","full_text":"

    CRABMAN<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Monstrous Humanoid (Aquatic)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 3d8+6 (19 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+0<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft, swim 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 16 (-1 size, +7 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Improved grab, squeeze<\/span><\/p> <\/td> <\/tr>

    Special Qualities: <\/span><\/b>Amphibious, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref +3, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 16, Dex 11, Con 15, Int 10, Wis 10, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Craft (any two) +6, Listen +4, Search +3, Spot +4, Swim +13<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Power Attack<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm forest, marsh, and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Gang (2-12)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Crabmen appear as crab-like humanoids standing about 8 feet tall. Its two large arms end in large pincers, while two smaller arms, just below those, end in small pincers. The smaller arms are used for manipulation and holding things. Two slender eyestalks protrude just about its beak-like mandibles. Crabmen color ranges from reddish-brown to greenish-black.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Crabmen speak their own language consisting of hisses and clicks.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h1> <\/td> <\/tr>

    Though generally a peaceful race, crabmen will not shy away from combat if provoked. A crabman attacks using its claws. They do not wield weapons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the crabman must hit with a claw attack. If it gets a hold it can squeeze.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Squeeze (Ex):<\/b> A crabman that gets a hold automatically deals claw damage, with an additional 1d6 points of bludgeoning damage from the crushing force, each round the hold is maintained.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Amphibious (Ex):<\/b> Crabmen can survive indefinitely on land and underwater.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Crabman Society<\/span><\/h1> <\/td> <\/tr>

    Crabmen live as simple hunter-gatherers, subsisting primarily on carrion and algae. Much of each crabman's day is spent hunting, filtering algae, or scavenging along the shore. Crabmen often gather large amounts of sand into their mouths, suck out all the organic material, and spit out fist-sized pellets of sand and dirt. These hardened pellets betray the presence of a nearby crabman lair.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Crabmen generally live in coastal caves. Some tribes dig extensive burrows in seaside cliffs. Within a burrow complex, each crabman has an individual lair, situated near a large, central meeting area.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Males and females are found in approximately equal numbers in a tribe. They mate at irregular times throughout the year. The female produces about 100 eggs within two weeks. They are laid in the ocean, where they hatch into clear, soft-shelled, crablike larvae. In six months they molt, develop a stronger shell, and begin to dwell on land. The eggs and larvae are delicious, and predators greatly reduce their numbers before they reach adulthood. Larvae are almost defenseless.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Crabmen continue to grow and molt throughout their lives, and specimens as tall as 10 feet have been reported. A crabman can live for up to 20 years.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A crabman tribe seldom has commerce with other tribes, and almost never with other intelligent races. They produce few artifacts, primarily seaweed weavings, driftwood carvings, and seashell constructions. Though these are often impermanent, some are quite beautiful. Though details of crabman religion are unknown, most artifacts are believed to be religious in nature, and are jealously guarded.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Each tribe appears to be led by a dominant, elder male or female. These leaders have maximum hit points, but are otherwise unremarkable.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Crabman first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Monstrous Humanoid","alignment":"Any","environment":"Temperate and warm forest, marsh, and underground"},{"name":"Crane, Giant","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5328,"reference":"Usergen","full_text":"

    Crane, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), fly 50 ft. (poor)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, wading<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 17, Con 12, Int 2, Wis 16, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +5, Listen +8, Move Silently +5, Spot +12<\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy, Weapon Finesse[B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, flock (10-30) or great flock (31-50 plus 3-12 fledgelings)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium); 7-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This white-feathered bird stands nearly seven feet tall, with its legs counting for nearly half its height. Its head bears a red crown, and its bill is long and pointed. Its face, wingtips, and legs are black.<\/i>\r

    Giant cranes are omnivorous avians found in marshes and swamps. They hunt in water no deeper than their long legs, preying on fish, crustaceans, aquatic insects and plants.\r

    An adult giant crane stands 7 feet tall with a wingspan of 10 feet or more. They weigh only 25-30 pounds.\r

    COMBAT\r

    Giant cranes are nonaggressive, but will fiercely defend their nests and young.\r

    Wading (Ex):<\/b> Although it does not have a swim speed, a giant crane suffers no movement penalty when walking through water less deep than half its height.\r

    Skills:<\/b> Giant cranes receive a +4 racial bonus on Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any marsh"},{"name":"Creeping Pit","type":"Ooze","ch":4,"challenge_rating":" 04 \u00a0","id":5329,"reference":"Usergen","full_text":"

    Creeping Pit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Ooze \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10+30\u00a0(63 hp)<\/td> <\/tr>
    Initiative: <\/strong> -5<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 4 (-1 size, -5 Dex), touch 4, flat-footed 4<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+11<\/td> <\/tr>
    Attack: <\/strong>---<\/td> <\/tr>
    Full Attack: <\/strong>---<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Entrap<\/td> <\/tr>
    Special Qualities: <\/strong>Astral vortex, blindsight 60 ft, dualplanar, immunity to magic, immunity to weapon damage, ooze traits, portal, two-dimensional<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref -3, Will -3 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 1, Con 20, Int ---, Wis 1, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>---<\/td> <\/tr>
    Feats: <\/strong>---<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>04<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-18 (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    When you get too close to the black, circular spot on the floor, it begins moving towards you.<\/i>\r

    The extremely rare phenomenon that is a creeping pit is created when a bag of devouring<\/i> (see Dungeon Master's Guide page 274) is placed within a portable hole<\/i>. This opens a rift to the Astral Plane in the same manner as when a bag of holding<\/i> is placed within a portable hole<\/i>, except that the rift remains open for a whole hour. When the rift closes, the bag of devouring<\/i> is not destroyed, but instead becomes a creeping pit.\r

    A creeping pit has the same dimensions and appearance as a portable hole<\/i>. The inside of a creeping pit is a nondimensional space just as a portable hole<\/i>, and contains air and whatever items are dropped into it. Unlike a portable hole<\/i>, a creeping pit cannot be picked up or folded up. A creeping pit is 6 feet wide, but it has no real substance on the Material plane.\r

    COMBAT<\/b>\r
    A creeping pit commonly continues to hunt in the general area in which it was created. It can move freely over any fairly level surface, and can travel up and down ramps (but not stairs) and under doors. A creeping pit attacks any living creatures that come within 30 feet, by sliding under their feet and causing them to fall in. A creeping pit will subsequently attack any creature that escapes from inside of it.\r

    Any unattended object smaller than itself that the pit moves under will fall in, so sometimes there are items inside a pit when a creature falls in. If there is sufficient garbage at the bottom of a pit to break a creature's fall, the creature may be unharmed when it falls in. Conversely, if any dangerous objects are at the bottom of a pit, falling creatures may take additional damage instead. Objects such as ladders or lengths of rope within a pit may be used to aid a creature in climbing back out again. Filling a creeping pit completely with objects prevents it from entrapping opponents, and makes it easy to walk over.\r

    Most spells and weapon attacks do not affect a creeping pit. Opening another extra-dimensional hole inside a creeping pit will reactivate the rift that originally created it, thus destroying it.\r

    Entrap (Ex)<\/b>: A creeping put can move into other creatures' spaces as a standard action, affecting as many as it can cover. Opponents can make attacks of opportunity against the pit, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save or be entrapped; on a success, they are pushed back or aside (opponent's choice) as the pit moves forward. There must be available floor space to which a potential victim can jump in order to even try to avoid the pit. Entrapped creatures take 1d6 points of falling damage for every size category the pit is above Medium. Entrapped creatures can escape from a creeping pit on a successful DC 15 Climb check. The save DC is Strength-based.\r

    Astral Vortex (Su)<\/b>: Certain magical effects that originate within the creeping pit create a vortex to the Astral Plane for one hour. Such effects include those that open an interdimensional rift, such as a gate<\/i> spell, or that open a nondimensional space, such as a bag of holding<\/i>. All creatures and objects inside the creeping pit when the vortex forms, as well as any unattended objects within 10 feet of the pit during the hour, are immediately pulled into the vortex and drawn into the Astral plane. All creatures within a 10-foot radius of the creeping pit during this hour must succeed on a DC 18 Reflex save or be drawn to the Astral Plane. The item or spell that creates the effect is immediately destroyed, and the creeping pit is destroyed at the end of the hour. The save DC is Constitution-based.\r

    Dualplanar (Ex)<\/b>: The bulk of a creeping pit's body resides on the Astral Plane, but the outer edge of its opening exists on the Material Plane. Creatures that are stuck on the Material Plane find it difficult but not impossible to target the creeping pit. Because the monster is dual-planar and therefore exists partially on the Material Plane, its foes on the Material Plane can attack the creature as if it had cover, and so it gains a +4 bonus to Armor Class and a +2 bonus on Reflex saves.\r

    Immunity to Magic (Ex)<\/b>: A creeping pit is immune to any spell or spell-like ability that allows spell resistance.\r

    Portal (Su)<\/b>: Once per hour, any unattended objects inside a creeping pit are transported to the Astral Plane. Creatures inside the creeping pit must succeed on a DC 18 Will save or be transported to the Astral Plane as well. The save DC is Constitution-based.\r

    Two-Dimensional (Ex)<\/b>: Creeping pits are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a pit and walk into it are automatically entrapped. In conditions of poor illumination, the DC rises to 20.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #101 (\"Creature Catalog III,\" September 1985, Dan Proulx).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral","environment":"Underground"},{"name":"Crypt Servant","type":"Undead","ch":3,"challenge_rating":" 3 \u00a0","id":5330,"reference":"Usergen","full_text":"

    Crypt Servant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 Dex, +4 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+6<\/td> <\/tr>
    Attack: <\/strong>Falchion +6 melee (2d4+4\/18-20) or slam +6 melee (1d4+3) or javelin +4 ranged (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Falchion +6 melee (2d4+4\/18-20) or 2 slams +6 melee (1d4+3) or javelin +4 ranged (1d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Call of the crypt<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/bludgeoning or slashing, darkvision 60 ft., improved turn resistance, +2 turn resistance, undead traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +1, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 13, Con \u00c2\u0097, Int 6, Wis 13, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +12, Spot +12<\/td> <\/tr>
    Feats: <\/strong>Alertness, Blind-Fight, Reckless Offense<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground (tombs and crypts)<\/td> <\/tr>
    Organization: <\/strong>Solitary, watch detail (2-8), or retinue (5-20 plus 1 crypt thing)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None (see text)<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This desiccated, animated humanoid corpse is dressed in fine livery.<\/i>\r

    Crypt servants are specialized undead created to serve their master in all ways after death. They are most often found defending their master\u00c2\u0092s tomb and possessions from desecration. \r

    Small tombs have only one crypt servant, while grand tombs of wealthy and powerful individuals may have several. Crypt servants clean and repair the tombs, polish valuables, light candles, and guard the tomb from intruders. While crypt servants have no treasure of their own, they are often guarding treasures within their crypts.\r

    Groups of crypt servants are occasionally led by a crypt thing.\r

    Most crypt servants are 5 to 6 feet tall and weigh about 120 pounds.\r

    Crypt servants speak any languages they knew in life (usually Common) in dry, slithery voices.\r

    A crypt servant can be created with a create undead<\/i> spell of caster level 13th or higher. The spell must be cast within the tomb where the crypt servant is to serve. Although a crypt servant can be created from any corpse, volunteers are preferred. In fact, many ancient crypt servants originally volunteered for their posts, wishing to serve their masters in death as in life. \r

    COMBAT\r

    The crypt servant nearest the tomb\u00c2\u0092s entrance acts as a guard. Intruders are verbally challenged by the guard for a specific password or sign. Those who do not respond or issue an incorrect response are attacked. Intruders who make it past a guardian crypt servant will not be challenged by other crypt servants unless they disturb the master\u00c2\u0092s possessions. Anyone who disturbs the body of the master is attacked regardless of any commands or signs they offer to deter the crypt servants. Once in battle, a crypt servant uses its call of the crypt ability to alert others of its kind to the intrusion.\r

    Call of the Crypt (Su):<\/b> As a swift action, a crypt servant can whisper a message to all other crypt servants in the same tomb, who will respond to the alarm within 1d6 rounds. This functions like the whispering wind<\/i> spell.\r

    Improved Turn Resistance (Ex):<\/b> While within the crypt it has been instructed to guard, a crypt servant's turn resistance rises to +6.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in City of Delights<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always lawful neutral","environment":"Underground (tombs and crypts)"},{"name":"Crypt Thing","type":"Undead","ch":5,"challenge_rating":" 05 \u00a0","id":5331,"reference":"Usergen","full_text":"

    CRYPT THING<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Undead<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 6d12 (39 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (+2 Dex, +5 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Claw +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Teleport other<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Undead, darkvision 60 ft, damage reduction 10\/+1, turn resistance +4<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +2, Ref +4, Will +7<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 12, Dex 14, Con \u0096, Int 12, Wis 14, Cha 15<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Bluff +8, Intimidate +7, Listen +12, Move Silently +8, Search +6, Sense Motive +9, Spot +13<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Alertness, Improved Initiative<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 5<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 7-13 HD (Medium-size); 14-18 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Crypt things are undead creatures that are found guarding tombs, graves, corpses, and crypts.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A crypt thing appears as a skeleton wearing a brown or black hooded robe.\u00a0 Its eyes appear as small, red pinpoints of light. If left undisturbed the crypt thing will not attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A crypt thing, despite its undead status, can speak Common.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    A crypt thing will avoid combat if possible by using its teleport other ability. If any creature succeeds at its Will save, the crypt thing will attack with its claws.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Teleport Other (Sp):<\/span><\/b> All creatures within a 50-foot range that fail a Will save (DC 17) are teleported in a random direction (roll 1d4; 1-north, 2-south, 3-east, 4-west) and a random distance (1d10 x 100 feet) away from the crypt thing. Roll randomly for each creature that fails its save. A teleported creature never arrives in solid material and will arrive in the closest open space available, if the target spot is solid; however, victims need not arrive at floor level.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature that succeeds at its save is unaffected by that crypt thing\u0092s teleport other ability for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Undead:<\/b> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Crypt things have darkvision with a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Crypt Thing first appeared in the 1e FF (1981). According to an article by Don Turnbull in Dragon #55, the Crypt Thing was never intended to be an undead creature, though somehow it evolved into that over the years.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Variant Crypt Thing<\/span><\/h1> <\/td> <\/tr>

    There exists, in some parts of the world (and maybe only truly in legend) a variant of the crypt thing. This variant has all the same abilities and powers as a normal crypt thing with the following changes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The variant does not possess the Teleport Other ability. Instead it possesses an ability known as Cloak Other.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cloak Other (Sp):<\/b> All creatures within a 50-foot range that fail a Will save (DC 17) are simultaneously paralyzed<\/i> and turned invisible<\/i>. Those affected will remain so for 2d4 days before the effects wear off.<\/span><\/p> <\/td> <\/tr>

    A creature that succeeds at its save is unaffected by the crypt thing\u0092s cloak other ability for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Create Crypt Thing<\/span><\/b><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Necromancy [Evil]<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Level:<\/b> Clr 7, Death 8, Sor\/Wiz 7<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Components:<\/b> V, S, M<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Casting Time:<\/b> 1 hour<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Range:<\/b> Close (25 ft. +5 ft.\/2 levels)<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Target:<\/b> One corpse<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Duration:<\/b> Instantaneous<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Saving Throw:<\/b> None<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell Resistance:<\/b> No<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    You may create a crypt thing with this spell.\u00a0 This spell must be cast in the tomb, grave, or corpse that the crypt thing is assigned to protect.\u00a0 <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size; they do not depend on what abilities the creature may have had while alive. Only one crypt thing is created with this spell and it will remain in the tomb where it was created until destroyed.\u00a0 <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Material Component (for Crypt Thing):<\/span><\/i> A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once animated into a crypt thing, the gem is destroyed.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Undead","alignment":"Any","environment":"Any underground"},{"name":"Cryptknight","type":"Undead","ch":6,"challenge_rating":" 6 \u00a0","id":5332,"reference":"Usergen","full_text":"

    Cryptknight <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d12\u00a0(58 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares) in half-plate armor; base speed 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+7 armor, +3 natural), touch 10, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+5<\/td> <\/tr>
    Attack: <\/strong>Greataxe +9 melee (1d12+8\/x3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Greataxe +9 melee (1d12+8\/x3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fear aura, temporal slide<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/bludgeoning, darkvision 60 ft., delay damage, immunity to cold, spell extension<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 10, Con -, Int 2, Wis 13, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Weapon Focus (greatsword), and Weapon Specialization (greatsword)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or order (2-10)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>10-20 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A skeletal figure shambles forth, its movements erratic and flickering as if not in the same timeline as everything around it. Its plate armor and greataxe seem archaic and ancient.<\/i>\r

    Cryptknights are the undead remnants of fighters that were time-trapped at the moment of their deaths. This unique condition originated in the wizard Martek's tomb, but similar temporal anomalies could occur elsewhere and create similar beings.\r

    A cryptknight is 5 to 6 feet tall and weighs 100 to 150 pounds.\r

    Cryptknights cannot speak.\r

    COMBAT\r

    Cryptknights are straightforward warriors, wielding their greataxes with masterful skill.\r

    Delay Damage (Su):<\/b> Any effect takes a full round to affect a cryptknight. For example, weapon damage done to a cryptknight applies one round after the successful attack. Similarly, a spell affects a cryptknight one round after it normally would (a fireball<\/i> targeting an area including a orc and a cryptknight would damage the orc immediately but the cryptknight one round later). This also applies to nondamaging effects.\r

    Spell Extension (Su):<\/b> Any spell effect with a duration other than concentration, instantaneous, or permanent is doubled in duration (as by the extend spell metamagic feat) in its effect on a cryptknight. That is, a spell with a one round effect would last for two rounds. In addition, the effect of the spell begins one round later than usual (see Delay Damage).\r

    Temporal Slide (Su):<\/b> A cryptknight can manipulate time as it moves, allowing it to seemingly disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of opportunity, a cryptknight moves its current speed (following the normal rules for movement). The cryptknight can use this ability every other round.\r

    Feats:<\/b> Cryptknights count as fighters of a level equal to their Hit Dice for the purposes of meeting prerequisites for feats.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in I5 - Lost Tomb of Martek<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always lawful evil","environment":"Any"},{"name":"Crystal Drake","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5333,"reference":"Usergen","full_text":"

    Crystal Drake <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon (Earth, Psionic)<\/strong><\/td> <\/tr>
    Environment: <\/strong>Warm deserts and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, clutch (3-8), or clan (15-40)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 1; very young 2; young 2; juvenile 3; young adult 3; adult 4; mature adult 4; old 5; very old 5; ancient 6; wyrm 6; great wyrm 7<\/td> <\/tr>
    Treasure: <\/strong>Double standard coins; triple standard goods (gems); double standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic good<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling to wyrm \u00c2\u0097; great wyrm 13+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +1; very young +1; young +1; juvenile +1; young adult +1; adult +2; mature adult +2; old +2; very old +2; others +3<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Crystal Drakes by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>1d12+1\u00a0(7 hp)<\/font><\/td>12<\/font><\/td>18<\/font><\/td>13<\/font><\/td>9<\/font><\/td>11<\/font><\/td>10<\/font><\/td>+1\/-6<\/font><\/td>+4<\/font><\/td>+3<\/font><\/td>+6<\/font><\/td>+2<\/font><\/td>1d6\u00a0(11)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>T<\/font><\/td>2d12+2\u00a0(15 hp)<\/font><\/td>12<\/font><\/td>18<\/font><\/td>13<\/font><\/td>9<\/font><\/td>11<\/font><\/td>12<\/font><\/td>+2\/-5<\/font><\/td>+5<\/font><\/td>+4<\/font><\/td>+7<\/font><\/td>+3<\/font><\/td>2d6\u00a0(12)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>T<\/font><\/td>3d12+3\u00a0(22 hp)<\/font><\/td>12<\/font><\/td>18<\/font><\/td>13<\/font><\/td>11<\/font><\/td>13<\/font><\/td>12<\/font><\/td>+3\/-4<\/font><\/td>+6<\/font><\/td>+5<\/font><\/td>+8<\/font><\/td>+5<\/font><\/td>3d6\u00a0(12)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>T<\/font><\/td>4d12+4\u00a0(30 hp)<\/font><\/td>14<\/font><\/td>18<\/font><\/td>13<\/font><\/td>11<\/font><\/td>13<\/font><\/td>14<\/font><\/td>+4\/-3<\/font><\/td>+7<\/font><\/td>+6<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>4d6\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>T<\/font><\/td>5d12+5\u00a0(37 hp)<\/font><\/td>14<\/font><\/td>18<\/font><\/td>13<\/font><\/td>13<\/font><\/td>15<\/font><\/td>14<\/font><\/td>+5\/-2<\/font><\/td>+8<\/font><\/td>+8<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>5d6\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Adult<\/font><\/td>S<\/font><\/td>6d12+6\u00a0(45 hp)<\/font><\/td>16<\/font><\/td>16<\/font><\/td>13<\/font><\/td>13<\/font><\/td>15<\/font><\/td>16<\/font><\/td>+6\/+5<\/font><\/td>+10<\/font><\/td>+8<\/font><\/td>+10<\/font><\/td>+9<\/font><\/td>6d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>S<\/font><\/td>7d12+7\u00a0(52 hp)<\/font><\/td>16<\/font><\/td>16<\/font><\/td>13<\/font><\/td>15<\/font><\/td>17<\/font><\/td>16<\/font><\/td>+7\/+6<\/font><\/td>+11<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>+11<\/font><\/td>7d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Old<\/font><\/td>S<\/font><\/td>8d12+8\u00a0(60 hp)<\/font><\/td>16<\/font><\/td>16<\/font><\/td>13<\/font><\/td>15<\/font><\/td>17<\/font><\/td>18<\/font><\/td>+8\/+7<\/font><\/td>+12<\/font><\/td>+10<\/font><\/td>+12<\/font><\/td>+12<\/font><\/td>8d6\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Old<\/font><\/td>S<\/font><\/td>9d12+9\u00a0(67 hp)<\/font><\/td>16<\/font><\/td>16<\/font><\/td>13<\/font><\/td>17<\/font><\/td>19<\/font><\/td>18<\/font><\/td>+9\/+8<\/font><\/td>+13<\/font><\/td>+11<\/font><\/td>+13<\/font><\/td>+14<\/font><\/td>9d6\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Ancient<\/font><\/td>S<\/font><\/td>10d12+10\u00a0(75 hp)<\/font><\/td>16<\/font><\/td>16<\/font><\/td>13<\/font><\/td>17<\/font><\/td>19<\/font><\/td>20<\/font><\/td>+10\/+9<\/font><\/td>+14<\/font><\/td>+12<\/font><\/td>+14<\/font><\/td>+15<\/font><\/td>10d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>S<\/font><\/td>11d12+11\u00a0(82 hp)<\/font><\/td>16<\/font><\/td>16<\/font><\/td>13<\/font><\/td>19<\/font><\/td>21<\/font><\/td>20<\/font><\/td>+11\/+10<\/font><\/td>+15<\/font><\/td>+13<\/font><\/td>+15<\/font><\/td>+17<\/font><\/td>11d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>S<\/font><\/td>12d12+12\u00a0(90 hp)<\/font><\/td>16<\/font><\/td>16<\/font><\/td>13<\/font><\/td>19<\/font><\/td>21<\/font><\/td>22<\/font><\/td>+12\/+11<\/font><\/td>+16<\/font><\/td>+14<\/font><\/td>+16<\/font><\/td>+18<\/font><\/td>12d6\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Crystal Drake Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13<\/font><\/td>Cheek pouches, gem dependent, gemsense, spell reflection, unearthly grace<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>18 (+2 size, +4 Dex, +1 deflection, +1 natural), touch 17, flat-footed 14<\/font><\/td>Consume gem (psionic focus)<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>18 (+2 size, +4 Dex, +1 deflection, +1 natural), touch 17, flat-footed 14<\/font><\/td>\u00c2\u0097<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>19 (+2 size, +4 Dex, +2 deflection, +1 natural), touch 18, flat-footed 15<\/font><\/td>Consume gem (vigor<\/i>)<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>19 (+2 size, +3 Dex, +2 deflection, +1 natural), touch 18, flat-footed 16<\/font><\/td>DR 5\/cold iron<\/font><\/td>2nd<\/font><\/td>16<\/font><\/td><\/tr>
    Adult<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>19 (+1 size, +3 Dex, +3 deflection, +2 natural), touch 17, flat-footed 16<\/font><\/td>Consume gem (expansion<\/i>)<\/font><\/td>2nd<\/font><\/td>17<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>19 (+1 size, +3 Dex, +3 deflection, +2 natural), touch 17, flat-footed 16<\/font><\/td>DR 10\/cold iron<\/font><\/td>3rd<\/font><\/td>18<\/font><\/td><\/tr>
    Old<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>20 (+1 size, +3 Dex, +4 deflection, +2 natural), touch 18, flat-footed 17<\/font><\/td>Consume gem (Empower)<\/font><\/td>3rd<\/font><\/td>19<\/font><\/td><\/tr>
    Very Old<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>20 (+1 size, +3 Dex, +4 deflection, +2 natural), touch 18, flat-footed 17<\/font><\/td>DR 15\/cold iron<\/font><\/td>4th<\/font><\/td>20<\/font><\/td><\/tr>
    Ancient<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>21 (+1 size, +3 Dex, +5 deflection, +2 natural), touch 19, flat-footed 18<\/font><\/td>Consume gem (body purification\/mind shield<\/i>), planar travel<\/font><\/td>4th<\/font><\/td>21<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>22 (+1 size, +3 Dex, +5 deflection, +3 natural), touch 19, flat-footed 19<\/font><\/td>DR 20\/cold iron<\/font><\/td>5th<\/font><\/td>22<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>22 (+1 size, +3 Dex, +6 deflection, +3 natural), touch 19, flat-footed 19<\/font><\/td>Consume gem (Maximize)<\/font><\/td>5th<\/font><\/td>23<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *A crystal drake manifests powers as if it were a psion with Psychometabolism as its primary discipline.\r

    This tiny dragon has a scintillating, crystal-like hide.<\/i>\r

    Crystal drakes are nomadic offshoots of the faerie dragon whose lineage may also include the gem dragons, based on the many similarities. \r

    Crystal drakes feed on gems, and gain a number of benefits from them as well. Alhough as mischievous as their faerie drake and demon drake cousins, crystal drakes play their tricks only when they will not bring attention to their lairs. They often spy upon travelers known to be carrying gems to ascertain whether these creatures may be open to trade. If so, they offer coins and other items in exchange for the coveted gems. This trading always takes place some distance from their lairs, in order to protect their hoard from thieves. \r

    Most crystal drakes make their lairs in caves and caverns in remote deserts, but wanderers may be found anywhere gems are present. Some of the more ancient clans have relocated to the Elemental Plane of Earth, for its unprecedented abundance of gems.\r

    Some unscrupulous hunters trap and kill these wondrous creatures for their beautiful hides, which are used to make breathtaking leather apparel that flashes and sparkles in the light. Even lands that have outlawed the sale of crystal drake hides usually have buyers for these illegal goods. An unmarred crystal drake hide can fetch as much as 1,000 gp. \r

    Crystal drakes age at a faster rate than other true dragons, as shown on the following table:\r

    Category Age (Years)\r
    wyrmling 0 - 1\r
    very young 2 - 3\r
    young 4 - 5\r
    juvenile 6 - 10\r
    young adult 11 - 20\r
    adult 21 - 40\r
    mature adult 41 - 80\r
    old 81 - 120\r
    very old 121 - 160\r
    ancient 151 - 200\r
    wyrm 201 - 240\r
    great wyrm 241+\r

    All crystal drakes speak Terran in addition to Draconic.\r

    Combat\r

    In battle, crystal drakes prefer to use their psionic abilities and breath weapon to melee attacks.\r

    Unlike most true dragons, crystal drakes do not gain the frightful presence ability.\r

    Breath Weapon (Su):<\/b> A crystal drake has one type of breath weapon, a line of acid. This acid deals no damage to stone or crystalline objects.\r

    Cheek Pouches (Ex):<\/b> Crystal drakes, like chipmunks, have cheek pouches that allow them to carry food (gems in the drake's case) in their mouths. A crystal drake may carry up to 2 gems in its mouth at a time. As long as it is carrying at least one gem in its cheek pouches, it may consume a gem as a swift action.\r

    Consume Gem (Su):<\/b> A crystal drake may consume a specific amount of gems (of any type) to gain various benefits, dependent upon its age category. Manifester level for any emulate powers equals the crystal drake's normal manifester level for its psion powers.\r

    A very young or older crystal drake may consume 5 gp in gems to gain its psionic focus.\r

    A juvenile or older crystal drake may consume 20 gp in gems to manifest vigor<\/i> on itself.\r

    An adult or older crystal drake may consume 50 gp in gems to manifest the expansion<\/i> power on itself.\r

    An old or older crystal drake can consume 100 gp in gems to apply the Empower Power metapsionic feat to the next power it manifests. \r

    An anicent or older crystal drake can consume 200 gp in gems to manifest body purification<\/i> or mind shield<\/i> on itself.\r

    A great wyrm crystal drake may consume 500 gp in gems to apply the Maximize Power metapsionic feat to the next power it manifests. \r

    Gem Dependent (Ex):<\/b> If a crystal drake does not eat at least 5 gp worth of gems (of any type) in any given week, its hide becomes dull and lusterless. The drake loses its unearthly grace and spell reflection abilities until it eats at least 5 gp worth of gems. \r

    Gemsense (Ex):<\/b> Crystal drakes can sense the presence of gem stones within a distance of 10 ft at all times. By concentrating for 1 round, the drake can determine the precise location, type, and number of gem stones. \r

    Planar Travel (Su):<\/b> Ancient and older crystal drakes have the innate ability to pass instantly between the Material Plane and the Inner Planes, where they often make their homes. \r

    Psionics:<\/b> A crystal drake manifests powers as if it were a psion with x as its primary discipline.\r

    Spell Reflection (Ex):<\/b> Any spell or effect with the electricity, force, or light descriptor that targets the crystal drake and does not overcome its spell resistance is reflected directly back at the caster or the user of the item that generated it. This new target is entitled to a saving throw if the effect permits one. Area spells are never reflected unless they are visual effects, such as color spray<\/i>. In this case, only the portion of the area that surrounds the crystal drake is reflected; all other creatures in the area are affected normally.\r

    Unearthly Grace (Su):<\/b> A crystal drake adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).\r

    Skills:<\/b> Skills: Appraise, Autohypnosis, and Psicraft are considered class skills for crystal drakes. \r

    Non-Psionic Crystal Drakes<\/b>\r
    If you are not using the Expanded Psionics Handbook<\/i> in your campaign, make the following changes:\r

    Dragon (Earth)<\/b>\r

    Spells:<\/b> Rather than manifesting as a psion, a crystal drake casts spells as a sorcerer, and can also cast cleric and druid spells as arcane spells.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #146<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Usually chaotic good","environment":"Warm deserts and underground"},{"name":"Crystal Spider","type":"Elemental","ch":4,"challenge_rating":" 4 \u00a0","id":5334,"reference":"Usergen","full_text":"

    Crystal Spider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Elemental \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 50 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+3<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d3 plus crystallization)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d3 plus crystallization)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Crystallization, web<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., elemental traits<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 19, Int 4, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Listen +2, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (crystallization), Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>No coins; standard goods (gems only); no items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-7 HD (Medium); 8-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This man-sized arachnid seems to be sculpted from glass or crystal. It skates swiftly across its glowing, crystalline web.<\/i>\r

    Crystal spiders are actually elementals, not true arachnids. They covet transparent gems, bundling these treasures in webbing in the center of their larger webs.\r

    A crystal spider is 8 feet in diameter and weighs 600 pounds.\r

    Crystal spiders speak Terran.\r

    A crystal spider can be summoned with a summon monster VI<\/i> or summon nature's ally V<\/i> spell.\r

    COMBAT\r

    Crystal spiders feed on the crystallized remains of living creatures, so their tactics are simple: bite as many potential prey as possible, and allow their crystallization to go to work.\r

    Crystallization (Su):<\/b> On a successful bite attack, the crystal spider injects its powerful venom. The victim must succeed on a DC 18 Fortitude save or be slowed<\/i> (as the spell) for five rounds. On the sixth round, the victim is paralyzed and its throat crystallizes, preventing the use of speech, verbal components, and command words. Three minutes later, the character is completely crystallized (treat as petrified). Once crystallized, a victim may only be revived by resurrection, true resurrection, miracle, wish<\/i>, or greater restoration<\/i>. Limited wish<\/i> also revives a crystallized victim, but the victim must make a new Fortitude save each week or begin the crystallization process anew. The crystallization process can be slowed or halted before petrification by any of the spells listed above or delay poison, neutralize poison<\/i>, or stone to flesh<\/i>. The save DC is Constitution-based. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.\r

    Web (Ex):<\/b> A crystal spider can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.\r

    An entangled creature can escape with a DC 16 Escape Artist check or burst the web with a DC 20 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.\r

    Crystal spiders can create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire.\r

    A crystal spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.\r

    Skills:<\/b> Crystal spiders have a +8 racial bonus on Climb checks. A crystal spider can always choose to take 10 on Climb checks, even if rushed or threatened. Crystal spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #116<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Always neutral","environment":"Elemental Plane of Earth"},{"name":"Crystalmist","type":"Aberration","ch":5,"challenge_rating":" 05 \u00a0","id":5335,"reference":"Usergen","full_text":"

    Crystalmist <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Aberration \t\t\t(Swarm)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+16\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +10<\/td> <\/tr>
    Speed:<\/strong> Fly 20 ft (perfect) (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 23 (+4 size, +6 Dex, +3 natural), touch 20, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/---<\/td> <\/tr>
    Attack: <\/strong>Swarm (2d6)<\/td> <\/tr>
    Full Attack: <\/strong>Swarm (2d6) and light ray +16 ranged touch (1d6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Light ray, distraction<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, hive mind, immune to weapon damage, mindless, swarm traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 22, Con 15, Int 1, Wis 12, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Point Blank Shot<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or cloud (2-6 swarms)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>None<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    \r
    A multitude of colorful snowflake-like crystals twinkle in the air before you. As you watch, they gather together to take on a bulbous, roughly spherical form that throbs with a deep, ominous sound and radiates a sparkling white light. <\/i>\r

    A crystalmist swarm is a hive entity composed of minute crystalline creatures. Normally, crystalmists are content to drift about in the air, absorbing sunlight. This powers their crystalline structure, at the heart of which is a pulsating pinpoint of light that changes colors gradually throughout the day. As individuals, crystalmists have no real combat capabilities and are completely harmless. However, when threatened, they can form into a very dangerous community being.\r

    Each individual crystalmist is completely mindless unless part of a hive mind. Groups of crystalmists have no recognizable society or community, although they seem to prefer to gather among their own kind. They have no real language, but are believed to communicate with each other by color modulation. Crystalmists reproduce only rarely, by fission. \r

    Crystalmists do not eat other creatures, nor do other creatures usually prey upon them. Occasionally, bats or birds might eat some for their mineral content, but for the most part animals ignore crystalmists.\r

    COMBAT<\/b>\r
    When a gathering of crystalmists feels threatened, it may form into a swarm and attack. Crystalmists store energy in their bodies, which they are able to unleash as a powerful beam of light when formed into a swarm.\r

    Distraction (Ex)<\/b>: Any living creature that begins its turn with a swarm in its square must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.\r

    Light Ray (Ex)<\/b>: A crystalmist swarm\u00c2\u0092s light rays have a range of 20 feet. The light ray deals 1d6 points of fire damage on a direct hit, and 2 points of fire damage to all creatures within 5 feet of where it hits. The light ray sets fire to combustibles and damages objects struck. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.\r

    If the crystalmist is in the area of a bright light source (such as a daylight<\/i> spell), the damage done by its light ray is doubled to 2d6 points.\r

    Hive Mind (Ex)<\/b>: Any crystalmist swarm with at least 1 hit point per Hit Die (or 8 hit points, for a standard crystalmist swarm) forms a hive mind, giving it an Intelligence of 1. When a crystalmist swarm is reduced below this hit point threshold, it becomes mindless.\r

    When a crystalmist swarm suffers 10 points of damage, it fragments into its individual components. The remaining individuals cannot form another swarm for five rounds while they regroup. Forming into a new swarm is a full-round action, and the swarm loses its Dexterity bonus to Armor Class in that round.\r

    Mindless (Ex)<\/b>: Crystalmists are naturally mindless without their hive mind, and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and illusions even when formed into a swarm.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Greyhawk Adventures (1988, James M. Ward), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Temperate and warm mountains"},{"name":"Cyclops, Desert","type":"Giant","ch":4,"challenge_rating":" 4 \u00a0","id":5336,"reference":"Usergen","full_text":"

    Cyclops, Desert <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Giant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+18\u00a0(45)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +7 natural), touch 9, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+12<\/td> <\/tr>
    Attack: <\/strong>Falchion +7 melee (2d6+6\/18-20) or slam +7 melee (1d4+4) or rock +3 ranged (2d6+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Falchion +7 melee (2d6+6\/18-20) or slam +7 melee (1d4+4) or rock +3 ranged (2d6+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rock throwing, truth-telling gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, rock catching<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 11, Con 17, Int 8, Wis 10, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Climb +7, Jump +7, Spot +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (truth-telling gaze), Cleave, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any desert<\/td> <\/tr>
    Organization: <\/strong>Solitary or hunting party (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class (favored class: barbarian)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This giant is roughly human in appearance and about the size of an ogre, though a bit thinner. Its most distinctive characteristic is its single bright blue eye, which seems to pierce straight into your soul.<\/i>\r

    The desert cyclops is a large, roughly human shaped giant with sandy-colored, sometimes rough, skin and a single large eye. While the dress and overall appearance of desert cyclops can vary a great deal, their eyes are almost always a light blue and quite striking.\r

    Many humans hate and fear the desert cyclops because the cyclops's eye can be quite unnerving, as it seems to stare, unblinking, into an unguarded soul. As a result, few desert cyclops live among humans; they tend to keep to themselves in the desert.\r

    One oddity is that desert cyclops like to flavor their food with sand, though it is unknown whether sand is a dietary requirement.\r

    A desert cyclops is 8 to 10 feet tall and weighs over 500 pounds.\r

    COMBAT\r

    A desert cyclops prefers to enter melee as quickly as possible once it is committed to fighting. Usually it will attack with its fist or else with a large two-handed weapon.\r

    Rock Throwing (Ex):<\/b> Rocks thrown by a cyclops have a range increment of 120 feet (240 feet with the Far Shot feat).\r

    Truth-Telling Gaze (Su):<\/b> A desert cyclops's gaze is the equivalent of a discern lies<\/i> spell (Will DC 16 negates) with a range of 30 feet. The save DC is Charisma-based and includes a +2 racial bonus.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Al-Qadim: The Genie's Curse<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Giant","alignment":"Usually chaotic neutral","environment":"Any desert"},{"name":"Cynamolgus","type":"Humanoid","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5337,"reference":"Usergen","full_text":"

    Cynamolgus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Humanoid \t\t\t(Cynamolgus)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft<\/td> <\/tr>
    AC:<\/strong> 15 (+2 Dex, +3 natural)<\/td> <\/tr>
    Attacks:<\/strong>Longsword +2 melee; or glaive +2 melee<\/td> <\/tr>
    Damage: <\/strong>Longsword 1d8+2; or glaive 1d10+2<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong><\/td> <\/tr>
    Special Qualities: <\/strong>Resistance to fear, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +4, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 14, Int 7, Wis 10, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any forest<\/td> <\/tr>
    Organization: <\/strong>Gang (3-6), squad (11-20 plus 1 2nd-level leader), band (20-200 plus 2-6 war dogs, 2-8 2nd-level guardsmen, and 1 3rd-level subchief), or clan (30-300 plus 2-5 wolves and 1 4th-level chief)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually chaotic neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The cynamolgus is a warlike canine humanoid that lives in the wild. The cynamolgus' form is very similar to the human norm, although their heads can look like that of any breed of dog, and their bodies are covered in the fur of the same dog breed. They tend to wear nothing more than their own poorly cured animal hides. They have short lifespans, very few living past the age of 30.

    Cynamolgi form loose tribal bands in their woodland home, often encamping along riverbanks. Occasionally, cynamolgi will form clans that settle in abandoned villages or huge caves, led by a chief with his own wolf companion. A cynamolgus leader has usually braved many battles, and collected a magical item or two. Cynamolgi are hardy warriors and bands of them often war against other bands of cynamogli, as well as against tribes of orcs, goblins, and sometimes even elves.

    COMBAT<\/b>
    A cynamolgus makes for a ferocious warrior, never backing down in fear and never losing morale. A cynamolgus may use any weapon it can get its hands on, though it prefers weapons such as swords, maces, and polearms.
    Resistance to Fear (Ex)<\/b>: A cynamolgus is especially resistant to fear, and gains a +6 racial bonus to saves against magical fear.
    Skills<\/b>: Cynamolgi receive a +4 racial bonus to Listen and Spot checks.


    CYNAMOLGUS CHARACTERS<\/b>
    A cynamolgus' favored class is barbarian, and cynamolgus leaders tend to be barbarians or barbarian\/druids. Cynamolgus clerics can choose two of the following domains: Chaos, Luck, and War.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #141 (1989, \"The Dragon's Bestiary\", Ronald C. Morgan II).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Humanoid","alignment":"Usually chaotic neutral","environment":">Any forest"},{"name":"Cynodont, Cynognathus","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5338,"reference":"Usergen","full_text":"

    Cynodont, Cynognathus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+3\u00a0(7 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 17, Int 2, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Listen +2, Move Silently +4, Spot +2\r
    <\/td> <\/tr>
    Feats: <\/strong>Stealthy <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm lands<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or pack (3-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a dog, but it has a more primitive aspect. Its short, squat body bears a coat of mottled fur, and two fangs stick out from its dog-like muzzle. It carries its long, thick tail above the ground.<\/i>\r

    Cynognathus is a cynodont, one of the more advanced forms of therapsid (\"mammal-like reptile\"). Living just before the rise of the first dinosaurs, these dog-sized carnivores preyed on dicynodonts and herbivorous cynodonts.\r

    A cynognathus is 3 feet long and weighs around 60 pounds.\r

    COMBAT\r

    A cynognathus attempts to conceal itself with any low vegetation it can find, then rushes out of cover to attack. Packs of cynognathus use similar tactics but additionally try to surround their target.\r

    Note:<\/i> Originally appeared as \"cynodont\" in Dragon Magazine #112.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm lands"},{"name":"Cynodont, Diademodon","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":5339,"reference":"Usergen","full_text":"

    Cynodont, Diademodon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+35\u00a0(66 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +5 natural), touch 9, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+15<\/td> <\/tr>
    Attack: <\/strong>Bite +10 melee (1d6+9)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +10 melee (1d6+9)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Stampede<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +5, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 11, Con 21, Int 2, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Diehard, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (6-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature somewhat resembles a huge boar, but it has a more primitive aspect. Its squat, barrel-shaped body bears a coat of fur, and a pair of fangs is just visible poking out of its mouth.<\/i>\r

    Diademodon is a cynodont, one of the more advanced forms of therapsid (\u00c2\u0093mammal-like reptile\u00c2\u0094). Living just before the rise of the first dinosaurs, this cynodont was a hardy nocturnal herbivore. It roams semi-arid scrublands looking for food.\r

    Diademodon was large for a cynodont, with individuals often growing to the size of a small cow, weighing up to 1,000 pounds.\r

    COMBAT\r

    Even though diademodon is an herbivore, its fangs give it a dangerous bite.\r

    Stampede (Ex):<\/b> A frightened herd of diademodons flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five diademodons in the herd (Reflex DC 19 half). The save DC is Strength-based.\r

    Note:<\/i> Originally appeared as \"cynodont\" in Dragon Magazine #112.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate or warm plains"},{"name":"Cynodont, Exaeretodon","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5340,"reference":"Usergen","full_text":"

    Cynodont, Exaeretodon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+9\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+3 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +3, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 11, Con 17, Int 2, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (6-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature somewhat resembles a pig, but it has a more primitive aspect. Its squat, barrel-shaped body bears a coat of fur, and a pair of tusk-like fangs stick out from its mouth.<\/i>\r

    Exaeretodon is a cynodont, one of the more advanced forms of therapsid (\u00c2\u0093mammal-like reptile\u00c2\u0094). One of the largest cynodonts, exaeretodon lived alongside some of the earliest dinosaurs, such as the herrerasaurus, and fed exclusively on plants.\r

    An exaeretodon is about 6 feet long and weighs 150 to 200 pounds.\r

    COMBAT\r

    Even though exaeretodon is an herbivore, its fangs give it a dangerous bite.\r

    Note:<\/i> Originally appeared as \"cynodont\" in Dragon Magazine #112.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate or warm plains"},{"name":"Daddy Longlegs, Monstrous","type":"Vermin","ch":1,"challenge_rating":" 1 \u00a0","id":5341,"reference":"Usergen","full_text":"

    Daddy Longlegs, Monstrous <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Vermin \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-2 size, +4 Dex, +2 natural), touch 12, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+9<\/td> <\/tr>
    Attack: <\/strong>Bite -1 melee (1d6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite -1 melee (1d6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid spray<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., long-legged, narrow berth, tremorsense 60 ft., vermin traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 19, Con 12, Int \u00c2\u0097, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Hide +0, Jump +18<\/td> <\/tr>
    Feats: <\/strong>\u00c2\u0097<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or nest (2-15)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins, 50% goods, 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-5 HD (Huge), 6-9 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a large brown spider, with a five-foot-diameter body atop nearly 20-foot-long legs. It has only a single pair of eyes in the center of its head.<\/i>\r

    The opiliones, or harvestman, as it is more commonly called, is one of several creatures known as daddy longlegs. Although it is an arachnid, it is not a true spider.\r

    A harvestman's second pair of legs are longer than the rest, and are used as a sensory device (and the source of their tremorsense).\r

    Harvestmen are omnivores, feeding mostly upon plant matter, fungi, or smaller insects. They also are known to feed upon carcasses and the leavings of other creatures. Harvestman generally have no fixed lair, but they will guard a nest when a female lays her eggs.\r

    A monstrous daddy longleg's body is only 5 feet in diameter, but its legs are almost 20 feet long. Most have a brown coloration, but some diurnal species have vivid patterns in yellow, green and black mottled red and black.\r

    Combat\r

    Harvestmen are ambush hunters.\r

    Acid Spray (Ex):<\/b> When attacked or disturbed, the creature can release a 40-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 12 Fortitude save or take 1d4+1points of acid damage. The save DC is Constitution-based.\r

    Long-Legged (Ex):<\/b> Since a daddy longlegs is mostly long, thin legs, its space\/reach is much larger than its actual body. As a result, it is difficult to to attack the creature. Any melee or ranged attack directed at a daddy longlegs has a 20% miss chance. Even a true seeing<\/i> effect is useless for determining where and how to strike the creature. \r

    Narrow Berth (Ex):<\/b> Due to its long legs and small body, a daddy longlegs is treated as being one size smaller than it actually is for the purposes of squeezing (see page 149 of the Player\u00c2\u0092s Handbook<\/i> for the rules for squeezing).\r

    Tremorsense (Ex):<\/b> A monstrous daddy longlegs can detect and pinpoint any creature or object within 60 feet in contact with the ground.\r

    Skills:<\/b> Monstrous daddy longlegs have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb checks, and a +10 racial bonus on Jump checks. A monstrous daddy longlegs can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous daddy longlegs use either their Strength or Dexterity modifier for Climb checks, whichever is higher. \r

    Daddy Longlegs Spider<\/b>\r

    The pholcidae, or vibrating spider, is also known as the daddy longlegs spider. This web-spinning spider is carnivorous, and is even known to invade the webs of other spiders and slay their occupants.\r

    A daddy longlegs spider shares most of the same statistics as the harvestman above, but lacks the acid spray and gains the following additional abilities.\r

    Spinning Concealment (Ex):<\/b> A daddy longlegs spider can extrude a strand of webbing and hang from it as a standard action. As a full-round action, the daddy longlegs can begin to spin very quickly on its thread. When spinning, the daddy longlegs gains a +12 bonus to Hide checks and total concealment (50% miss chance). Even a true seeing<\/i> effect is useless for determining where and how to strike the creature. The daddy longlegs can maintain its spinning by using a full-round action.\r

    Web (Ex):<\/b> A daddy longlegs spider can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 100 feet, with a range increment of 20 feet, and is effective against targets up to two size categories larger than the spider. The web anchors the target in place, allowing no movement.\r

    An entangled creature can escape with a successful DC 22 Escape Artist check or burst the web with a successful DC 22 Strength check. The check DCs are Strength-based and includes a +4 racial bonus. The web has 12 hit points and hardness 0, and takes double damage from fire.\r

    A daddy longlegs spider can create sheets of sticky webbing up to 20 feet square. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack (including the maddening webs effect). Each 5-foot-square section has 12 hit points and damage reduction 5\/-.\r

    A daddy longlegs spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.\r

    Skills:<\/b> In addition to the skills above, a daddy longlegs spider has a +8 racial bonus on Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Vermin","alignment":"Always neutral","environment":"Any land and underground"},{"name":"Daggoran","type":"Magical Beast","ch":3,"challenge_rating":" 3 \u00a0","id":5342,"reference":"Usergen","full_text":"

    Daggoran <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d10+8\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+3 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (2d6+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (2d6+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Ballistic attack, detonate, psi-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., detect psionics, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 10, Con 15, Int 4, Wis 11, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Survival +7\r
    <\/td> <\/tr>
    Feats: <\/strong>Mental Leap [B], Rapid Metabolism, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>none<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium); 9-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a very large frog, with golden skin. A green crystalline growth juts between its shoulders, and its green eyes have yellow pupils.<\/i>\r

    Pack hunters of the Athasian deserts, daggorans prey on rodents and other small animals. Thri-kreen consider daggoran flesh a delicacy, and have nearly hunted these creatures to extinction.\r

    Daggorans live in packs, similar to those of wolves. The strongest daggoran always serves as the leader, and is only replaced if a conteder defeats it in a fight to the death. The loser of such a content becomes a meal for the rest of the pack.\r

    A daggoran is 4 to 6 feet long and weighs 100 to 150 pounds. \r

    Daggorans speak speak Common slowly with a very thick accent.\r


    COMBAT\r

    When prey is spotted, a daggoran opens with its detonate ability, hoping to down the target with shrapnel from the blast. In melee, daggoran packs attack like wolves, working together to bring down larger prey.\r

    Ballistic Attack (Ps):<\/b> Three times a day, a daggoran may psionically hurl a small (up to 1 pound in weight) object at an enemy up to 40 feet away, as the power telekinetic thrust<\/i>, except as follows. The daggoran makes a ranged attack (applying its Charisma modifier to the attack roll instead of its Dexterity modifier) and deals 1d6 points of damage if successful. This is equivalent to a 2nd-level power. Manifester level 4th.\r

    Detect Psionics (Su):<\/b> Daggorans continuously detect psionics<\/i> (as the power), except that the range is 300 feet.\r

    Detonate (Ps):<\/b> Three times per day, a daggoran can detonate the crystalline growth on its back. This is similar to the hail of crystals<\/i> power, except any creature or object struck by the ball of crystal takes 2d4 points of bludgeoning damage, and anyone within 20 feet of the explosion takes 3d4 points of slashing damage. This is the equivalent of a 2rd-level power. Manifester level 3rd.\r

    Psi-Like Abilities:<\/b> 3\/day\u00c2\u0097control body<\/i> (DC 15), inertial barrier<\/i>. Manifester level 4th. The save DCs are Charisma-based.\r

    Skills:<\/b> Daggorans have a +6 racial bonus on Jump checks.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dark Sun: Shattered Lands Rule Book<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral","environment":"Warm deserts"},{"name":"Dakon","type":"Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5343,"reference":"Usergen","full_text":"

    DAKON<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Monstrous Humanoid<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1d8+2 (6 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft, climb 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (-1 size, +2 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+5<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +2, Ref +4, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 21, Dex 15, Con 14, Int 10, Wis 12, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +17, Listen +7, Move Silently +6, Sense Motive +4, Spot +7<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Warm forest and mountains<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, gang (2-5), crew (7-18), or band (6-60)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Usually lawful neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Dakons are a race of intelligent apes. They make their home in the warm parts of the world, though they rarely lair near a large body of water (they don\u0092t like large bodies of water). They are generally friendly toward humans who share their alignment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A dakon appears as a normal ape about 8 feet tall. Dakons speak Common.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Dakons rarely ever attack except in self-defense. If forced into combat, a dakon attacks with its claws.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Dakon first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Beast","alignment":"Any","environment":"Warm forest and mountains"},{"name":"Damselfish, Giant","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5344,"reference":"Usergen","full_text":"

    Damselfish, Giant <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Swim 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+8<\/td> <\/tr>
    Attack: <\/strong>Slam +3 melee (1d4+3) or bite +3 melee (1d4+3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Slam +3 melee (1d4+3) and bite -2 melee (1d4+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bash n' bite, damsel lure, traumatizing charge<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 14, Con 15, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +6, Swim +11<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This slim fish has a bony head and a dull, dun-colored body. Its dorsal fin trails a streamer that vaguely resembles a humanoid female.<\/i>\r

    Giant damselfish are nocturnal, predatory saltwater fish. Adults are highly aggressive and try to eat any creature that comes near them, occasionally resulting in disaster if the other creature proves to be a shark.\r

    Giant damselfish are fiercely territorial, each staking out an area of one square mile near a shipping lane and staying with it until prey no longer passes by. They come together only to mate, with the male departing swiftly thereafter. The female carries the fertilized eggs in her body until they hatch, giving birth to up to 25 young that swim rapidly away to avoid being eaten by their parent. \r

    Damselfish are inedible, being exceedingly tough and possessing a very strong taste. They are occasionally sought for their colorful dorsal streamers.\r

    A giant damselfish averages 7-1\/2 feet in length and weighs about 500 pounds.\r

    COMBAT\r

    A giant damselfish rises to the surface at night to hunt. It deploys its dorsal fin and floats with its head down and tail relaxed. Upon hearing the approach of potential prey along, it wiggles its body and flutters its dorsal fin in such a way as to mislead a viewer into thinking that a humanoid woman is drowning. When prey draws near, it charges with a bash n' bite attack. If the victim is dazed by its traumatizing charge, it simply feeds on the prey each round. Otherwise, it repeats its bash n' bite tactics until the prey succumbs.\r

    Bash n' Bite (Ex):<\/b> If a giant damselfish hits with its slam attack, it may make a bite attack as a swift action. This bite attack is made with a +2 circumstance bonus (+5 melee and 1d4+3 damage for a typical giant damselfish).\r

    Damsel Lure (Ex):<\/b> A giant damselfish can flutter its body and dorsal fin so it appears to be a drowning woman, either human or elf, to viewers on or above the water's surface. Viewers can attempt a DC 20 Spot check to notice this \"lady\" is an imitation. The Spot check will succeed automatically if the viewer is within 10 ft. Of course, by this time it is generally far too close to avoid the damselfish's attack.\r

    Traumatizing Charge (Ex):<\/b> If a giant damselfish scores a critical hit with its slam attack as part of a charge it dazes its target for 1d3 rounds. If the target succeeds on a DC 14 Fortitude save, it is only dazed for 1 round. The save DC is Strength-based.\r

    Skills:<\/b> A giant damselfish 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #165<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm aquatic"},{"name":"Dark Lord","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5345,"reference":"Usergen","full_text":"

    Dark Lord (Template)<\/h1>
    A shadowy form flickers in the distance, its power so palpable that even the nearby gravity seems to bow to it.<\/i>\r

    A dark lord is created when an extremely powerful creature is destroyed by a sphere of annihilation<\/i>, but is spirit somehow perseveres, grown stronger and deadlier in the process. It is believed that at the moment of destruction, the dark lord's soul is transferred to the Negative Energy Plane, rather than the intended afterlife in its deity's domain. The soul is fused with the dark matter of the utter void, gaining devastatingly destructive powers. The dark lord then seeks to return to the mortal realm to torment the living.\r

    Although most dark lords are created by contact with a sphere of annihilation, some are created from contact with the epic creatures known as umbral blots (blackballs), a sphere of ultimate destruction<\/i> spell (see Spell Compendium<\/i>), or even contact with a voidstone on the Negative Energy Plane itself.\r

    A dark lord resembles a shadow of the creature it once was. They always work alone, inhabiting barren, forlorn places, often where great evil was done. Thus, they are often found in graveyards, ruins, the sites of battles with high death tolls, deep caverns, or blighted badlands. Dark lords dislike sunlight, not because its rays are harmful, but simply that it does not fit their mood.\r

    A dark lord speaks any languages it knew in life.

    Creating a Dark Lord<\/h2> \u00c2\u0093Dark lord\u00c2\u0094 is an acquired template that can be added to any living creature whose highest base saving throw bonus is +9 or higher that has been destroyed by a sphere of annihiliation<\/i> or similar effect (referred to hereafter as the base creature).\r

    A dark lord has all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r

    Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.\r

    Hit Dice:<\/b> Increase all current and future Hit Dice to d12s.\r

    Armor Class:<\/b> A dark lord has a +8 natural armor bonus or the base creature\u00c2\u0092s natural armor bonus, whichever is better. It also has a profane bonus to Armor Class equal to its Charisma modifier.\r

    Special Attacks:<\/b> A dark lord retains all the base creature\u00c2\u0092s special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 dark lord's HD + dark lord's Cha modifier unless otherwise noted.\r

    Aura of Heavy Gravity (Su):<\/i> A dark lord is continually surrounded by an aura of heavy gravity in a 200-foot-radius centered on itself. All creatures within the area incur a -2 circumstance penalty on all attack rolls, Balance, Climb, Jump, Ride, Swim, and Tumble checks. All item weights are effectively doubled, which might affect a character\u00c2\u0092s speed. Weapon ranges are halved. A character\u00c2\u0092s Strength and Dexterity scores are not affected. Characters who fall in an area of heavy gravity take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.\r

    Energy Drain (Su):<\/i> Living creatures hit by a dark lord's touch attack or natural attacks gain one negative level. For each such negative level bestowed, the dark lord gains 5 temporary hit points.\r

    Spell-Like Abilities:<\/i> A dark lord gains the following spell-like abilities: At will\u00c2\u0097astral projection, disintegrate, imprisonment, maze, reverse gravity<\/i>; 3\/day\u00c2\u0097gate, time stop<\/i>. Caster level equals dark lord's Hit Dice.\r

    Voidstrike (Su):<\/i> The touch of a dark lord deals 1d12 points of negative energy damage and subjects the victim to its energy drain attack. Additionally, a successful hit prematurely ages the victim unless it succeeds on a Fortitude save. This imposes a -4 penalty to Strength, Dexterity, and Constitution, and causes the victim's hair to turn white, skin to wrinkle, and posture to stoop. This effect is permanent and can only be removed by a break enchantment<\/i> effect.\r

    Special Qualities:<\/b> A dark lord retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r

    Damage Reduction (Su):<\/i> A dark lord has damage reduction 15\/good and magic. Its natural weapons are treated as magic weapons and evil-aligned for the purpose of overcoming damage reduction.\r

    Fast Healing (Ex):<\/i> A dark lord has fast healing 10.\r

    Immunities (Ex):<\/i> Dark lords have immunity to cold, electricity, disintegration, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Additionally, they are immune to any temporal effects (such as haste, slow<\/i>, or time stop<\/i>), gravity effects (such as reverse gravity<\/i>), or magnetism effects (such as a metalmaster's magnetism abilities or the magnetic attraction ability of a lodestone marauder).\r

    Spell Resistance:<\/i> A dark lord has spell resistance equal to Hit Dice + 11. \r

    Turn Resistance (Ex):<\/i> A dark lord has +6 turn resistance.\r

    Unholy Toughness (Ex):<\/i> A dark lord gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r

    Abilities:<\/b> Increase from the base creature as follows: Int +4, Wis +6, Cha +8. Being undead, a dark lord has no Constitution score.\r

    Environment:<\/b> Any.\r
    Organization:<\/b> Solitary.\r
    Challenge Rating:<\/b> Same as the base creature +10.\r
    Treasure:<\/b> Triple standard.\r
    Alignment:<\/b> Always chaotic evil.\r
    Advancement:<\/b> Same as the base creature.\r
    Level Adjustment:<\/b> \u00c2\u0097.
    Challenge Rating: <\/strong>+10

    Sample Dark Lord<\/h2> Dark Lord, 15th-Level Orc Fighter<\/b>\r
    Medium Undead (Augmented Humanoid)\r
    Hit Dice: 15d12+90 (187 hp)\r
    Initiative: +7\r
    Speed: 40 ft. (8 squares)\r
    Armor Class: 36 (+6 Dex, +6 profane, +8 natural, +6 mithral chain shirt), touch 22, flat-footed 30\r
    Base Attack\/Grapple: +15\/+19\r
    Attack: +2 orc double axe<\/i> +23 melee (1d8+10\/19-20\/x3) or voidstrike +19 melee touch\r
    Full Attack: +2 orc double axe<\/i> +21\/+16\/+11 melee (1d8+10\/19-20\/x3) and +1 orc double axe<\/i> +20\/+15 melee (1d8+7\/19-20\/x3) or voidstrike +19 melee touch\r
    Space\/Reach: 5 ft.\/5 ft. \r
    Special Attacks: Aura of heavy gravity, energy drain, spell-like abilities, voidstrike (DC 23)\r
    Special Qualities: Darkvision 60 ft., damage reduction 15\/good and magic, fast healing 10, immunities, light sensitivity, spell resistance 26, +6 turn resistance, undead traits, unholy toughness\r
    Saves: Fort +9, Ref +14, Will +8\r
    Abilities: Str 18, Dex 24, Con \u00c2\u0097, Int 14, Wis 12, Cha 22\r
    Skills: Climb +22, Jump +31\r
    Feats: Dodge, Greater Weapon Focus (orc double axe), Greater Weapon Specialization (orc double axe), Improved Critical (orc double axe), Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (orc double axe), Weapon Specialization (orc double axe) \r
    Environment: Any\r
    Organization: Solitary\r
    Challenge Rating: 25\r
    Treasure: Triple standard (including +2 mithral chain shirt, boots of striding and springing, cloak of charisma +6, gloves of dexterity +6, +2\/+1 orc double axe<\/i>)\r
    Alignment: Always chaotic evil\r
    Advancement: By character class\r
    Level Adjustment: \u00c2\u0097\r

    Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.\r

    Starting scores before racial and level adjustments:\r
    Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10
    \u00a0
    Dragon Magazine #210<\/em>
    <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always chaotic evil.\r","environment":" Any.\r"},{"name":"Dark Wing","type":"Monstrous Humanoid","ch":2,"challenge_rating":" 02 \u00a0","id":5346,"reference":"Usergen","full_text":"

    Dark Wing <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(16 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares), fly 50 ft (poor) (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Claw +5 melee (1d4+2)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +5 melee (1d4+2) and bite +3 melee (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Group snatch<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, light sensitivity, silent glide<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +10, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 14, Con 12, Int 7, Wis 13, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Hide +3, Listen +2, Move Silently +3, Spot +3, Survival +2<\/td> <\/tr>
    Feats: <\/strong>Flyby Attack, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any mountains, hills, plains, and underground<\/td> <\/tr>
    Organization: <\/strong>Flock (10-30) or (lair, plus 2-12 young)<\/td> <\/tr>
    Challenge Rating: <\/strong>02<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid is covered with green scales and has a pair of black, leathery wings. Its claws are long and sharp, and its mouth is filled with vicious, sharp teeth.<\/i>\r

    The dark wings are a race of nocturnal flyers that attack livestock in great flocks. They inhabit high rocky crags and mountains, where they can watch and keep an eye on the herds of cattle and sheep in lowlands. Dark wings hate light, and never leave their caves during the day or even on nights of the full moon. The lair is a foul and unsettling place, covered in filth and the bones of victims. Dark wing young roost there on natural ledges, and only fight if threatened or attacked.\r

    Many scholars believe that dark wings are related to deep glaurants.\r

    Dark wings speak their own simple language. Some have learned to speak Common, as well as the languages of other humanoids who might be persuaded to join the flock in raids.\r

    A dark wing is 5 feet tall and weighs 150 pounds.\r

    COMBAT<\/b>\r
    Dark wings attack in numbers, to terrify and corner weaker prey. Dark wings will typically work together to carry off smaller creatures. Larger prey like horses or cattle will be dismembered and carried off in pieces.\r

    Group Snatch (Ex)<\/b>: A group of two or more dark wings can lift up and carry away a Medium creature, attacking as a group and using a single grapple check. Only one is required for Small or smaller creatures, and four for a Large creature.\r

    When a creature does not wish to be snatched into the air, an opposed grapple check is required. The dark wings gain a +2 bonus on this grapple check for each dark wing beyond the first participating in the attempt. If the dark wings succeed, the creature is grappled and forced to move along with the dark wings. If they fail, the creature stays on the ground.\r

    Once a creature is airborne, it may choose to continue resisting, forcing a grapple check each round. This reduces the dark wings' flying speed by half. If successful, the creature falls from their grasp and takes falling damage normally.\r

    Light Sensitivity (Ex)<\/b>: A dark wing is dazzled in bright sunlight or within the radius of a daylight<\/i> spell.\r

    Silent Glide (Ex)<\/b>: While gliding at night, a darkwing's coloration and soft, owl-like feathers grant a +4 circumstance bonus on Hide and Move Silently checks.\r


    DARK WINGS AS CHARACTERS<\/b>\r
    Most dark wing leaders are barbarians. Clerics are rare among dark wings, but a dark wing cleric has access to two of the following domains: Darkness, Strength, or Trickery.\r

    Dark wing characters possess the following racial traits: \r

    +4 Strength, +4 Dexterity, +2 Constitution, -4 Intelligence, +2 Wisdom, -2 Charisma. \r
    Medium size. \r
    A dark wing's base land speed is 20 feet, and it has a fly speed of 50 feet (poor).\r
    Darkvision out to 60 feet. \r
    Racial Hit Dice: A dark wing begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3 and base saving throw bonuses of Fort +1, Ref +3, and Will +3. \r
    Racial Skills: A dark wing's monstrous humanoid levels give it skill points equal to 6 \u00c3\u0097 (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Survival. \r
    Racial Feats: A dark wing's monstrous humanoid levels give it two feats. \r
    +3 natural armor bonus. \r
    Natural Weapons: Claw (1d4) and bite (1d6). \r
    Special Attacks (see above): Group snatch\r
    Special Qualities (see above): Light sensitivity, silent glide\r
    Automatic Languages: Dark Wing. Bonus Languages: Common, Goblin, Draconic, Giant, Gnoll, Orc. \r
    Favored Class: Barbarian. \r
    Level Adjustment +2.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in AC9 - Creature Catalogue (1986, Jim Bambra, Phil Gallager, & Graeme Morris), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually neutral evil","environment":"Any mountains, hills, plains, and underground"},{"name":"Darksider","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":5347,"reference":"Usergen","full_text":"

    Darksider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+16\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> Fly 60 ft. (12 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+3 Dex, +5 deflection), touch 18, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +11 melee (1d6 plus 1d6 Wisdom)<\/td> <\/tr>
    Full Attack: <\/strong>2 incorporeal touches +11 melee (1d6 plus 1d6 Wisdom)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Aura of forbidding terror, nightmare projection<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to fear effects, incorporeal traits, natural invisibility, outsider traits, spell resistance 14, telepathy 300 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +9, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 17, Con 15, Int 18, Wis 15, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Bluff +16, Decipher Script +14, Diplomacy +20, Hide +14, Intimidate +18, Knowledge (arcana) +15, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +13, Search +15, Sense Motive +13, Spot +13, Survival +4 (+6 following tracks, +6 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (aura of forbidding terror), Ability Focus (nightmare projection), Improved Initiative<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>9-24 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A monstrous, glowing entity floats nearby. A hideously evil grin splits its face.<\/i>\r

    Beings from far-off planes of horror, darksiders are fear incarnate. They exist only to strike terror in sentient beings, and have no interest in treasure or power unless it can be used to foster fear. Darksiders are solitary entities, but may form alliances with powerful evil beings if it helps the darksiders' aims. Few mortal creatures can tolerate the terror of a darksider's presence, so such associations are usually with fiends, undead and other fearless beings. A darksider is a \"connoisseur of fear\", and savors slowly tormenting its victims as much as it does feeding off their will.\r

    Darksiders speak all known languages, as fear is universal.\r

    COMBAT<\/b>\r
    Darksiders try to remain invisible at all times. They prefer to communicate via an illusion they create (which also serves as a decoy to deflect attacks). If a darksider encounters intelligent creatures, it normally attacks with its nightmare projection power, slowly whittling its opponents down from a safe distance until they die of Wisdom drain. A darksider falls back to its touch attack if cornered and unable to escape.\r

    If a darksider encounters sapient beings and does not attack, this usually means it wishes to involve those beings in some elaborate plot that will result in far more fear and suffering than the darksider would achieve by simply tormenting them to death - although it will likely try to impose that fate upon its patsies once their usefulness is over.\r

    Aura of Forbidding Terror (Su)<\/b>: A darksider constantly exudes a 60-foot-radius fear aura. Any creature that enters the area must succeed on a DC 21 Will save or flee in panic for 1d4+1 rounds. Even if they save, the creature must succeed on a DC 21 Will save in order to make an attack or cast a spell at the darksider.\r

    This is a mind-affecting fear effect. The aura can be dispelled, but the darksider can create it again as a swift action.\r

    Natural Invisibility (Su)<\/b>: This ability is constant, allowing a darksider to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge<\/i> spell.\r

    Nightmare Projection (Su)<\/b>: A darksider can trap opponents in a waking nightmare, affecting a number of intelligent creatures within 60 ft. equal to the darksider's Hit Dice. There is no saving throw, but nightmare projection does not affect creatures with immunity to fear or mind-affecting powers. Creatures trapped within the nightmare projection can act normally, but perceive their surrounding as whatever the darksider desires them to \u00c2\u0096 an ally may appear a terrible monster, or a charnel chasm may become a perfumed garden.\r

    A darksider can create phantasmal monsters or spells to attack its nightmare victims, dealing 4d6 points of nonlethal damage (half with a DC 21 Will save). The darksider can attack its victims through a nightmare projection in any combination it desires. Note that a nightmare projection can also disguise the source of lethal damage \u00c2\u0096 for example, two victims may unknowingly attack each other because the nightmare projection made them see each other as monsters.\r

    If the victim of a nightmare projection falls unconscious, the victim can escape the nightmare if they succeed on a DC 21 Will save. If this save succeeds, the victim becomes immune to the nightmare projection of that darksider for 24 hours and wakes with all nonlethal damage healed after 1d8 rounds. Should the victim fail the Will save, it suffers 1d3 points of Wisdom drain and believe it has been killed, falling unconscious for 1d8 rounds and then waking without any illusory damage. (The victim believes it has been resurrected by the darksider to continue its torments). The darksider gains 5 temporary hit points every time it drains a victim's Wisdom. A victim whose Wisdom reaches 0 due to a nightmare projection dies.\r

    The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Treasures of Greyhawk<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral evil","environment":"Any"},{"name":"Darter","type":"Magical Beast","ch":1,"challenge_rating":" 01 \u00a0","id":5348,"reference":"Usergen","full_text":"

    DARTER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 1d10+1 (6 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 10 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 13 (+1 size, +1 Dex, +1 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Fang +3 ranged; or bite +1 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Fang 1d3-1 and paralysis; or bite 1d6-1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Paralysis<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +3, Ref +3, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 9, Dex 12, Con 13, Int 1, Wis 12, Cha 2<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +4, Spot +4<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate or warm marsh<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Pair, pack (3-8), or band (9-20)
    Challenge Rating:<\/b> 1<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 2-3 HD (Small)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    A darter is a small swamp-dwelling lizard with a long tubular snout. It resembles a small 4-foot long lizard with scaly emerald or jade skin and tail. Its eyes are black. It has three small claws on each of its four feet. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 When threatened or alarmed, a darter will stand erect on its hind legs.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Numerous slender fangs grow in a horizontal direction in the darter\u0092s snout. These fangs are the darter\u0092s primary mode of defense and attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A darter attacks by firing one of its fangs at an opponent. These fangs have a maximum range of 10 feet. Each fang is coated with a poison that causes paralysis in any living creature hit. A darter can fire 6 such fangs per day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Once a creature is paralyzed, the darter moves in close, slashes the opponent\u0092s skin and drains blood (listed as bite damage in the statistics block). The darter is satiated after one such drink and will not need to feed for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Paralysis (Ex):<\/b> A creature hit by a darter\u0092s ranged attack must succeed at a Fortitude save (DC 11) or be paralyzed for 2d4 rounds. Darters are immune to their own paralysis effect and that of other darters.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Darter first appeared in the FF MC Appendix (TSR, 1992).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Temperate or warm marsh"},{"name":"Darter","type":"Magical Beast","ch":6,"challenge_rating":" 06 \u00a0","id":5349,"reference":"Usergen","full_text":"

    Darter <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10+1\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 10 ft (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+1 size, +1 Dex), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-4<\/td> <\/tr>
    Attack: <\/strong>Claw +1 melee (1d2-1) or fang +3 ranged (1d3-1 and poison)<\/td> <\/tr>
    Full Attack: <\/strong>Claw +1 melee (1d2-1) or fang +3 ranged (1d3-1 and poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, fangs, poison<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 12, Con 13, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +7, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm marsh<\/td> <\/tr>
    Organization: <\/strong>Pair, pack (3-8), or nest (9-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small green lizard has a pear-shaped body and a tapered head from which two dark eyes and a tubular snout protrude. A pair of short crests tops the head. Each of its four feet has three short claws at its end.<\/i>\r

    The darter is a swamp-dwelling lizard with a somewhat comical appearance. It is named for the numerous slender, dart-like fangs that grow in a horizontal direction in its snout and serve as its primary mode of defense and attack. The creature is actually extremely lazy and only moves to feed. This lazy creature prefers to wait for prey to come to it, rather than to hunt.\r

    A darter's scaly skin is emerald to dark jade in color. The crests on its head stand erect when a darter is threatened or alarmed.\r

    Swamp-dwelling humanoids have learned that there are many uses for darters. When killed, the two-inch long darts can be removed the snout fairly easily, and can be used in blowguns or as tips for larger darts. The poison sac is also easily to remove, and contains enough poison to coat 6d6 darts or similar weapons for one use each. The save DC of the poison decreases by 1 for every day after it is exposed to the air. Live darters can be used as guards and traps, but are very resistant to any sort of training and attack anything that approaches. Some brave (or foolish) swamp-dwellers will carry darters and point their snouts at enemies, though the darter is likely enough to attack its carrier if given the chance.\r

    A darter is from 1-2 feet long, with its tail taking up half of its length, and weighs 5 pounds.\r

    COMBAT<\/b>\r
    A darter attacks by firing one of its fangs at an opponent. Each fang is coated with a poison that causes paralysis in any living creature hit. Once a creature is paralyzed, any darters in the area move in close, slash the opponent?s skin and suck its blood through their snouts. A darter is satiated after one such drink and will not need to feed for 24 hours. \r

    Darters are usually too lazy and stupid to run away, even if threatened or attacked. Darters are easily startled, and will fire darts at just about anything that moves within range, including other darters.\r

    Blood Drain (Ex)<\/b>: A darter can drain blood from a helpless opponent by making a successful claw attack. The darter then drains blood, dealing 1d2 points of Constitution damage each round the victim remains helpless. Once it has dealt 2 points of Constitution damage, it crawls off to digest the meal.\r

    Fangs (Ex)<\/b>: A darter can fire the fangs that grow within its snout as if they were darts, as a standard action. A darter can fire one fang per round, and this attack has a range of 10 feet with no range increment. The creature can launch only six fangs in any 24-hour period.\r

    Poison (Ex)<\/b>: Injury, Fortitude DC 13, initial damage paralysis for 2d4 rounds, secondary damage 1d2 Str. The save DC is Constitution-based and includes a +2 racial bonus. Darters are immune to this poison.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium MC14 - Fiend Folio Appendix (1992, Tim Beach).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Temperate and warm marsh"},{"name":"Dawnspirit","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":5350,"reference":"Usergen","full_text":"

    Dawnspirit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Extraplanar, Good)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+20\u00a0(65 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> Fly 40 ft. (perfect)(8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+4 Dex, +2 natural, +4 deflection), touch 18, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+15<\/td> <\/tr>
    Attack: <\/strong>Kick +15 melee (2d6+5) <\/td> <\/tr>
    Full Attack: <\/strong>Kick +15 melee (2d6+5) and 2 slams +13 melee (1d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fear aura, light of purity, spell-like abilities, voice of the gods\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, breathless, damage reduction 10\/evil, darkvision 60 ft., immunity to poison and mind-affecting spells and abilities, judge character, low-light vision, telepathy 60 ft., vulnerability to negative energy<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +8, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 21, Dex 18, Con 15, Int 16, Wis 17, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Concentration +15, Diplomacy +18, Heal +16, Intimidate +16, Knowledge (religion) +16, Knowledge (the planes) +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +3 (+5 following tracks, +5 on other planes), Use Magic Device +16\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (light of purity), Combat Expertise, Improved Disarm, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any good-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or squad (3\u00c2\u00965)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always good<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009615 HD (Medium); 16\u00c2\u009630 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A beautiful, androgynous humanoid floats before you. It glows with a pure, white light.<\/i>\r

    Dawnspirits are paragons of goodness and light from the Upper Planes. Although their genesis is unknown, they are believed to be the spirits of great champions of good that perished while fighting evil outsiders. A dawnspirit's alignment and outlook matches that of its home plane; thus a dawnspirit from the Seven Mounting Heavens of Celestia is lawful good.\r

    Dawnspirits often serve good-aligned deities and greater celestials as messengers and intermediaries. They may be summoned to the Material Plane, but will only serve those with pure hearts and noble intentions.\r

    A dawnspirit is 6 feet tall and weighs 150 pounds. On its home plane, it remains in its natural form, that of a ball of pure light.\r

    Dawnspirits speaks Celestial, Infernal, and Abyssal.\r

    COMBAT\r

    Dawnspirits happily battle evil creatures, particularly fiends. A dawnspirit uses its voice of the gods at the beginning of any battle against evil outsiders, aiding its allies in the process.\r

    Alternate Form (Su):<\/b> A dawnspirit can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the dawnspirit can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the dawnspirit has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch<\/i> weapons. A dawnspirit in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a dawnspirit always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the dawnspirit sheds light as it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the dawnspirit can perform once per round.\r

    Breathless (Ex):<\/b> Dawnspirits do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison). \r

    Judge Character (Su):<\/b> A dawnspirit continuously uses detect evil<\/i> and detect thoughts<\/i> (DC 15) as the spells (caster level 10th).\r

    Light of Purity (Su):<\/b> A dawnspirit continuously raditates pure light to a radius of 40 feet that strikes terror into evil creatures. Evil creatures of less than 3 HD are immediately panicked (no save) for 1 minute. Evil creatures with more than 3 Hit Dice must succeed on a DC 20 Will save or cower for 1d6 rounds. Undead creatures of any Hit Dice must succeed on a DC 20 Will save or be turned (as if affected by a turn undead attempt). The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> 1\/day\u00c2\u0097geas\/quest<\/i>. Caster level 10th. \r

    Voice of the Gods (Su):<\/b> Once per day, a dawnspirit can utter a single word of powerful goodness. This functions as a holy word<\/i> spell (DC 18, caster level equals dawnspirit's Hit Dice), except it functions fuly even when the dawnspirit is not on its home plane. Additionally, all good creatures within 30 feet gain a +2 morale bonus on attack and damage rolls for 1d4+1 rounds. This is a sonic effect. The save DC is Charisma-based.\r

    Vulnerability to Negative Energy (Su):<\/b> A dawnspirit takes half again (+50%) as much damage from negative energy.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always good","environment":"Any good-aligned plane"},{"name":"Death Angel","type":"Outsider","ch":8,"challenge_rating":" 08 \u00a0","id":5351,"reference":"Usergen","full_text":"

    Death Angel <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+14\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5 (+1 Dex, +4 Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 30 ft, fly 60 ft (good)<\/td> <\/tr>
    AC:<\/strong> 20 (+1 Dex, +9 natural)<\/td> <\/tr>
    Attacks:<\/strong>Scythe +11\/+6 melee<\/td> <\/tr>
    Damage: <\/strong>Scythe 2d4+6 (crit x4) and 1d4 permanent Constitution drain<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Constitution drain, final death, create death angel<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 20\/+2, SR 20, telepathy, darkvision 60 ft, reanimation<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 15, Int 18, Wis 18, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +12, Concentration +12, Escape Artist +8, Hide +8, Listen +14, Move Silently +11, Search +14, Sense Motive +14, Spot +14<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>08<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-10 HD (Medium-size); 11-21 HD (Large)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The death angel represents one of two facets when it appears before a creature; either to warn that creature of its impending doom or to take the life of the creature. A death angel is often employed by deities, powerful outsiders, and liches.

    A death angel appears as a 6-foot tall humanoid in flowing crimson, scarlet, or black robes. Its head and face is covered in a golden helm. Two large golden wings protrude from its shoulders.

    COMBAT<\/b>
    The angel of death battles its foes with its scythe. It concentrates its attacks on the one it was sent to kill (if indeed it was sent to kill a creature). It is not oblivious to its intended target's allies and does not act rash or stupidly in combat. If it must disperse with the target's allies before slaying its target, then so be it.

    A slain death angel evaporates in a puff of acrid smoke.

    Constitution Drain (Su):<\/b> Any creature hit by the death angel's scythe suffers permanent Constitution drain. At Con 0, the creature dies.

    Final Death (Su):<\/b> Any humanoid slain by a death angel is usually dead and gone. Attempts to raise or restore a dead creature are met with failure unless the spell used is wish, miracle<\/i>, or true resurrection<\/i>, but there is a 50% chance that even such powerful magic fails.

    Create Death Angel (Su):<\/b> A humanoid creature slain by a death angel can be \"raised\" as a death angel under control of the death angel that killed it. This is similar to the create spawn ability of some undead creatures. A creature raised as a death angel possesses none of the abilities it had in life and remains enslaved until its master is slain.

    Telepathy (Su):<\/b> A death angel can communicate telepathically with any creature within 100 feet that has a language.

    Reanimation (Ex):<\/b> A death angel that is slain will return to life in 1d3 days and continue its pursuit of the original target unless a remove curse<\/i> (cast by a 15th-level caster), wish<\/i>, or miracle<\/i> is cast on the spot where the death angel was slain.

    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Dragon #6 (John Sullivan)<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":">Any land"},{"name":"Death Angel","type":"Outsider","ch":8,"challenge_rating":" 08 \u00a0","id":5352,"reference":"Usergen","full_text":"

    Death Angel <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+14\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), fly 50 ft (good)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+1 Dex, +9 natural), touch 11, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+11<\/td> <\/tr>
    Attack: <\/strong>Scythe +12 melee (2d4+6\/x4 plus death strike)<\/td> <\/tr>
    Full Attack: <\/strong>Scythe +12\/+7 melee (2d4+6\/x4 plus death strike)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Create death angel, death strike<\/td> <\/tr>
    Special Qualities: <\/strong>+4 turn resistance, curse of death, damage reduction 10\/magic and silver, darkvision 60 ft, spell resistance 30, telepathy 100 ft, teleport<\/i>, vulnerability to turning<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 15, Int 18, Wis 18, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +12, Concentration +12, Diplomacy +17, Disguise +11 (+13 acting), Escape Artist +8, Hide +8, Intimidate +15, Listen +14, Move Silently +11, Search +14, Sense Motive +14, Spot +14, Survival +13 (+15 following tracks), Use Rope +1 (+3 with bindings)<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Power Attack, Weapon Focus (scythe)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any outer plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>08<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Medium); 15-21 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid appears in dark, flowing robes of crimson. Its head and face are covered in a golden helm. Two large golden wings protrude from its shoulders. <\/i>\r

    A death angel is an agent of a powerful being that can be sent to mortals for one of two purposes. It can act as an Oracle to warn a creature or group of creatures of impending doom, or it can represent Death itself, on a mission to take the life of a creature. A death angel will not stop until it has fulfilled its mission. These \"fingers of Fate\" are under a powerful curse, and often employed by powerful entities such as deities, outsiders, liches, and evil priests. This curse ends only when a death angel finds a new being to take its place.\r

    A death angel is 6 feet tall and weighs 180 pounds.\r

    Death angels do not speak, but can communicate telepathically with any creature that has a language.\r

    COMBAT<\/b>\r
    The angel of death battles foes with its scythe. If it was sent to kill a creature, it concentrates its attacks on that creature. It is not oblivious to its intended target's allies and does not act rashly or foolishly in combat. If it must disperse with the target's allies before slaying its target then so be it, but it prefers to ignore other opponents.\r

    A slain death angel evaporates in a puff of acrid smoke, leaving no remains whatsoever.\r

    A death angel uses its teleport ability to bypass barriers and allies of its target in order to reach its quarry quickly. It never uses its teleport ability to flee from melee; in fact, a death angel never flees unless its quarry does so first. It will teleport or fly away after completing its mission.\r

    Create Death Angel (Su)<\/b>: Any humanoid slain by a death angel's death strike becomes a death angel after 3 full days, under the complete control of the being that controlled its predecessor. During this time, the creature's body remains inert and intact. Damage done subsequently to the body, even complete destruction, does not prevent the being's essence from transforming into a death angel, but a successful resurrection does. Once the being is transformed into a death angel, it cannot be restored to its previous life by mortal magic. It does not possess any of the abilities it had in its previous incarnation. Only one death angel can serve a given master at any one time; any humanoids slain beyond the first do not become death angels.\r

    Death Strike (Su)<\/b>: Living creatures hit by a death angel's scythe must succeed on a DC 15 Fortitude save or die. Creatures that make their save instead take 1d4 points of Constitution drain. The save DC is Charisma-based.\r

    A death strike that kills a victim prevents any form of raising or resurrection. There is a 50% chance that a miracle<\/i> or true resurrection<\/i> can restore a slain victim to life. Check once for each slain creature. If the check fails, the creature cannot be brought back to life. Wish<\/i> will always succeed if the wish is granted. Any being killed three times by death strikes cannot be raised by mortal magic ever again.\r

    Curse of Death (Su)<\/b>: A death angel is cursed to remain under the complete control of the being that created it or created one of its predecessors. It cannot be permanently slain by anything short of divine magic, and will always return to life in 1d3 days. A death angel can only free itself from this curse by killing a victim, and allowing the victim to replace it as a new death angel, setting the old death angel's spirit free to its eternal rest. A slain death angel can likewise be freed from this curse by a remove curse<\/i>, break enchantment<\/i>, miracle<\/i>, or wish<\/i> spell cast on the death angel before its death or cast on the spot where the death angel was slain. A particular master can control only one death angel at any time.\r

    Teleport (Sp)<\/i><\/b>: A death angel can teleport at will as the greater teleport<\/i> spell (self plus 50 pounds of objects only).\r

    Vulnerability to Turning (Ex)<\/b>: Any turning attempt targeting an death angel that would turn or rebuke an undead of the death angel's Hit Dice causes the death angel to flee. A turned death angel will return after 24 hours.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #6 (\"Featured Creature,\" April 1977, John Sullivan).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always neutral","environment":"Any outer plane"},{"name":"Death Dog","type":"Magical Beast","ch":2,"challenge_rating":" 02 \u00a0","id":5353,"reference":"Usergen","full_text":"

    DEATH DOG<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d10+4 (15 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+2 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 bites +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+1 and rotting death<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Rotting death, trip<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Scent, darkvision 60 ft., low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +5, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 13, Dex 15, Con 15, Int 4, Wis 12, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +5, Listen +7, Spot +7, Wilderness Lore +3<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Weapon Finesse (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Warm desert and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Pack (5-10)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 3-4 HD (Medium-size); 5-6 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Death dogs are large two-headed hounds that can be distinguished by their penetrating double bark. Death dogs always hunt in packs, and it is not uncommon to find more than one pack hunting in the same area.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    A death dog attacks by biting, with each head biting independently of the other.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rotting Death (Su):<\/b> Supernatural disease\u0097bite, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary Constitution. Unlike normal diseases, rotting death continues until the victim reaches Constitution 0 (and dies) or receives a remove disease<\/i> spell or similar magic (see Disease, page 74 in the DMG<\/i>).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Trip (Ex):<\/b> A death dog that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player\u0092s Handbook<\/i>) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the death dog.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Death dogs receive a +4 racial bonus to Listen and Spot checks. *They receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Death Dog first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Warm desert and underground"},{"name":"Death Knight","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":5354,"reference":"Usergen","full_text":"

    Death Knight<\/span><\/h3> <\/td> <\/tr>

    Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble paladins who fell from grace at the moment of death.\u00a0 A life time of duty and loyalty becomes forfeit as the undead creature, rising from its grave within days of being laid to rest, is driven by an intense desire to annihilate all life and bring as much harm as they can muster to any within reach.\u00a0 It is the tragedy of the death knight that most remain conscious and aware of their actions within unlife, forever grieving for their actions, past and present, yet unable to withstand the compulsion to destroy.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Death knights appear as skeletal humanoids encased in their original suits of armour, dried skin and flesh stretched tight across bone.\u00a0 They retain all the fighting skills they learnt in their former life and, melded with the powers of the undead, a death knight can prove to be a fearsome foe as it swings its weapon with consummate ease, ignoring the puny strikes of its enemies whilst staring into their eyes with orbs of dull crimson that betray nothing but pure evil.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Death knights speak any languages they knew in life.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Creating a Death Knight<\/span><\/h4> <\/td> <\/tr>

    The death knight is a template that may be applied to any humanoid or monstrous humanoid paladin.\u00a0 The creature\u0092s type immediately changes to undead<\/i>.\u00a0 It uses all the creature\u0092s original statistics and special abilities except as noted below.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>\u00a0Increase to d12.<\/span><\/p> <\/td> <\/tr>

    Speed: <\/span><\/b>\u00a0Same as the original creature.<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b>\u00a0 The original creature\u0092s natural armour improves by +3.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Special Attacks:<\/span><\/b>\u00a0 A death knight retains all the original creature\u0092s special attacks and also gains those listed below.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Fear Aura (Su):<\/span><\/i>\u00a0 Death knights are shrouded in an aura of fear.\u00a0 Creatures of less than 5 HD that come within 5 feet of the death knight must succeed at a Will save (DC 10 + 1\/2 death knight\u0092s HD + death knight\u0092s Charisma modifier) or be affected as though by fear<\/i> as cast by a sorcerer of the death knight\u0092s level.<\/span><\/p> <\/td> <\/tr>

    Spell-Like Abilities:<\/span><\/i>\u00a0 At will\u0097darkness, desecrate, detect good, detect magic, <\/i>and see invisibility<\/i>; 2\/day\u0097protection from good<\/i>; 1\/day\u0097animate dead, <\/i>any one power word <\/i>spell, and symbol <\/i>(pain or fear effect only).\u00a0 These abilities are as the spells cast by a 20th-level sorcerer (save DC 10 + death knight\u0092s Charisma modifier + spell level).<\/span><\/p> <\/td> <\/tr>

    Summon Undead (Sp):<\/span><\/i>\u00a0 Once per day, the death knight can summon undead whose total HD do not exceed his own.\u00a0 The summoned undead creatures are under control of the death knight and remain for 1 round per HD of the death knight.\u00a0 All summoned undead have +2 turn resistance, in addition to any turn resistance they already possess, for the duration of their stay.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Special Qualities:\u00a0 <\/span><\/b>A death knight retains all the original character\u0092s special qualities and gains those listed below.\u00a0 It also gains the undead type.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Darkvision (Ex):<\/span><\/i>\u00a0 Range 60 feet.<\/span><\/p> <\/td> <\/tr>

    Turn Resistance (Ex):<\/span><\/i>\u00a0 A death knight has +4 turn resistance.<\/span><\/p> <\/td> <\/tr>

    Spell Resistance (Ex):<\/span><\/i>\u00a0 A death knight has SR 16 +1 per Hit Die.<\/span><\/p> <\/td> <\/tr>

    Summon Grave Mount (Sp):<\/span><\/i>\u00a0 Once per year, a death knight may summon a grave mount to serve it.<\/span><\/p> <\/td> <\/tr>

    Empathic Link (Su):<\/span><\/i>\u00a0 A death knight who has summoned a grave mount to serve him has a link to the undead animal.\u00a0 The death knight can converse with the grave mount telepathically so long as they remain within 100 feet of each other.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Saves:<\/span><\/b>\u00a0 Same as the original creature.<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b>\u00a0 A death knight gains +4 Strength, +2 Wisdom, and +2 Charisma but, being undead, has no Constitution score.<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b>\u00a0 Death knights gain a +8 racial bonus to Intimidate, Sense Motive, and Spot checks.\u00a0 All other skills are the same as for the original creature.<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>\u00a0As original creature.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b>\u00a0 Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organisation:<\/span><\/b>\u00a0 Solitary<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:\u00a0 <\/span><\/b>As original creature +3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b>\u00a0 Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b>\u00a0 Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b>\u00a0 By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Template","alignment":"Any","environment":"an>"},{"name":"Death Minnow","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5355,"reference":"Usergen","full_text":"

    Death Minnow <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Fine\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10+12\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +11<\/td> <\/tr>
    Speed:<\/strong> Swim 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 25 (+8 size, +7 Dex), touch 25, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/-15* (+15 with swallow whole)<\/td> <\/tr>
    Attack: <\/strong>Bite +15 melee (improved grab)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +15 melee (improved grab)<\/td> <\/tr>
    Space\/Reach: <\/strong>1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, size-switching, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 30 ft., darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +12, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 1, Dex 24, Con 15, Int 1, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +23, Listen +11*, Move Silently +8, Spot +11*, Swim +15<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Initiative, Iron Will, Weapon Finesse [B]<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Fine); 13-24 HD (Diminutive)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Death Minnow, Monster Form<\/b>\r
    Large Magical Beast (Aquatic)<\/b>\r
    Hit Dice:<\/b> 6d10+12 (45 hp)\r
    Initiative:<\/b> +6\r
    Speed:<\/b> Swim 40 ft. (8 squares)\r
    Armor Class:<\/b> 12 (-1 size, +2 Dex, +1 natural), touch 11, flat-footed 11\r
    Base Attack\/Grapple:<\/b> +6\/+15\r
    Attack:<\/b> Bite +10 melee (1d8+7 plus improved grab)\r
    Full Attack:<\/b> Bite +10 melee (1d8+7 plus improved grab)\r
    Space\/Reach:<\/b> 10 ft.\/5 ft.\r
    Special Attacks:<\/b> Improved grab, size-switching, swallow whole\r
    Special Qualities:<\/b> Blindsight 30 ft., darkvision 60 ft., low-light vision\r
    Saves:<\/b> Fort +7, Ref +7, Will +5\r
    Abilities:<\/b> Str 20, Dex 14, Con 15, Int 1, Wis 12, Cha 10\r
    Skills:<\/b> Hide -2, Listen +11*, Move Silently +3, Spot +11*, Swim +13\r
    Feats:<\/b> Alertness, Improved Initiative, Iron Will, Weapon Finesse (B)\r
    Environment:<\/b> Any aquatic\r
    Organization:<\/b> Solitary or pair\r
    Challenge Rating:<\/b> 4\r
    Treasure:<\/b> None\r
    Alignment:<\/b> Always neutral\r
    Advancement:<\/b> 7-12 HD (Large); 13-24 HD (Huge)\r
    Level Adjustment:<\/b> \u00c2\u0097\r

    This bright orange fish is the size of a human's little finger.<\/i>\r

    Death minnows are artificial creatures, fashioned by unknown undersea spellcasters to guard their wealth and secrets. There are no \"wild\" populations of death minnows, and they are only ever encountered guarding a site or object. Death minnows are living fish but do not (or cannot) breed. Indeed, it is uncertain whether they even have male and female sexes.\r

    Death minnows will attack any dangerous intruder who enters an area they're set to guard, whether animal predator or adventurers. They can go for extraordinary lengths of time between meals, since they can have the appetite of a minnow and the stomach capacity of a giant angler fish.\r

    This magical beast has the supernatural ability to shrink to the size of a minnow, together with anything it has swallowed. Its natural size is a monstrous fish resembling a giant grouper, with the ugly head and protruding lips of an angler fish; this monster form is typically 8 feet long and weighs about 500 pounds. In minnow form it averages 2 inches long and weighs a fraction of an ounce.\r

    COMBAT<\/b>\r
    A death minnow masquerades as an innocuous little fish, switching to monstrous size for the split-second it needs to attack, then instantly shrinking again. A death minnow seeks to gulp down intruders one by one, trying to swim up behind a victim and swallow them when none of their allies are watching. If a death minnow fails to swallow a victim it will usually release them and shrink to Fine size rather than remain in monster form and make another attempt the next round, since this reduces its exposure to attack.\r

    Improved Grab (Ex):<\/b> To use this ability, a death minnow must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can immediately attempt to swallow the foe as a free action.\r

    Size-Switching (Su):<\/b> A death minnow can instantaneously switch its size as often and whenever it desires, switching between a Fine minnow and a Large monstrous fish. Anything the death minnow swallows in monster form will be reduced in size when the fish shrinks to Fine size.\r

    The Large form is the death minnow's natural size; thus, a true seeing spell will reveal the minnow in its Large monster form. If a death minnow is slain while in minnow form it reverts to its natural size, together with anything it had swallowed. A swallowed opponent interacts with the death minnow as if both are their natural sizes. Further, a victim who escapes being swallowed instantanly reverts to natural size.\r

    If a dispel magic or break enchantment spell targets a death minnow, it must succeed on a Will save or be forced to assume its monster form for 2d6 rounds. A death minnow within an anti-magic area is similarly forced to take its monster form.\r

    Swallow Whole (Ex):<\/b> A death minnow can try to swallow a grabbed opponent of a smaller size than its monster form by making a successful grapple check. A death minnow always uses its monster form's grapple modifier to make swallow whole checks, since it switches to its larger size for the brief moment it makes the swallowing attempt. This attack is so sudden the victim just seems to vanish. Any creature able to see the victim must succeed at a Spot check against a DC of 30 to notice the death minnow appear and swallow its opponent (DC 10 if the observer is closely watching the victim during the swallowing); those who fail this Spot check did not see why the minnow's victim just vanished.\r

    Once swallowed, the opponent takes 2d6+7 points of crushing damage plus 6 points of acid damage per round from the minnow's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large death minnow's interior can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine opponents.\r

    Skills:<\/b> A death minnow 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. Death minnows use either their Dexterity or Strength modifier for Swim checks, whichever is better.\r

    *A death minnow has pressure-sensitive lateral lines that grant it a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1996 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #235<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":" Always neutral\r","environment":" Any aquatic\r"},{"name":"Death Mold","type":"Plant","ch":7,"challenge_rating":" 7 \u00a0","id":5356,"reference":"Usergen","full_text":"

    Death Mold <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Plant \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+36\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 11 (+1 natural), touch 10, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+6<\/td> <\/tr>
    Attack: <\/strong>Slam +7 melee (1d6 plus 1d6 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +7 melee (1d6 plus 1d6 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, caustic spores, engulf<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, blindsight 60 ft., immunity to magic<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 11, Con 19, Int 2, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Move Silently +8<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (engulf), Iron Will, Stealthy, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or patch (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10\u00c2\u009616 HD (Medium); 17\u00c2\u009627 HD (Large); 28-40 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A large patch of mold colored in swirls and spots of green, gray, and brown slowly begins to creep toward you.<\/i>\r

    Death mold is an ambulatory subterranean plant. It spends its time slowly inching its way along cavern floors and walls in search of food.\r

    A typical death mold is 6 feet diameter and weighs 1,600 pounds.\r

    COMBAT<\/b>\r
    Death mold slowly often lurks on ceilings, waiting to release its cloud of spores on victims below.\r

    Acid (Ex):<\/b> A death mold's acid does not harm metal or stone.\r

    Caustic Spores (Ex):<\/b> A death mold can release a cloud of caustic spores up to 6 times daily. Anyone within 30 feet of the death mold must make a DC 18 Fortitude save or take 2d6 points of Constitution damage and fall into a fit of coughing, choking, and sneezing which stuns them for 1d4 rounds. A successful saving throw halves the damage and negates the stunning. The save DC is Constitution-based.\r

    Engulf (Ex):<\/b> Although it moves slowly, a death mold can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The death mold merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the mold, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 17 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent\u00c2\u0092s choice) as the death mold moves forward. Engulfed creatures are subject to the death mold's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.\r

    Immunity to Magic (Ex):<\/b> A death mold 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.\r

    Cure wounds spells stun a death mold for 1d2 rounds per spell level (or slows it on a successful Fort save).\r

    A delay poison spell dazes a death mold for 1d10 rounds (or slows it on a successful Fort save).\r

    A neutralize poison or heal spell kills a death mold instantly on a failed Fortitude save.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Ruins of Undermountain II: The Deep Levels<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Always neutral","environment":"Any underground"},{"name":"Death Ox","type":"Magical Beast","ch":7,"challenge_rating":" 7 \u00a0","id":5357,"reference":"Usergen","full_text":"

    Death Ox <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d10+36\u00a0(69 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00961 size, +11 natural), touch 9, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+14<\/td> <\/tr>
    Attack: <\/strong>Gore +9 melee (1d8+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Gore +9 melee (1d8+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death gaze, powerful charge, trample 1d8+6\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to death magic, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 10, Con 23, Int 1, Wis 10, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +2<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (death gaze), Improved Initiative, Iron Will\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any temperate<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, pack (3\u00c2\u00964), or herd (5\u00c2\u009613)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6\u00c2\u009612 HD (Large); 13\u00c2\u009618 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This huge, scaly bull has a rich mahogany hide. A patch of heavy black hair hangs over its eyes.<\/i>\r

    Death oxen are relatives of the gorgon. They are less aggressive than gorgons, and are mostly herbivourous, only eating flesh when hapless creatures wander into its gaze or in times of famine. Death oxen often graze with other creatures, keeping their heads low and allowing their hair to block their deadly gaze from accidentally slaying the other grazers.\r

    Death oxen travel in nomadic family groups, generally consisting of a single male, three females, and several calves. Death oxen calves are raised communally by all the females in the group, and once mature, leave to establish their own families. A solitary death ox is nearly always a young bull looking for females. Should two male death oxen meet, a battle for dominance usually ensues, with the loser either becoming subservient to the alpha male or wandering on.\r

    Thanks to their deadly gaze, death oxen need fear few predators. Only humanoids, who covet their thick hide, dare hunt them. The blood of death oxen is also rumored to be a power component for death magic.\r

    A typical death ox stands over 8 feet tall at the shoulder and measures 9 feet from snout to tail. It weighs about 8,000 pounds.\r

    COMBAT\r

    Whenever possible, a death ox begins an encounter by charging at its opponents.\r

    Death Gaze (Su):<\/b> Death, 30 ft, Fort Save DC 16 negates, the save DC is Charisma-based. A death ox may suppress or resume its gaze as a free action (by covering its eyes with its hair).\r

    Powerful Charge (Ex):<\/b> A death ox deals 2d8+12 points of damage when it makes a charge.\r

    Trample (Ex):<\/b> Reflex DC 19 half. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any temperate"},{"name":"Death Shade","type":"Outsider","ch":6,"challenge_rating":" 6 \u00a0","id":5358,"reference":"Usergen","full_text":"

    Death Shade <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar, Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8\u00a0(31 hp)<\/td> <\/tr>
    Initiative: <\/strong> +13<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (6 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 30 (+4 size, +9 Dex, +5 deflection), touch 30, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +21 melee (1d2 Wis)<\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +21 melee (1d2 Wis)<\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death drain, inspire rage, merge with host, Wisdom damage\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Qualities: Darkvision 60 ft., host-dependent, spell resistance 22<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +14, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 29, Con 11, Int 3, Wis 10, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Hide +31, Listen +10, Spot +10, Tumble +19<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (merge with host), Blind-Fight (B), Dodge, Improved Initiative\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Negative Energy Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Vague outlines of aquiline eyes are evident in this small, shifting wisp of smoke.<\/i>\r

    Death shades are energy parasites that feeds upon the life energy of dying creatures. They can infest any corporeal, living creatures, and drive their victims into a berserk rage.\r

    Death shades dwell near large concentrations of potential hosts and victims, such as among large herds of animals or in the crowds of a city. Many senseless murders in urban areas can be attributed to death shades.\r

    A death shade is about a foot in diameter and weightless. \r

    Death shades cannot speak, but can communicate telepathically with one another.\r

    COMBAT\r

    A death shade seeks to merge with a host at the first opportunity, then incite rage and feeds upon the dividends. If victims prove resistant to merge attempts, a death shade will try a few Wisdom-sapping strikes to weaken their resolve, and then tries to merge again.\r

    Death Drain (Su):<\/b> A death shade drains the life force from dying creatures. For every creature that dies within 10 feet of a death shade, the death shade gains 1 positive level. A death shade loses these positive levels at a rate of 1 level per 24 hours. If a death shade gains 10 positive levels, it reproduces by splitting; this process consumes all the death shade's positive levels and leaves two full-strength death shades. One death shade remains in the host, the second death shade must quickly find its own host or die.\r

    A death shade is dependent on positive levels; if it goes for more than 1 day with no positive levels, both the death shade and host fall unconscious. Each day that the host is unconscious, the host\/death shade must make a Fortitude save (DC 10 plus the number of days unconscious after the first) or both host and death shade die. If a living creature comes within 10 ft. of the unconscious death shade and host, the death shade rouses the host in a controlled rage and must kill the creature to drain its energy or die in a number of rounds equal to 2d4 + the host's Constitution modifier. If the death shade gains a positive level, both it and the host survive, but the host must make a DC 18 Will save or take 1d3 points of Intelligence drain. The save DC is Charisma-based.\r

    Host-Dependent (Ex):<\/b> A death shade cannot survive long without a host. It will die unless it can merge with a new host within a number of rounds equal to half its Constitution score.\r

    Inspire Rage (Su):<\/b> A death shade can fill its host with a violent fury, giving the host a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a -4 penalty to AC. A raging death shade host will run amok, randomly attacking everything it comes upon. If its target is a friend or ally it can redirect its attacks against another object, like a wall or enemy, if it succeeds on a DC 18 Will save. This effect is otherwise identical to a barbarian's rage ability, except that the subjects aren't fatigued at the end of the rage. If a creature has the rage ability and its bonuses when raging are greater than those given here, it uses those other bonuses instead. The save DC is Charisma-based. This is a mind-affecting compulsion effect.\r

    Merge with Host (Su):<\/b> Once per round, a death shade can merge with a corporeal creature. If the creature succeeds on a DC 20 Will save, the death shade is expelled and cannot attempt to merge with that creature for 24 hours. Protection from evil, magic circle versus evil<\/i>, and similar magic prevent the death shade from merging with a protected host. On a failed save, the creature becomes the death shade's host and may be victimized by the death shade's control rage ability. The save DC is Charisma-based. \r

    The death shade appears as a near-invisible gray mist which centers on the host's eyes. Other creatures can detect the death shade's presence in a host with a DC 30 Spot or Sense Motive check. If the viewer is under a see invisibility<\/i> effect, or can otherwise view invisible creatures, the check DC is reduced to 15. A death shade's host has a moderate evil aura when examined with the detect evil<\/i> spell. A death shade can be expelled by the host's death or by successful use of a dispel evil, dismissal<\/i>, or banishment<\/i> spell against the death shade. \r

    In Spelljammer<\/b>\r
    Death shades can be found nearly anywhere, even in Wildspace.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in SJA2 - Skull & Crossbow<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Negative Energy Plane"},{"name":"Deathglow Moth","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5359,"reference":"Usergen","full_text":"

    Deathglow Moth <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), fly 30 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/-6<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d4-4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d4-4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Deathglow<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +6, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 17, Con 10, Int 1, Wis 10, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Spot +5<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (deathglow), Weapon Finesse [B]\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any forests and mountains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-5 HD (Small), 6-8 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A moth the size of a hawk flutters into view, its feathery antennae sampling the air. Its translucent abdomen glows with a sickly, yellow-green luminescence.<\/i>\r

    The first deathglow moths arose from magical experimentation. Since then, these creatures are able to breed true.\r

    Found almost exclusively in the deepest forests and highest mountains, deathglow moths roost like bats high in the forest canopy. They instinctively seek trees with simlar coloration and pattern in which to roost, providing natural camouflage to protect it from faster flying predators. Although little is known of their reproductive process, both the eggs and larvae of the deathglow moth are immune to the deathglow effect.\r

    Deathglow moths are predatory, feeding mostly on small birds and mammals. If hungry, they will attack humanoids. Although they can kill other creatures with their deadly glow, they derive no sustenance from the drain and must consume their prey like most other predators. While feeding, deathglow moths instinctively extinguish their glow, making them more difficult to spot, but easier to slay. Their glowing abdomens cannot be harvested, for their light extinguishes with their deaths.\r

    A deathglow moth is about 3 feet long with a 3-foot wingspan and weighs 2 pounds. Coloration varies from a barklike brown to moss green to a near-albino like the white of birch trees. The abdominal glow is a sickly yellow-green, more greenish in males and tending more torward yellow in females. Lifespan is unknown.\r

    COMBAT\r

    Deathglow moths flutter through the forests, seeking prey. Once prey is spotted, the moths attack from above, biting with their small mouths while their deadly glow saps the victim's strength.\r

    Deathglow (Su):<\/b> A deathglow moth's abdomen continuously glows with a sickly light. All creatures within a 10-foot radius must succeed on a DC 15 Fortitude save or take 1d3 points of Strength damage. A creature reduced to Strength 0 by a deathglow moth dies. The moth can suppress or resume the glow as a free action. The save DC is Charisma-based.\r

    In Jakandor<\/b>\r

    Deathglow moths originated in Jakandor, and many Charonti scholars believe that they transformed from normal moths exposed to the Wasting Plague.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1998 Wizards of the Coast, Inc.
    Originally found in Jakandor, Land of Legend<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Any forests and mountains"},{"name":"Debbi","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5360,"reference":"Usergen","full_text":"

    Debbi <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d10+2\u00a0(7 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, +2 Dex), touch 13, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-1<\/td> <\/tr>
    Attack: <\/strong>Club +4 melee (1d4+2) or rock +4 ranged (1d3+2)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Club +4 melee (1d4+2) or rock +4 ranged (1d3+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rock throwing, stamp<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to fear, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 15, Int 6, Wis 13, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Intimidate +10, Listen +4, Spot +4<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm desert<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>2-5 HD (Small); 6-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+2<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This hairy creature is about the size of a small dog. Its snout, head, and jaws are hyenalike, while its large ears and nimble body more closely resemble a baboon. It grimaces to reveal sharp fangs while waving a club in its small hands.<\/i>\r

    Debbi are hateful, selfish, barbaric desert scavengers with a supernatural ability to inspire fear. Cruel and merciless, debbi drive other creatures from watering holes. They sometimes harass campsites at dawn and dusk, frightening mounts while rummaging through packs for anything they can eat. While pillaging, they usually destroy as much as possible with destructive glee. Debbi value nothing that they cannot consume, but can be bribed with food.\r

    Debbi packs follow a strict hierarchy, with the strong mercilessly abusing the weaker members. Mothers must maintain a constant vigil to prevent their young from being mistreated by the elders.\r

    Debbi are filthy creatures, dirtying their homes with refuse, offal, and uneaten kills. As a result, an oasis or watering hole visited by debbi is often polluted with deadly intestinal parasites. Anyone drinking from such water risks contracting an ingested form of filth fever.\r

    The hides of debbi have been known to sell for as much as 200 gp, while their hair is sometimes incorporated into magic items which incorporate fear effects.\r

    A debbi stands 2 feet tall and weighs 35 pounds. \r

    Debbi do not speak, but understand Common.\r

    COMBAT\r

    Debbi are generally cowardly, preferring to flee rather than fight if faced with superior opposition. A group of debbi generally tries to use its fearful stamp ability to panick foes and create havoc among groups. They fight with crude clubs in melee, and often flee up trees to harass spellcasters with a barrage of distracting thrown rocks. Although frightening when displayed, debbi fangs are not effective in combat.\r

    Rock Throwing (Ex):<\/b> The range increment is 10 feet for a debbi's thrown rocks, and the maximum range is 50 feet.\r

    Stamp (Su):<\/b> When a debbi stamps its feet in a special rhythm, it calls upon a primitive magical energy. All creatures within a 60-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same debbi's stamp for 24 hours. The save DC is Charisma-based.\r

    If three or more debbi stamp simultaneously, the save DC increases by +1 per two additional debbis after the first, as long as the affected creature is within the overlapping area of all participating debbi's stamp area.\r

    Skills:<\/b> Debbi have a +8 racial bonus on Climb and Intimidate checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium 13<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral evil","environment":"Temperate and warm desert"},{"name":"Decapus","type":"Aberration","ch":4,"challenge_rating":" 04 \u00a0","id":5361,"reference":"Usergen","full_text":"

    DECAPUS<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Aberration<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 5d8+15 (37 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>\u00962 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> 5 ft<\/p> <\/td> <\/tr>

    AC:<\/b> 15 (\u00961 size, \u00962 Dex, +8 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> 9 tentacle slaps +6 melee; or bite +6 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Tentacle slap 1d6+4; or bite 2d8+4<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 10 ft by 10 ft\/0 ft (10 ft with tentacle)<\/p> <\/td> <\/tr>

    Special Attacks: <\/b>Improved grab, constrict 1d6+4, rend 2d6+6<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Illusion, ventriloquism<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +4, Ref \u00961, Will +4<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 18, Dex 6, Con 17, Int 14, Wis 11, Cha 14<\/p> <\/td> <\/tr>

    Skills: <\/b>Climb +18, Listen+10, Move Silently +4, Spot +8<\/p> <\/td> <\/tr>

    Feats: <\/b>Multiattack, Multidexterity<\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any underground<\/p> <\/td> <\/tr>

    Organization:<\/b> Solitary
    Challenge Rating:<\/b> 4<\/p> <\/td> <\/tr>

    Treasure:<\/b> Standard<\/p> <\/td> <\/tr>

    Alignment:<\/b> Always chaotic evil<\/p> <\/td> <\/tr>

    Advancement:<\/b> 6\u009610HD (Large), 11\u009615HD (Huge)<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    This clever monster has the innate ability to use both ventriloquism and illusions to lure victims into its den. In its true form it has ten long tentacles extending from various parts of its body. These tentacles have many 3\u0096inch diameter suction cups that it uses to grab its victims as well as to climb walls and ceilings.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 The most common color of a decapus is green, although some purple or yellow ones may be found. A decapus has patches of hair growing about its body. The hair is usually brown, but sometimes it is black. They have no iris in their eyes, only dark pupils. The mouth of a decapus is a horrible thing to behold. It is very wide and has long yellow teeth and a terribly foul breath. <\/p> <\/td> <\/tr>

    \u00a0\u00a0 The decapus is incapable of human speech, but is an expert at mimicking a high\u0096pitched scream. It can also make guttural noises, which are under stood by others of its kind. The sounds are extremely unpleasant for humans to hear.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Combat<\/span><\/h2> <\/td> <\/tr>

    A decapus only uses nine of its tentacles to fight with and can use no more than three on a single opponent. The tenth tentacle is used to suspend itself from the ceiling. On the floor the decapus is practically helpless, being able to move short distances in a slow and uncoordinated fashion.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Illusions (Su):<\/b> At will, a decapus can make use of the 2nd-level arcane spell minor image<\/i> as cast by a 5th-level sorcerer (Will save DC 14).\u00a0 It can disguise itself as other creatures, or as part of a wall, or anything else it feels will attract the victims to it. Some decapus\u0092 choose to appear as a helpless, beautiful woman, usually hanging from the ceiling and being taunted by nine ugly men.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ventriloquism (Ex):<\/b> A decapus is an expert at mimicking sounds, although it is incapable of duplicating actual conversation. Any creature hearing sounds generated by a decapus must make a Will save (DC 14) to detect the ruse. Decapus\u0092 understand that simple words and phrases such as \u0093help me\u0094 and \u0093come here\u0094 tend to attract bigger and better prey.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the decapus must hit an opponent of up to Medium-size with a tentacle attack. If it gets a hold, it can constrict.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex):<\/b> A decapus can constrict any grappled opponent, automatically dealing tentacle damage each round.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Rend (Ex):<\/b> A decapus that hits a single opponent with three of its tentacle attacks tear the flesh, dealing 2d6+6 points of damage.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> A decapus receives a +4 racial bonus to Listen checks and a +8 racial bonus to Climb checks.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Decapus Society<\/h2> <\/td> <\/tr>

    Decapuses usually live alone, preferring to hunt by themselves. The only time they gather is during the mating season. At this time many of them can be seen hanging from ceilings, all making strange ugly sounds. A female decapus will give birth to only one offspring, and if she is hungry or confused she may eat it. If she does not she will leave it alone, and it then claims its own territory. Decapus young do not need the care of their mothers, as do the young of some animals.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 The Decapuses\u0092 favorite food is human beings, but they enjoy elves and halflings too. They will not eat dwarves unless forced by starvation to do so. Other creatures commonly eaten by a decapus are kobolds, orcs and ogres. A delicacy to a decapus is mule meat. They love it, and have been known to follow the scent of a mule for weeks until they catch it, or grow weary of the chase.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Decapus first appeared in module B3 (Jean Wells, 1982)<\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Aberration","alignment":" Always chaotic evil","environment":" Any underground"},{"name":"Deep Dweller","type":"Magical Beast","ch":2,"challenge_rating":" 2 \u00a0","id":5362,"reference":"Usergen","full_text":"

    Deep Dweller <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d10-3\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+8<\/td> <\/tr>
    Attack: <\/strong>Arms +4 melee (0) or shortspear +4 melee (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>Arms +4 melee (0) and bite -1 melee (1d6); or shortspear +4 melee (1d6+1) and bite -1 melee (1d6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict 1d6+1, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Bioluminescent, darkvision 60 ft., ink cloud, jet, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 9, Int 9, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Escape Artist +12, Hide +8, Knowledge (nature) +5, Listen +3, Move Silently +4, Spot +3, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Cold aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or colony (10\u00c2\u009640)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>No coins, double goods, standard items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral, often good<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A floating, shifting arrangement of greenish lights approaches. As it draws closer, it reveals an octopuslike creature with bioluminscence.<\/i>\r

    Deep dwellers are a race of octopoid beings found in the dark depths of the ocean, usually in areas 9,000 feet or more below the surface. These nomadic beings follow the transient hydrothermal vents that support their agrarian society. Deep dwellers raise giant tube worms, clams, crabs, and lobsters, and tend fields of shrimp and mussels. They use the shells of giant clams for shelter.\r

    Deep dwellers have little use for coins, but often can be found near veins of precious metals in the hydrothermal vents. Most treasure is in the form of pearls, which they string into jewelery and spray with bioluminscent ink. Deep dwellers are fine sculptors, working with coral, bone, and stone to create works of art.\r

    Deep dwellers have little contact with other sentient beings, but are generally friendly, if cautious. Their culture has no exposure to magic, and they have no concept of religion, so a practioner of arcane or divine magic could make quite an impression upon a colony of deep dwellers.\r

    A deep dweller is 8 feet in diameter and weighs 65 pounds. Lifespans average 30 to 35 years.\r

    Deep dwellers speak their own language, a combination of clicking sounds and altering patterns of their bioluminescence. A non-deep dweller can learn to understand their language, but cannot \"speak\" without duplicating the bioluminescent patterns by some means, such as the silent image<\/i> spell.\r

    COMBAT\r

    Although peaceful by nature, deep dwellers can be cunning and tenacious fighters when threatened. A common tactic is to dim their bioluminscence and approach their victims from above, granting the element of surprise. Deep dwellers occasionally arm themselves with spears of bone, used mainly to ward off predators. If a battle turns against them, deep dwellers with release an ink spray and jet away.\r

    Bioluminescent (Ex):<\/b> A deep dweller naturally sheds light as a torch. The octopus can extinguish or reinstate this light as a swift action. If the deep dweller is in an area of low illumination or darkness, it gains the usual benefits of the low light level when it is not luminescent.\r

    Constrict (Ex):<\/b> A deep dweller deals 1d6+1 points of damage with a successful grapple check.\r

    Improved Grab (Ex):<\/b> To use this ability, a deep dweller must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. A deep dweller has a +4 racial bonus on grapple checks (already figured into the stat block above).\r

    Ink Cloud (Ex):<\/b> A deep dweller can emit a cloud of luminescent ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. All vision within the cloud is obscured due to the clinging light, providing total concealment. At a distance of 20 ft or more, it takes a DC 20 Spot check to distinguish the ink cloud from a luminescent deep dweller. In addition, any creature that enters the ink cloud must succeed at a DC 10 Reflex save or be affected as if by the faerie fire spell for 1 minute. The save DC is Constitution-based. \r

    Jet (Ex):<\/b> A deep dweller can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.\r

    Skills:<\/b> A deep dweller can change colors, giving it a +4 racial bonus on Hide checks. A deep dweller also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A deep dweller 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.\r

    Notes:<\/b> Originally appeared in Dragon Magazine #190 as \"Deep-Dwelling Octopus\".<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1993 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #190<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually neutral, often good","environment":"Cold aquatic"},{"name":"Deer","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5363,"reference":"Usergen","full_text":"

    DEER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Animal<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d8+2 (11 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 13 (+2 Dex, +1 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 hooves +4 melee; or gore +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Hoof 1d4+1; or gore 1d6+1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Scent<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +1, Ref +4, Will +2<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +8*, Listen +5, Move Silently +8, Spot +5<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Weapon Finesse<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any forest, plains, and hills<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or herd (mated pair)
    Challenge Rating:<\/b> 1\/4<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 3 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Shy and wary, deer range from the arctic to the tropics. These statistics represent the typical white-tailed deer. These statistics can also be used to represent other deer-like animals, such as caribou and antelope.

    <\/span><\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Deer attack using their hooves or antlers. Antelope, when defending their herd, attack by charging an opponent and butting with its horns (gore damage). <\/span>The gore attack only applies to bucks with antlers.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Deer receive a +4 racial bonus to Hide and Move Silently checks. *In forested areas, the Hide bonus increases to +8.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Animal","alignment":"Any","environment":"Any forest, plains, and hills"},{"name":"Deinotherium","type":"Animal","ch":8,"challenge_rating":" 8 \u00a0","id":5364,"reference":"Usergen","full_text":"

    Deinotherium <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d8+78\u00a0(136 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (\u00c2\u00962 size, +9 natural), touch 8, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+38<\/td> <\/tr>
    Attack: <\/strong>Stamp +18 melee (2d6+11) or gore +18 melee (2d8+5)<\/td> <\/tr>
    Full Attack: <\/strong>2 stamps +18 melee (2d6+11) and slam +16 melee (2d8+5); or gore +18 melee (2d8+5)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft. (5 ft. w\/gore)<\/td> <\/tr>
    Special Attacks: <\/strong>Trample 2d8+16\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Dire, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +8, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 32, Dex 11, Con 23, Int 2, Wis 10, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Listen +10, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Iron Will, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (3\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>14-20 HD (Huge); 21-26 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive elephant has a shorter trunk than others of its kind. Oddly, its tusks curve downward from its lower jaw.<\/i>\r

    The deinotherium, whose name means \"terrible beast\", is a massive relative of the elephant. Larger than the mastodon, it is surpassed only by the largest mammoths among the proboscideans.\r

    Deinotherium's unusual downward-curving tusks may be used to root in soil for roots and tubers, to pull down branches to snap them and reach leaves, or to strip soft bark from tree trunks.\r

    A deinotherium stands 12 to 16 feet tall at the shoulders and weighs between 5 and 14 tons. \r

    COMBAT\r

    A deinotherium will normally attack with its massive front legs, attempting to crush threats with its great strength and reach. If a foe draws close, it rises on its hind legs and crashes down with its tusks.\r

    Dire (Ex):<\/b> A deinotherium is considered to be a dire animal for the purposes of saving throws.\r

    Trample (Ex):<\/b> Reflex half DC 27. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #137<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate forests"},{"name":"Delphon (Songshark)","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5365,"reference":"Usergen","full_text":"

    Delphon (Songshark) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+5\u00a0(32 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> Swim 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (\u00c2\u00961 size, +3 Dex, +4 natural), touch 12, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d8+3) or slam +7 melee (1d6+2) or tail-slap +7 melee (1d10+2)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d8+3); or slam +7 melee (1d6+2) and tail-slap +2 melee (1d10+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Song<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense, keen scent, oceanus jaunt<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 15, Dex 17, Con 13, Int 13, Wis 14, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Diplomacy +5, Knowledge (the planes) +15*, Listen +12, Perform (sing) +15, Spot +10, Swim +10, Tumble +6<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Open-Minded<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Oceanus<\/td> <\/tr>
    Organization: <\/strong>Solitary, chorus (2-5), or clan (5-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Large); 11-15 (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A sleek, silvery fish resembling a shark with long, powerful fins. Its body is adorned with intricate patterns, which appear to be tattoos scarified into its hide. A wide mouth is filled with sharp teeth.<\/i>\r

    Delphons, or \"Songsharks\" are extraplanar creatures that live in the river Oceanus. They are renowned for their beautiful, oddly discordant singing. This alien music confound the wits of many who hear it, but some creatures who succumb to the delphon's song learn some secret of the multiverse.\r

    Delphons know many of the secrets of the River Oceanus and its multiplanar, multidimensional nature. They discuss these secrets with each other in their song. They are able to swim to any plane the river Oceanus touches, and can carry other creatures with them as they do so.\r

    Songsharks are highly gregarious, intelligent creatures who live in tight-knit clans. Egalitarian creatures, they have neither leaders or inferiors, settling all their decisions and disputes via singing debates. \r

    Delphons are carnivores, but prefer fish. They only attack humanoids out of self-defense or starvation. A few exceptional non-delphons have learned to understand enough of their song to form partnerships with them.\r

    The majority of delphons have bodies like polished silver, but a few have scales or fins of different color \u00c2\u0096 brilliant red, deep blue, or vibrant green. Delphons often carve beautiful tattoos into their skin by rubbing themselves against rocks.\r

    A typical delphon is 8 feet long and weighs 500 pounds.\r

    Delphons speak, or rather sing, their own language. A delphon that partners with another creature could learn other languages (they prefer Aquan and Draconic).\r

    COMBAT<\/b>\r
    Delphons seldom attack intelligent creatures unless they are desperate with hunger. They try to bewilder opponents with their song first, then close and concentrate their attacks on whichever enemies are worse affected by their singing. A threatened or injured delphon will use its oceanic jaunt ability to flee to an adjacent plane of existence.\r
    \r
    Blindsense (Ex)<\/b> : <\/b>A delphon can locate creatures underwater within a 30-foot radius. This ability works only when the delphon is underwater.\r

    Keen Scent (Ex)<\/b> : <\/b>A delphon can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.\r

    Oceanus Jaunt (Su):<\/b> A delphon moves freely through Oceanus and the planes it touches. A delphon can shift from Oceanus to any adjoining plane as part of any move action, and shift back again as a free action; this ability is otherwise identical with the ethereal jaunt <\/i>spell (caster level 15). In addition, a delphon can teleport at will between points within Oceanus, allowing it to use dimension door<\/i> as a swift action (caster level 15th) and blink <\/i>as the spell (caster level 15th, it can evoke or end the blink<\/i> effect as a free action). Oceanus jaunt affects only the delphon, which never appears within a solid object and can act immediately after jaunting. \r

    Song (Su):<\/b> The song of a delphon is so alien and mysterious to other creatures that it has profound effects on them. The delphon may sing as a free action each round, affecting all creatures within 300 feet. This is a sonic, mind-affecting ability, and the creature must be able to hear the delphon for it to take effect. Affected creatures must make a DC 15 Will saving throw or suffer a random effect below. The save DC is Charisma-based. If the save is successful, that creature cannot be affected by that delphon's song for 24 hours. \r

    A delphon gains a +15 insight bonus to Knowledge (the planes) checks whenever it sings or hears the song of another delphon. \r

    If an affected creature has an Intelligence score of 3 or lower, it is charmed (as the charm monster<\/i> spell) for 1d10 hours. Roll 1d12 and consult the table below for the effects on creatures of Intelligence 4 or higher:\r
    • 1-4: Charmed for 1d10 hours\r
      <\/li>
    • 5-7: Confused for 3d6 rounds\r
      <\/li>
    • 8-9: Fascinated for 1d10 rounds\r
      <\/li>
    • 10-11: Rendered unconscious for 3d10 rounds\r
      <\/li>
    • 12: Listener is struck by the sound so completely that it begins to learn the meaning of the song, and suddenly understands something new about the multiverse. This manifests as a free Knowledge (the planes) check with a +10 insight bonus (or equal to the delphon's modifier, whichever is higher). This check must be made with 24 hours of hearing the delphon's song<\/li><\/ul>Skills:<\/b> Delphons have a +4 racial bonus to Listen checks. A delphon has a +8 racial bonus on Knowledge (the planes) checks and Perform (sing) checks. A delphon 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.\r

      * A delphon gains a +15 insight bonus to Knowledge (the planes) checks when it hears a delphon's song (including its own song).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Planes of Conflict<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Oceanus"},{"name":"Demarax","type":"Magical Beast","ch":4,"challenge_rating":" 4 \u00a0","id":5366,"reference":"Usergen","full_text":"

    Demarax <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d10+15\u00a0(42 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-2 Dex, +12 natural), touch 8, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+8<\/td> <\/tr>
    Attack: <\/strong>Tail slap +8 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>Tail slap +8 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Attract crystal, crystal storm, magic missiles\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., gemsense, low-light vision, spell resistance 23<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +2, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 7, Con 17, Int 6, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Search +3*, Spot +6*, Survival +1* (+3* following tracks)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Track (B) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-3)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Gems (see text)<\/td> <\/tr>
    Alignment: <\/strong>Always lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Medium); 11-15 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a jewelled lizard or gem-covered crocodile, with tiny crystals of a hundred different colors embedded in its dark hide. Its face is blunt and small-mouthed, and three yellow eyes are spaced evenly across its forehead.<\/i>\r

    Demaraxas are reptilian creatures that feed upon magical or psionic crystals, such as ioun stones, dorjes, and gems of seeing. They travel alone or in small groups, roaming the planes in an endless search for magical crystals. Its movements are always slow and deliberate. \r

    Demaraxes grow crystals in their hide as a side effect of their diet, causing their skins to become thicker and more crystal-studded as they age. A few of these crystals are valuable gemstones, making a demarax's hide worth 500 to 1,500 gp (typically 100 gp per Hit Dice). \r

    Demaraxas have perfect memories and are unable to lie, making them excellent sources of information if a traveler can hold one's attention long enough. \r

    Legends claim that demaraxes were created by lawful deities to help control the chaos spread by magical crystals throughout the planes. The fact that demaraxes are always lawful and are usually found on lawfully-aligned planes seems to support these tales.\r

    A typical demarax is 6 feet long (not including a 4 foot tail) and weighs about 450 pounds. An ancient demarax will be heavier than a youngster of the same size, because it has a stonier hide. The magical energies it consumes can prolong a demarax's lifespan to over 1,000 years. Its movements are always slow and deliberate.\r

    Demaraxes speak Common in a crude manner. Their typical dialogue goes something along these lines: \u00c2\u0093S-s-seen crys-s-stals-s? Need crys-stals. Hun-gry. Hun-gry now.\u00c2\u0094\r

    COMBAT\r

    A demarax is a generally inoffensive creature, and doesn\u00c2\u0092t go out of its way to start a fight unless provoked or it senses a magical crystal on someone\u00c2\u0092s person. Since its flesh is inedible and its gem-covered hide would deter even the most furious of predators, a demarax has no natural enemies. If a demarax is provoked or attacked, it defends itself by lashing out with its powerful tail. \r

    Attract Crystal (Su):<\/b> As a swift action, a demarax can attract a single object made of magical crystal, such as an eye of charming, ioun stone<\/i> or dorje<\/i>. This telekinetic power has a range of 100 ft. and can move an object up to 25 pounds in weight at a speed of 20 feet per round, either across the ground or through the air. A creature can negate this effect on an object in their possession with a successful DC 12 Will save or by spell resistance (a demarax's attract crystal power has a caster level equal to its HD for checks to overcome spell resistance). Once the crystal is within the demarax's reach, the demarax can swallow the crystal the next round as a swift action. A swallowed crystal will be digested (and unrecoverable) after 1 full round. The save DC is Charisma-based. \r

    Crystal Storm (Su):<\/b> Once per day, a demarax can unleash a 20-foot burst of whirling crystals. Any creature within the burst must make a DC 15 Reflex save or be struck by a crystal shard. A struck creature is afflicted by one of the effects at random from the table below for 2d4 rounds:\r

    1 - dazzled (\u00c2\u00961 penalty on attack rolls, Search checks, and Spot checks)\r
    2 - fascinated (takes no actions other than to pay attention to the fascinating effect)\r
    3 - color spray (as the color spray<\/i> spell)\r
    4 - sickened\r
    5 - confused (may act, may not, may flee, may attack nearby creatures)\r
    6 - baleful displacement (50% miss chance when attacking opponents)\r

    A demarax uses this attack only as a last resort, since it uses up the creature's supply of nutrition. The demarax takes 2d10 points of nonlethal damage per hour until it feeds on a crystal. If a demarax falls unconscious from this nonlethal damage, it must make a Constitution check every minute (DC 10 + 1 per minute) or drop to -1 hit points and start dying. It then loses 1 hit point per minute until it dies or is fed a crystal (which immediately stabilizes it). Since this nonlethal damage is caused by starvation, it cannot be restored until the demarax gets food (see the Starvation and Thirst rules). The save DC is Constitution-based.\r

    Gemsense (Su):<\/b> A demarax can sense the location of any magical crystal or jewel within 200 feet, including the strength and \"flavor\" of the gem's magic. This works like a combination of blindsight and arcane sight<\/i> that only senses enchanted gems. The detection range is doubled for a strong aura, tripled for an overwhelming aura.\r

    Magic Missiles (Su):<\/b> Three times a day, a demarax can fire three energy darts from its eyes with the same effects as a magic missile<\/i> spell (caster level 5th).\r

    Skills:<\/b> *A demarax has a +8 racial bonus on Search, Survival and Spot checks to locate gems and crystals. A demerax can track magical gems and crystals using its Gemsense and scent abilities, it has a +8 racial bonus on its Survival checks to track magical gems.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Planescape Monstrous Compendium Appendix II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always lawful neutral","environment":"Concordant Domain of the Outlands"},{"name":"Demon (Alu-)","type":"Outsider","ch":"10","challenge_rating":" varies \u00a0","id":5367,"reference":"Usergen","full_text":"

    Alu-Demon (Demon)<\/span><\/h4> <\/td> <\/tr>

    Medium-Size Outsider (Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>6d8+6 (33 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed: <\/span><\/b>30 ft, fly 50 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC: <\/span><\/b>15 (+1 Dex, +4 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Longsword +8 melee; or 2 claws +8 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Longsword 1d8+2; or claw 1d3+2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, vampiric touch<\/span><\/p> <\/td> <\/tr>

    Special Qualities: <\/span><\/b>Damage reduction 10\/+1, SR 12, demon qualities, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +6, Ref +6, Will +7<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 15, Dex 13, Con 13, Int 15, <\/span>Wis<\/span> 14, Cha 15<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Bluff +10, Concentration +9, Escape Artist +6, Hide +6, Knowledge (any one) +8, Listen +14, Move Silently +5, Search +10, Spot +14<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Cleave, Power Attack<\/span><\/p> <\/td> <\/tr>

    Climate\/Terrain: <\/span><\/b>Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization: <\/span><\/b>Solitary<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>5<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>Standard<\/span><\/p> <\/td> <\/tr>

    Alignment: <\/span><\/b>Usually chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement: <\/span><\/b>By character class<\/span><\/p> <\/td> <\/tr>

    The alu-demon is the female demonic offspring of a succubus and human. Though she is part demon, not all alu-demons are inherently evil (although alu-demons of any good alignment are extremely rare). <\/span><\/p> <\/td> <\/tr>

    The typical alu-demon has dark hair, dark eyes, small black horns just above her eyes, and small, leathery, black wings. Alu-demons are always female.<\/span><\/p> <\/td> <\/tr>

    Combat<\/span><\/h1> <\/td> <\/tr>

    Alu-demons attack with weapons (preferring longswords or maces) or with claws. The alu-demon mixes her spell-like abilities in regardless of the method of attack utilized.<\/span><\/p> <\/td> <\/tr>

    Spell-Like Abilities: <\/span><\/b>At will\u0097charm person, desecrate, detect thoughts, shapechange<\/i> (Medium-size humanoid only), and suggestion<\/i>; 1\/day\u0097dimension door<\/i>. These abilities are as the spells cast by an 8th-level sorcerer (save DC 12 + spell level).<\/span><\/p> <\/td> <\/tr>

    Vampiric Touch (Su):<\/span><\/b> An alu-demon that successfully hits with a claw attack deals 1d3+2 points of damage (each claw). The alu-demon temporarily gains hit points equal to the damage dealt. Note, that the alu-demon cannot gain more than the victim\u0092s current hit points +10 (which is enough to kill the victim). The temporary hit points disappear in one hour.<\/span><\/p> <\/td> <\/tr>

    Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20; darkvision to a range of 200 feet.<\/span><\/p> <\/td> <\/tr>

    Telepathy (Su):<\/span><\/b> Alu-demons can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Alu-demons receive a +4 racial bonus to Listen and Spot checks.<\/span><\/p> <\/td> <\/tr>

    Alu-Demon Characters<\/span><\/b><\/p> <\/td> <\/tr>

    The favored class of an alu-demon is fighter. <\/span><\/p> <\/td> <\/tr>

    Player Character Alu-Demon<\/span><\/b><\/p> <\/td> <\/tr>

    Player character alu-demons have Str +4, Dex +2, Con +2, Int +4, <\/span>Wis<\/span> +4, and Cha +4. An alu-demon character is ECL +8.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    The Alu-Demon originally appeared in the First Edition module S4 Lost Caverns of Tsojcanth<\/i> (\u00a9 TSR\/Wizards of the Coast, 1982) and later in the First Edition Monster Manual II <\/i>(\u00a9 TSR\/Wizards of the Coast, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"\">Usually chaotic evil","environment":"Any land and underground"},{"name":"Demon (Cambion)","type":"Outsider","ch":"10","challenge_rating":" varies \u00a0","id":5368,"reference":"Usergen","full_text":"

    Cambion (Demon)<\/span><\/h4> <\/td> <\/tr>

    Medium-Size Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>8d8+24 (60 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed: <\/span><\/b>40 ft<\/span><\/p> <\/td> <\/tr>

    AC: <\/span><\/b>18 (+2 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Longsword +12\/+7 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Longsword 1d8+4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities<\/span><\/p> <\/td> <\/tr>

    Special Qualities: <\/span><\/b>Damage reduction 10\/+1, SR 15, demon qualities, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +9, Ref +8, Will +9<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 18, Dex 15, Con 17, Int 16, <\/span>Wis<\/span><\/place><\/state> 16, Cha 14<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> \u00a0 Bluff +13, Concentration +14, Escape Artist +10, Hide +11, Knowledge (any one) +14, Listen +15, Move Silently +12, Search +14, Spot +16<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Power Attack<\/span><\/p> <\/td> <\/tr>

    Climate\/Terrain: <\/span><\/b>Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization: <\/span><\/b>Solitary<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>6<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>Standard<\/span><\/p> <\/td> <\/tr>

    Alignment: <\/span><\/b>Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement: <\/span><\/b>By character class<\/span><\/p> <\/td> <\/tr>

    When an incubus mates with a human female, the offspring is a cambion. Cambions, unlike their \u0093sisters\u0094 the alu-demons are always chaotic and evil and care little for anyone or anything but their own well-being. They are selfish, self-centered, and egotistical. Cambions hate humans and are often employed as assassins.<\/span><\/p> <\/td> <\/tr>

    A cambion is a 7-foot tall, stocky humanoid and each varies in appearance. All cambions share the same demonic traits (horns, scaly skin, fangs, etc.). <\/span><\/p> <\/td> <\/tr>

    Combat<\/span><\/h1> <\/td> <\/tr>

    Cambions are deadly in combat, attacking relentless until their opponent is slain. They often employ poisons in battle. If combat goes against it, the cambion retreats, but never forgets the opponent that bested him. The cambion waits for the next opportunity to present itself so it might exact revenge.<\/span><\/p> <\/td> <\/tr>

    Spell-Like Abilities:<\/span><\/b> At will\u0097detect magic, detect thoughts, fear, levitate,<\/i> and polymorph self<\/i>. These abilities are as the spells cast by a 10th-level sorcerer (save DC 12 + spell level).<\/span><\/p> <\/td> <\/tr>

    Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20; darkvision to a range of 60 feet.<\/span><\/p> <\/td> <\/tr>

    Telepathy (Su):<\/span><\/b> Cambions can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Cambions receive a +4 racial bonus to Listen and Spot checks.<\/span><\/p> <\/td> <\/tr>

    Cambion Characters<\/span><\/b><\/p> <\/td> <\/tr>

    The favored class of a cambion is fighter. <\/span><\/p> <\/td> <\/tr>

    Player Character Cambions<\/span><\/b><\/p> <\/td> <\/tr>

    Player character cambions have Str +8, Dex +4, Con +6, Int +6, <\/span>Wis<\/span><\/place><\/state> +6, and Cha +4. A cambion character is ECL +10.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"\">Always chaotic evil","environment":"Any land and underground"},{"name":"Demon (Miska the Wolf-Spider)","type":"Outsider","ch":21,"challenge_rating":" 21 \u00a0","id":5369,"reference":"Usergen","full_text":"

    MISKA (The Wolf Spider) (Demon)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Current:<\/i> 24d8+168 (138 hp)<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Full Essence: <\/i>24d8+168 (276 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 50 ft, climb 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 31 (-1 size, +2 Dex, +20 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Current:<\/i> 4 slams +30 melee, 2 bites +28 melee; or +3 scimitar of speed<\/i> +33\/+33 melee, +5 scimitar of disintegration<\/i> +33 melee, 2 +3 morningstars <\/i>+31 melee, 2 bites +28 melee<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Full Essence:<\/i> 4 slams +37 melee, 2 bites +35 melee; or +3 scimitar of speed <\/i>+40\/+40 melee, +5 scimitar of disintegration<\/i> +40 melee, 2 +3 morningstars<\/i> +38 melee, 2 bites +35 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Current:<\/i> Slam 1d8+10,<\/i> bite 1d8+3 and poison; or +3 scimitar of speed<\/i> 1d6+10,<\/i> +5 scimitar of disintegration<\/i> 1d6+6,<\/i> +3 morningstar<\/i> 1d8+6,<\/i> bite 1d8+3 and poison<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Full Essence: <\/i>Slam 1d8+14, bite 1d8+3 1d8+7 and poison; or +3 scimitar of speed<\/i> 1d6+17, +5 scimitar of disintegration<\/i> 1d6+12, +3 morningstar <\/i>1d8+10, bite 1d8+7 and poison<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, summon demons, poison, web, acidic blood<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+3, SR 28, freedom of movement, demon qualities, telepathy, sound imitation, regeneration 10, darkvision 120 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +21, Ref +16, Will +18<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 25 (39)*<\/i>, Dex 15, Con 25, Int 10 (20)*<\/i>, Wis 18, Cha 20<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +20, Climb +27 (+38)*<\/i>, Concentration +34, Diplomacy +32, Gather Information +24, Intimidate +29, Knowledge (arcana) +27 (+32)*<\/i>, Knowledge (planes) +27 (+32)*<\/i>, Knowledge (religion) +27 (+32)*<\/i>, Listen +24, Move Silently +17, Search +20 (+25)*<\/i>, Sense Motive +24, Spellcraft +15 (+20)*<\/i>, Spot +24<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Great Cleave,Improved Initiative,Multiattack, Multidexterity, Multiweapon Fighting, Power Attack<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 21<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None plus +3 scimitar of speed, +5 scimitar of disintegration, and two +3 morningstars<\/i><\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    * Part of Miska\u0092s essence is stored in the Rod of Seven Parts.<\/i> He can transfer his essence back to his body if he can but grasp the fully assembled Rod<\/i> with two hands or if the Rod\u0092s<\/i> true resurrection<\/i> power is used on him. If successful, he gains the ability scores, skills, hit points, and attack and damage bonuses listed.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The Rod<\/i> will fly 10d10x100 feet away from Miska once his essence is drawn from it.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    During the ancient war between Law and Chaos, Miska was an invincible general. He was leading the hordes of Chaos to victory until the heroic vaati (Wind Dukes) pierced him with the Rod of Seven Parts<\/i> at the battle of Pesh and subsequently imprisoned him to protect the multiverse.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Miska appears as an enormous half-human half-wolf spider. He has three heads. The central head is human and stunningly handsome; two sleek and terrible wolf heads flank the human one. He has four massive arms covered with long, stiff hairs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The fur on the wolf heads is rust red, as are the hairs on Miska\u0092s arms. His human head has long, flowing hair as black as night. His spider body is blue-black, like a knife blade discolored by flame, and marked with bands of gray, silver, and blue. His arms are as white as bleached ivory.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h3> <\/td> <\/tr>

    Miska is a very deadly opponent in combat. He uses all of his powers to their fullest. His favorite method is physically assaulting his opponent with his vast array of weaponry.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Miska wields a +3 scimitar of speed<\/i>, two +3 morningstars<\/i>, and a +5 scimitar<\/i> that disintegrates any lawful creature it touches. While he attacks with his weapons, his wolf heads will bite an opponent.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error<\/i> (self plus 50 pounds of objects only), tongues<\/i> (self only), unhallow, unholy aura, <\/i>and unholy blight<\/i>; 3\/day\u0097slow, shapechange<\/i>; 1\/day\u0097implosion<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 29); initial damage 2d6 temporary Dexterity, secondary damage 2d6 temporary Dexterity.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Acidic Blood (Ex): <\/b>When Miska is struck by a piercing or slashing weapon for 10 points of damage or more, the attacker must succeed at a Reflex save (DC 29) or die from the poisonous blood that sprays from the wound. Even if save is successful, the attacker suffers 2d6 points of damage from the caustic properties of the ichor.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Web (Ex):<\/b> Every 1d4 rounds Miska can shoot webs from his abdomen. This attack is like a web<\/i> spell, with a few exceptions. The range is 30 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the web is 29, and there is a 75% chance that the webbing won\u0092t burn if any sort of fire is applied to it (check each round).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Freedom of Movement (Ex):<\/b> Miska cannot be trapped in webs of any kind, magical or normal.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sound Imitation (Ex):<\/span><\/b> Miska can mimic any sound or voice. Will save\u00a0 (DC 27) to detect.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Twice per day Miska can automatically summon 1d2 bebiliths, two balors, two marilith, or two glabrezu.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/span><\/b> While the Rod<\/i> exists Miska cannot be slain, even by a miracle<\/i> or wish. <\/i>As long as the Rod of Seven Parts <\/i>exists, no form of attack does normal damage to him. Miska regenerates even if slain with death magic or disintegrated<\/i>. These attack forms merely reduce him to \u009610 hit points. He is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding<\/i>, mummy rot, or a clay golem\u0092s wound ability.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If slain, his weapons disappear, and he reforms (with his weapons) in 1d10 minutes. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Lost limbs regrow in 1d6 minutes. Miska can reattach severed limbs immediately by holding it to the stump.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 If Miska regains his essence, he may be slain as any other demon, though the would-be slayers must contend with his increased powers.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Scimitar of Disintegration:<\/b> Any lawful creature struck by this scimitar must succeed at a Fortitude save (DC 19) or be destroyed as if by a disintegrate <\/i>spell.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Scimitar of Speed:<\/b> Miska gains one extra attack at his full attack bonus with this weapon each round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Miska can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    NOTES ON MISKA<\/span><\/h2> <\/td> <\/tr>

    Miska is currently trapped in a prison on the plane of Pandemonium. Once reunited with the Rod of Seven Parts<\/i>, the bubble of Law that binds him will weaken enough for him to break free, and take his place as general of the armies of Chaos.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Miska was first mentioned in the 1e DMG (Gary Gygax, 1979) and was fully detailed in the Rod of Seven Parts<\/i> boxed set (Skip Williams, 1996).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Demon (Queen of Chaos)","type":"Outsider","ch":24,"challenge_rating":" 24 \u00a0","id":5370,"reference":"Usergen","full_text":"

    THE QUEEN OF CHAOS<\/span><\/b><\/p><\/div><\/div>
    <\/span><\/b>

    Huge Outsider (Chaotic, Evil)<\/span><\/b><\/p>

    Hit Dice:<\/span><\/b> 20d8+120 (210 hp)<\/span><\/p>

    Initiative: <\/span><\/b>+5 (+1 Dex, +4 Improved Initiative)<\/span><\/p>

    Speed:<\/span><\/b> 20 ft, swim 40 ft<\/span><\/p>

    AC:<\/span><\/b> 34 (-2 size, +1 Dex, +25 natural)<\/span><\/p>

    Attacks:<\/span><\/b> +5 chaotic trident<\/i> +35 melee, 2 tentacle slaps +27 melee, bite+27 melee<\/span><\/p>

    Damage:<\/span><\/b> +5 chaotic trident<\/i> 1d8+16 and 2d6 chaotic damage to lawfulcreatures, tentacle 2d4+5, bite 2d6+5<\/span><\/p>

    Face\/Reach:<\/span><\/b> 10 ft by 20 ft\/10 ft (15 ft with trident, 60 ft withtentacles)<\/span><\/p>

    Special Attacks: <\/span><\/b>Spell-like abilities, spells, improved grab, constrict,crush, noxious cloud, chaos gate, summon demons<\/span><\/p>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+5, SR 34, regeneration 10, demonqualities, telepathy, empathic link, darkvision 60 ft<\/span><\/p>

    Saves:<\/span><\/b> Fort +18, Ref +13, Will +19<\/span><\/p>

    Abilities:<\/span><\/b> Str 32, Dex 13, Con 22, Int 24, <\/span>Wis<\/span> 24, Cha 20<\/span><\/p>

    Skills: <\/span><\/b>Bluff +25, Concentration +26, Diplomacy +25, Intimidate +27, IntuitDirection +27, Knowledge (arcana) +27, Knowledge (the planes) +27, Knowledge(history, Rod of Seven Parts) +27, Listen +35, Search +27, Scry +27, Spellcraft+27, Spot +35<\/span><\/p>

    Feats: <\/span><\/b>Cleave, Great Cleave, Improved Initiative, Multiattack,Power Attack, Weapon Focus (trident)<\/span><\/p><\/div>

    \u00a0<\/span><\/b><\/p>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p>

    Organization:<\/span><\/b> Solitary or troupe (Queen of Chaos plus 2-4 lycosidilithspider-demons and 1 raklupis spider-demon)
    Challenge Rating:<\/b> 24<\/span><\/p>

    Treasure:<\/span><\/b> Double standard<\/span><\/p>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p>

    Advancement:<\/span><\/b> \u0097<\/span><\/p>

    \u00a0<\/span><\/b><\/p>

    The Queen of Chaos is a native of Limbo and rules theSteaming Fen. Her main goal and primary objective is to retrieve the Rod ofSeven Parts<\/i> and use it to heal Miska and resume the War of Law and Chaos.<\/span><\/p>

    \u00a0\u00a0 Her lower body is a mass of squid-like tentacles, mauvein color; a beak lies hidden among her lower tentacles. The tentacles arealways shiny with slime, and a twisted network of red and purple veins can beseen through her skin. Her upper body is humanoid, female, and grossly fat withbluish skin. Her eyes and hair are dark green and hangs in drooping curls. Shestands about 25 feet tall.<\/span><\/p>

    \u00a0<\/span><\/p>

    COMBAT<\/span><\/b><\/p>

    The Queen attacks with her spell-like abilities and hertrident, both as a ranged weapon and in melee. If she grabs an opponent withher tentacles, she will pass it to her lower tentacles where she can deal bitedamage as well, with the beak hidden amongst them.<\/span><\/p>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097blasphemy, chainlightning, clairvoyance\/clairaudience, deeper darkness, desecrate, detect good,detect law, detect magic, fear, greater dispelling, major image, magic circleagainst law, magic missile, mass charm, pyrotechnics, read magic, seeinvisible, slow, suggestion, symbol <\/i>(any), telekinesis, teleport withouterror<\/i> (self plus 50 pounds of objects only), tongues<\/i> (self only),unhallow, unholy aura, unholy blight, <\/i>and ventriloquism<\/i>; 3\/day\u0097polymorphany object<\/i>; 1\/day\u0097circle of death<\/i>. These abilities are as the spellscast by a 20th-level sorcerer (save DC 15 + spell level).<\/span><\/p>

    \u00a0\u00a0 Spells: <\/b>The Queen can cast divine spells from theChaos domain as a 20th-level cleric (save DC 17 + spell level).<\/span><\/p>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, the Queenmust hit an opponent with a tentacle attack. If she gets a hold, she canconstrict.<\/span><\/p>

    \u00a0\u00a0 Constrict (Ex):<\/b> The Queen deals 2d4+11 points ofdamage with a successful grapple check against Large or smaller creatures. Shemay pass a trapped creature to the tentacles on her lower body in order to freeup her primary tentacles. This is a free action. A foe still takes constrictiondamage each round regardless of which tentacle holds it.<\/span><\/p>

    \u00a0\u00a0 An attack with a +3 or greater slashing weapon that dealsat least 15 points of damage severs a tentacle (AC 25).<\/span><\/p>

    \u00a0\u00a0 Tear (Ex):<\/b> A beak hidden among her tentaclesautomatically bites a trapped opponent for 2d6+5 points of damage each round.<\/span><\/p>

    \u00a0\u00a0 Noxious Cloud (Su):<\/b> Affected as by deeperdarkness<\/i> and stinking cloud<\/i>, cone, 30 feet, every hour; Fortitude save(DC 26).<\/span><\/p>

    \u00a0\u00a0 Crush (Ex):<\/b> The Queen may place a constrictedopponent under her massive lower body as a standard action. A trapped opponenttakes 2d6+11 points of crushing damage per round. A creature may escape bymaking an Escape Artist check or Strength check with a DC of 32.<\/span><\/p>

    \u00a0\u00a0 Empathic Link (Su):<\/b> The Queen has a sixth senseconcerning the Rod of Seven Parts<\/i> and can sense its precise locationwhen a creature begins assembling the pieces or when the wielder uses one ofthe Rod\u0092s <\/i>powers. This ability is not inhibited by distance or plane,though she can only detect the Rod <\/i>if it is on Limbo, the MaterialPlane, or the current plane in which she is traveling.<\/span><\/p>

    \u00a0\u00a0 Chaos Gate (Su):<\/b> Three times per hour, when theQueen detects the Rod <\/i>being used, she can create a gate<\/i> within 30feet of her. The other end opens on Limbo or the Material Plane 30-120 feetaway from the current wielder of the Rod.<\/i> For each piece of the Rod<\/i>that has been assembled, subtract 10 feet from the distance the gate appears infront of the wielder. Through this gate, the Queen will send a pack or troupeof spider-demons to slay the wielder and retrieve the Rod<\/i>.<\/span><\/p>

    \u00a0\u00a0 Any creature, save the Queen, a demon, or a creaturenative to Limbo, that steps through the gate (on either side) has a 25% chanceof being swept to a random outer plane of existence.<\/span><\/p>

    \u00a0\u00a0 Objects and magical effects cannot pass through the chaosgate unless worn or carried.<\/span><\/p>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Twice per day the Queen canautomatically summon 1d3 raklupis spider-demons, 1d6 lycosidilith or phisarazuspider-demons, or 2d4 spithriku spider-demons, or 2d8 kakkuu spider-demons.<\/span><\/p>

    \u00a0\u00a0 Chaotic Trident:<\/b> Her trident deals +2d6 points ofchaotic damage to any lawful creature it hits. Any lawful creature touching itgains one negative level, so long as the trident is in hand.<\/span><\/p>

    \u00a0\u00a0 The Queen, if she hurls this weapon, can retrieve it as afree action using the rope attached to it (the other end is attached to herwrist). The rope (hardness 5, 20 hp) has fire resistance 30.<\/span><\/p>

    \u00a0\u00a0 Regeneration (Ex):<\/span><\/b> The Queen of Chaos takes normal damage from holy andblessed weapons of at least +3 enchantment. If she loses a tentacle or bodypart, the lost portion regrows in 4d12 hours.<\/span><\/p>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, andacid resistance 20.<\/span><\/p>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> The Queen of Chaos can communicate telepathically with anycreature within 100 feet that has a language.<\/span><\/p>

    \u00a0\u00a0 Skills:<\/b> The Queen of Chaos gains a +8 racial bonusto Listen and Spot checks.<\/span><\/p>

    \u00a0<\/span><\/p>

    \u00a0<\/span><\/p>

    The Queen of Chaos was first mentioned in the DungeonMaster\u0092s Guide<\/i> (Gary Gygax, 1979) and was fully detailed in the Rod ofSeven Parts<\/i> boxed set (Skip Williams, 1996).<\/span><\/p><\/div>
    <\/span>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any"},{"name":"Demon (Spider-Kakkuu)","type":"Outsider","ch":7,"challenge_rating":" 07 \u00a0","id":5371,"reference":"Usergen","full_text":"

    KAKKUU (Spider Demon)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d8+4 (22 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, climb 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 18 (+2 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +6 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+1 and poison<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, poison, web, summon demons<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 10\/silver, SR 8, demon qualities, telepathy, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +6, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 12, Dex 15, Con 13, Int 4, Wis 11, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +7, Hide +15, Listen +6, Move Silently +7, Spot +6<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Weapon Finesse (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Pack (2-5), swarm (6-11), or mob (10-20)
    Challenge Rating:<\/b> 7<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 5-7 HD (Medium-size); 8-12 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The kakkuu are the weakest and least intelligent of the spider-demons. They are very animalistic and behave much like ordinary giant spiders. Most other spider-demons use the kakkuu to do their bidding.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 They appear as 5-foot long spiders with bloated bodies and mangy, filthy wolf heads. They communicate with each other using a series of snarls, barks, and growls, or telepathy.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    A favorite tactic of a kakkuu is to lie in wait on a ledge or outcropping waiting for its foe to pass underneath. When its opponent comes into range, it drops a sticky strand of webbing attempting to catch the creature and reel it in where it can bite and inject its poison.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097darkness, scare, telekinesis,<\/i> and teleport without error<\/i> (self plus 50 pounds of objects only). These abilities are as the spells cast by a 4th-level sorcerer (save DC 10 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 13); initial and secondary damage 1d6 temporary Strength.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Web (Ex):<\/span><\/b> Eight times per day a kakkuu shoot a web from its abdomen. This attack is like a web<\/i> spell, with a few exceptions. The range is 50 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 13, and there is a 75% chance that the webbing won\u0092t burn if any sort of fire is applied to it (check each round).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The kakkuu can perform one of the following special tactics with its webs once per round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sticky Glob:<\/i> A kakkuu can create an adhesive glob of silk about the size of a human fist. The creature will usually perch on a ledge and lower this glob to a range of 50 feet, swinging it as a pendulum. When a creature is hit (or touches the glob) it becomes stuck to the strand and the kakkuu reels in its prey at the rate of 20 feet per round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A strand is strong enough to hold the kakkuu and one creature of the same size.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Once per day a kakkuu can attempt to summon 1d8 kakkuu with a 35% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Kakkuu can communicate telepathically with creatures within 100 feet that speak Abyssal.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> The kakkuu\u0092s coloration gives it a +8 racial bonus to Hide checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Kakkuu Spyder-Fiend first appeared in the Rod of Seven Parts<\/i> Boxed Set (Skip Williams, 1996).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Demon (Spider-Lycosidilith)","type":"Outsider","ch":13,"challenge_rating":" 13 \u00a0","id":5372,"reference":"Usergen","full_text":"

    LYCOSIDILITH (Spider Demon)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 10d8+30 (75 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, climb 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 24 (+1 Dex, +13 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +16 melee, 2 morningstars +13 melee; or 2 claws +15 melee, bite +13 melee; or composite shortbow +10 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+5 and poison and continuous wounding, morningstar 1d8+2; or claw 1d4+5, bite 1d6+2 and poison and continuous wounding; or composite shortbow 1d6+5<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, poison, continuous wounding, web, summon demons<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 20\/+2, SR 21, see invisible, demon qualities, telepathy, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +10, Ref +8, Will +8<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 21, Dex 13, Con 16, Int 15, Wis 13, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +23, Concentration +13, Hide +19, Jump +15, Knowledge (any one) +12, Listen +11, Move Silently +11, Search +12, Sense Motive +11, Spot +11<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Ambidexterity, Blind-Fight, Multiattack, Two-Weapon Fighting, Weapon Focus (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Pair or pack (2-5)
    Challenge Rating:<\/b> 13<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard coins; double goods; standard items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 11-14 HD (Large); 15-30 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    These are the personal guards and escorts of the Queen of Chaos. They are often employed as ambassadors and for other missions that require subtlety and tact.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The lycosidilith appears as an 8-foot long, hairless spider with the head of a wolf. The wolf\u0092s head is furry, but backed with bony plates. The lycosidilith is usually green or blue overall, with yellow, black, or orange spots or rings.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    As masters of ambush, the lycosidilith freely use their abilities of darkness<\/i> and invisibility<\/i>. They frequently use their polymorph self<\/i> ability to appear as harmless creatures, attempting to gain surprise on a foe.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The lycosidilith attacks using its claws and bite, or weapons and bite.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097alter self, darkness, fear, scare, telekinesis,<\/i> and teleport without error<\/i> (self plus 50 pounds of objects only); 3\/day\u0097invisibility, mirror image<\/i>, polymorph self, <\/i>and unholy blight<\/i>. These abilities are as the spells cast by a 10th-level sorcerer (save DC 11 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 18); initial and secondary damage 2d6 temporary Strength.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Continuous Wounding (Ex):<\/b> A creature bitten by a lycosidilith loses 1 hit point per day per bite as the wound festers into a putrid, tissue destroying sore. The hit point loss can be stopped by casting neutralize poison<\/i>. The lost hit points cannot be cured normally or magically until neutralize poison <\/i>has been cast to stop the loss.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Web (Ex):<\/span><\/b> Eight times per day a lycosidilith shoot a web from its abdomen. This attack is like a web<\/i> spell, with a few exceptions. The range is 50 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 18, and there is a 75% chance that the webbing won\u0092t burn if any sort of fire is applied to it (check each round).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The lycosidilith can perform one of the following special tactics with its webs once per round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Entangle: <\/i>Cone, 50 feet, as the entangle<\/i> spell cast by a 10th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sticky Glob:<\/i> A lycosidilith can create an adhesive glob of silk about the size of a human fist. The creature will usually perch on a ledge and lower this glob to a range of 50 feet, swinging it as a pendulum. When a creature is hit (or touches the glob) it becomes stuck to the strand and the lycosidilith reels in its prey at the rate of 20 feet per round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A strand is strong enough to hold the lycosidilith and one creature of the same size.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Glob:<\/i> A lycosidilith can fire a small globe of sticky webbing up to 30 feet away. Any creature hit by this globe must make a successful Will save (DC 18) or flee in terror for 1d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Glitterdust:<\/i> A lycosidilith can fire cone of thread, 40 feet long, affects any in the area as by the glitterdust <\/i>spell cast by a 6th-level sorcerer (save DC 18).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See Invisible (Su):<\/b> A lycosidilith can continuously see invisible creatures as the spell cast by a 10th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Lycosidilith can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Once per day a lycosidilith can attempt to summon 2d10 kakkuu, 1d8 spithriku, 1d4 phisarazu, or 1d2 lycosidiliths with a 50% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> The lycosidilith\u0092s coloration gives it a +8 racial bonus to Hide checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/span><\/b> The lycosidilith gains the Ambidexterity and Two-Weapon Fighting feats as bonus feats.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Lycosidilith Spyder-Fiend first appeared in the Rod of Seven Parts<\/i> Boxed Set (Skip Williams, 1996).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Demon (Spider-Phisarazu)","type":"Outsider","ch":12,"challenge_rating":" 12 \u00a0","id":5373,"reference":"Usergen","full_text":"

    PHISARAZU (Spider Demon)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 9d8+27 (67 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, climb 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 23 (+2 Dex, +11 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +11 melee, 2 morningstars +8 melee; or 2 claws +10 melee, bite +8 melee; or 2 hand crossbows +7 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+1 and poison, morningstar 1d8; or claw 1d4+1, bite 1d6 and poison; or hand crossbow 1d4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, poison, web, summon demons<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 20\/+2, SR 18, see invisible, demon qualities, telepathy, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +9, Ref +8, Will +7<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 12, Dex 15, Con 16, Int 12, Wis 13, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +18, Concentration +12, Hide +19, Jump +10, Listen +10, Move Silently +11, Search +10, Sense Motive +10, Spot +10<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Ambidexterity, Blind-Fight, Multiattack, Two-Weapon Fighting, Weapon Focus (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Pair or pack (2-5)
    Challenge Rating:<\/b> 12<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 10-16 HD (Medium-size); 17-27 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Phisarazu resent anything less loathsome than themselves, which is just about everything. They delight in torturing creatures that are weaker or less intelligent than they. Very few creatures in the planes see the phisarazu as anything more than enemies or potential victims.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The phisarazu appears as a 7-foot long, hairy spider with the head of a wolf. Two pale humanoid arms sprout from the base of the neck, and a line of knobby, hairless lumps runs down the back of the neck to the tip of the creature\u0092s abdomen. Its coat is mostly black with a green or blue tint.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Phisarazu are cunning and merciless; they love a good ambush and freely use their powers of darkness<\/i> and invisibility<\/i>. They attack with weapons and a bite, or claws and a bite.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097alter self, darkness, fear, scare, telekinesis,<\/i> and teleport without error<\/i> (self plus 50 pounds of objects only); 3\/day\u0097invisibility, mirror image<\/i>, and unholy blight<\/i>. These abilities are as the spells cast by a 9th-level sorcerer (save DC 11 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 17); initial and secondary damage 2d4 temporary Strength.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Web (Ex):<\/span><\/b> Eight times per day a phisarazu shoot a web from its abdomen. This attack is like a web<\/i> spell, with a few exceptions. The range is 50 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 17, and there is a 75% chance that the webbing won\u0092t burn if any sort of fire is applied to it (check each round).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The phisarazu can perform one of the following special tactics with its webs once per round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Entangle: <\/i>Cone, 30 feet, as the entangle<\/i> spell cast by a 9th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sticky Glob:<\/i> A phisarazu can create an adhesive glob of silk about the size of a human fist. The creature will usually perch on a ledge and lower this glob to a range of 50 feet, swinging it as a pendulum. When a creature is hit (or touches the glob) it becomes stuck to the strand and the phisarazu reels in its prey at the rate of 20 feet per round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A strand is strong enough to hold the phisarazu and one creature of the same size.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Glob:<\/i> A phisarazu can fire a small globe of sticky webbing up to 30 feet away. Any creature hit by this globe must make a successful Will save (DC 17) or flee in terror for 1d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Glitterdust:<\/i> A phisarazu can fire a cone of thread, 20 feet long, affects all creatures in the area as the glitterdust <\/i>spell cast by a 6th-level sorcerer (save DC 17).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See Invisible (Su):<\/b> A phisarazu can continuously see invisible creatures as the spell cast by a 9th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Phisarazu can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Once per day a phisarazu can attempt to summon 2d10 kakkuu, 1d8 spithriku, or 1d4 phisarazu with a 50% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> The phisarazu\u0092s coloration gives it a +8 racial bonus to Hide checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/span><\/b> The phisarazu gains the Ambidexterity and Two-Weapon Fighting feats as bonus feats.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Phisarazu Spyder-Fiend first appeared in the Rod of Seven Parts<\/i> Boxed Set (Skip Williams, 1996).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Demon (Spider-Raklupis)","type":"Outsider","ch":15,"challenge_rating":" 15 \u00a0","id":5374,"reference":"Usergen","full_text":"

    RAKLUPIS (Spider Demon)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 12d8+36 (90 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, climb 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 26 (+1 Dex, +15 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +19 melee, 2 morningstars +16 melee; or 2 claws +18 melee, bite +16 melee; or composite shortbow +12 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+8 and poison and improved continuous wounding, morningstar 1d8+4; or claw 1d4+8, bite 1d6+4 and poison and improved continuous wounding; or composite shortbow 1d6+8<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, poison, improved continuous wounding, haunting chant, web, summon demons<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+3, SR 24, see invisible, demon qualities, telepathy, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +11, Ref +9, Will +11<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 27, Dex 13, Con 16, Int 18, Wis 16, Cha 16<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +28, Concentration +15, Diplomacy +15, Hide +22, Jump +20, Knowledge (any two) +16, Listen +15, Move Silently +13, Search +16, Sense Motive +15, Spot +15<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Ambidexterity, Blind-Fight, Multiattack, Power Attack, Two-Weapon Fighting, Weapon Focus (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Challenge Rating:<\/b> 15<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard coins; double goods; standard items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 13-17 HD (Large); 18-36 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The raklupis serve the Queen of Chaos as her generals and advisors. Two stand in for Miska the Wolf-Spider in his absence. About a dozen or so are scattered throughout the planes searching for the Rod of Seven Parts<\/i>. <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The raklupis appears as a 10-foot long, sleek, spider with a hard, smooth shell covering its abdomen and back. The creature\u0092s wolf head is covered with fur, and a triple row of sharp looking spines runs down the back of the neck to the spider body. The fur is black or gray, and the shell and spines can be almost any color and are always vividly marked with swirls, bands or spots of contrasting colors. Two humanoid arms jut from the base of the wolf neck. The arms are covered in tufts of dark hair.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Raklupis readily employ all manner of weapons in combat, favoring the morningstar or flail above others. They, like their cousins, are masters of ambush, and will usually begin combat by hurling a glob of venom at their foes.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097alter self, darkness, fear, scare, telekinesis,<\/i> and teleport without error<\/i> (self plus 50 pounds of objects only); 3\/day\u0097invisibility, mirror image<\/i>, shapechange, <\/i>and unholy blight<\/i>. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 19); initial and secondary damage 2d6 temporary Strength.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Continuous Wounding (Ex):<\/b> A creature bitten by a raklupis loses 1 hit point per hour per bite as the wound festers into a putrid, tissue destroying sore. The hit point loss can be stopped by casting neutralize poison<\/i>. The lost hit points cannot be cured normally or magically until neutralize poison <\/i>has been cast to stop the loss.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Haunting Chant (Su):<\/b> 3\/day\u0097all within 30 feet are affected as by mass charm<\/i> cast by a 12th-level sorcerer (save DC 21).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Web (Ex):<\/span><\/b> Eight times per day a raklupis shoot a web from its abdomen. This attack is like a web<\/i> spell, with a few exceptions. The range is 50 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 19, and there is a 75% chance that the webbing won\u0092t burn if any sort of fire is applied to it (check each round).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The raklupis can perform one of the following special tactics with its webs once per round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Entangle: <\/i>Cone, 30 feet, as the entangle<\/i> spell cast by a 12th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sticky Glob:<\/i> A raklupis can create an adhesive glob of silk about the size of a human fist. The creature will usually perch on a ledge and lower this glob to a range of 50 feet, swinging it as a pendulum. When a creature is hit (or touches the glob) it becomes stuck to the strand and the raklupis reels in its prey at the rate of 20 feet per round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A strand is strong enough to hold the raklupis and one creature of the same size.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Glob:<\/i> A raklupis can fire a small glob of sticky webbing up to 30 feet away. Any creature hit by this globe must make a successful Will save (DC 19) or flee in terror for 1d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Glitterdust:<\/i> A raklupis can fire cone of thread, 60 feet long, affects any in the area as by the glitterdust <\/i>spell cast by a 6th-level sorcerer (save DC 19).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Blindness\/Deafness Glob:<\/i> Glob of poison filled webbing, 30-foot range, bursts in a 20-foot radius. Those that fail a Fortitude save (DC 19) are affected as by blindness<\/i> and deafness<\/i> for 1d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See Invisible (Su):<\/b> A raklupis can continuously see invisible creatures as the spell cast by a 12th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Raklupis can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Once per day a raklupis can attempt to summon 2d10 kakkuu, 1d8 spithriku, 1d4 phisarazu, 1d2 lycosidiliths or raklupis with a 50% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> The raklupis\u0092 coloration gives it a +8 racial bonus to Hide checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feats:<\/span><\/b> The raklupis gains the Ambidexterity and Two-Weapon Fighting feats as bonus feats.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Raklupis Spyder-Fiend first appeared in the Rod of Seven Parts<\/i> Boxed Set (Skip Williams, 1996).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Demon (Spider-Spithriku)","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":5375,"reference":"Usergen","full_text":"

    SPITHRIKU (Spider Demon)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 7d8+14 (45 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, climb 20 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 20 (+2 Dex, +8 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +9 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+1 and poison<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, poison, web, summon demons<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 10\/+1, SR 12, see invisible, demon qualities, telepathy, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +6, Ref +7, Will +5<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 11<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Climb +11, Hide +10, Jump +11, Listen +10, Move Silently +9, Search +8, Sense Motive +9, Spot +10<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight,Weapon Finesse (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Pack (2-5) or swarm (6-11)
    Challenge Rating:<\/b> 10<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 8-10 HD (Medium-size); 11-21 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    While the kakkuu form the rank and file of the Queen of Chaos\u0092 army, the spithriku serve as her primary servants and messengers.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The spithriku looks like a larger, meaner version of the Kakkuu (q.v.), which it really is. They appear as 6-foot long spiders with the head of a wolf. Two long pedipalps grow from the base of the wolf neck. These cannot be used to manipulate objects, but aid the spithriku when using its senses.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The spithriku usually begins combat using its darkness<\/i> spell-like ability. Then it and its brethren will teleport<\/i> to surround a foe. If faced with physically stronger adversaries, the spithriku will use its teleport<\/i> ability to stay out of melee range and flank its opponents.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097darkness, fear, scare, telekinesis,<\/i> and teleport without error<\/i> (self plus 50 pounds of objects only). These abilities are as the spells cast by a 7th-level sorcerer (save DC 10 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Strength.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Web (Ex):<\/span><\/b> Eight times per day a spithriku shoot a web from its abdomen. This attack is like a web<\/i> spell, with a few exceptions. The range is 50 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 15, and there is a 75% chance that the webbing won\u0092t burn if any sort of fire is applied to it (check each round).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The spithriku can perform one of the following special tactics with its webs once per round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Entangle: <\/i>Cone, 30 feet, as the entangle<\/i> spell cast by a 7th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Sticky Glob:<\/i> A spithriku can create an adhesive glob of silk about the size of a human fist. The creature will usually perch on a ledge and lower this glob to a range of 50 feet, swinging it as a pendulum. When a creature is hit (or touches the glob) it becomes stuck to the strand and the spithriku reels in its prey at the rate of 20 feet per round.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A strand is strong enough to hold the spithriku and one creature of the same size.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Glob:<\/i> A spithriku can fire a small globe of sticky webbing up to 30 feet away. Any creature hit by this globe must make a successful Will save (DC 15) or flee in terror for 1d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See Invisible (Su):<\/b> A spithriku can continuously see invisible creatures as the spell cast by a 7th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/b> Spithriku can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Once per day a spithriku can attempt to summon 2d8 kakkuu or 1d4 spithriku with a 35% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> The spithriku\u0092s coloration gives it a +8 racial bonus to Hide checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Spithriku Spyder-Fiend first appeared in the Rod of Seven Parts<\/i> Boxed Set (Skip Williams, 1996).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Demon Drake","type":"Dragon","ch":"10","challenge_rating":" Varies \u00a0","id":5376,"reference":"Usergen","full_text":"

    Demon Drake <\/h1><\/td> <\/tr>


    <\/td> <\/tr>
    Dragon ()<\/strong><\/td> <\/tr>
    Environment: <\/strong>Warm mountains and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, clutch (3-8), or clan (6-24)<\/td> <\/tr>
    Challenge Ratings: <\/strong>Wyrmling 1; very young 2; young 2; juvenile 3; young adult 3; adult 4; mature adult 4; old 5; very old 5; ancient 6; wyrm 6; great wyrm 7<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic, rarely good<\/td> <\/tr>
    Advancement: <\/strong>Wyrmling to wyrm \u00c2\u0097; great wyrm 13+ HD<\/td> <\/tr>
    Level Adjustment: <\/strong>Wyrmling +1; very young +1; young +1; juvenile +1; young adult +1; adult +2; mature adult +2; old +2; very old +2; others +3<\/td> <\/tr>
    \u00a0<\/td> <\/tr><\/table><\/td><\/tr>

    Demon Drakes by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Size<\/b><\/font><\/td>Hit Dice (hp)<\/b><\/font><\/td>Str<\/b><\/font><\/td>Dex<\/b><\/font><\/td>Con<\/b><\/font><\/td>Int<\/b><\/font><\/td>Wis<\/b><\/font><\/td>Cha<\/b><\/font><\/td>Base Attack\/
    Grapple<\/b><\/font><\/td>
    Attack<\/b><\/font><\/td>Fort
    Save<\/b><\/font><\/td>
    Ref
    Save<\/b><\/font><\/td>
    Will
    Save<\/b><\/font><\/td>
    Breath
    Weapon
    (DC)<\/b><\/font><\/td>
    Frightful
    Presence
    DC<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>T<\/font><\/td>1d12+1\u00a0(7 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>11<\/font><\/td>+1\/-7<\/font><\/td>+3<\/font><\/td>+3<\/font><\/td>+6<\/font><\/td>+2<\/font><\/td>1d6\u00a0(11)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>T<\/font><\/td>2d12+2\u00a0(15 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>10<\/font><\/td>11<\/font><\/td>11<\/font><\/td>+2\/-6<\/font><\/td>+4<\/font><\/td>+4<\/font><\/td>+7<\/font><\/td>+3<\/font><\/td>2d6\u00a0(12)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>T<\/font><\/td>3d12+3\u00a0(22 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>12<\/font><\/td>13<\/font><\/td>13<\/font><\/td>+3\/-5<\/font><\/td>+5<\/font><\/td>+5<\/font><\/td>+8<\/font><\/td>+5<\/font><\/td>3d6\u00a0(12)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>T<\/font><\/td>4d12+4\u00a0(30 hp)<\/font><\/td>11<\/font><\/td>18<\/font><\/td>13<\/font><\/td>12<\/font><\/td>13<\/font><\/td>13<\/font><\/td>+4\/-4<\/font><\/td>+6<\/font><\/td>+6<\/font><\/td>+9<\/font><\/td>+6<\/font><\/td>4d6\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>S<\/font><\/td>5d12+5\u00a0(37 hp)<\/font><\/td>15<\/font><\/td>16<\/font><\/td>13<\/font><\/td>14<\/font><\/td>15<\/font><\/td>15<\/font><\/td>+5\/-3<\/font><\/td>+7<\/font><\/td>+7<\/font><\/td>+9<\/font><\/td>+8<\/font><\/td>5d6\u00a0(13)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Adult<\/font><\/td>S<\/font><\/td>6d12+6\u00a0(45 hp)<\/font><\/td>15<\/font><\/td>16<\/font><\/td>13<\/font><\/td>14<\/font><\/td>15<\/font><\/td>15<\/font><\/td>+6\/-2<\/font><\/td>+8<\/font><\/td>+8<\/font><\/td>+10<\/font><\/td>+9<\/font><\/td>6d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>S<\/font><\/td>7d12+7\u00a0(52 hp)<\/font><\/td>15<\/font><\/td>16<\/font><\/td>13<\/font><\/td>16<\/font><\/td>17<\/font><\/td>17<\/font><\/td>+7\/-1<\/font><\/td>+9<\/font><\/td>+9<\/font><\/td>+11<\/font><\/td>+11<\/font><\/td>7d6\u00a0(14)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Old<\/font><\/td>S<\/font><\/td>8d12+8\u00a0(60 hp)<\/font><\/td>15<\/font><\/td>16<\/font><\/td>13<\/font><\/td>16<\/font><\/td>17<\/font><\/td>17<\/font><\/td>+8\/+0<\/font><\/td>+10<\/font><\/td>+10<\/font><\/td>+12<\/font><\/td>+12<\/font><\/td>8d6\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Old<\/font><\/td>S<\/font><\/td>9d12+9\u00a0(67 hp)<\/font><\/td>15<\/font><\/td>16<\/font><\/td>13<\/font><\/td>18<\/font><\/td>19<\/font><\/td>19<\/font><\/td>+9\/+1<\/font><\/td>+11<\/font><\/td>+11<\/font><\/td>+13<\/font><\/td>+14<\/font><\/td>9d6\u00a0(15)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Ancient<\/font><\/td>S<\/font><\/td>10d12+10\u00a0(75 hp)<\/font><\/td>15<\/font><\/td>16<\/font><\/td>13<\/font><\/td>18<\/font><\/td>19<\/font><\/td>19<\/font><\/td>+10\/+2<\/font><\/td>+12<\/font><\/td>+12<\/font><\/td>+14<\/font><\/td>+15<\/font><\/td>10d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>S<\/font><\/td>11d12+11\u00a0(82 hp)<\/font><\/td>15<\/font><\/td>16<\/font><\/td>13<\/font><\/td>20<\/font><\/td>21<\/font><\/td>21<\/font><\/td>+11\/+3<\/font><\/td>+13<\/font><\/td>+13<\/font><\/td>+15<\/font><\/td>+17<\/font><\/td>11d6\u00a0(16)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>S<\/font><\/td>12d12+12\u00a0(90 hp)<\/font><\/td>15<\/font><\/td>16<\/font><\/td>13<\/font><\/td>20<\/font><\/td>21<\/font><\/td>21<\/font><\/td>+12\/+4<\/font><\/td>+14<\/font><\/td>+14<\/font><\/td>+16<\/font><\/td>+18<\/font><\/td>12d6\u00a0(17)<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>

    Demon Drake Abilities by Age<\/b><\/p>
    Age<\/b><\/font><\/td>Speed<\/b><\/font><\/td>Initiative<\/b><\/font><\/td>AC<\/b><\/font><\/td>Special Abilities<\/b><\/font><\/td>Caster
    Level*<\/b><\/font><\/td>
    SR<\/b><\/font><\/td><\/tr>
    Wyrmling<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/font><\/td>Enlarge breath, immunity to fire, unearthly grace<\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Very Young<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>16 (+2 size, +4 Dex), touch 16, flat-footed 12<\/font><\/td>Prestidigitation<\/i><\/font><\/td>\u00c2\u0097<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>17 (+2 size, +4 Dex, +1 Cha), touch 17, flat-footed 13<\/font><\/td>\u00c2\u0097<\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Juvenile<\/font><\/td>10 ft., fly 60 ft. (perfect)<\/font><\/td>+4<\/font><\/td>17 (+2 size, +4 Dex, +1 Cha), touch 17, flat-footed 13<\/font><\/td>Eldritch breath (beshadow), ventriloquism<\/i><\/font><\/td>1st<\/font><\/td>\u00c2\u0097<\/font><\/td><\/tr>
    Young Adult<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>17 (+2 size, +3 Dex, +2 Cha), touch 17, flat-footed 14<\/font><\/td>DR 5\/cold iron<\/font><\/td>2nd<\/font><\/td>16<\/font><\/td><\/tr>
    Adult<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>17 (+2 size, +3 Dex, +2 Cha), touch 17, flat-footed 14<\/font><\/td>Misdirection<\/i><\/font><\/td>2nd<\/font><\/td>17<\/font><\/td><\/tr>
    Mature Adult<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>18 (+2 size, +3 Dex, +3 Cha), touch 18, flat-footed 15<\/font><\/td>DR 10\/cold iron, eldritch breath (bewitch)<\/font><\/td>3rd<\/font><\/td>18<\/font><\/td><\/tr>
    Old<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>18 (+2 size, +3 Dex, +3 Cha), touch 18, flat-footed 15<\/font><\/td>Hold monster<\/i><\/font><\/td>3rd<\/font><\/td>19<\/font><\/td><\/tr>
    Very Old<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>19 (+2 size, +3 Dex, +4 Cha), touch 19, flat-footed 16<\/font><\/td>DR 15\/cold iron<\/font><\/td>4th<\/font><\/td>20<\/font><\/td><\/tr>
    Ancient<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>19 (+2 size, +3 Dex, +4 Cha), touch 19, flat-footed 16<\/font><\/td>Bestow curse<\/i>, eldritch breath (befoul)<\/font><\/td>4th<\/font><\/td>21<\/font><\/td><\/tr>
    Wyrm<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>20 (+2 size, +3 Dex, +5 Cha), touch 20, flat-footed 17<\/font><\/td>DR 20\/cold iron\t<\/font><\/td>5th<\/font><\/td>22<\/font><\/td><\/tr>
    Great Wyrm<\/font><\/td>20 ft., fly 60 ft. (perfect)<\/font><\/td>+3<\/font><\/td>20 (+2 size, +3 Dex, +5 Cha), touch 20, flat-footed 17<\/font><\/td>Eldritch breath (besmirch)<\/font><\/td>5th<\/font><\/td>23<\/font><\/td><\/tr><\/table><\/td><\/tr>
    \u00a0<\/td> <\/tr>
    *Can also cast spells from the Charm, Madness, and Trickery domains as arcane spells.\r

    This tiny, red-scaled dragon has devilish horns atop its head and an evil grin.<\/i>\r

    Demon drakes are tiny, mischievous cousins of faerie drakes that take great joy in practical jokes. Despite their name and appearance, demon drakes are not inherently evil, nor do they have ties to the residents of the Abyss. However, their practical jokes tend to stretch the bounds of humor, often resulting in real harm to the victims.\r

    Demon drakes are capable spellcasters, and have developed a number of unique spells that the clan elders pass down to deserving youths. In order to receive such a gift, a demon drake must successfully employ a \"grandmaster\" practical joke. Such a prank must be fairly subtle and trick a number of creatures (or a single powerful creature). The more elaborate and subtle the prank, the greater the chance of being gaining this prestigous title.\r

    Demon drakes make their lairs in or near volcanic vents. Although they can eat nearly anything, they always supplement their diet with sulfur. They often associate with salamanders and other fiery beings that share their environs. Demon drakes also form alliances with quicklings, and occasionally allow the speedy fey to ride them into battle.\r

    Demon drakes sometimes kidnap and ransom humanoid and fey maidens, with the entire tribe treating them like princesses during their incarceration. The ransom demand might be a minor quest to benefit the tribe or the payment of some valuable item the tribe desires. However, depending upon their infatuation with their new \u00c2\u0093princess\u00c2\u0094, the demon drakes might gift her with treasures worth double the ransom they demand. Demon drakes consider it a great honor to bestow upon others with such a kidnapping. They allow the maid to leave after six months even if no ransom is paid. It is considered an insult if they return the maiden prematurely.\r

    Females demon drakes have orange underbellies, while males are red all over. Demon drakes age at a faster rate than other true dragons, as shown on the following table:\r

    Category Age (Years)\r
    wyrmling 0 - 1\r
    very young 2 - 3\r
    young 4 - 5\r
    juvenile 6 - 10\r
    young adult 11 - 20\r
    adult 21 - 40\r
    mature adult 41 - 80\r
    old 81 - 120\r
    very old 121 - 160\r
    ancient 151 - 200\r
    wyrm 201 - 240\r
    great wyrm 241+\r


    All demon drakes speak Sylvan and Ignan in addition to Draconic.\r

    Combat\r

    Although not generally aggressive (except with pranks), demon drakes zealously defend their lairs. In battle, they employ their eldritch breath and enlarge breath abilities as much as possible.\r

    Unlike most true dragons, demon drakes do not gain the frightful presence ability.\r

    Breath Weapon (Su):<\/b> A demon drake has one type of breath weapon, a 15-foot cone of fire.\r

    Eldritch Breath (Su):<\/b> A demon drake may blend baleful magical energy to impart additional debilitating effects to its breath weapon. Each of these additions may be used three times per day. Eldritch breath effects affect anyone in the area of the breath weapon, and victims must save separately for the fire damage and eldritch effect. Only one eldritch breath effect may be used at one time. Eldritch breath is treated as part of the breath weapon for purposes such as metabreath feats (see Draconomicon<\/i>).\r

    A juvenile or older demon drake may beshadow its breath weapon, blinding foes for a number of rounds equal to its age category unless they succeed on a Fortitude save.\r

    A mature adult or older demon drake may bewitch its breath weapon, confusing foes (as the confusion<\/i> spell) for a number of rounds equal to its age category unless they succeed on a Will save.\r

    An ancient or older demon drake may befoul its breath weapon, sickening foes for a number of rounds equal to its age category unless they succeed on a Fortitude save.\r

    A great wyrm demon drake may besmirch its breath weapon, nauseating foes for a number of rounds equal to its age category unless they succeed on a Fortitude save.\r

    Enlarge Breath (Su):<\/b> Three times per day, a wyrmling or older demon drake may enlarge its breath weapon, thereby doubling its radius.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097prestidigitation<\/i> (very young or older); 3\/day\u00c2\u0097bestow curse<\/i> (ancient or older), hold monster<\/i> (old or older), misdirection<\/i> (adult or older), ventriloquism<\/i> (juvenile or older).\r

    Unearthly Grace (Su):<\/b> A demon drake adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).\r

    Skills:<\/b> Skills: Bluff, Hide, and Move Silently are considered class skills for demon drakes. \r

    Unique Spells<\/b>\r
    Demon drakes have developed several unique spells which they pass down from generation to generation.\r

    Pretty--Boom!<\/b> \r
    Conjuration\/Evocation [Creation, Force]\r
    Level: Sor\/Wiz 2\r
    Components: V, S\r
    Casting Time: 1 standard action\r
    Range: Touch\r
    Target: One touched gem\r
    Duration: 24 hours or until discharged (D)\r
    Saving Throw: See text\r
    Spell Resistance: Yes\r

    You transform a single gem's appearance to seem of much greater value. Exactly 24 hours after casting, the gem detonates, dealing 3d4 points of force damage. Any creature or object within 5 feet of the gem takes the full damage with no saving throw; any other creature or object within 10 feet of the gem is entitled to a Reflex save for half damage. The gem is destroyed in the process (no saving throw).\r

    Rather than dealing force damage, you may instead choose one of two other effects. First, the gem can evaporate into a 20-foot-spread sickening vapors. Living creatures in the cloud become sickened. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each sickened character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. The second optional effect is a thunderous pop followed by a cloud of concealing fog. Each creature within a 10-foot-radius spread must make a Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a \u00c2\u00964 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. The ensuing fog functions as fog cloud, except it only lingers for 1 minute.\r

    The gem appears to be a much higher quality gemstone of 1,000 gp value. Anyone interacting with the gem is entitled to a single Will save to detect the ruse. Alternatively, a creature with the Appraise skill may attempt a DC 27 Appraise check (DC 25 + spell level) to determine the gem's true worth.\r

    Material Component:<\/i> One gem worth at least 1 gp. \r

    Pretty --- Oops!<\/b>\r
    Transmutation\r
    Level: Sorc\/Wiz 3\r
    Components: V,S,M\r
    Casting Time: 1 full round action\r
    Range: Touch\r
    Target: Creature or object (Tiny or smaller) touched\r
    Duration: 1 min\/level \r
    Saving Throw: Fortitude negates\r
    Spell Resistance: Yes\r

    This spell transforms a Tiny or smaller creature or object into a form of the caster's choice (if the spell is cast upon a creature, the creature receives a Fortitude save to negate the spell). Creatures that fail their saving throw are paralyzed for the duration of the spell. All magical (Su or Sp) special abilities and special qualities of the creature or object transformed are negated during the duration of the spell.\r

    If at any point while the spell is active, the target of the spell is touched, the spell immediately ends, transforming the target back to its true form, reinstating its magical special abilties and special qualities, and ending the paralysis if the target is a creature.\r

    True seeing<\/i> reveals the true form of the target.\r

    Material Component:<\/i> A piece of wool or bird down. \r

    Slither --- Hiss!<\/b>\r
    Illusion (pattern) [fear, mind-affecting?]\r
    Level: Sorc\/Wiz 1?\r
    Components: V,S,M\r
    Casting Time: 1 full round action\r
    Range: Close (25 ft. + 5 ft.\/2 levels)\r
    Target: One object (see text)\r
    Duration: 24 hours or until discharged\r
    Saving Throw: Will negates (see text)\r
    Spell Resistance: Yes (see text)\r

    When a creature comes within 10 feet of the target object, the spell creates the illusory sound of a large serpent crawling and hissing nearby. In addition, the first 10 HD of creatures within a 10-foot radius of the creature that triggers the spell (including the triggering creature) are shaken for 1 round per caster level. Creatures with the lowest HD are affected first, and the creature closest to the triggering creature is affected first in the case of a tie.\r

    A Will save to disbelieve the illusion also negates the fear effect.\r

    Material Component:<\/i> A snake skin or lizard skin. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #146<\/em><\/td> <\/tr><\/table><\/td><\/tr><\/table>","family":"Dragon","alignment":"Always chaotic, rarely good","environment":"Warm mountains and underground"},{"name":"Demon Lord (Baphomet)","type":"Outsider","ch":28,"challenge_rating":" 28 \u00a0","id":5377,"reference":"Usergen","full_text":"

    BAPHOMET (Demon Lord)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 35d8+245 (402 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+8 (+4 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 50 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 49 (-1 size, +4 Dex, +36 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +48 melee, butt +46 melee, Huge +4 halberd<\/i> +50 melee; or Huge +4 halberd<\/i> +52\/+47\/+42\/+37 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d8+13, butt 1d8+6, Huge +4 halberd<\/i> 2d8+10; or Huge +4 halberd<\/i> 2d8+17<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft (15 ft with halberd)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, spells, armor damage, breath weapon, roar, summon demons, summon minotaurs<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 40\/+6, SR 35, demon qualities, telepathy, darkvision 120 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +26, Ref +23, Will +25<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 36, Dex 18, Con 24, Int 22, <\/span>Wis<\/span> 22, Cha 20<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +40, Climb +48, Concentration +42, Diplomacy +40, Intimidate +40, Knowledge (Abyssal politics) +41, Knowledge (arcana) +41, Knowledge (planes) +41, Listen +53, Move Silently +39, Search +41, Sense Motive +41, Spellcraft +41, Spot +41<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Cleave, Combat Casting, Great Cleave, Improved Initiative, Mutliattack, Power Attack, Weapon Focus (bite, butt, halberd)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (2-8 minotaurs)
    Challenge Rating:<\/b> 25<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    Baphomet is the lord of minotaurs. He is hated by Yeenoghu, and the two are warring against each other.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Baphomet appears as a 12-foot tall bullheaded ogre, with large curving horns. His body is covered with black hair and his hands and feet are broad and thick with stubby fingers and toes. His tail is bovine.<\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Baphomet attacks using his bite, butting with his head, and his Huge +4 halberd<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, passwall, pyrotechnics, read magic, see invisible, suggestion, symbol<\/i> (any), telekinesis, teleport without error<\/i> (self plus 50 pounds of objects only), tongues<\/i> (self only), unhallow, unholy aura, unholy blight,<\/i> and wall of fire<\/i>; 3\/day\u0097maze, shapechange, <\/i>and wall of stone<\/i>; 1\/day\u0097fire storm<\/i>. These abilities are as the spells cast by a 24th-level sorcerer (save DC 15 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells:<\/b> Baphomet casts arcane spells as a 24th-level sorcerer (save DC 15 + spell level) and divine spells as a 24th-level cleric (save DC 16 + spell level). He has access to the domains of Chaos, Evil, and War.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Armor Damage (Ex):<\/b> Baphomet\u0092s halberd can catch and tear an opponent\u0092s armor. If the opponent has both armor and a shield, roll 1d6: A roll of 1-4 affects the armor and a roll of 5-6 affects the shield.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Make a grapple check whenever Baphomet hits with his halberd attack, adding to an opponent\u0092s roll any magical bonus for the armor or shield. If Baphomet wins, the affected armor or shield is torn away and destroyed.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/span><\/b> Line of unholy water, 5 feet wide, 5 feet high, and 10 feet long, 10d6 points of damage to outsiders of any good alignment, once per 1d4 rounds (but no more than six times per day), Reflex save half (DC 34).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Roar (Su):<\/span><\/b> Three times per day, 30-foot radius, Will save (DC 24) or flee in fear for 6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Three times per day Baphomet can automatically summon one balor or nalfeshnee, or 1d3 mariliths.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Minotaurs (Sp):<\/span><\/b> Once per day Baphomet can automatically summon 2d4 minotaurs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Baphomet can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Baphomet receives a +12 racial bonus on Listen checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    Baphomet first appeared in module S4 (<\/span>Gary Gygax<\/span>, 1982).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Demon Lord (Fraz-Urb 'Luu)","type":"Outsider","ch":39,"challenge_rating":" 39 \u00a0","id":5378,"reference":"Usergen","full_text":"

    FRAZ-URB\u0092LUU (Demon Prince)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Huge Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 77d8+924 (1270 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+9 (+5 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, fly 50 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 49 (-2 size, +5 Dex, +36 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 slams +94 melee, bite +92 melee, tail slash +92 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 2d6+19, bite 2d6+9, tail slash 2d4+9<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 10 ft by 10 ft\/15 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, spells, psionics, improved grab, tear, summon demons, summon prince or lord<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 40\/+6, SR 41, immunities, demon qualities, telepathy, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +52, Ref +45, Will +53<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 48, Dex 20, Con 34, Int 36, Wis 36, Cha 39<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Balance +82, Bluff +91, Concentration +89, Diplomacy +91, Gather Information +91, Intimidate +91, Intuit Direction +90, Jump +96, Knowledge (Abyssal politics) +90, Knowledge (arcana) +90, Knowledge (planes) +90, Knowledge (history) +90, Knowledge (geography) +90, Knowledge (religion) +90, Listen +90, Move Silently +82, Scry +90, Search +90, Sense Motive +90, Spellcraft +90, Spot +90<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Empower Spell, Extend Spell, Great Cleave, Improved Critical (slam, bite, tail), Improved Initiative, Improved Unarmed Attack, Multiattack, Power Attack, Quicken Spell, Spell Penetration, Stunning Fist, Weapon Focus (slam, bite, tail)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (2-4 nalfeshnees or 1-2 balors)
    Challenge Rating:<\/b> 30<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    Fraz-Urb \u0091Luu dwells on an abyssal plane that seems totally flat and featureless. The dreary place is actually alive to the demon\u0092s wishes, and shapes itself accordingly into hills, caves, etc. From the experiences of two individuals who have been there and returned, the horrible place is not only depressing and sickening, but magic items there lose their dweomer. Therefore, it seems almost certain that any magic treasure Fraz-Urb \u0091Luu possesses (save for artifacts and relics) will be spoiled.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 For several centuries Fraz-Urb \u0091Luu was trapped under Castle Greyhawk in a stone prison. Many adventurers unwary enough to converse with him were destroyed forever. Eventually two powerful individuals, a wizard and a cleric, were duped into performing a series of heroic deeds that set him free. As their just rewards, the demon prince transported them to his abyssal lair where they still serve as his slaves.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fraz-Urb \u0091Luu is looking for his staff, a powerful artifact which is said to combine the powers of several staves and rods. The dreaded artifact was stolen from him while he was imprisoned, and even the other demon princes do not desire its recovery.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fraz-Urb \u0091Luu appears as a hulking, 18-foot tall humanoid. His body is covered in short, coarse, blue hair. His feet are broad and splayed, and his hands are large and stubby. His visage is beautiful, but cruel, and the mouth is huge and fanged. Large, ragged ears jut from the central portion of the skull to beyond the domed, rather pointed, head. He has pale gray skin and two vast wings of dull black project from his back. His tail is hairless, from a gray base to a pale blue tip.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Fraz-Urb \u0091Luu will pummel and bite a foe in combat, or use his tail to slash an opponent or entwine an opponent while he bites and pummels him.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 One of his favorite tactics, after a group of would-be-slayers has been worn down, is to summon another demon prince to deal with them. Fraz-Urb \u0091Luu will teleport away when the prince or lord arrives.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, hypnotic pattern, mislead, polymorph self, polymorph other, pyrotechnics, read magic, suggestion, symbol<\/i> (any), telekinesis, teleport without error<\/i> (self plus 50 pounds of objects only), tongues<\/i> (self only), unhallow, unholy aura, unholy blight,<\/i> and wall of fire<\/i>; 1\/day\u0097plane shift, power word blind, <\/i>and prismatic spray<\/i>. These abilities are as the spells cast by a 29th-level sorcerer (save DC 24 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells:<\/b> Fraz-Urb \u0091Luu casts arcane spells as a 29th-level sorcerer (save DC 24 + spell level) and divine spells as a 29th-level cleric (save DC 23 + spell level). He has access to the domains of Chaos, Evil, Knowledge, and Trickery.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Psionics (Sp):<\/span><\/b> At will\u0097astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate,<\/i> and protection from good<\/i>. These abilities are as the spells cast by a 29th-level sorcerer (save DC 24 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, Fraz-Urb \u0091Luu must hit an opponent with a slam attack or his tail attack. If he gets a hold he tears the flesh.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tear (Ex):<\/span><\/b> Fraz-Urb \u0091Luu automatically hits a held opponent with all his melee attacks each round he maintains the hold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Three times per day Fraz-Urb \u0091Luu can automatically summon 1d2 balors, 1d3 nalfeshnees, or 1d4 mariliths.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Prince or Lord (Sp):<\/b> Once per day Fraz-Urb \u0091Luu can attempt to deceive another demon prince or lord into believing that he or she has been summoned by the party (so long as the party and Fraz-Urb \u0091Luu are on the same plane) with a 70% of success. If the deception succeeds, the summoned demon prince (lord) or princess (lady) appears believing to have been summoned by those opposing Fraz-Urb \u0091Luu.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex):<\/b> Fraz-Urb \u0091Luu is immune to all mind-influencing effects and detection spells and effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Fraz-Urb \u0091Luu can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    Fraz-Urb \u0091Luu first appeared in module S4 (<\/span>Gary Gygax<\/span>, 1982).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Demon Lord (Juiblex)","type":"Outsider","ch":27,"challenge_rating":" 27 \u00a0","id":5379,"reference":"Usergen","full_text":"

    JUIBLEX (The Faceless Lord)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 29d8+319 (449 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+4 (+4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 10 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 36 (-1 size, +27 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +39 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 2d6+15 and 1d6 acid<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 20 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks:<\/span><\/b> Spell-like abilities, spells, psionics, acid, slime spittle, summon demons<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Amorphous, damage reduction 30\/+3, SR 28, demon qualities, telepathy, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +27, Ref +16, Will +24<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 30, Dex 10, Con 32, Int 26, Wis 26, Cha 21<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Climb +39, Concentration +40, Diplomacy +34, Gather Information +34, Intimidate +34, Intuit Direction +37, Knowledge (Abyssal politics) +37, Knowledge (arcana) +37, Knowledge (planes) +37, Listen +37, Move Silently +29, Scry +37, Search +37, Sense Motive +37, Spellcraft +37, Spot +37<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Cleave, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Initiative, Power Attack, Weapon Focus (slam)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (2-8 ochre jellies, 1-4 gray oozes, and 1-4 black puddings)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/b> 27<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    There is no question that this is the most disgusting and loathsome of all demons. Juiblex is foul and nauseating in the extreme, reclusive and resentful of intrusion by any form of normal creature. He surrounds his person with oozes of all kinds. It is said by some that all such creatures are his spawn and find their way to the Material Plane by oozing through the cracks of the earth from the depths of the Abyss.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Juiblex has no set form. He takes the form of a 9-foot tall column of ooze, striated in disgusting blackish greens, foul browns and yellows, and sickly translucent grays. From this mass protrude several glaring red eyes. Juiblex can spread himself into a vast pool of slime or rise in a towering column of disgusting ordure 12 or more feet in height.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Juiblex\u0092s dripping form can lash forward in melee to cause terrible damage\u0096both from the force of his blow and the caustic properties of his noisome secretions.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol<\/i> (any), telekinesis, teleport without error<\/i> (self plus 50 pounds of objects only), tongues<\/i> (self only), unhallow, unholy aura, unholy blight,<\/i> and wall of fire<\/i>; 1\/day\u0097fire storm<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells:<\/b> Juiblex casts arcane spells as a 20th-level sorcerer (save DC 15 + spell level) and divine spells as a 20th-level cleric (save DC 18 + spell level). He has access to the domains of Chaos, Evil, and Water.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Psionics (Sp):<\/span><\/b> At will\u0097astral projection, charm monster, deeper darkness, detect evil, detect law, dispel good, levitate,<\/i> and protection from good<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Acid (Ex):<\/span><\/b> Juiblex secretes an acid that dissolves only flesh. Any melee hit deals acid damage, in addition to normal slam damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Slime Spittle (Su):<\/span><\/b> Once per minute, 20 foot line of slime; Fortitude save (DC 35) or 1d6 points of acid damage and 1d6 points of temporary Constitution damage per round. On the first round the slime may be scraped off (most likely destroying the scraper in the process), but after that it must be burnt, frozen, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease<\/i> spell destroys the slime.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Against wood or metal, it deals 2d6 points of damage per round, ignoring metal\u0092s hardness, but not that of wood. The slime does not harm stone.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A metal or wooden weapon that touches the slime dissolves immediately unless it makes a successful Reflex save (DC 35).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Amorphous (Ex): <\/span><\/b>Juiblex is not subject to critical hits, and having no clear front or back, cannot be flanked.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/span><\/b> Three times per day, Juiblex can automatically summon one balor, or two nalfeshnee or glabrezu, or 1d6 hezrous.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Juiblex can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Juiblex first appeared in the 1e MM (Gary Gygax, 1977).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Demon Lord (Kostchtchie)","type":"Outsider","ch":28,"challenge_rating":" 28 \u00a0","id":5380,"reference":"Usergen","full_text":"

    KOSTCHTCHIE (Demon Lord)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 32d8+256 (400 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 34 (+1 Dex, +23 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Large two-handed +4 warhammer<\/i> +49\/+44\/+39\/+34\/+29\/+24 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Large two-handed +4 warhammer<\/i> 2d6+22<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, spells, psionics, stun, summon demons<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+3, SR 26, demon qualities, telepathy, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +26, Ref +19, Will +26<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 35, Dex 13, Con 27, Int 26, Wis 26, Cha 23<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Bluff +38, Concentration +40, Diplomacy +38, Escape Artist +33, Gather Information +38, Intimidate +38, Intuit Direction +40, Knowledge (Abyssal Politics) +40, Knowledge (arcana) +40, Knowledge (planes) +40, Listen +40, Move Silently +33, Search +40, Sense Motive +40, Spellcraft +40, Spot +40<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Combat Casting, Expertise, Great Cleave, Improved Critical (warhammer), Improved Disarm, Power Attack, Weapon Focus (warhammer)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Troupe (two Huge 18 HD leucrottas or two Huge 18 HD winter wolves) or squad (2-4 frost giants and one Huge ancient 30 HD white dragon that serves as his steed)
    Challenge Rating:<\/b> 28<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Kostchtchie is a powerful demon lord, so evil, that he is even hated by those of his own kind.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 He appears as a 7-foot humanoid with short, bandy legs. He is relatively slow (compared to other demon lords). His head is a flat oval with slitted eyes and gross features. His torso and arms bulge with muscles. His skin is pale yellow and hairless save for eyebrows.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Kostchtchie fights with his warhammer in battle.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097bestow curse, blasphemy, command, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, magic circle against good, pyrotechnics, read magic, suggestion, symbol<\/i> (any), telekinesis, teleport without error<\/i> (self plus 50 pounds of objects only), tongues<\/i> (self only), unhallow, unholy aura, <\/i>and unholy blight<\/i>; 1\/day\u0097harm<\/i> and poison<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells:<\/b> Kostchtchie casts arcane spells as a 20th-level sorcerer (save DC 16 + spell level) and divine spells as a 20th-level cleric (save DC 18 + spell level). He has access to the domains of Chaos, Evil, and Destruction.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Psionics (Sp):<\/span><\/b> At will\u0097astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate,<\/i> and protection from good<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Stun (Su):<\/b> Any creature hit by Kostchtchie\u0092s warhammer must make a Fortitude save (DC 20) or be stunned for 1d3 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Three times per day Kostchtchie can automatically summon one balor or nalfeshnee, or 1d4 babau demons (q.v.).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Kostchtchie can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Kostchtchie first appeared in module S4 (Gary Gygax, 1982).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Demon Lord, Ilsidahur","type":"Outsider","ch":23,"challenge_rating":" 23 \u00a0","id":5381,"reference":"Usergen","full_text":"

    Demon Lord, Ilsidahur <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Evil, Tanar'ri)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 29d8+261\u00a0(391 hp)<\/td> <\/tr>
    Initiative: <\/strong> +9<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), climb 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 41 (-1 size, +5 Dex, +27 natural), touch 14, flat-footed 36<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+29\/+46<\/td> <\/tr>
    Attack: <\/strong>Claw +41 melee (1d8+13)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +41 melee (1d8+13) and bite +39 melee (1d8+6) and tail +39 melee (1d4+6) and headbutt +39 melee (1d6+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Abduction, aura of simian command, aura of simian undeath, piercing scream, pounce, spell-like abilities, summon tanar'ri\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 20\/cold iron, epic, and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, fire 10, spell resistance 36, telepathy 300 ft., tanar'ri traits<\/td> <\/tr>
    Saves: <\/strong>Fort +25, Ref +21, Will +22 <\/td> <\/tr>
    Abilities: <\/strong>Str 36, Dex 21, Con 29, Int 20, Wis 22, Cha 23 <\/td> <\/tr>
    Skills: <\/strong>Balance +41, Bluff +38, Climb +45, Concentration +41, Diplomacy +10, Disguise +6 (+10 acting), Hide +37, Intimidate +42, Jump +63, Knowledge (nature) +37, Knowledge (the planes) +37, Listen +38, Move Silently +37, Spot +38, Survival +6 (+10 in aboveground natural environments, +10 following Tracks), Tumble +41<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Dodge, Improved Initiative, Mobility, Multiattack, Power Attack, Quicken Spell-Like Ability (telekinesis<\/i>)*, Run, Spring Attack, Whirlwind Attack\r
    *If you are using Fiendish Codex I<\/i>, replace with Dark Speech.<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (Ilsidahur plus 2d4 bar-lguras)<\/td> <\/tr>
    Challenge Rating: <\/strong>23<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerfully muscled ape bears the spiral horns of a ram, burning red eyes, jutting fangs, and a hairless, ratlike tail. Its rusty red and matted with filth.<\/i>\r

    Ilsidahur the Howling King rules the Guttering Grove, the 90th layer of the Abyss. He is the lord of the bar-lguras, and is also venerated by many simian creatures. This feral fiend guards the landward approach to Gaping Maw, and has an uneasy alliance with Demogorgon.\r

    Ilsidahur is also famous for his meddling in affairs on the Material Plane, where he spreads chaos to this day.\r

    Ilsidahur stands 8 feet tall and weighs 700 pounds.\r

    Ilsidahur speaks Abyssal, Celestial, and Draconic.\r

    COMBAT\r

    Like bar-lguras, Ilsidahur enjoys striking from ambush, utilizing his telekinetic spell-like abilities to great effect. Once he strikes, Ilsidahur usually releases a piercing scream and attacks with a feral and savage fury.\r

    Ilsidahur's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Abduction (Su):<\/b> Unlike most tanar'ri, Ilsidahur can use greater teleport<\/i> to transport other creatures. He can bring up to one Large or two Medium or smaller creatures with him each time he teleports. He can teleport unwilling targets as well, although an unwilling victim can attempt a DC 30 Will save to resist being transported. The save DC is Charisma-based.\r

    Aura of Simian Command (Su):<\/b> All simian creatures feel a strange bond of attraction to Ilsidahur. Before such a creature takes any hostile action against Ilsidahur, it must attempt a DC 30 Will save. Failure indicates that the creature's action fails and is wasted. This aura extends to a radius of 120 feet. The save DC is Charisma-based.\r

    Aura of Simian Undeath (Su):<\/b> All ape, monkey, and other simian corpses within 120 feet of Ilsidahur arise as skeletons or zombies under Ilsidahur's command. Ilsidahur can command up to 60 HD of undead in this manner.\r

    Piercing Scream (Su):<\/b> Once every 1d4 rounds as a standard action, Ilsidahur can emit a piercing scream. All creatures within one mile that can hear Ilsidahur must succeed on a DC 30 Will save or be panicked for 2d6 rounds. Even on a successful save, the victim is still shaken for 1 round. This is a sonic, mind-affecting, fear effect. The save DC is Charisma-based.\r

    Pounce (Ex):<\/b> If Ilsidahur charges a foe, he can make a full attack.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097astral projection, blasphemy, deeper darkness, desecrate, detect good, detect law, entangle<\/i> (DC 17), greater dispel magic, greater teleport<\/i>, plane shift, shapechange, telekinesis<\/i> (DC 21), unhallow, unholy aura<\/i> (DC 24), unholy blight<\/i> (DC 20); 3\/day\u00c2\u0097plant growth, symbol of pain<\/i> (DC 21), wall of thorns<\/i>; 1\/day\u00c2\u0097permanent image<\/i> (DC 22), telekinetic sphere<\/i> (DC 24). Caster level 21st. The save DCs are Charisma-based.\r

    Summon Tanar'ri (Sp):<\/b> Once per day, Ilsidahur can automatically summon 1d4 bar-lguras (or 1d4 babau if you aren't using Fiendish Codex I<\/i>), or summon 1d2 nalfeshnees with a 75% chance of success. This ability is the equivalent of a 9th-level spell.\r

    True Seeing (Su):<\/b> Ilsidahur has a continuous true seeing<\/i> ability, as the spell (caster level 20th).\r

    Skills:<\/b> Ilsidahur has a +4 racial bonus on Hide checks and a +10 racial bonus on Jump checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #10<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon Lord, Sch'theraqpasstt","type":"Outsider","ch":24,"challenge_rating":" 24 \u00a0","id":5382,"reference":"Usergen","full_text":"

    Demon Lord, Sch'theraqpasstt <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Evil, Obyrith)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 25d8+275\u00a0(387 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 90 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 44 (-4 size, +1 Dex, +9 deflection, +28 natural), touch 16, flat-footed 43<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+25\/+49<\/td> <\/tr>
    Attack: <\/strong>Bite +33 melee (2d8+12 plus insanity venom)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +33 melee (2d8+12 plus insanity venom) and 2 tail slaps +31 melee (4d6+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Constrict, corrosive touch, endless coils, form of madness, improved grab, insane rage, insanity venom, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Chameleon power, damage reduction 20\/cold iron, epic, and good, darkvision 60 ft., detect poison, immunity to poison and mind-affecting spells and abilities, indestructible immortality, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 37, telepathy 100 ft., true seeing<\/td> <\/tr>
    Saves: <\/strong>Fort +25, Ref +19, Will +22 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 13, Con 33, Int 30, Wis 27, Cha 28 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Bluff +37, Climb +40, Concentration +39, Diplomacy +17, Disguise +9 (+13 acting), Hide +17, Intimidate +41, Jump +16, Knowledge (history) +38, Knowledge (nature) +38, Knowledge (religion) +38, Knowledge (the planes) +38, Listen +38, Move Silently +29, Search +38, Sense Motive +36, Spellcraft +38 (+42 scrolls), Spot +38, Survival +8 (+12 in aboveground natural environments, +12 on other planes, +12 following tracks), Swim +40, Tumble +29, Use Magic Device +37 (+41 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Alertness [B], Blind-Fight [B], Cleave*, Combat Expertise, Dodge, Epic Reflexes, Flyby Attack, Improved Initiative, Mobility, Multiattack, Power Attack\r
    *If you are using Fiendish Codex I<\/i>, replace with Dark Speech.<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>24<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A massive ebony serpent, over sixty feet long, flits through the sky in an erratic pattern on large, leathery wings.<\/i>\r

    Sch'theraqpasstt (schikthere-AUK-past) was a deity who created the yuan-ti race. Seeking power beyond even that of a god, Sch'theraqpasstt attempted to merge with the 111th layer of the Abyss, which he called home. The results were disastrous, shattering Sch'theraqpasstt's mind and leaving him a shadow of his former self.\r

    Sch'theraqpasstt now randomly travels the planes, rarely staying in any one place for long. The only guarantee in his travels, Sch'theraqpasstt always visits the Material Plane during the yuan-ti unholy festival know as the Night of Venom. He is at his most lucid during the ceremony.\r

    Sch'theraqpasstt still calls the 111th layer of the Abyss home. Known as \\\"the Mind of Evil\\\", this region is inhospitable even by that deadly plane's standards, for magic does not function in the whirling chaos of this layer. The only way to truly destroy Sch'theraqpasstt is to destroy the Mind of Evil.\r

    It is said that the yuan-ti continually seek and gather magic items and arcana of various sorts in hopes of restoring their fallen deity to godhood. \r

    Sch'theraqpasstt is 60 feet long and weighs 30,000 pounds.\r

    Sch'theraqpasstt speaks Abyssal, Celestial, and Draconic.\r

    COMBAT\r

    Sch'theraqpasstt prefers to rely on his form of madness to render the opposition nearly helpless, then follows up with his natural attacks, seeking to capture as many foes in his coil as possible. Should his insane rage take effect, he simply bites, pummels, and constricts foes until all opposition is dead.\r

    Sch'theraqpasstt's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Chameleon Power (Sp):<\/b> Sch'theraqpasstt can psionically change the coloration of himself and his equipment to match his surroundings, gaining a +10 circumstance bonus on Hide checks.\r

    Constrict (Ex):<\/b> Sch'theraqpasstt deals 4d6+18 points of damage with a successful grapple check. The constricted creature must succeed on a DC 34 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.\r

    Corrosive Touch (Sp):<\/b> Sch'theraqpasstt has the psionic ability to exude acid from his body, dealing 10d6 points of acid damage to the next creature he touches, including a creature hit by his natural attacks. If Sch'theraqpasstt is grappling or pinning a foe when he uses this power, his grasp deals 15d6 points of acid damage. The acid becomes inert when it leaves Sch'theraqpasstt's body. Yuan-ti are immune to its effects.\r

    Detect Poison (Sp):<\/b> Sch'theraqpasstt has the psionic ability to detect poison<\/i> as the spell (caster level 21st).\r

    Endless Coils (Ex):<\/b> Sch'theraqpasstt can transfer a held opponent to its coils with a successful grapple check. He may grapple up to 1 Huge, 2 Large, 4 Medium, or 6 Small or smaller creatures with no penalty, and may employ his constrict ability against all foes held in his coils.\r

    Form of Madness (Su):<\/b> Any creature within 120 feet that observes Sch'theraqpasstt must attempt a DC 31 Will save. Failure indicates that the creature is struck dumb by insanity of the obyrith lord's form. The victim's Intelligence, Wisdom, and Charisma scores are reduced to 1. This effect is permanent until removed by heal, limited wish, miracle<\/i>, or wish<\/i>. This is a mind-affecting ability that does not affect chaotic evil outsiders or yuan-ti. The save DC is Charisma-based.\r

    Improved Grab (Ex):<\/b> To use this ability, Sch'theraqpasstt must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.\r

    Indestructible Immortality (Su):<\/b> If Sch'theraqpasstt dies, his psyche returns to the 111th layer of the Abyss, where it reforms after 111 days. If Sch'theraqpasstt is slain on his home plane, he is dead forever.\r

    Insane Rage (Su):<\/b> Each round in combat, there is a 10% chance that Sch'theraqpasstt gives in to his insanity. This functions as the barbarian's rage ability, except that the rage does not end until Sch'theraqpasstt or all his foes are dead or otherwise rendered unable to fight. Sch'theraqpasstt is not winded after his rage ends.\r

    Insanity Venom (Ex):<\/b> A creature hit by Sch'theraqpasstt's bite attack must succeed on a DC 33 Will save or be rendered permanently insane (as the insanity<\/i> spell). This is not traditional poison, and as such immunity to poison and spells or effects that protect against poison have no effect. Only a heal, limited wish, wish<\/i>, or miracle<\/i> can remove this insanity, and doing so requires a DC 32 caster level check to succeed. The save DC is Constitution-based.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097astral projection, chaos hammer<\/i> (DC 23), cloak of chaos<\/i> (DC 27), deeper darkness, desecrate, detect good, detect law, fear<\/i> (DC 23), greater dispel magic, greater teleport, plane shift, shapechange, telekinesis<\/i> (DC 24), unhallow, unholy blight<\/i> (DC 23), word of chaos<\/i> (DC 26); 3\/day\u00c2\u0097baleful polymorph<\/i> (DC 24), suggestion<\/i> (DC 22), symbol of insanity<\/i> (DC 27); 1\/day\u00c2\u0097blasphemy<\/i> (DC 26), unholy aura<\/i> (DC 27). Caster level 21st. The save DCs are Charisma-based.\r

    True Seeing (Su):<\/b> Sch'theraqpasstt has a continuous true seeing<\/i> ability, as the spell (caster level 21st).<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #151<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon Nabassu","type":"Outsider","ch":9,"challenge_rating":" 09 \u00a0","id":5383,"reference":"Usergen","full_text":"

    NABASSU (Demon)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b>7d8+14 (46 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative:<\/span><\/b>+5 (+1 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b>30 ft, fly 40 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b>23 (+1 Dex, +12 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +11 melee, bite +9 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b>2 claws 1d4+4, bite 1d6+2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b>5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks:<\/span><\/b>Spell-like abilities, feed, paralysis aura, summon ghasts<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b>Damage reduction 10\/+1, ethereal jaunt, SR 21, demon qualities, telepathy, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b>Fort +7, Ref +6, Will +7<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b>Str 19, Dex 13, Con 14, Int 14, Wis 14, Cha 13<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b>Climb +11, <\/span>Escape Artist +9, Hide +9, Intimidate +10, Jump +11, Knowledge (arcana) +7, Listen +8, Move Silently +7, Search +8, Spot +8<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b>Improved Initiative, Multiattack<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b>Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b>Solitary<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/b>9<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b>Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b>Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b>8-14 HD (Medium-size); 15-21 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Nabassu are foul creatures that live portions of their lives on the Material Plane. These monsters are spawned in the Abyss, but travel to the Material Plane to devour living flesh while they mature.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 At first sight a nabassu is unmistakably a demon. It stands about 7 feet tall and resembles a gargoyle at first glance. It is gaunt with tightly corded muscles. A nabassu has great claws on its hands and feet. Its skin is leathery. Its eyes gleam a steel-gray and its mouth is lined with sharp fangs.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Nabassu attack using claw and bite. This is their preferred method as they enjoy watching their foes die a slow and very painful death.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097deeper darkness<\/i>; 1\/day\u0097death gaze<\/i> (functions as finger of death<\/i>). A nabassu that gains 10+ HD can also use the following: 1\/day\u0097energy drain, silence<\/i>, and vampiric touch<\/i>. These abilities are as the spells cast by a 12th-level sorcerer (DC 11 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Feed (Su):<\/b> When a nabassu slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full round action. For every 8 HD or levels a nabassu consumes, it gains 1 Hit Die. Feeding destroys the victim\u0092s body and prevents any form of resurrection that requires part of the corpse. A wish, miracle<\/i>, or true resurrection<\/i> spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Paralysis Aura (Su):<\/b> As a free action, a nabassu can create an aura of paralysis in a 10-foot radius. It is otherwise identical with ghoul touch<\/i> cast by a 12th-level sorcerer (save DC 13). If the save is successful, that creature cannot be affected again by that nabassu\u0092s paralysis aura for one day. Other demons are immune to the aura.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ethereal Jaunt (Su):<\/span><\/b> Twice per day a nabassu can shift from the Ethereal to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material. The ability is otherwise identical with ethereal jaunt<\/i> cast by a 12th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Ghasts (Sp):<\/b> Once per day a nabassu can automatically summon 1d6 ghasts.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20 <\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Nabassu can communicate with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Nabassu first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"ground"},{"name":"Demon Prince (Orcus)","type":"Outsider","ch":32,"challenge_rating":" 32 \u00a0","id":5384,"reference":"Usergen","full_text":"

    Orcus<\/span><\/b><\/span> (Demon Prince of Undead)<\/span><\/b><\/p><\/div>

    Huge Outsider (Chaotic, Evil)<\/span><\/b><\/p>

    Hit Dice:<\/span><\/b> 50d8+750 (1200 hp)<\/span><\/p>

    Initiative: <\/span><\/b>+10 (+6 Dex<\/span>, +4 Improved Initiative<\/span>)<\/span><\/p>

    Speed:<\/span><\/b> 40 ft., fly 60 ft. (average)<\/span><\/p>

    AC:<\/span><\/b> 54(-2 size, +6 Dex<\/span>, +40 natural)<\/span><\/p>

    Attacks:<\/span><\/b> Wand of Orcus<\/span> +66\/+61\/+56 melee(or slam +66\/+61\/+56 melee), tail sting +63 melee<\/span><\/p>

    Damage:<\/span><\/b> Wand of Orcus<\/span> 1d8+17 andannihilation; slam 2d6+17, tail sting 2d4+8 and poison<\/span><\/p>

    Face\/Reach:<\/span><\/b> 10 ft. by 10 ft.\/<\/span>10 ft.<\/span><\/p>

    Special Attacks: <\/span><\/b>Spell-like abilities, spells, fear aura, poison,summon demons, summon undead<\/span><\/p>

    Special Qualities:<\/span><\/b> Damage reduction 45\/+7, poison and electricity immunity, resistances (cold, acid, fire 20), darkvision<\/span> 60 ft., SR 46, telepathy, speak with dead<\/span><\/p>

    Saves:<\/span><\/b> Fort +42, Ref +33, Will +39<\/span><\/p>

    Abilities:<\/span><\/b> Str<\/span><\/span> 45, Dex<\/span> 23, Con 40, Int<\/span> 24, <\/span>Wis<\/span><\/span><\/place><\/state> 34, Cha 36<\/span><\/p>

    Skills: <\/span><\/b>Bluff +63, Climb +62, Concentration +65, Diplomacy +63,Disguise +63, Escape Artist +56, Gather Information +63, Heal +62, Intimidate+64, Jump +67, Knowledge (arcana) +62, Knowledge (planes) +63, Knowledge(undead) +65, Listen +62, Move Silently +56, Scry<\/span>+62, Search +62, Sense Motive +62, Spellcraft<\/span> +62,Spot +62.<\/span><\/p>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Combat Casting,Dodge, Great Cleave, Improved Initiative, Multiattack<\/span>,Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (slam, Wand of Orcus<\/span>)<\/span><\/p><\/div>

    \u00a0<\/span><\/p>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p>

    Organization:<\/span><\/b> Solitary or troupe (Orcus<\/span> plus1-2 mariliths<\/span>, 1-3 glabrezus<\/span>,and 4-20 zombies or shadows)<\/span>
    Challenge Rating:<\/b> 36<\/span><\/p>

    Treasure:<\/span><\/b> Double standard<\/span><\/p>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p>

    Advancement:<\/span><\/b> \u0097<\/span><\/p>

    \u00a0<\/span><\/p>

    Orcus<\/span><\/span> is one of the strongest and mostpowerful of all demon lords. He fights a never-ending war that spans the manylayers of the Abyss with the forces of Graz\u0092zt<\/span>. Orcus<\/span> is known as the Prince of the Undead, for it is saidin secret that he alone invented the first undead that walked the worlds.<\/span><\/p>

    \u00a0\u00a0\u00a0 Orcus<\/span> appears as a grossly fat demon some 15 feet tall. Hisgray body is covered with goatish hair, and his head is goat-like, although hishorns are similar to those of a ram. His great legs are also goat-like, but hisarms are human. Vast bat-like wings sprout from his back, and his long snakytail is tipped with a razor sharp poisonous tip.<\/p>

    \u00a0<\/span><\/p>

    Combat<\/span><\/h2>

    Orcus<\/span><\/span> prefers to melee with his fists. If pressed, he willuse his spells and spell-like abilities. He wields his Wand whenever possible.If combat is going against him, he will summon demons and undead to cover hisescape.<\/span><\/p>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097animate dead, blasphemy, charm monster, charm person, deeper darkness, desecrate, detect good, detect law, detect thoughts, dispel magic, fear, greater dispelling, lightning bolt, polymorph self, pyrotechnics, read magic, see invisible, suggestion, symbol<\/i> (any), telekinesis, teleport without error<\/i> (self plus 50 pounds of objects only), tongues <\/i>(self only), unhallow<\/i><\/span>, unholy aura, unholy blight,<\/i> and wall of fire<\/i>; 1\/day\u0097feeblemind<\/i><\/span>. These abilities are as the spells cast by a 35th-level sorcerer (save DC 23 + spell level). <\/span><\/p>

    \u00a0\u00a0 Spells:<\/b> Orcus<\/span> casts arcane spells as a 35th-level sorcerer (save DC 23 + spell level) and divine spells as a 35th-level cleric (save DC 22 + spell level). He has access to the domains of Chaos, Death, Evil, Destruction and War.<\/span><\/p>

    \u00a0\u00a0 Fear Aura (Su):<\/b> All within 60feet; Will<\/span> save (DC 48) or flee in fear for 2d6 rounds.If the save is successful, that creature cannot be affected again by Orcus<\/span>\u0092 fear aura for one day. <\/span><\/p>

    \u00a0\u00a0 Poison (Ex): <\/b>Tail sting; initialdamage 3d6 temporary Constitution, secondary damage death, Fortitude save (DC50).<\/span><\/p>

    \u00a0\u00a0 Speak with Dead (Su):<\/b> Orcus<\/span> can, at will, speak with dead<\/i> (as the spell ofthe name).<\/span><\/p>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Three timesper day, Orcus<\/span> can automatically summon one balor<\/span>, 1d3 nalfeshnees<\/span>, or 1d4 mariliths<\/span>.<\/span><\/p>

    \u00a0\u00a0 Summon Undead (Sp):<\/b> As theirprince, Orcus<\/span> can automatically summon 100 HD ofundead per day.<\/span><\/p>

    \u00a0\u00a0 Demon Qualities (Ex):<\/b> Orcus<\/span> is immune to poison and electricity; and has cold,fire, and acid resistance 20.<\/span><\/p>

    \u00a0\u00a0 Telepathy (Su):<\/b> Orcus<\/span> can communicate telepathically with any creaturewithin 100 feet that has a language.<\/span><\/p>

    \u00a0 Wand of Orcus:<\/strong> Mighty Orcus wields a huge black skull-tipped rod that slays any living creature it touches if the target fails a Fortitude save (DC 40). Orcus, can at will, shut this ability off so as to allow his wand to pass into the Material Plane (and usually into the hands of one of his servants). In addition, the Wand has the following powers: 3\/day-animate dead, desecrate, deeper darkness, fear, <\/em>and unhallow<\/em>; 2\/day-blasphemy<\/em> and unholy aura<\/em>. Each ability is as the spell cast by a 20th-level sorcerer (save DC 30 + spell level). <\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any"},{"name":"Demon Prince (Pazuzu)","type":"Outsider","ch":32,"challenge_rating":" 32 \u00a0","id":5385,"reference":"Usergen","full_text":"

    PAZUZU (Demon Prince)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Chaotic, Evil)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 51d8+459 (688 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+11 (+7 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, fly 60 ft (perfect)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 46 (+7 Dex, +29 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> +4 greatsword<\/i> +68\/+63\/+58\/+53\/+48\/+43 melee; or 2 claws +64 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> +4 greatsword<\/i> 2d6+16; or claw 1d8+12<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, spells, psionics, breath weapon, summon demons, summon aid, dominate aerial creatures<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+3, SR 32, plane shift, fast healing 5, demon qualities, telepathy, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +36, Ref +34, Will +36<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 34, Dex 25, Con 28, Int 29, Wis 29, Cha 29<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +60, Climb +63, Concentration +60, Diplomacy +60, Escape Artist +58, Gather Information +60, Intimidate +60, Intuit Direction +60, Knowledge (arcana) +60, Knowledge (planes) +60, Listen +60, Move Silently +58, Scry +60, Search +60, Sense Motive +60, Spellcraft +60, Spot +60<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Improved Initiative, Mobility, Power Attack, Spring Attack, Weapon Focus (claws, greatsword)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (3-6 balors)
    Challenge Rating:<\/b> 32<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Pazuzu, Prince of the Lower Aerial Kingdoms, is unlike all other lords of the Abyss in that he rules the skies above all the layers, at least to some extent. He differs from the others in several other ways as well. He does not compete for rulership on any plane or place, for he considers himself above competition. Instead, he treats all those with power on the lower planes equally (if not actually regarding them as equals). He is known to be on amicable terms with the mighty daemons and the dukes of Hell.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Pazuzu can appear as any creature (using his shapechange<\/i> ability), although he usually takes the form of either a human or some creature of the air. In his true form, he appears as a 7-foot tall humanoid with four great wings jutting from his back. Although he is handsome, his features betray a great evil, and his eyes glow red. He has a noble brow and large head, a solid muscular body, and taloned, avian feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Pazuzu relies on his spells and spell-like abilities in combat rather than his sword or claws. If engaged in melee, he will usually summon his demon allies to his aid and retreat to attack from afar.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 In general, Pazuzu prefers to play with and torment opponents rather than use radical attack forms, except in life or death situations.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097blasphemy, control weather, deeper darkness, desecrate, detect good, detect law, fear, flesh to stone, greater dispelling, lightning bolt, pyrotechnics, read magic, shapechange, suggestion, symbol<\/i> (any), telekinesis, teleport without error<\/i> (self plus 50 pounds of objects only), tongues<\/i> (self only), unhallow, unholy aura, unholy blight,<\/i> and wall of stone<\/i>; 1\/day\u0097wish<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells:<\/b> Pazuzu casts arcane spells as a 20th-level sorcerer (save DC 19 + spell level) and divine spells as a 20th-level cleric (save DC 19 + spell level). He has access to the domains of Chaos, Evil, and Air.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Psionics (Sp):<\/span><\/b> At will\u0097astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate,<\/i> and protection from good<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/b> Each breath weapon\u0092s effect resembles a spell cast by a 20th-level sorcerer. Each breath weapon is a cone 100 feet long, has a save DC of 44, and each is usable once per day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Creeping Doom:<\/i> This works like the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Insect Plague:<\/i> This works like the spell of the same name.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Corrosive Gas:<\/i> The target must succeed at a Reflex save or take 24d6 points of acid damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Demons (Sp):<\/b> Three times per day, Pazuzu can automatically summon 2d4 succubi.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Aid (Sp):<\/b> Three times per day, Pazuzu can automatically summon 3d4 harpies, 1d4 perytons, or 1d6 gargoyles with a 50% chance of success.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Dominate Aerial Creatures (Ex):<\/b> Pazuzu has a natural power of domination over all evil aerial creatures. Those of 5 Hit Dice or less will obey his every command if he is within sight of them.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Plane Shift (Sp):<\/b> Pazuzu can enter any of the Lower Planes, the Astral Plane, or the Material Plane. This ability transports Pazuzu only; he cannot take others with him. It is otherwise similar to the spell of the same name.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Demon Qualities (Ex):<\/span><\/b> Immune to poison and electricity; cold, fire, and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Pazuzu can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Pazuzu first appeared in the 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land"},{"name":"Demon, A'azzatz","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":5386,"reference":"Usergen","full_text":"

    Demon, A'azzatz <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+96\u00a0(150 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+24<\/td> <\/tr>
    Attack: <\/strong>Claw +19 melee (1d6+8 plus strength drain)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +19 melee (1d6+8 plus strength drain) and bite +17 melee (1d12+4\/19-20 plus soul bite)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Slow, soul bite, strength drain<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/cold iron, darkvision 60 ft., negative energy affinity<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +11, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 17, Con 26, Int 12, Wis 15, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Bluff +16, Climb +23, Diplomacy +3, Disguise +1 (+3 acting), Hide +14, Intimidate +18, Jump +33, Knowledge (the planes) +16, Listen +17, Spot +17, Survival +2 (+4 on other planes), Tumble +20<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (soul bite), Cleave, Improved Critical (bite), Multiattack, Power Attack <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A black, nearly indiscernible humanoid crackles with dark energy. Black pits mark its eyes and mouth, and an alien symbol of utter chaos is drawn upon its brow.<\/i>\r

    A'azzatz is an ancient demon from an unknown region of the Abyss. He has ties to negative energy, and is able to sap the strenght from the living.\r

    A'azzatz is currently confined aboard the Iron Galleon, a plane-hopping vessel. He is impaled upon the aft mast, bound with cold iron chains, and trapped within a pentacle. In his current predicament, he is nearly insensate, his sole pleasure derived from the consumption of the strength of any living creatures that come within reach.\r

    A'azzatz stands 10 feet tall and weighs 800 pounds. \r

    A'azzatz speaks Abyssal, Celestial, and Draconic.\r

    COMBAT\r

    A'azzatz is a cruel brute, biting and clawing any living creatures that come near.\r

    Negative Energy Affinity (Ex):<\/b> A'azzatz is affected by cure<\/i> spells and inflict spells<\/i> as if it were an undead creature. \r

    Slow (Su):<\/b> Any creature drained of at least 1 point of Strength by A'azzatz must succeed on a DC 24 Fortitude save or be slowed (as the spell) for 1 minute (or until the drained Strength is restored, if before the minute is up). The save DC is Constitution-based.\r

    Soul Bite (Su):<\/b> Any creature bitten by A'azzatz takes 1d8+1 points of negative energy damage (Fortitude DC 26 half). The save DC is Constitution-based.\r

    Strength Drain (Su):<\/b> A'azzatz's touch deals 1 point of Strength drain to a living foe. A creature reduced to Strength 0 by A'azzatz dies. This is a negative energy effect. For each point of Strength drained, A'azzatz gains 10 temporary hit points.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Imagine Magazine #22<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon, Chemosit","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":5387,"reference":"Usergen","full_text":"

    Demon, Chemosit <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar, Tanar'ri)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d6+2)<\/td> <\/tr>
    Full Attack: <\/strong>Claw +6 melee (1d6+2) and bite +1 melee (1d6+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Mouth-lamp\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, see invisibility, spell resistance 11, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +7, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 16, Con 14, Int 7, Wis 11, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Bluff +7, Diplomacy +4, Disguise +0 (+2 acting), Hide +10, Intimidate +2, Listen +11, Move Silently +10, Sense Motive +7, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (mouth lamp), Flyby Attack, Improved Initiative (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (2\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>5-9 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This monstrosity combines features of human and bird into a horrific amalgam. Its head is clearly avian, with dirty plumage atop its head and a jagged beak. Its humanoid torso sprouts dirty, feathered wings, and gives way to nine humanoid buttocks, from which trail a single large, taloned birdleg.<\/i>\r

    Chemosits are lesser tanar'ri that often serve as messengers for more poweful demons and evil spellcasters.\r

    A chemosit is about 6 feet tall and weighs about 175 pounds.\r

    Chemosits speak Abyssal, Celestial, and Draconic.\r

    COMBAT\r

    Chemosits are aggressive, fearless combatants.\r

    A chemosit's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Mouth-Lamp (Su):<\/b> The open mouth of a chemosit sheds light as a bullseye lantern (clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone). The chemosit may suppress or resume this illumination as a free action by closing or opening its mouth. Creatures within the area of clear illumination when the chemosit first opens its mouth must make a DC 16 save or be dazzled for 1 minute. The save DC is Constitution-based. \r

    See Invisibility (Su):<\/b> Chemosits continuously use see invisibility<\/i> as the spell (caster level 4th).\r

    Skills:<\/b> A chemosit has a +4 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #122<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon, Death (Ostego)","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":5388,"reference":"Usergen","full_text":"

    Demon, Death (Ostego) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+14\u00a0(45)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (\u00c2\u00961 size, +2 Dex, +8 natural), touch 11, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+15<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d6+4 plus paralysis)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d6+4 plus paralysis) and bite +8 melee (1d8+2 plus poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Adamantine claws, paralysis, poison, spell-like abilities, summon demon\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good or cold iron, darkvision 60 ft., immunity to death effects, paralysis, and poison, resistance to acid 10, electricity 10, and fire 10, spell resistance 15, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +7, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 15, Con 15, Int 8, Wis 13, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Bluff +11, Concentration +12, Diplomacy +3, Disguise +1 (+3 acting), Initimidate +13, Knowledge (the planes) +9, Listen +11, Move Silently +12, Spot +11, Survival +1 (+3 on other planes)<\/td> <\/tr>
    Feats: <\/strong>Improved Sunder, Multiattack, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or squad (1\u00c2\u00964)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>8\u00c2\u009614 HD (Large); 15\u00c2\u009621 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>+8<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gaunt humanoid creature stands nearly ten feet tall. Its hairless body is covered with dull gray scales and two huge wings like those of a bat sprout from its back. Its eyes glow like smoldering coals above a mouth filled with protruding fangs. Its large claws are metallic black.<\/i>\r

    Little is know of the origin of the ostegos, or death demons as they are more commonly called. They are neither tanar'ri nor obyrith, but some other breed of Abyssal fiend. They occasionally cooperate with tanar'ri, but just as often rip them to shreds like any other beings. \r

    A death demon stands about 10 feet tall and weighs 550-600 pounds.\r

    Ostegos speak Abyssal and Common.\r

    COMBAT\r

    Death demons have an insatiable desire to destroy. They gleefully rip creatures apart with their deadly claws, tearing through armor with ease. Their powerful bites can paralyze foes, leaving them helpless to the ostego's whims.\r

    Adamantine Claws (Ex):<\/b> An ostego's claw attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and hardness.\r

    Paralysis (Ex):<\/b> Those hit by an ostego's claw attack must succeed on a DC 17 Fortitude save or be paralyzed for 2d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus. \r

    Poison (Su):<\/b> Bite\u00c2\u0097Injury, Fort DC 15, initial damage 1d6 Con plus 1 Con drain, secondary damage 1d6 Con. The save DC is Constitution-based. \r

    Spell-Like Abilities:<\/b> At will--greater teleport<\/i> (self plus 50 pounds of objects only); 3\/day--deeper darkness<\/i>. Caster level 10th.\r

    Summon Demon (Sp):<\/b> Once per day a death demon can attempt to summon another death demon with a 20% chance of success. This ability is the equivalent of a 3rd-level spell.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in X2: Castle Amber<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon, Dire Whiner (Obtestu)","type":"Outsider","ch":9,"challenge_rating":" 9 \u00a0","id":5389,"reference":"Usergen","full_text":"

    Demon, Dire Whiner (Obtestu) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar, Tanar'ri)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+30\u00a0(75 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 30 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 24 (\u00c2\u00961 size, +2 Dex, +4 insight, +9 natural), touch 15, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+19<\/td> <\/tr>
    Attack: <\/strong>Bite +13 melee (6d6+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +13 melee (6d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, oversized maw, regurgitate curse, spell-like abilities, swallow whole, whine<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 10\/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +11, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 16, Dex 15, Con 16, Int 15, Wis 18, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Appraise +15, Bluff +20, Climb +16, Diplomacy +9, Disguise +5 (+7 acting), Knowledge (the planes) +15, Hide +11, Intimidate +22, Listen +17, Sense Motive +17, Spot +17, Survival +4 (+6 on other planes), Swim +11, Use Magic Device +18<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (whine), Lightning Reflexes, Persuasive, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009615 HD (Large); 16\u00c2\u009630 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large, pale sluglike creature has an impossibly large maw lined with lamprey-like teeth. Its body is smeared with dirt and slime.<\/i>\r

    Obtestus are wretched demons, so vile as to be pariahs among their own foul kind. Obtestus are lazy creatures, obtaining food and wealth through the use of its compulsive supernatural whine.\r

    Obtestus are found throughout the Abyss, generally in swampy regions or near foul cavern pools.\r

    An obtestu is about 8 feet tall and weighs about 325 pounds.\r

    Obtestus speak Abyssal, Celestial, and Draconic.\r

    COMBAT\r

    Obtestus do not enjoy combat, as it requires far too much effort. A dire whiner uses its whine ability to order others to bring it food, or to draw prey near. Once potential meals are within reach, the obtestu attempts to swallow it whole. A creature that draws an obtestu's ire may find itself only partially devoured, then regurgitated with a horrific curse.\r

    An obtestu's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Alternate Form (Su):<\/b> An obtestu can assume a humanoid form at will as a standard action. The form may range from Small to Large, but always appears pitiful and helpless. Sample forms include an old crone, a limbless beggar, or a starving street urchin.\r

    Improved Grab (Ex):<\/b> To use this ability, a dire whiner must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.\r

    Oversized Maw (Su):<\/b> A dire whiner's maw can extend to a size for greater than its head would suggest. This allows it to swallow a creature of up to its own size, and its bite attack deals damage as if it were a creature two size categories larger.\r

    Regurgitate Curse (Su):<\/b> As an immediate action, an obtestu that is not holding a grappled opponent in its mouth can regurgitate a swallowed opponent. The obtestu can spit the opponent out into a square up to 10 feet away or keep the opponent grappled in its mouth. The regurgitated opponent is no longer swallowed whole, but must succeed on a DC 20 Will save or suffer a -4 penalty to all attack rolls, saving throws, skill and ability checks as a bestow curse<\/i> spell (caster level equals dire whiner's Hit Dice). The saving throw is Charisma-based.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097greater teleport<\/i> (self plus 50 pounds of objects only). Caster level 10th. The save DCs are Charisma-based.\r

    Swallow Whole (Ex):<\/b> A dire whiner can try to swallow a grabbed opponent up to one size category larger than itself by making a successful grapple check. Its jaws and guts have an extradimensional component that allows them to swallow objects far larger than their external dimensions suggest. Once inside, the opponent takes 2d8+6 points of crushing damage plus 8 points of acid damage per round from the demon's interior. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the interior (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large obtestu's interior can hold 1 Huge, 4 Large, 16 Medium, 64 Small or 256 Tiny or smaller opponents.\r

    Whine (Su):<\/b> A dire whiner can emit dangerous audible compulsions as a standard action. The dire whiner can cause one of three effects. Dire whiners are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same whine effect from the same dire whiner for 24 hours. All save DCs for whine effects are Charisma-based.\r

    Feeblemind:<\/i> A single creature within 60 feet of the dire whiner must succeed on a DC 22 Will save or be affected as though by a feeblemind<\/i> spell.\r

    Hopelessness:<\/i> Anyone within a 60-foot spread automatically takes a \u00c2\u00962 penalty on attack and damage rolls. Those forced to hear the whine for more than 6 consecutive rounds must succeed on a DC 22 Will save or enter a trance, unable to attack or defend themselves until the whining stops.\r

    Suggestion:<\/i> A single creature within 60 feet of the dire whiner must succeed on a DC 22 Will save or be affected as though by a suggestion<\/i> spell.\r

    Skills:<\/b> Obtestus have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in H4 - Throne of Bloodstone<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon, Hacamuli","type":"Outsider","ch":21,"challenge_rating":" 21 \u00a0","id":5390,"reference":"Usergen","full_text":"

    Demon, Hacamuli <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar, Tanar'ri)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 24d8+216\u00a0(324 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 39 (-1 size, +1 Dex, +29 natural), touch 10, flat-footed 38<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+24\/+40<\/td> <\/tr>
    Attack: <\/strong>Right hoof +36 melee (1d10+12\/19-20 plus curse of decrepitude) or left hoof +36 melee (1d10+12\/19-20 plus disease)<\/td> <\/tr>
    Full Attack: <\/strong>Right hoof +36 melee (1d10+12\/19-20 plus curse of decrepitude) and left hoof +36 melee (1d10+12\/19-20 plus disease)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Curse of decrepitude, disease, rebuke undead (+11, 2d6+27, 20th), spell-like abilities, summon undead, thanatist gaze<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/cold iron and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 35, telepathy 60 ft., tomb-tainted<\/td> <\/tr>
    Saves: <\/strong>Fort +23, Ref +15, Will +20 <\/td> <\/tr>
    Abilities: <\/strong>Str 35, Dex 13, Con 29, Int 14, Wis 22, Cha 25 <\/td> <\/tr>
    Skills: <\/strong>Bluff +34, Concentration +36, Diplomacy +42, Disguise +7 (+11 acting), Intimidate +38, Knowledge (religion) +29, Knowledge (the planes) +29, Listen +33, Sense Motive +33, Spot +33, Survival +6 (+10 on other planes), Use Magic Device +34<\/td> <\/tr>
    Feats: <\/strong>Dire Charge, Extra Turning, Improved Critical (hoof), Improved Initiative, Negative Energy Burst, Quicken Spell-Like Ability (greater teleport<\/i>), Weapon Focus (hoof)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>21<\/td> <\/tr>
    Treasure: <\/strong>No coins, double goods (mostly gems and jewelery), double items<\/td> <\/tr>
    Alignment: <\/strong>Chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Flies crawl over the mangy, sore-infested body of this pale, gaunt horse. Its hazy black eyes seem as deep as the darkest pits of the Abyss.<\/i>\r

    Hacamuli is one of the favored messengers of Orcus. The Prince of the Undead generally employs Hacamuli only on missions of great importance, or to better strike fear into the hearts of his enemies.\r

    Hacamuli is 8 feet long and weighs 900 pounds.\r

    Hacamuli speaks Abyssal, Celestial, Draconic, and Infernal.\r

    COMBAT\r

    In battle, Hacamuli rears up on his hind legs and strikes with both his front hooves. Each hoof has its own special disastrous effect in addition to any damage dealt.\r

    Hacamuli's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Curse of Decrepitude (Su):<\/b> Every time Hamaculi hits with its right hoof, its opponent must succeed on a DC 31 Fortitude save or prematurely age. This imposes a -4 penalty to Strength, Dexterity, and Constitution, and causes the victim's hair to turn white, skin to wrinkle, and posture to stoop. The penalty is not cumulative. Should the victim's Con drop to 0 they will die. This effect is permanent, but can be removed by a wish, miracle<\/i> or break enchantment<\/i> spell, or by drinking an elixir of youth<\/i> or similar potion (the elixir removes the curse but does not reduce the drinker's age as it normally would). A spellcaster must succeed on a DC 30 level check to use break enchantment<\/i> to remove the curse. \r

    Additionally, the opponent must succeed on a DC 31 Reflex save or its armor and clothing rots away or dissolves into rust. Hamaculi can also use its right hoof attack to destroy unattended objects up to a 10-foot-cube in size. Unattended magical items are allowed a DC 31 Fortitude save to avoid dissolution. The save DCs are Constitution-based.\r

    Disease (Ex):<\/b> Greater demon fever<\/i>\u00c2\u0097left hoof, Fortitude DC 31, incubation period 1d3 days, damage 2d6 Con. A victim must succeed at another saving throw or 2 points of temporary damage is permanent drain instead. The save DC is Constitution-based.\r

    Rebuke Undead (Su):<\/b> Hacamuli can rebuke and command undead as a 20th-level cleric. Hacamuli can make up to fourteen rebuke attempts per day.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097deeper darkness, greater teleport<\/i> (self only); 3\/day\u00c2\u0097quickened greater teleport<\/i> (self only). Caster level 22nd. The save DCs are Charisma-based.\r

    Summon Undead (Sp):<\/b> Once per day, Hacamuli can summon 2d6 shadows with a 60% chance of success or 1d4 vampires with a 50% chance of success. This ability is the equivalent of a 9th-level spell (CL 22nd).\r

    Thanatist Gaze (Su):<\/b> 30 feet, Fort DC 29 negates, bestows 3 negative levels. Any creature drained to 0 levels by Hacamuli's gaze dies and is immediately transformed into a bodak under Hacamuli's permanent command. The save DC is Charisma-based.\r

    Tomb-Tainted (Ex):<\/b> Although an outsider, Hacamuli is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light<\/i> or holy water). Hacamuli may be turned as if it were an undead creature with +6 turn resistance.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #42<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon, Incubus","type":"Outsider","ch":8,"challenge_rating":" 08 \u00a0","id":5391,"reference":"Usergen","full_text":"

    Demon, Incubus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Evil, Tanar'ri)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+16\u00a0(52 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares), fly 60 ft (average)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (+2 Dex, +10 natural), touch 12, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+13<\/td> <\/tr>
    Attack: <\/strong>Claw +14 melee (2d4+5 plus energy drain)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +14 melee (2d4+5 plus energy drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, spell-like abilities, summon tanar'ri<\/i><\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/cold iron or good, darkvision 90 ft, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 16, telepathy 100 ft, tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +8, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 15, Con 15, Int 10, Wis 14, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Bluff +19, Concentration +9, Diplomacy +7, Disguise +13* (+15 acting), Escape Artist +9, Hide +10, Intimidate +16, Jump +9, Knowledge (any one) +8, Listen +18, Move Silently +9, Search +8, Spot +18, Use Rope +2 (+4 bindings), Survival +2 (+4 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Persuasive, Power Attack, Weapon Focus (claws)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair (1 incubus and 1 succubus)<\/td> <\/tr>
    Challenge Rating: <\/strong>08<\/td> <\/tr>
    Treasure: <\/strong>No coins; standard goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature is an exceptionally handsome man, with a large frame and chiseled features, dressed in finery. Though mostly human, he has small horns on the sides of his forehead, and a large pair of bat wings on his back, and his hands ends in sharp talons. <\/i>\r

    The incubus is the male counterpart to the tempting succubus. Incubi are far less common than succubi, but they sometimes pair up to add the physical might of the incubus to the succubus' magical power. Incubi like to travel to the Material Plane to tempt female mortals. Incubi and succubi do not mate to perpetuate their kind.\r

    An incubus is 6-7 feet tall in its natural form and weighs about 175-200 pounds.\r

    Incubi speak Abyssal, Celestial, and Draconic.\r

    COMBAT<\/b>\r
    While a succubus is not normally a combatant, an incubus exists to fight. These deadly melee combatants make up for their lesser magical capabilities without needing to trick a victim into surrendering itself.\r

    An incubus's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Energy Drain (Su)<\/b>: Living creatures hit by an incubus's claw attack gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based. \r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 detect good<\/i>, ethereal jaunt<\/i> (self plus 50 pounds of objects only), greater teleport<\/i> (self plus 50 pounds of objects only), polymorph<\/i> (humanoid form only, no limit on duration). Caster level 8th. The save DCs are Charisma-based.\r

    Summon Tanar'ri (Sp)<\/i><\/b>: Once per day, an incubus can attempt to summon 1 vrock with a 20% chance of success. This ability is the equivalent of a 3rd-level spell.\r

    Tongues (Su)<\/b>: An incubus has a permanent tongues<\/i> ability (as the spell, caster level 12th). Incubi usually use verbal communication with mortals.\r

    Skills<\/b>: Incubi have a +8 racial bonus on Listen and Spot checks.\r

    *While using his polymorph<\/i> ability, an incubus gains a +10 circumstance bonus on Disguise checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #54 (\"Dragon's Bestiary,\" October 1981, Craig Stenseth).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon, Kerzit the Guardian","type":"Outsider","ch":22,"challenge_rating":" 22 \u00a0","id":5392,"reference":"Usergen","full_text":"

    Demon, Kerzit the Guardian <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar, Tanar\u00c2\u0092ri)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 24d8+288\u00a0(416 hp)<\/td> <\/tr>
    Initiative: <\/strong> +9<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 42 (-1 size, +5 Dex, +6 insight, +22 natural), touch 20, flat-footed 37<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+24\/+42<\/td> <\/tr>
    Attack: <\/strong>Tentacle +37 melee (1d10+14\/19-20\/x2)<\/td> <\/tr>
    Full Attack: <\/strong>2 tentacles + 37 melee (1d10+14\/19-20\/x2) and 2 arms +35 melee (1d12+7) or bite +37 melee (2d12+7 and poison)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/10 ft (15 ft with tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, poison, spell-like abilities, summon tanar\u00c2\u0092ri<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/cold iron and good, darkvision 60 ft, fast healing 5, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell immunities, spell resistance 30, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +26, Ref +28, Will +21 <\/td> <\/tr>
    Abilities: <\/strong>Str 39, Dex 20, Con 35, Int 20, Wis 24, Cha 22 <\/td> <\/tr>
    Skills: <\/strong>Bluff +30, Climb +32, Concentration +32, Diplomacy +28, Hide +25, Intimidate +31, Jump +32, Knowledge (arcana) +31, Knowledge (history) +25, Knowledge (the planes) +27, Listen +31, Search +25, Sense Motive +27, Spellcraft +25 (+27 scrolls), Spot +31, Survival +27 (+29 on other planes, +29 following tracks), Use Magic Device +26 (+28 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Alertness, Cleave, Combat Reflexes, Improved Critical (tentacles), Improved Initiative, Power Attack, Multiattack, Track (B) [Suggested alternate feats from the Book of Vile Darkness: Dark Speech, Vile Natural Attack]\r
    Epic Feats<\/b>: Dire Charge, Epic Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary or sentries (Kerzit and 1-2 hezrou or 1-2 glabrezu)<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>---<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature stands about one and a half times as tall as a human. Nearly all of its broad-shouldered body is covered with matted black fur. It bears an overly large wolfish head with two menacing, silver eyes, and a large set of jaws filled with ebon-black teeth dripping a grayish ichor. In place of arms, it has two octopus-like tentacles, as well as a pair of furry, semi-chitinous, saw-like appendages on its lower torso. Its legs end in large wolf\u00c2\u0092s paws, with long, polished black talons that make a clicking sound as it walks.<\/i>\r

    Kerzit is a rare type of demon, specially made by greater demonic powers to serve as a guardian. It is unclear which demon lord or prince created it, as it usually changes allegiance after completing a task. It is usually charged with the guardianship of a particular artifact of interest to a demon prince, or a powerful prisoner that is too much for a lesser demon to handle.\r

    Kerzit is most often sent to serve the cause of chaos on the Material Plane, where it will guard some item or area important to a particular demon lord. In the past, Kerzit had been the guardian of the Tome of the Black Heart, which resided on the World of Greyhawk. The wizard Eli Tomorast had summoned Kerzit up from the Abyss to serve him and help him use the book, which Kerzit did in exchanges for sacrifices from the wizard.\r

    Kerzit is 10 feet tall and 4 feet wide at the shoulders, and weighs 950 pounds. Its tentacles are 6 feet long.\r

    COMBAT<\/b>\r
    Kerzit relies on overpowering its opponents in melee. Despite its protections from magic, it is intelligent enough to be wary of spellcasters. If Kerzit is confronted by a strong force of fighters and spellcasters at once, it will summon demons to fight them. Kerzit will concentrate its efforts on what it determines to be the strongest adversary present. If the battle is too powerful, rather than risk destruction the demon will simply teleport away with any items it is guarding.\r

    Kerzit will pursue fleeing opponents, but will not go far from the item or area it is guarding. If any item is stolen, however, Kerzit will not rest until it has regained the item, killing all living creatures it encounters. If the item is destroyed or Kerzit\u00c2\u0092s purpose is otherwise lost, Kerzit will be driven mad with rage, and will vent its fury on everything its sees until its sense of vengeance is sated, or it is recalled by the demon lord it serves.\r

    Kerzit\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as evil-aligned and chaotic-aligned for the purpose of overcoming damage reduction.\r

    Improved Grab (Ex)<\/b>: To use this ability, Kerzit must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.\r

    Poison (Ex)<\/b>: Injury, Fortitude DC 34, initial damage 2d6 Con, secondary damage death. The save DC is Constitution-based.\r

    Spell-Like Abilities<\/b>: At will \u00c2\u0096 animate dead<\/i>, deeper darkness<\/i>, detect magic<\/i>, greater teleport<\/i> (self plus 50 pounds of objects only), read magic<\/i>, see invisibility<\/i>, telekinesis<\/i> (DC 21), and waves of fatigue<\/i> (DC 21). Caster level 20th. The save DCs are Charisma-based. \r

    Summon Tanar'ri (Sp)<\/b><\/i>: Four times per day, Kerzit can attempt to summon 1 hezrou or 1 glabrezu with a 70% chance of success. This ability is the equivalent of a 9th-level spell. While on the Material plane, Kerzit may only summon two of each type of demon per day.\r

    Spell Immunities (Ex)<\/b>: Kerzit is immune to all spells and spell-like abilities of 3rd level and lower.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1984 Wizards of the Coast, Inc.
    Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon, Nasthrapur","type":"Outsider","ch":20,"challenge_rating":" 20 \u00a0","id":5393,"reference":"Usergen","full_text":"

    Demon, Nasthrapur <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Evil, Tanar'ri)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 20d8+220\u00a0(310)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 90 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 35 (\u00c2\u00961 size, +5 Dex, +21 natural), touch 14, flat-footed 30<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+20\/+37<\/td> <\/tr>
    Attack: <\/strong>Bite +31 melee (1d8+13) or gore +31 melee (1d8+13\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +31 melee (1d8+13) and gore +29 melee (1d8+6\/19-20) and 2 claws +29 melee (1d6+6) <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, fear aura, spell-like abilities, summon tanar'ri\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/cold iron and good, darkvision 60 ft., immunity to electricity, and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 39, telepathy 100 ft., true seeing\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +23, Ref +17, Will +19 <\/td> <\/tr>
    Abilities: <\/strong>Str 37, Dex 21, Con 33, Int 21, Wis 24, Cha 26 <\/td> <\/tr>
    Skills: <\/strong>Balance +30, Bluff +31, Concentration +34, Diplomacy +35, Disguise +8 (+10 acting), Intimidate +33, Jump +19, Listen +30, Knowlege (the planes) +28, Search +28, Sense Motive +30, Spellcraft +28 (+30 scrolls), Spot +30, Survival +7 (+9 on other planes, +9 following tracks), Tumble +28, Use Magic Device +31 (+33 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Cleave, Improved Bull Rush, Improved Critical (gore), Multiattack, Power Attack, Quicken Spell-Like Ability (fireball, magic missle<\/i>)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary or strike force (one nasthrapur and 1d6 bulezaus or 1-2 goristroi)<\/td> <\/tr>
    Challenge Rating: <\/strong>20<\/td> <\/tr>
    Treasure: <\/strong>Standard coins; double goods; standard items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>21\u00c2\u009630 HD (Large); 31\u00c2\u009660 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This demon has a broad, scaly body atop thick legs ending in dark hooves. It has the head of a bull, taloned arms like those of a dragon, and large leather wings. Smoke trickles from its nostrils, and its eyes burn like glowing embers.<\/i>\r

    The nasthrapur is rumored to be a creation of Baphomet in his legendary Tower of Science. These demons can shift between charming persuasion and brute force swiftly and unpredictably. Nasthrapurs serve Baphomet as both diplomats and leaders of his armies. As his creations, they are more loyal to the Prince of Beasts than balors. Extensive breeding and testing has resulted in a far greater resistance to magic than most other demons, making them excellent slayers of spellcasters.\r

    A nasthrapur is 13 feet tall and weighs about 5,500 pounds.\r

    Nasthrapurs speak Abyssal, Celestial, and Draconic.\r

    COMBAT\r

    A nasthrapur is just as likely to manipulate an adversary's mind through persuasion and magic as it is to tear him limb from limb. In a battle, a nasthrapur generally opens with a quickened magic missle<\/i> in tandem with its fiery breath, then follows with a quickend fireball<\/i> towards ranged adversaries and enemy spellcasters while charming or hypnotizing melee-oriented combatants.\r

    Breath Weapon (Su):<\/b> Three times per day, 40-foot cone, damage 4d10 fire, Reflex DC 31 half. The save DC is Constitution-based.\r

    Fear Aura (Su):<\/b> A nasthrapur can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 28 Will save or be affected as though by a fear<\/i> spell (caster level 18th). A creature that successfully saves cannot be affected again by the same nasthrapur's aura for 24 hours. Other demons are immune to the aura. The save DC is Charisma-based.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097deeper darkness, fireball<\/i> (DC 20), greater teleport<\/i> (self plus 50 pounds of objects only), hypnotism<\/i> (DC 18), magic missile<\/i>; 1\/day\u00c2\u0097fire storm<\/i> (DC 26), mass charm monster<\/i> (DC 26). Caster level 20th. The save DCs are Charisma-based.\r

    Summon Tanar'ri (Sp):<\/b> Once per day a nasthrapur can automatically summon 1d6 bulezaus (or 1d4 hezrous if you aren't using Fiendish Codex I<\/i>), or summon one nalfeshnee, glabrezu, or goristro (or 1 marilith if you aren't using Fiendish Codex I<\/i>) with a 70% chance of success. This ability is the equivalent of a 9th-level spell.\r

    True Seeing (Su):<\/b> Nasthrapurs have a continuous true seeing<\/i> ability, as the spell (caster level 20th).\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1978 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #13<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon, Ngojama","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":5394,"reference":"Usergen","full_text":"

    Demon, Ngojama <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar, Tanar'ri)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+16\u00a0(34 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+8<\/td> <\/tr>
    Attack: <\/strong>Claw +9 melee (1d6+4\/19-20\/x4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +9 melee (1d6+4\/19-20\/x4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical<\/td> <\/tr>
    Special Qualities: <\/strong>Aversion to water, damage reduction 5\/cold iron or good, darkvision 60 ft., immunity to electricity, fear, and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 12, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 15, Con 19, Int 10, Wis 12, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Balance +11, Climb +18, Intimidate +7, Jump +13, Listen +8, Search +7, Spot +8, Survival +1 (+3 following tracks), Tumble +9<\/td> <\/tr>
    Feats: <\/strong>Dodge, Weapon Focus (claw)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Medium), 9-12 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a human, but its features are accentuated by fiendish horns jutting from its forehead, and wicked-looking iron-colored nails protruding from its palms. Its body is covered in short black fur, and its eyes are a glowing yellow.<\/i>\r

    Ngojamas are minor demons often employed as assassins. They are difficult to control (even for demons), and are aggressive and fearless. Ngojamas have an aversion to water, and never willingly enter or pass over it.\r

    Ngojamas can be called with planar ally or planar binding spells. When bargaining with planar ally spells, the ngojama always demands personal payment of the higest possible price. Obtaining one's services with planar binding is a far riskier endeavor, for they take offense to unconvincing summoners, and nearly always attack if the Charisma check fails (and definitely attack when the binding is broken). \r

    A ngojama stands 5-1\/2 to 6 feet tall and weighs 250 to 300 pounds.\r

    Ngojamas speak Abyssal, Celestial, and Draconic.\r

    COMBAT\r

    Ngojamas are aggressive, straightforward combatants that take wicked delight in impaling other creatures with their claws. Ngojamas never wield weapons, for their palm-claws make it impossible to do so effectively.\r

    A ngojama's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Augmented Critical (Ex):<\/b> A ngojama's claws threaten a critical hit on a natural attack roll of 19\u00c2\u009620, dealing quadruple damage on a successful critical hit.\r

    Aversion to Water (Ex):<\/b> Ngojamas cannot swim, and always fail all Swim checks if forced to make one. They are also unable to cross running water, although they can be carried over it unwillingly. \r

    Skills:<\/b> Ngojamas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #122<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demon, Siragle (Unique)","type":"Outsider","ch":18,"challenge_rating":" 18 \u00a0","id":5395,"reference":"Usergen","full_text":"

    Demon, Siragle (Unique) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Evil, Tanar'ri)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d8+126\u00a0(207 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 30 (-1 size, +4 Dex, +17 natural), touch 13, flat-footed 26<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+28<\/td> <\/tr>
    Attack: <\/strong>Claw +23 melee (2d6+7) or +3 unholy falchion<\/i> +26 melee (2d6+13\/18-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +23 melee (2d6+7) and bite +21 melee (1d8+3) and tail stinger +21 melee (1d6+3 plus energy drain) or +3 unholy falchion<\/i> +26\/+21\/+16\/+11 melee (2d6+13\/18-20) and bite +21 melee (1d8+3) and tail stinger +21 melee (1d6+3 plus energy drain) <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, improved grab, profane fury, spell-like abilities, summon tanar'ri<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/cold iron and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, fire 10, rejuvenation, scroll master, spell resistance 26, telepathy 60 ft., tanar'ri traits\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +18, Ref +15, Will +17 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 19, Con 24, Int 18, Wis 22, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Bluff +26, Concentration +28, Diplomacy +18, Disguise +5 (+7 acting), Intimidate +26, Jump +18, Knowledge (arcana) +25, Knowledge (the planes) +25, Listen +27, Search +25, Sense Motive +18, Spellcraft +27 (+29 scrolls), Spot +27, Survival +6 (+8 on other planes, +8 following tracks), Swim +17, Use Magic Device +26 (+28 scrolls)<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (suggestion<\/i>)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss (The Steeping Isle)<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>18<\/td> <\/tr>
    Treasure: <\/strong>Standard coins, double goods (gems and jewelery), double items<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An unsettling blend of reptile and humanoid, this demon stands over 8 feet tall. Its head is crocodilian, topped with vicious black antlers, with blood red eyes and a maw filled with soot-black teeth. Its blackish-green body is broad and muscular, its flesh leathery. Its hands and feet end in vicious claws, while its five foot long tail ends in a daggerlike stinger of yellowed ivory.<\/i>\r

    Siragle the Ineffable is a unique demon. Although not a true demon lord, Siragle rules the 493rd layer of the Abyss, a realm known as The Steeping Isle.\r

    Siragle can only be permanently slain while on the The Steeping Isle. Any who slay him on other planes had best watch their backs, for Siragle is infamous for his ability to hold a grudge.\r

    Siragle stands 8 and 1\/2 feet tall and weighs 1,000 pounds.\r

    Siragle speaks Abyssal, Celestial, and Draconic.\r

    COMBAT\r

    Siragle enjoys battle, attempting to grab an adversary with both claws, then bite and sting the victim until its life force is extinguished. Siragle is also accomplished with magic, possessing powerful spell-like abilities and capable of crafting and utilizing scrolls containing a variety of spells.\r

    Siragle's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Energy Drain (Su):<\/b> Living creatures hit by Siragle's tail stinger attack gain one negative level. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Siragle gains 5 temporary hit points.\r

    Improved Grab (Ex):<\/b> To use this ability, Siragle must hit a Large or smaller opponent with both claw attacks. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. Siragle automatically hits grappled opponents with his bite and tail stinger attacks.\r

    Profane Fury (Su):<\/b> Once per day, Siragle may draw upon his connection with the Steeping Isle to shroud himself in abyssal energy as a swift action. When in a profane fury, Siragle gains a +5 profane bonus to AC, a +2 bonus to his spell resistance, and damage reduction 5\/epic for 8 rounds. When his profane fury expires, Siragle is fatigued for the rest of the encounter. The save DC is Charisma based.\r

    Rejuvenation (Su):<\/b> If Siragle dies, he reforms on the Steeping Isle, his home layer of the Abyss, in one year. Any equipment Siragle was wearing or carrying at the moment of his death, such as a weapon or scroll, however, is left behind. If Siragle is slain on his home plane, he is dead forever.\r

    Scroll Master (Ex):<\/b> Siragle can use use or create any scroll with no chance of failure as though the spells were on his spell list. He can also create any scroll as if he possessed the necessary feats and prerequisite spells or other requirements.\r

    Spell-Like Abilities:<\/b> At will--deeper darkness, detect good, detect magic, fly, greater dispel magic, see invisibility, unholy blight<\/i> (DC 19); 3\/day--greater teleport, invisibility, shout<\/i> (DC 19), suggestion<\/i> (DC 18), plane shift<\/i>; 1\/day--forcecage, mass charm<\/i> (DC 23), unholy aura<\/i> (DC 23), word of chaos<\/i> (DC 22). Caster level 20th. The save DCs are Charisma-based.\r

    Summon Tanar'ri (Sp):<\/b> Once per day, Siragle can automatically summon 1d4+1 chasmes (or 1d4+1 vrocks if you aren't using Fiendish Codex I<\/i>) with a 45% chance of success. This ability is the equivalent of a 9th-level spell.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #28<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss (The Steeping Isle)"},{"name":"Demon, Spirit-Ghoul","type":"Outsider","ch":3,"challenge_rating":" 3 \u00a0","id":5396,"reference":"Usergen","full_text":"

    Demon, Spirit-Ghoul <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar, Incorporeal)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+3\u00a0(14 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> Fly 30 ft. (perfect)(6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+2 Dex, +3 deflection), touch 15, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/-<\/td> <\/tr>
    Attack: <\/strong>Incorporeal touch +5 melee (ghoul touch)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Incorporeal touch +5 melee (ghoul touch)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fiendish transformation, ghoul touch, possession<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., immunity to acid, electricity, and fire, incorporeal traits, resistance to cold 10, spell resistance 11, telpathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 15, Con 13, Int 13, Wis 14, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Bluff +9, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +11, Knowledge (religion) +7, Knowledge (the planes) +7, Listen +8, Search +7, Sense Motive +8, Spot +8, Survival +2 (+4 following tracks, +4 on other planes), Tumble +8<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (fiendish transformation), Ability Focus (possession)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary (or possessing spirit-ghoul victim)<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None (unless possessing a victim)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>6-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    An unnerving chill is felt nearby, accompanied by the faint stench of rotting carrion.<\/i>\r

    A spirit-ghoul is a malevolent demon that seeks out mortal hosts to possess. These possessed individuals take on ghoulish aspects, feeding on other members of their species. The corruptive influence extends to the victim's physical appearance, making them appear in nearly all aspects as a true undead ghoul.\r

    A spirit-ghoul is the size of a human, but weightless. \r

    Spirit-ghouls speak Abyssal, Celestial, and Draconic, and can communicate telepathically.\r

    COMBAT\r

    A spirit-ghoul seeks a suitable host to possess, and always seeks the quickest means to this end. If other creatures manage to get in its way, it will attempt to paralyze them with its incorporeal touch.\r

    Once in possession of a victim, a spirit-ghoul seeks to create as much havoc among members of the victim's community. It encourages the belief that the victim has become a typical undead ghoul.\r

    A spirit-ghoul's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Fiendish Transformation (Su):<\/b> After 24 hours of possessing a creature, the spirit-ghoul may attempt to transform the victim into a spirit-ghoul victim. The target must make a DC 16 Fortitude save or gain the spirit-ghoul victim template (see below). If the save succeeds, the victim is immune to the spirit ghoul's fiendish transformation for 24 hours, but the possession is not ended. If the save fails, the spirit-ghoul takes control of the victim (as a magic jar<\/i> spell, except that it does not require a receptacle). Once the victim is transformed, only banishment, dispel evil, dismissal, holy word<\/i>, or similar magic can end the possession and return the target to its previous state, as can a turning attempt that would destroy an undead of the spirit-ghoul victim's HD plus 2. The save DC is Charisma-based.\r

    Ghoul Touch (Su):<\/b> A living humanoid struck by a spirit-ghoul's incorporeal touch attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d6+2 rounds. A paralyzed victim also exudes a carrion stench that causes all living creatures in a 10-foot-radius spread to become sickened (DC 14 Fortitude negates). A neutralize poison<\/i> spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a negative energy effect. The save DC is Charisma-based.\r

    Possession (Su):<\/b> Once per round, a spirit-ghoul possess a creature by moving into that creature's space (this movement does not provoke an attack of opportunity). The target can resist the attack with a successful DC 16 Will save. A creature that successfully saves is immune to that same spirit-ghoul\u00c2\u0092s possession for 24 hours, and the spirit-ghoul cannot enter the target\u00c2\u0092s space. If the save fails, the spirit-ghoul vanishes into the target\u00c2\u0092s body. While the spirit-ghoul does not control the target, it is aware of everything the target is. Banishment, dispel evil, dismissal, holy word<\/i> or similar magic ends the possession. The save DC is Charisma-based.\r

    Spirit-Ghoul Victim<\/b>\r

    \"Spirit-Ghoul Victim\" is an acquired template that can be added to any living humanoid that has been possessed by a spirit-ghoul (henceforth referred to as the base creature).\r

    Size and Type:<\/b> The base creature\u00c2\u0092s size and type are unchanged. \r

    Attack:<\/b> A spirit-ghoul victim retains all the attacks of the base creature and also gains a bite and two claw attacks if it didn't already have them. If the base creature uses weapons, the spirit-ghoul victim retains this ability. A creature with natural weapons retains those natural weapons. A spirit-ghoul victim without a weapon uses its bite attack. A spirit-ghoul victim armed with a weapon uses its bite or a weapon, as it desires.\r

    Full Attack:<\/b> A spirit-ghoul victim fighting without weapons uses its bite and 2 claws to attack. If armed with a weapon, it chooses whether to use the weapon or use its natural attacks.\r

    Damage:<\/b> Spirit-ghoul victims have bite and claw attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the spirit-ghoul victim's size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.\r

    Size \/ Bite Damage \/ Claw Damage \r
    Fine \/ 1 \/ - \r
    Diminutive \/ 1d2 \/ 1 \r
    Tiny \/ 1d3 \/ 1d2 \r
    Small \/ 1d4 \/ 1d3 \r
    Medium \/ 1d6 \/ 1d4 \r
    Large \/ 1d8 \/ 1d6 \r
    Huge \/ 2d6 \/ 1d8 \r
    Gargantuan \/ 2d8 \/ 2d6 \r
    Colossal \/ 4d6 \/ 2d8 \r

    Special Attacks:<\/b> A spirit-ghoul victim retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1\/2 the spirit-ghoul victim's HD + spirit-ghoul victim's Cha modifier unless otherwhise noted.\r

    Aligned Strike (Ex):<\/i> A spirit-ghoul victim\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Paralysis (Ex):<\/i> Victims hit by a spirit-ghoul victim\u00c2\u0092s bite or claw attack must make a successful Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.\r

    Special Qualities:<\/b> A spirit-ghoul victim retains all the special qualities of the base creature and gains those described below.\r

    Spell Resistance (Ex):<\/i> A spirit-ghoul victim has spell resistance equal to that of the possessing spirit-ghoul.\r

    Abilities:<\/b> Increase from the base creature as follows: Str +2, Dex +4. In addition, a spirit-ghoul victim uses the possessing spirit-ghoul's mental ability scores (Int, Wis, and Cha).\r

    Skills:<\/b> A spirit-ghoul victim gains a +2 racial bonus to Balance, Climb, Hide, Jump, Move Silently, and Spot checks. In addition, the spirit-ghoul victim may use the spirit-ghoul's skill ranks in place of its own for any skill check. A spirit-ghoul victim otherwise retains its own skills and ranks.\r

    Feats:<\/b> A spirit-ghoul victim retains all its feats, and it gains Multiattack as a bonus feat.\r

    Challenge Rating:<\/b> Same as the base creature +1.\r
    Alignment:<\/b> Base creature's alignment changes to chaotic evil.\r
    Level Adjustment:<\/b> +2.\r

    Spirit-Ghouls and Fiendish Codex I<\/i><\/b>\r

    If you are using Fiendish Codex I<\/i> in your campaign, the spirit-ghoul should be considered a loumara demon.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #138<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":" Base creature's alignment changes to chaotic evil.\r","environment":"Infinite Layers of the Abyss"},{"name":"Demon, Tribute Gatherer (Culota)","type":"Outsider","ch":10,"challenge_rating":" 10 \u00a0","id":5397,"reference":"Usergen","full_text":"

    Demon, Tribute Gatherer (Culota) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Chaotic, Evil, Extraplanar, Tanar'ri)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+70\u00a0(115 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 90 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 21 (\u00c2\u00961 size, +2 Dex, +10 natural), touch 11, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+20<\/td> <\/tr>
    Attack: <\/strong>Claw +15 melee (1d8+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +15 melee (1d8+6) and 2 tentacles +13 melee (1d8+3) and bite +13 melee (1d8+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft. (20 ft. w\/tentacles)<\/td> <\/tr>
    Special Attacks: <\/strong>Bite, caustic ink spray, constrict 1d8+6, improved grab, maul, spell-like abilities, summon tanar'ri, telekinetic thrust<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +9, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 15, Con 25, Int 15, Wis 16, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Appraise +15, Intimidate +16, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +16, Search +23, Spellcraft +15 (+17 scrolls), Spot +24, Survival +3 (+5 following tracks, +5 on other planes), Swim +27, Use Magic Device +16 (+18 scrolls)\r
    <\/td> <\/tr>
    Feats: <\/strong>Dodge, Mobility, Multiattack, Spring Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Infinite Layers of the Abyss<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>Standard (double goods and items in lair)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>11\u00c2\u009614 HD (Large); 15\u00c2\u009630 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Vaguely resembling a large seaweed-green octopus, this horrid thing is clearly not of this world. A pair of long arms end in sharp claws, while a pair of longer tentacles are octopoid. Two large flaps, like those of a manta ray, extend from beneath its bulbous body. Its large maw filled with black, glistening teeth.<\/i>\r

    Tribute gatherers, as their name implies, are aquatic demons sent to collect tribute for demon princes and other powerful Abyssal entities. Also known as culota, these demons possess a secret pouch hidden in the central portion of their underbellies, in which to store the treasure they gather.\r

    A tribute gatherer is 10 feet tall and weighs 300 pounds.\r

    Tribute gatherers speak Abyssal, Celestial, and Draconic.\r

    COMBAT\r

    In melee, a culota is a deadly adversary. It grabs and constricts foes with its talons and tentacles, dragging them within reach of its horrid maw. If flanked or surrounded, it uses its telekinetic thrust to push foes back. Should the battle turn against it, a tribute gatherer can release a burst of caustic ink to cover its escape.\r

    A culota\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.\r

    Caustic Ink Spray (Ex):<\/b> A tribute gatherer can emit a spray of acidic, jet-black ink once every 1d4 rounds as a free action. It can be used both on land or underwater, dealing 2d12 points of acid damage (Reflex DC 22 half). The save DC is Constitution-based.\r

    On land, the spray is a 50-foot-radius burst centered on the culota. Underwater, the spray forms a cloud 20 feet high by 20 feet wide by 20 feet long. The cloud provides total concealment, which the tribute gatherer normally uses to escape a losing fight. All vision within the cloud is obscured.\r

    Constrict (Ex):<\/b> A tribute gatherer deals 1d8+3 points of damage with a successful grapple check.\r

    Improved Grab (Ex):<\/b> To use this ability, a tribute gatherer must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    Maul (Ex):<\/b> A tribute gatherer that hits an opponent with both its claw attacks immediately hits with its subsequent bite attack.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097greater teleport<\/i> (self plus 50 pounds of objects only); 1\/week\u00c2\u0097plane shift<\/i>. Caster level 10th. The save DCs are Charisma-based.\r

    Summon Tanar'ri (Sp):<\/b> Once per day a culota can attempt to summon 2d6 fiendish octopi or 1d6 skulvyn* with a 50% chance of success or a fiendish giant octopus or another tribute gatherer with a 20% chance of success. This ability is the equivalent of a 8th-level spell.\r

    *If you are not using the Fiend Folio<\/i> in your campaign, replace with 1d4 babaus with the aquatic subtype, the amphibious SQ and a swim speed equal to land speed. \r

    Telekinetic Thrust (Su):<\/b> Every other round, a tribute gatherer may lash out with telekinetic energy. This functions as the telekinesis spell<\/i> (caster level equals culota's Hit Dice), but can only use the violent thrust option (Will DC 18 negates). The maximum weight it can throw is 500 pounds. The save DC is Charisma-based.\r

    Skills:<\/b> A tribute gatherer has a +8 racial bonus on Search and Spot checks. A tribute gatherer 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.\r

    In The Realms\r
    Tribute gatherers are primarily servants of Umberlee, dwelling mostly on her layer of the Abyss. The Bitch Queen occasionally sends culota to Toril where they prowl the oceans and frequent her temples, collecting treasure to start new temples and shrines in her honor.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1997 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #64<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic evil","environment":"Infinite Layers of the Abyss"},{"name":"Demonic Sawfly","type":"Magical Beast","ch":1,"challenge_rating":" 1 \u00a0","id":5398,"reference":"Usergen","full_text":"

    Demonic Sawfly <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Magical Beast \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d10+2\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 30 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+3 Dex), touch 13, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+6<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d4 plus blood drain)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d4 plus blood drain)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, change size, masquerade, summon gnat swarm<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +6, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 17, Con 13, Int 4, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Disguise +8*<\/td> <\/tr>
    Feats: <\/strong>Skill Focus (Disguise), Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any evil-aligned plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or swarm (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>1\/10 coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a winged, reddish-brown daddy longlegs with long, spindly limbs.<\/i>\r

    Demonic sawflies swarm in the Lower Planes, but can be encountered on the Material Plane in small numbers, since they are occasionally summoned by foolish black magicians.\r

    These fiendish insects must feed on blood to survive. When no blood is available they can hibernate for up to a century, awakening instantly if they smell a warm-blooded creature. Individuals can live up to 50 years (not including periods spent in hibernation). Their long lifespan is balanced by slow reproduction; a female demonic sawfly lays merely 1 or 2 eggs per year.\r

    A demonic sawfly stands 5 to 6 feet tall and weighs 125 pounds.\r

    COMBAT\r

    Demonic sawflies spend most of their time shrunk to Fine size, either hiding in a closet or crevice or accompanying a swarm of flying insects. Upon sensing prey they revert to their full size and attack, seeking to batten on to an opponent and suck their blood.\r

    If a demonic sawfly is reduced to less than half its hit points it instinctively shrinks to gnat-size and seeks to flee.\r

    Attach (Ex):<\/b> If a demonic sawfly hits with a bite attack, it latches onto the opponent\u00c2\u0092s body. An attached demonic sawfly is effectively grappling its prey. The demonic sawfly loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity. Demonic sawflies have a +4 racial bonus on grapple checks (already figured into the Base Attack\/Grapple entry above).\r

    An attached demonic sawfly can be struck with a weapon or grappled itself. To remove an attached sawfly through grappling, the opponent must achieve a pin against the demonic sawfly.\r

    Blood Drain (Ex):<\/b> A demonic sawfly drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the sawfly's appetite has been sated, the demonic sawfly detaches and seeks a new target.\r

    Change Size (Su):<\/b> As a standard action, a demonic sawfly can magically reduce its size. This functions like a reduce person<\/i> spell, except that the ability can work on the demonic sawfly and it may reduce its size as small as Fine. A demonic sawfly can return to normal size as a swift action.\r

    Masquerade (Ex):<\/b> When a demonic sawfly assumes Fine size, it appears to be a verminous insect unless the viewer succeeds on a Spot check opposed by the sawfly's Disguise check. The demonic sawfly gains a +12 circumstance bonus on Disguise checks to masquerade as part of a swarm of Fine vermin.\r

    Summon Gnat Swarm (Sp):<\/b> Once per day, a demonic sawfly can summon a swarm of gnats. This functions like a summon swarm<\/i> spell, except it summons a gnat swarm (see below) and is equivalent to a 1st-level spell (CL 3rd).\r

    Skills:<\/b> *A demonic sawfly has a +10 racial bonus on Disguise checks made to impersonate a mundane vermin. \r

    Gnat Swarm<\/b>\r
    Fine Vermin (Swarm)\r
    Hit Dice: 3d8-3 (10 hp)\r
    Initiative: +4\r
    Speed: 5 ft. (1 square), fly 40 ft. (good)\r
    Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18\r
    Base Attack\/Grapple: +2\/\u00c2\u0097\r
    Attack: \u00c2\u0097\r
    Full Attack: \u00c2\u0097\r
    Space\/Reach: 10 ft.\/0 ft.\r
    Special Attacks: Distraction\r
    Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits\r
    Saves: Fort +2, Ref +5, Will +1\r
    Abilities: Str 1, Dex 19, Con 8, Int \u00c2\u0096, Wis 10, Cha 2\r
    Skills: Listen +4, Spot +4\r
    Feats: \u00c2\u0097\r
    Challenge Rating: 1\r
    Alignment: Always neutral\r

    Distraction (Ex):<\/b> Any living creature that begins its turn with a swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based and includes a +2 racial bonus.\r

    Skills:<\/b> A gnat swarm has a +4 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #76<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral evil","environment":"Any evil-aligned plane"},{"name":"Dense Pudding","type":"Ooze","ch":8,"challenge_rating":" 8 \u00a0","id":5399,"reference":"Usergen","full_text":"

    Dense Pudding <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Ooze \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d10+60\u00a0(160 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 3 (-2 size, -5 Dex), touch 3, flat-footed 3<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+18<\/td> <\/tr>
    Attack: <\/strong>Slam +9 melee (2d6+4 plus 1d6 acid and disease)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +9 melee (2d6+4 plus 1d6 acid and disease)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, constrict 2d6+4 plus 1d6 acid and disease, disease, improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsight 60 ft., DR 6\/\u00c2\u0097, immunity to slashing and piercing damage, hearty, immunity to acid, cold, electricity and fire damage, ooze traits, spell resistance 14, split<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref -2, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 1, Con 22, Int 10, Wis 11, Cha 1 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Hide -2*, Move Silently +10, Listen +8<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Reckless Offense, Stealthy, Weapon Focus (slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>11-15 HD (Huge); 16-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A viscous pile of slime resembling a massive lump of dark blue oatmeal<\/i>.\r

    Dense puddings are a variety of subterranean pudding, a family of underground oozes related to the black pudding. All subterranean puddings are intelligent, unlike most oozes, but they only use their intelligence to pursue food and reproduction. They have no interest in more abstract goals.\r

    A typical dense pudding measures 15 feet across and 2 feet thick. It weighs about 22,500 pounds.\r

    COMBAT<\/b>\r

    Dense puddings prefer to hide in shadows in order to attack with surprise. They often climb across cavern walls and low ceilings to drop upon their prey. These oozes are as intelligent as many humanoids, so can learn tricks and tactics to gain advantages over their opponents. \r

    Acid (Ex):<\/b> A dense pudding secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.\r

    Blindsight (Ex):<\/b> A dense pudding's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.\r

    Constrict (Ex):<\/b> A dense pudding deals automatic slam, acid and disease damage with a successful grapple check.\r

    Disease (Ex):<\/b> Slimy Doom<\/i>\u00c2\u0097acid, Fortitude DC 21, incubation period 1 day, damage 1d4 Con. When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead. The save DC is Constitution-based.\r

    Hearty (Ex):<\/b> When fully healed, a dense pudding always has the maximum number (10 + Con modifier) of hit points per HD.\r

    Improved Grab (Ex):<\/b> To use this ability, a dense pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.\r

    Split (Ex):<\/b> Fire and electricity attacks deal no damage to a dense pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 it points.\r

    Skills:<\/b> A dense pudding has a +4 racial bonus on Move Silently checks. Dense puddings have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.\r

    *A dense pudding has a +12 circumstance bonus to Hide checks in natural underground terrain such as caves.\r

    Note:<\/b> The subterranean puddings are the dense pudding<\/b><\/u><\/a>, the gray pudding<\/b><\/u><\/a> and the stone pudding<\/b><\/u><\/a>.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Ruins of Undermountain II: The Deep Levels<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Always neutral evil","environment":"Underground"},{"name":"Denzelian","type":"Aberration","ch":1,"challenge_rating":" 1 \u00a0","id":5400,"reference":"Usergen","full_text":"

    Denzelian <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+6\u00a0(33)<\/td> <\/tr>
    Initiative: <\/strong> +1 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 30 ft., burrow 30 ft.<\/td> <\/tr>
    AC:<\/strong> 20 (-1 size, +1 Dex, +10 natural)<\/td> <\/tr>
    Attacks:<\/strong>None<\/td> <\/tr>
    Damage: <\/strong>None<\/td> <\/tr>
    Face\/Reach: <\/strong>10 ft. by 10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Rush, crush, debris<\/td> <\/tr>
    Special Qualities: <\/strong>Tremorsense, amorphous<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 11, Dex 12, Con 12, Int 2, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +11*<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large); 13-18 (Huge)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A denzelian is an unusual creature that lives out its centuries-long life deep below ground. Relatively non-aggressive, a denzelian is content to burrow slowly through rock and consume the rich minerals that support its slow metabolism. These creatures are about 10 feet square, but are only 3\u00c2\u0094 thick. A denzelian can move through solid rock, but it avoids metals since they are indigestible. Dwarves and other miners favor the presence of a denzelian, since the maze-like burrows of one of these creatures makes the discovery and mining of precious metals extremely easy. The powerful but slow-working digestive enzymes of a denzelian smell horrible, and their material makes them indigestible to nearly every other living creature\u00c2\u0097thus denzelians have no natural predators and fear nothing they might encounter.

    Denzelians rely on chance to encounter a mate. One denzelian can detect the sex of another through unknown means. Once two denzelians of opposite sex meet, they always burrow close to one another. The female will only be able to produce eggs once in its thousand-year life, producing 3-8 round eggs that resemble geodes. These eggs are deposited at random throughout the denzelian\u00c2\u0092s burrow, and are never placed near any other eggs. A single denzelian egg is worth 1,000 gold pieces to miners that can identify them as such. Identifying a denzelian egg requires an Appraise check (DC 22). Dwarves do not need to make an Appraise check, however; dwarves can always identify denzelian eggs on sight thanks to their Stonecunning.

    Combat<\/b>
    Denzelians are passive creatures that rarely attack except in self-defense. Their usual tactic when faced with an aggressor is to flee.

    Rush (Ex): A denzelian can rush opponents of Large size or smaller. Opponents that do not make an attack of opportunity can make a Reflex save (DC 14) or be tripped. Tripped opponents fall onto the denzelian and take 5d4 acid damate per round. Another Reflex save (DC 14) is required to leap off the denzelian.

    Crush (Ex): A denzelian can burrow overhead and drop through the ceiling onto its opponent. This deals 4d6 points of crushing damage on the first round, and 5d4 points of acid damage each round after that. Getting out from under a denzelian requires a Strength check (DC 13).

    Debris (Ex): When a denzelian dissolves rock, it leaves a crumbly, blackish, sandlike residue behind. When it makes a Crush attack, this gritty substance fills the air in a 10 foot radius. It gets in the eyes, nose, and mouth of nearby creatures, who must make a Fortitude save (DC 14) or suffer a \u00c2\u00962 to attack rolls for 1d4+1 rounds (or when the substance is washed away).

    Amorphous: Denzelians have no clear front or back and are therefore not subject to critical hits or flanking.

    Skills: *A denzelian receives a +4 racial bonus to Hide checks when in rocky surroundings.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Fiend Folio<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":">Underground"},{"name":"Denzelian","type":"Aberration","ch":3,"challenge_rating":" 03 \u00a0","id":5401,"reference":"Usergen","full_text":"

    Denzelian <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t\t\t(Earth)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+6\u00a0(33 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), burrow 30 ft<\/td> <\/tr>
    Armor Class: <\/strong> 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+11<\/td> <\/tr>
    Attack: <\/strong>Touch +6 melee touch (1d4 acid)<\/td> <\/tr>
    Full Attack: <\/strong>Touch +6 melee touch (1d4 acid)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Acid, crush, trip<\/td> <\/tr>
    Special Qualities: <\/strong>Amorphous, tremorsense 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +3, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 12, Con 17, Int 2, Wis 10, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Escape Artist +4, Hide +9*<\/td> <\/tr>
    Feats: <\/strong>Alertness, Great Fortitude, Skill Focus (Escape Artist)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large); 13-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large creature seems to be composed of smooth stone, though its thick skin is somewhat flexible. This featureless creature is nearly flat, and its acrid stench is horrible.<\/i>\r

    A denzelian is an unusual creature that lives out its centuries-long life deep below ground. Relatively non-aggressive, a denzelian is content to burrow slowly through rock and consume the rich mineral deposits that support its slow metabolism. Denzelians do little more than this, wearing stone away at a rate of about 1 foot per week. A denzelian can move through solid rock, but it avoids metals since they are indigestible. A denzelian will detour around even the smallest deposit, making a rather meandering tunnel. Dwarves and other miners favor the presence of a denzelian, since the maze-like burrows of one of these creatures makes the discovery and mining of precious metals extremely easy. The powerful but slow-working digestive enzymes of a denzelian smell horrible, and their material makes them indigestible to nearly every other living creature - thus denzelians have no natural predators and fear nothing they might encounter.\r

    A denzelian's body is supple enough to allow it to squeeze through tight spaces, and to travel up and down inclines. A denzelian can be of any color, depending on what minerals it consumes, from brown and gray, to brilliant red or yellow.\r

    Denzelians rely on chance to encounter a mate. One denzelian can detect the sex of another through unknown means. Once two denzelians of opposite sex meet, they always burrow close to one another. The female will only be able to produce eggs once in its thousand-year life, producing 3-8 round eggs that resemble geodes and hatch after 100 years. These eggs are deposited at random throughout the denzelian's burrow, and are never placed near any other eggs. A single denzelian egg is worth 1,000 gold pieces to miners that can identify them as such. Identifying a denzelian egg requires a DC 22 Appraise check. Dwarves do not need to make an Appraise check, however; dwarves can always identify denzelian eggs on sight thanks to their Stonecunning.\r

    A denzelian is about 10 feet in diameter and 3-6 inches thick, and weighs 1,000 pounds.\r

    Denzelians have a rudimentary language consisting of vibrations sent through rock. Though they do not respond to any other form of communication, a denzelian could be trained to respond to tapping on stony surfaces.\r

    COMBAT<\/b>\r
    Denzelians are peaceful rock-eaters that rarely attack except in self-defense. Their usual tactic when faced with an aggressor is to flee. Denzelians will go to great lengths to drive off or kill anything that threatens their young. A frightened denzelian can greatly increase its acid production, allowing it to sink through the rock and escape. When a denzelian dissolves rock rapidly, it leaves a crumbly, blackish, sandlike residue behind.\r

    When a denzelian really wishes to attack, it can burrow through the rock until it is above its enemies, and then create a hole to drop through and crush its enemies. As a result of this attack, the gritty substance the denzelian leaves fills the air in a 10-foot radius around the falling denzelian. This debris gets in the eyes, nose, and mouth of nearby creatures, who must succeed on a DC 15 Fortitude save or suffer a \u00c2\u00962 to attack rolls for 1d4+1 rounds (or when the substance is washed away). \r

    Acid (Ex)<\/b>: A denzelian secretes acid from its entire surface, to allow it to burrow through rock. This acid also serves as a digestive enzyme, breaking down stone and earthen material so that it can be eaten. \r

    A denzelian's mere touch deals 1d4 point of acid damage to organic creatures or objects. \r
    This acid does not affect metal. Any melee hit deals acid damage. A non-metallic weapon that strikes a denzelian dissolves immediately unless it succeeds on a DC 16 Reflex save. A creature attacking a denzelian with natural weapons takes acid damage each time an attack hits unless the creature succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.\r

    A creature falling on top of a denzelian takes 5d4 points of acid damage (Reflex DC 16 half), and all of its non-metallic equipment dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. These save DCs are Constitution-based. \r
    The denzelian's acidic touch deals 14 points of damage per round to stone or wooden objects, but the denzelian must remain in contact with the object for 1 full round to deal this damage.\r

    Crush (Ex)<\/b>: A falling denzelian can land on an opponent as a standard action, using its whole body to crush the opponent. Crush attacks are effective only against one opponent of Medium or smaller size at one time. An affected creature must succeed on a DC 16 Reflex save or be pinned, automatically taking 4d6 points bludgeoning damage and 5d4 points of acid damage during the next round unless the denzelian moves off it. If the denzelian chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush and acid each round if they don't escape. The save DC is Constitution-based.\r

    Trip (Ex)<\/b>: A charging denzelian that hits with its touch attack can attempt to trip the opponent (+7 check modifier) as a free action without provoking an attack of opportunity. If the attempt succeeds, the victim falls on top of the denzelian and takes acid damage. If the attempt fails, the opponent cannot react to trip the denzelian.\r

    Amorphous (Ex)<\/b>: A denzelian is not subject to critical hits. It cannot be flanked.\r

    Skills: *A denzelian has a +4 racial bonus on Hide checks when in rocky surroundings. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in the first edition Fiend Folio (1981, Lewis Pulsipher) and Monstrous Compendium MC14 - Fiend Folio Appendix (1992).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Underground"},{"name":"Desert Wraith","type":"Undead","ch":6,"challenge_rating":" 06 \u00a0","id":5402,"reference":"Usergen","full_text":"

    WRAITH, DESERT<\/span><\/b><\/p> <\/td> <\/tr>

    Medium-Size Undead<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 6d12 (39 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex<\/span>)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft (40 ft in jackal form)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 18 (+2 Dex<\/span>, +6 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Touch +5 melee; or bite +5 melee (in jackal form)<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Touch 1d4+2 and energy drain; bite 1d6+2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/ 5ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Energy drain, create spawn<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Undead, damage reduction 10\/+1, SR 17, alternate form, +1 turn resistance, darkvision<\/span> 60 ft, sunlight vulnerability<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +2, Ref +4, Will +6<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str<\/span> 14, Dex<\/span> 14, Con ---, Int<\/span> 7, Wis<\/span> 13, Cha 13<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +12, Listen +10, Move Silently +15, Spot +10<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm desert<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or pack (1-3)
    Activity Cycle:<\/b> Night
    Challenge Rating:<\/b> 6<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 7-18 HD (Medium-Size)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    The desert wraith is a desiccated corpse, animated through a small portion of the malevolent spirit of the skriaxit<\/span> that killed it. These creatures are called wraiths, but other than being energy draining undead, they have little in common with the creatures commonly known as wraiths. They can appear in a humanoid form, or in the form of a jackal.<\/span><\/p> <\/td> <\/tr>

    Desert wraiths, like most undead, seek<\/span> to kill any living creatures they meet. These undead are totally evil, and exist only to feed on the life energy of the living. They lair in barrows in the sand that they dig themselves. They spend the daylight hours under the sand, and often wait there to spring out when prey approaches.<\/span><\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Despite its low intelligence, the desert wraith is very cunning and likes to use traps to catch prey unawares. They prefer to charge at opponents in jackal form, then switch to humanoid form to attack. Exposure to sunlight destroys a desert wraith instantly and utterly.<\/span><\/p> <\/td> <\/tr>

    Energy Drain (Su):<\/span><\/b> Living creatures hit by a desert wraith\u0092s touch attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.<\/span><\/p> <\/td> <\/tr>

    Create Spawn (Su):<\/span><\/b> Any humanoid slain by a desert wraith\u0092s energy drain attack becomes a zombie within 48 hours, even if raised from the dead, though this can be prevented if the body is washed in holy water.<\/span><\/p> <\/td> <\/tr>

    Undead:<\/span><\/b> Immune to mind-influencing effects, poison, sleep, paralysis, and disease. Not subject to critical hits, subdual<\/span> damage, ability damage, energy drain, or death from massive damage.<\/span><\/p> <\/td> <\/tr>

    Alternate Form (Su):<\/span><\/b> A desert wraith can assume the shape of a jackal as a standard action. It remains in this form until it chooses to resume its humanoid form. A change in form cannot be dispelled, nor does the desert wraith revert to its natural form when killed. A true seeing<\/i> spell, however reveals its natural form if it is in jackal form.<\/span><\/p> <\/td> <\/tr>

    Sunlight Vulnerability (Ex): <\/span><\/b>Exposing a desert wraith to direct sunlight (not light from a daylight <\/i>spell or the like) instantly slays it if it cannot escape.<\/span><\/p> <\/td> <\/tr>

    The desert wraith first appeared in FR10 Old Empires (1990, Scott Bennie).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Undead","alignment":"Any","environment":"m desert"},{"name":"Devil (Arch) (Geryon)","type":"Outsider","ch":31,"challenge_rating":" 31 \u00a0","id":5403,"reference":"Usergen","full_text":"

    GERYON (Arch-Devil)<\/span><\/b><\/p><\/div>

    HugeOutsider (Evil, Lawful)<\/span><\/b><\/p>

    Hit Dice:<\/span><\/b> 44d8+396 (594 hp)<\/span><\/p>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 ImprovedInitiative)<\/span><\/p>

    Speed:<\/span><\/b> 20 ft, fly 50 ft (average)<\/span><\/p>

    AC:<\/span><\/b> 36 (-2 size, +2 Dex, +26 natural)<\/span><\/p>

    Attacks:<\/span><\/b> 2 slams +56 melee, tail sting +55 melee<\/span><\/p>

    Damage:<\/span><\/b> Slam 2d6+14, tail sting 2d4+7 and poison<\/span><\/p>

    Face\/Reach:<\/span><\/b> 10 ft by 30 ft\/10 ft<\/span><\/p>

    Special Attacks: <\/span><\/b>Spell-like abilities, spells,poison, fear gaze, improved grab, tear, bull\u0092s horn, summon devils<\/span><\/p>

    Special Qualities:<\/span><\/b> Damage reduction 40\/+5, SR 30,regeneration 20, devil qualities, see in darkness, telepathy<\/span><\/p>

    Saves:<\/span><\/b> Fort +33, Ref +26, Will +31<\/span><\/p>

    Abilities:<\/span><\/b> Str 42, Dex 14, Con 28, Int 24,Wis 24, Cha 28<\/span><\/p>

    Skills:<\/span><\/b> Bluff +53, Concentration +53, Diplomacy +53, Heal+51, Intimidate +53, Knowledge (arcana) +51, Knowledge (Hell\u0092s politics) +51,Knowledge (planes) +51, Knowledge (religion) +51, Listen +51, Scry +51, Search+51, Sense Motive +51, Spellcraft +51, Spot +51<\/span><\/p>

    Feats:<\/span><\/b>Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great Cleave, ImprovedCritical (tail sting), Improved Initiative, Mobility, Multiattack, PowerAttack, Weapon Focus (tail sting)<\/span><\/p><\/div>

    \u00a0<\/span><\/b><\/p>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p>

    Organization:<\/span><\/b> Solitary or troupe (2-5 osyluths)
    Challenge Rating:<\/b> 31<\/span><\/p>

    Treasure:<\/span><\/b> Triple standard<\/span><\/p>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p>

    Advancement:<\/span><\/b> \u0097<\/span><\/p>

    \u00a0<\/span><\/b><\/p>

    Geryon is the ruler of Stygia, Hell\u0092s fifth plane. Geryon dwells in a great fortress in the city of Tantlin in the very middle of the plane, and seldom ventures forth.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 He appears as a 10-foot tall snake-humanoid. His upper torso is that of a handsome man with dark hair and eyes, while his lower torso is that of a huge, 30-foot long, snake. Huge, black bat-like wings protrude from his back. His tail ends in a razor-sharp stinger.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Geryon attacks with his massive fists and poisonous tail in combat. One of his favorite tactics is to grab an opponent and sting it to death with his tail.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/span><\/b>At will\u0097animate dead, blasphemy, charm person, comprehend languages, daylight, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, geas\/quest, hold person, ice storm, improved invisibility, magic circle against good, major image, polymorph self, produce flame, pyrotechnics, raise dead, read magic, see invisible, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, wall of ice,<\/i> and wish<\/i>; 1\/day\u0097mass charm, meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells:<\/span><\/b> Geryon casts arcane spells as a 20th-level sorcerer (save DC 19 + spell level) and divine spells as a 20th-level cleric (save DC 17 + spell level). He has access to the domains of Evil, Law, and Strength.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Gaze (Su): <\/b>Gaze, 30 feet; Will save (DC 41) or flee in fear for 2d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, Geryon must hit with a claw attack. If he gets a hold he can sting with his tail.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tear (Ex):<\/b> Geryon automatically hits a held opponent of up to Large size with all his melee attacks each round he maintains the hold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Tail sting, Fortitude save (DC 41); initial and secondary damage 2d6 points of temporary Constitution damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp):<\/b> Three times per day Geryon can automatically summon 1d3 osyluths or barbazu, or 1d2 hamtula or pit fiends.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Geryon takes normal damage from holy and blessed weapons of at least +5 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Bulls Horn:<\/b> Geryon carries a great horn which he can blow as a full round action. The horn summons 5d4 6 HD minotaurs. It may be blown thrice per week.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Geryon can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Geryon first appeared in the 1e MM (Gary Gygax, 1977).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any"},{"name":"Devil (Arch) (Moloch)","type":"Outsider","ch":33,"challenge_rating":" 33 \u00a0","id":5404,"reference":"Usergen","full_text":"

    MOLOCH (Arch-Devil)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 42d8+462 (651 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+10 (+6 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 38 (-1 size, +6 Dex, +23 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +48 melee, bite +46 melee; or Medium-size +5 6-tailed shocking whip<\/i> +52\/+47\/+42\/+37\/+32\/+27 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 1d6+7, bite 1d8+3; or Medium-size +5 6-tailed shocking whip<\/i> 2d6+12 and 2d6 electrical<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, spells, psionics, breath weapon, improved grab, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+3, SR 29, regeneration 20, devil qualities, see in darkness, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +34, Ref +29, Will +31<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 25, Dex 22, Con 32, Int 26, Wis 26, Cha 27<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Bluff +50, Concentration +53, Diplomacy +50, Disguise +50, Intimidate +50, Knowledge (arcana) +50, Knowledge (Hell\u0092s politics) +50, Knowledge (planes) +50, Knowledge (religion) +50, Listen +50, Move Silently +48, Scry +50, Search +50, Sense Motive +50, Spellcraft +50, Spot +50<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Mobility, Multiattack, Power Attack, Sunder<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (1-4 cornugons)
    Challenge Rating:<\/b> 33<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Moloch is a grand duke, viceroy of Baalzebul, and the lord of Malbolge, Hell\u0092s sixth plane. Great enmity exists between Moloch and Geryon. If it were not for Baalzebul, there would be open warfare between the two, much to Moloch\u0092s detriment and Mephistopheles\u0092 delight.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Moloch is a great, square-bodied creature standing around 14 feet tall. He has red-orange skin, short thick arms and legs, and huge square hands and feet. His feet and head are horned. His head is huge with slanting eyes and gaping mouth.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Moloch attacks with either a claw\/claw\/bite routine or his weapon and spell-like abilities.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097animate dead, blasphemy, burning hands, charm person, comprehend languages, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, fire charm, fly, geas\/quest, hold person, improved invisibility, magic circle against good, major image, polymorph self, produce flame, pyrotechnics, raise dead, read magic, see invisible, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, wall of fire,<\/i> and wish<\/i>; 1\/day\u0097 flame strike, meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 18 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells:<\/span><\/b> Moloch casts arcane spells as a 20th-level sorcerer (save DC 18 + spell level) and divine spells as a 20th-level cleric (save DC 18 + spell level). He has access to the domains of Evil, Law, and Strength.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Psionics (Sp):<\/span><\/b> At will\u0097astral projection, charm monster, deeper darkness, detect evil, detect law, <\/i>and levitate<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 18 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/b> 30 feet, cone, once per round; Will save (DC 42) or flee in fear for 2d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, Moloch must hit a Large or smaller creature with a claw attack.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Tear (Ex.):<\/b> Moloch automatically hits a held opponent with his claws and bite attack each round he maintains the hold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp):<\/b> Three times per day Moloch can automatically summon 1d4 cornugons or 1d2 pit fiends.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Moloch takes normal damage from holy and blessed weapons of at least +3 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Medium-Size<\/b> 6-Tailed Shocking Whip:<\/b> Medium-size +5 ranged weapon, 2d6+5 points of subdual damage and 2d6 points of electrical damage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Moloch can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Moloch first appeared in Dragon 75(Gary Gygax, 1982).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Alastor)","type":"Outsider","ch":23,"challenge_rating":" 23 \u00a0","id":5405,"reference":"Usergen","full_text":"

    ALASTOR \u0093the Grim\u0094 <\/span><\/b><\/p>

    (Executioner of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Huge Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 39d8+273 (448 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+5 (+1 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 33 (-2 size, +1 Dex, +24 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Huge +4 vorpal battleaxe<\/i> +50\/+45\/+40\/+35 melee; or 2 claws +49 melee, 2 wings +47 melee, bite +47 melee, tail slap +47 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Huge +4 vorpal battleaxe<\/i> 2d8+16; or claw 2d4+12, wing 1d6+6, bite 2d8+6 and poison plus disease, tail slap 2d6+6<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 10 ft by 10 ft\/15 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, fear aura, improved grab, constrict 2d6+18, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+3, SR 30, devil qualities, see in darkness, telepathy, regeneration 5, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +28, Ref +22, Will +28<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 34, Dex 13, Con 24, Int 22, Wis 24, Cha 22<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +41, Climb +47, Concentration +46, Diplomacy +41, Gather Information +41, Intimidate +41, Knowledge (arcana) +45, Knowledge (the planes) +41, Listen +42, Move Silently +36, Search +41, Sense Motive +27, Spellcraft +26, Spot +42<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical (battleaxe), Improved Initiative, Multiattack, Power Attack, Weapon Focus (battleaxe)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (3-6 pit fiends)
    Challenge Rating:<\/b> 23<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard coins; double goods; standard items<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Alastor the Grim, the greatest pit fiend of all, serves Asmodeus as Hell\u0092s executioner. It is said that if the Hell\u0092s were swept away and Asmodeus could choose but one devil as a companion, that it would be neither consort nor lieutenant, but Alastor the Grim.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Alastor appears as a normal pit fiend standing about 16 feet tall. His body is scarred and his wings are broken. Alastor never speaks.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Alastor attacks with his huge +4 vorpal battleaxe<\/i> and his spell-like abilities in combat.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/b>At will\u0097animate dead, blasphemy, charm person, comprehend languages, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, <\/i>and wall of fire<\/i>; 1\/week\u0097wish<\/i>; 1\/day\u0097meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Aura (Su):<\/b> As a free action, Alastor can create an aura of fear in a 20-foot radius. It is otherwise identical with fear<\/i> cast by a 20th-level sorcerer (save DC 35). If the save is successful, that creature cannot be affected again by Alastor\u0092s fear aura for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 36); initial damage 2d6 temporary Constitution, secondary damage death.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Disease (Su):<\/b> Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 36) or be infected with a vile disease called devil chills<\/i> (incubation period 1d4 days, damage 1d4 points of temporary Strength). See Disease, page 74 in the DMG<\/b>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, Alastor must hit a Large or smaller opponent with its tail slap attack. If he gets a hold, he can constrict.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex):<\/b> Alastor deals 2d6+18 points of damage with a successful grapple check against Large or smaller creatures.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp):<\/span><\/b> Three times per day Alastor can automatically summon two lemures, osyluths, or barbazu, or one erinyes, hamatula, cornugon, or pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Alastor takes normal damage from holy and blessed weapons of at least +3 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Alastor can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Alastor was first mentioned in Dragon<\/i> #75 (Ed Greenwood and Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Amon)","type":"Outsider","ch":22,"challenge_rating":" 22 \u00a0","id":5406,"reference":"Usergen","full_text":"

    AMON (Duke of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 43d8+301 (496 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+7 (+3 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 60 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 36 (-1 size, +3 Dex, +24 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Large +4 heavy mace<\/i> +55\/+50\/+45\/+40 melee; or bite +50 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Large +4 heavy mace<\/i> 1d10+12; or bite 2d4+8<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft (15 ft with mace)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, fear gaze, summon devils, summon wolves, control wolves<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+4, SR 29, regeneration 10, devil qualities, see in darkness, telepathy, scent, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +30, Ref +26, Will +29<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 26, Dex 17, Con 24, Int 22, Wis 22, Cha 22<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +49, Climb +51, Concentration +50, Intimidate +49, Knowledge (arcane) +49, Knowledge (the planes) +49, Listen +49, Scry +49, Search +49, Sense Motive +49, Spot +49, Wilderness Lore +49<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Craft Wondrous Item, Extend Spell, Great Cleave, Improved Critical (mace), Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Weapon Focus (heavy mace)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (Amon plus one 18 HD winter wolf, 2-5 osyluths, 1-2 cornugons, and 4-8 wolves)
    Challenge Rating:<\/b> 23<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard plus Large +4 heavy mace<\/i><\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Amon commands 40 companies of osyluths in the service of Geryon on Hell\u0092s fifth plane. He is completely loyal to the \u0093Serpent one\u0094 and serves no other.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Amon appears as a 9-foot tall humanoid with a large wolf head. His torso is well muscled and the fur on his wolf head is brownish-black. His eyes are yellow.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Amon begins combat with his fear gaze. Unaffected creatures are subjected to a barrage of spell-like abilities and physical attacks with his mace. If combat is going against him, he summons his wolf companions or other devils to aid him.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisibility, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow,<\/i> and wall of ice<\/i>; 1\/day\u0097meteor swarm <\/i>(any) and symbol <\/i>(any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 16 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Gaze (Su):<\/span><\/b> 30 feet, Will save (DC 37) or affected by fear<\/i> as cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Amon\u0092s gaze for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp):<\/span><\/b> Twice per day, Amon can automatically summon four osyluths, or two lemures or barbazu, or one cornugon or pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Wolves (Sp):<\/span><\/b> Amon can automatically summon 40 HD of wolves, worgs, winter wolves, or dire wolves per day as a move-equivalent action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Control Wolves (Su):<\/span><\/b> Amon can control up to 40 HD of wolves to a range of 1 mile. This is otherwise similar to a control undead<\/i> spell cast by a 20th-level sorcerer.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/span><\/b> Amon takes normal damage from holy and blessed weapons of at least +4 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Amon can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Baalberith)","type":"Outsider","ch":20,"challenge_rating":" 20 \u00a0","id":5407,"reference":"Usergen","full_text":"

    BAALBERITH (Duke of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 35d8+280 (437 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, fly 60 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 33 (-1 size, +2 Dex, +22 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> +3 vorpal bastard sword<\/i> +46\/+41\/+36\/+31\/+26 melee; or 2 claws +42 melee, 2 wings +40 melee, bite +40 melee, tail slap +40 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> +3 vorpal bastard sword<\/i> 1d10+11; or claw 1d6+8, wing 1d4+4, bite 2d6+4 and poison plus disease, tail slap 2d4+4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, fear aura, improved grab, constrict 2d4+12, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 25\/+3, SR 29, devil qualities, see in darkness, telepathy, regeneration 15, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +27, Ref +21, Will +24<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 27, Dex 15, Con 27, Int 22, Wis 20, Cha 22<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +41, Climb +43, Concentration +43, Diplomacy +41, Disguise +31, Gather Information +38, Hide +33, Intimidate +36, Jump +43, Knowledge (arcana) +41, Listen +35, Move Silently +27, Search +43, Spellcraft +43, Spot +35<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical (bastard sword), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bastard sword)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (2-5 pit fiends)
    Challenge Rating:<\/b> 20<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The great pit fiend Baalberith acts as the Major Domo of Asmodeus\u0092 palace in Nessus. He leads a small detail of eight pit fiends that safeguard the Keeper of the Records, Adramalech, at the behest of Asmodeus. Neither Adramalech nor Baalberith are pleased with this arrangement, as there is no love lost between them. Both keep their true feelings hidden, however, for fear of repercussion by the Overlord of Hell.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Baalberith appears as a normal pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Baalberith attacks with his +3 vorpal bastard sword <\/i>and his spell-like abilities.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/b>At will\u0097animate dead, blasphemy, charm person, comprehend languages, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, <\/i>and wall of fire<\/i>; 1\/week\u0097wish<\/i>; 1\/day\u0097meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Aura (Su):<\/b> As a free action, Baalberith can create an aura of fear in a 20-foot radius. It is otherwise identical with fear<\/i> cast by a 20th-level sorcerer (save DC 32). If the save is successful, that creature cannot be affected again by Baalberith\u0092s fear aura for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 33); initial damage 1d6 temporary Constitution, secondary damage death.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Disease (Su):<\/b> Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 33) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). See Disease, page 74 in the Dungeon Master\u0092s Guide<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, Baalberith must hit a Medium-size or smaller opponent with its tail slap attack. If he gets a hold, he can constrict.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex):<\/b> Baalberith deals 2d4+12 points of damage with a successful grapple check against Medium-size or smaller creatures.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp):<\/span><\/b> Three times per day Baalberith can automatically summon three lemures, osyluths, or barbazu, two erinyes, hamatulas, or cornugons, or one pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Baalberith takes normal damage from holy and blessed weapons of at least +3 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Baalberith can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Baalberith was first mentioned in Dragon<\/i> #75 (Ed Greenwood and Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Baalzephon)","type":"Outsider","ch":20,"challenge_rating":" 20 \u00a0","id":5408,"reference":"Usergen","full_text":"

    BAALZEPHON (Duke of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 35d8+280 (437 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, fly 60 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 33 (-1 size, +2 Dex, +22 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> +3 vorpal bastard sword<\/i> +46\/+41\/+36\/+31\/+26 melee; or 2 claws +42 melee, 2 wings +40 melee, bite +40 melee, tail slap +40 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> +3 vorpal bastard sword<\/i> 1d10+11; or claw 1d6+8, wing 1d4+4, bite 2d6+4 and poison plus disease, tail slap 2d4+4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, fear aura, improved grab, constrict 2d4+12, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 25\/+3, SR 29, devil qualities, see in darkness, telepathy, regeneration 15, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +27, Ref +21, Will +24<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 27, Dex 15, Con 27, Int 22, Wis 20, Cha 20<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +40, Climb +43, Concentration +43, Diplomacy +40, Disguise +30, Gather Information +37, Hide +33, Intimidate +35, Jump +43, Knowledge (arcana) +41, Listen +35, Move Silently +27, Search +43, Spellcraft +43, Spot +35<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical (bastard sword), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bastard sword)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (2-5 erinyes, and 6-10 barbazu)
    Challenge Rating:<\/b> 20<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The great pit fiend Baalzephon is the Prime Minister of Dis, leading the vassals and armies of Dispater. He is almost always found in Dispater\u0092s palace or at the right-hand of the arch-devil himself.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Baalzephon appears as a normal pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Great Baalzephon attacks with his +3 vorpal bastard sword <\/i>and his spell-like abilities.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/b>At will\u0097animate dead, blasphemy, charm person, comprehend languages, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, <\/i>and wall of fire<\/i>; 1\/week\u0097wish<\/i>; 1\/day\u0097meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Aura (Su):<\/b> As a free action, Baalzephon can create an aura of fear in a 20-foot radius. It is otherwise identical with fear<\/i> cast by a 20th-level sorcerer (save DC 32). If the save is successful, that creature cannot be affected again by Baalzephon\u0092s fear aura for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 33); initial damage 1d6 temporary Constitution, secondary damage death.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Disease (Su):<\/b> Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 33) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). See Disease, page 74 in the Dungeon Master\u0092s Guide<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, Baalzephon must hit a Medium-size or smaller opponent with its tail slap attack. If he gets a hold, he can constrict.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex):<\/b> Baalzephon deals 2d4+12 points of damage with a successful grapple check against Medium-size or smaller creatures.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp):<\/span><\/b> Three times per day Baalzephon can automatically summon three lemures, osyluths, or barbazu, two erinyes, hamatulas, or cornugons, or one pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Baalzephon takes normal damage from holy and blessed weapons of at least +3 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Baalzephon can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Baalzephon was first mentioned in Dragon<\/i> #75 (Ed Greenwood and Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Bael)","type":"Outsider","ch":21,"challenge_rating":" 21 \u00a0","id":5409,"reference":"Usergen","full_text":"

    BAEL (Duke of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 36d8+180 (342 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 44 (-1 size, +1 Dex, +8 chainmail, +26 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> +3 telescoping morningstar<\/i> +46\/+41\/+36\/+31 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> +3 telescoping morningstar<\/i> 1d8+12<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft (15-20 ft with +3 telescoping morning star<\/i>)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, fear aura, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+4, SR 29, devil qualities, see in darkness, telepathy, regeneration 10, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +25, Ref +22, Will +25<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 25, Dex 15, Con 21, Int 20, Wis 20, Cha 16<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +39, Concentration +41, Intimidate +39, Knowledge (arcana) +41, Knowledge (the planes) +41, Listen +41, Scry +41, Search +41, Sense Motive +41, Spellcraft +41, Spot +41<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight,Cleave, Craft Arms and Armor, Great Cleave, Improved Critical (morningstar), Improved Initiative, Maximize Spell, Power Attack, Silent Spell, Weapon Focus (morningstar)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (2-5 cornugons and 4-8 hamatulas)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/b> 22<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard plus +3 chainmail<\/i> and +3 telescoping morningstar<\/i><\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Bael is vassal to Mammon, commanding 66 companies of hamatulas in his master\u0092s service.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Bael appears as an 8-foot tall golden skinned humanoid. He wears battered bronze-colored +3 chainmail<\/i> armor. His bovine head features large round eyes, a long broad nose, and protruding ears. He has forward curling horns.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Bael attacks with his +3 telescoping morningstar<\/i> and his spell-like abilities.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097animate dead, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, hold person, improved invisibility, inflict serious wounds, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, <\/i>and wind walk<\/i>; 2\/day\u0097shapchange<\/i>; 1\/day\u0097meteor swarm<\/i> (any), symbol<\/i> (any), and wish<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Aura (Su):<\/span><\/b> As a free action, Bael can create an aura of fear in a 20-foot radius. It is otherwise identical with fear<\/i> cast by a 20th-level sorcerer (save DC 31). If the save is successful, that creature cannot be affected by Bael\u0092s fear aura for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp): <\/b>Twice per day, Bael can automatically summon four hamatulas, two lemures or barbazu, or one erinyes, osyluth, cornugon, or pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Bael takes normal damage from holy and blessed weapons of at least +4 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telescoping Morningstar:<\/b> As a standard +3 morningstar<\/i>, but the handle can extend and retract from 4-8 feet in length as a free action.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Bael can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Bael first appeared in Dragon <\/i>#75 (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Caarcrinolaas)","type":"Outsider","ch":19,"challenge_rating":" 19 \u00a0","id":5410,"reference":"Usergen","full_text":"

    CAARCRINOLAAS (Duke of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 34d8+340 (493 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+7 (+3 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, 60 ft (good)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 41 (+3 Dex, +8 chainmail, +20 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> +3 scythe<\/i> +46\/+41\/+36\/+31\/+26 melee; or horn +42 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> +3 scythe<\/i> 2d4+11; or horn 1d6+8<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, psionics, fear, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 25\/+3, SR 28, devil qualities, see in darkness, telepathy, regeneration 15, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +29, Ref +22, Will +28<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 27, Dex 17, Con 31, Int 26, Wis 28, Cha 28<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +35, Climb +30, Concentration +47, Diplomacy +46, Disguise +39, Gather Information +35, Intimidate +43, Knowledge (arcana) +45, Knowledge (planes) +39, Knowledge (religion) +28, Listen +39, Move Silently +38, Scry +40, Search +31, Sense Motive +36, Spellcraft +43, Spot +39<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Combat Casting, Great Cleave,Improved Critical,Improved Initiative, Power Attack, Sunder, Weapon Focus (scythe)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (1 pit fiend, 2-5 barbazu, and 4-7 hamatulas)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/b> 19<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard plus +3 chainmail<\/i> and +3 scythe<\/i><\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Caarcrinolaas is a duke in the service of Mammon. He leads 36 companies of hamatulas into combat. He is indifferent to the ambitions of others, preferring to follow orders and wait for any opportunity that comes along to better himself. Let others risk their necks in intrigues; Caarcrinolaas will sit and watch patiently.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Caarcrinolaas appears as a gray-brown furred humanoid with a dog\u0092s head and yellow eyes. He has scarlet bat-like wings and upright, scarlet horns. His hooves are black and his forked tail is scarlet. In the center of his brow is a third horn. Taller than the other two, it stands straight up, and Caarcrinolaas can use it in combat, though he rarely, if ever, does. He wears +3 chainmail<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    In combat, Caarcrinolaas attacks with his +3 scythe<\/i>. He wears an iron collar that protects him from any form of decapitation.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097animate dead, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, fire shield, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, <\/i>and wish<\/i>; 2\/day\u0097flesh to stone<\/i>; 1\/day\u0097circle of death, meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0 Psionics (Sp):<\/span><\/b> At will\u0097astral projection, charm monster, deeper darkness, detect evil, detect law, <\/i>and levitate<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear (Su):<\/b> Touch; Will save (DC 37) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Caarcrinolas\u0092 fear touch for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp):<\/b> Three times per day, Caarcrinolaas can automatically summon 3 lemures, hamatulas, barbazu, or 2 erinyes, osyluths, or cornugons, or one pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Caarcrinolaas takes normal damage from holy and blessed weapons of at least +3 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b>\u00a0 Caarcrinolaas can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Caarcrinolaas first appeared in Dragon<\/i> #75 (Ed Greenwood, July 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Focalor)","type":"Outsider","ch":22,"challenge_rating":" 22 \u00a0","id":5411,"reference":"Usergen","full_text":"

    FOCALOR (Duke of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 40d8+440 (620 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+7 (+3 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, fly 60 ft (good)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 35 (+3 Dex, +22 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Slam +48\/+43\/+38\/+33\/+28 melee; or +3 staff<\/i> +51\/+46\/+41\/+36\/+31 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d6+7; or +3 staff<\/i> 1d6+10<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, psionics, breath weapon, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 25\/+3, SR 28, devil qualities, see in darkness, telepathy, regeneration 20, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +33, Ref +25, Will +31<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 25, Dex 17, Con 33, Int 28, Wis 28, Cha 28<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +44, Climb +42, Concentration +51, Diplomacy +37, Disguise +48, Gather Information +40, Intimidate +40, Knowledge (arcana) +49, Knowledge (engineering) +37, Knowledge (planes) +41, Knowledge (religion) +35, Listen +41, Move Silently +37, Scry +49, Search +39, Sense Motive +39, Spellcraft +49, Spot +40, Swim +49<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fighting, Cleave, Combat Casting, Expertise, Great Cleave, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Sunder, Weapon Focus (slam, staff)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (1 pit fiend, 2-5 cornugons, and 2-5 barbazu)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/b> 22<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Focalor acts as seneschal to Mammon and wields much of the real power in Minauros. He is a master strategist and carefully watches over Mammon\u0092s palace as well as Glasya (Mammon\u0092s consort and Asmodeus\u0092 daughter).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Many in the Hells believe Mammon would be easy prey were it not for his dukes and the care of Focalor. Many arch-devils have tested Focalor\u0092s loyalty in the past and come away disappointed, as he is unshakable in his dedication to Mammon.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Focalor appears human\u0097a thin, bearded, and middle-aged sage with power and heavy concerns\u0097until he unfurls his feathered wings from his flowing robes or reveals his brown cloven hooves. He wears an iron gauntlet on his right hand as his badge of office.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Focalor attacks using his spell-like abilities or his staff and fists. If the battle is going against him, he will gate in a troupe of barbazu or hamatula and flee. If Glasya is present and in trouble, Focalor will protect her at all costs, including that of his own life.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/b>At will\u0097animate dead, blasphemy, charm person, comprehend languages, control weather, desecrate, detect good, detect magic, dispel magic, hold person, improved invisibility, lightning bolt, magic circle against good, major image, produce flame, passwall, polymorph self, pyrotechnics, see invisibility, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, water breathing, <\/i>and wish<\/i>; 2\/day\u0097bestow curse <\/i>and blink<\/i>; 1\/day\u0097blindness\/deafness, meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0 Psionics (Sp):<\/span><\/b> At will\u0097astral projection, deeper darkness, detect evil, detect law, dispel good, levitate,<\/i> and protection from good<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/span><\/b> Line of fear, 5 feet wide, 5 feet high, and 30 feet long, once per round; Will save (DC 31) or affected as fear<\/i> cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected by Focalor\u0092s fear breath weapon for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp):<\/b> Three times per day, Focalor can automatically summon three lemures, osyluths, or barbazu, or two erinyes, hamatulas, or cornugons, or one pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Focalor takes normal damage from holy and blessed weapons of at least +3 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Focalor can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Focalor first appeared in Dragon<\/i> #75 (Ed Greenwood, July 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Hutijin)","type":"Outsider","ch":21,"challenge_rating":" 21 \u00a0","id":5412,"reference":"Usergen","full_text":"

    HUTIJIN (Duke of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 38d8+190 (361 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, fly 60 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 39 (-1 size, +2 Dex, +28 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Large +3 trident<\/i> +50\/+45\/+40\/+35 melee; or net of snaring +39 ranged<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Large +3 trident<\/i> 2d6+12<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft (15 ft with trident)<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, fear, summon devils, net of snaring<\/i><\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+4, SR 28, devil qualities, see in darkness, telepathy, regeneration 10, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +26, Ref +23, Will +27<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 28, Dex 15, Con 21, Int 22, Wis 22, Cha 18<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +38, Concentration +38, Diplomacy +38, Intimidate +38, Knowledge (arcana) +38, Knowledge (the planes) +38, Listen +38, Move Silently +38, Scry +38, Search +38, Spellcraft +38, Spot +38<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Craft Magic Arms and Armor, Great Cleave, Improved Critical (trident), Improved Initiative, Maximize Spell, Power Attack, Silent Spell, Weapon Focus (trident)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (Hutijin plus 3-6 geulgons and 2-4 pit fiends)
    Challenge Rating:<\/b> 20<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard plus Large +3 trident<\/i> and net of snaring<\/i><\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Hutijin commands 2 companies of pit fiends under the reign of Mephistopheles. He is one of the nobles of Mephistopheles\u0092 court. In appearance, he resembles a pit fiend with a larger head and smaller wings. His flesh is rust colored.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Hutjin attacks using his Large +3 trident<\/i> and net of snaring<\/i>. He utilizes his spell-like abilities in combat and is not adverse to summoning more devils to his aid in order to slay those that oppose him.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> At will\u0097animate dead, blasphemy, charm person, comprehend languages, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, <\/i>and wall of fire<\/i>; 1\/day\u0097meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear (Su):<\/span><\/b> As a free action, Hutijin causes fear by speaking. Those within 30 feet that hear his voice must succeed at a Will save (DC 33) or be affected as by fear <\/i>cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected by Hutijin\u0092s fear for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp): <\/b>Twice per day, Hutijin can automatically summon two pit fiends, or four lemures or gelugons.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Net of Snaring:<\/i> <\/b>This magical net holds fast any creature it hits. An Escape Artist check (DC 24) or Strength check (DC 24) is required to break free. The net is AC 20 and has 30 hp.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Hutjin can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/span><\/b> Hutijin takes normal damage from holy and blessed weapons of at least +4 enchantment.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Melchon)","type":"Outsider","ch":19,"challenge_rating":" 19 \u00a0","id":5413,"reference":"Usergen","full_text":"

    MELCHON (Duke of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 33d8+363 (511 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+7 (+3 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 33 (+3 Dex, +20 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Greataxe +41\/+36\/+31\/+26\/+21 melee; or tail sting +40 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Greataxe 1d12+7; or tail sting 2d4+7<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, psionics, fear aura, corrupt water, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 25\/+3, SR 29, devil qualities, see in darkness, telepathy, regeneration 15, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +28, Ref +21, Will +27<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 25, Dex 17, Con 31, Int 26, Wis 28, Cha 28<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +34, Climb +37, Concentration +46, Diplomacy +45, Disguise +29, Gather Information +39, Heal +34, Intimidate +34, Knowledge (arcana) +44, Knowledge (planes) +33, Knowledge (religion) +33, Listen +39, Move Silently +28, Scry +34, Search +38, Sense Motive +34, Spellcraft +34, Spot +38<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Combat Casting, Great Cleave, Improved Critical (greataxe), Improved Initiative, Power Attack, Sunder, Weapon Focus (greataxe)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (1 pit fiend, 2-5 barbazu, and 7-12 erinyes)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating:<\/span><\/b> 19<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Melchon is a duke in the service of Mammon, on whose behalf he leads 18 companies of erinyes in battle. A devil most jealous of his stronger fellows, Melchon is something of a malcontent in Minauros, and would welcome any setback to Bael or Focalor. He keeps his true feelings well hidden concerning such things.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Meclhon stands 6 feet tall and appears as a red skinned humanoid with upturned, bull-like horns; black, curling brows and beard. His hooves are black and he has large crimson wings.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Melchon disdains the use of magical weapons and uses his greataxe in battle as well as his spell-like abilities. Melchon is fond of poison and uses poisons equal to Deathblade poison (Poison, page 80 in the Dungeon Master\u0092s Guide<\/i>).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Both his greataxe and tail will already be envenomed (90% chance) when he enters combat.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/b>At will\u0097animate dead, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, <\/i>and wish<\/i>; 2\/day\u0097fireball<\/i>; 1\/day\u0097meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0 Psionics (Sp):<\/span><\/b> At will\u0097astral projection, detect evil, detect law, levitate,<\/i> and protection from good<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Aura (Su):<\/b> As a free action, 30-foot radius, Will save (DC 35) negates, as a fear<\/i> spell cast by a 20th-level sorcerer. If the save is successful that creature cannot be affected again by Melchon\u0092s fear aura for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Corrupt Water (Ex):<\/b> Touch transforms up to 66 gallons of water into a deadly poison equal to Deathblade poison.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Holy water is unaffected by this ability. Magical waters or potions receive a save (DC 36) to avoid corruption. A potion\u0092s save is equal to 2+one-half its caster level.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp):<\/b> Three times per day, Melchon can automatically summon 3 lemures, erinyes, or barbazu, or 2 osyluths, hamatulas, or cornugons, or one pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Melchon takes normal damage from holy and blessed weapons of at least +3 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Melchon can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Melchon first appeared in Dragon<\/i> #75 (Ed Greenwood, July 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Titivilus)","type":"Outsider","ch":22,"challenge_rating":" 22 \u00a0","id":5414,"reference":"Usergen","full_text":"

    TITIVILUS (Duke of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 29d8+116 (246 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+7 (+3 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 50 ft, fly 60 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 37 (+3 Dex, +24 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> +4 longsword of wounding<\/i> +40\/+35\/+30\/+25 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> +4 longsword of wounding<\/i> 1d8+10 and wounding<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, fear touch, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 30\/+3, SR 30, devil qualities, see in darkness, telepathy, regeneration 10, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +20, Ref +19, Will +23<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 22, Dex 17, Con 19, Int 24, Wis 24, Cha 26<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +40, Concentration +33, Diplomacy +37, Gather Information +37, Intimidate +37, Knowledge (arcana) +36, Knowledge (the planes) +36, Listen +36, Move Silently +29, Scry +36, Search +36, Spellcraft +36, Spot +36<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight, Cleave, Craft Magic Arms and Armor, Great Cleave, Improved Initiative, Maximize Spell, Power Attack, Weapon Focus (longsword)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (Titivilus and 2-4 erinyes)
    Challenge Rating:<\/b> 22<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard plus +4 longsword of wounding<\/i><\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> \u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Titivilus is known throughout the Hells as the Confuser. His ability to twist and manipulate words is unparalleled by any creature. Fittingly he is the messenger of Dispater.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Titivilus prefers to use his spell-like abilities in combat, though he will use his sword if pressed into melee. At the first sign of possible defeat, he will summon other devils to cover his escape.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> At will\u0097animate dead, bestow curse, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, hold person, hypnotism, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisibility, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), tongues, unholy aura, unhallow, ventriloquism, <\/i>and wind walk<\/i>; 1\/day\u0097feeblemind, meteor swarm<\/i> (any), symbol<\/i> (any), and wish<\/i>. These abilities are as the spells cast by a 20th-level sorcerer (save DC 18 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Touch (Su):<\/span><\/b> A creature touched by Titivilus must succeed at a Will save (DC 28) or be affected as fear <\/i>cast by a 20th-level sorcerer (save DC 31).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp): <\/b>Twice per day, Titivilus can automatically summon four hamatulas, two lemures or barbazu, or one erinyes, osyluth, cornugon, or pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Titivilus takes normal damage from holy and blessed weapons of at least +3 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Titivilus can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Duke Zimmimar)","type":"Outsider","ch":20,"challenge_rating":" 20 \u00a0","id":5415,"reference":"Usergen","full_text":"

    ZIMMIMAR (Duke of Hell)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 20d8+160 (320 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+6 (+2 Dex, +4 Improved Initiative)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, fly 60 ft (average)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 33 (-1 size, +2 Dex, +22 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> +3 vorpal bastard sword<\/i> +31\/+26\/+21\/+16 melee; or 2 claws +27 melee, 2 wings +25 melee, bite +25 melee, tail slap +25 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> +3 vorpal bastard sword<\/i> 1d10+11; or claw 1d6+8, wing 1d4+4, bite 2d6+4 and poison plus disease, tail slap 2d4+4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/10 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spell-like abilities, fear aura, improved grab, constrict 2d4+12, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Damage reduction 35\/+4, SR 30, devil qualities, see in darkness, telepathy, regeneration 15, darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +20, Ref +14, Will +17<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 27, Dex 15, Con 27, Int 22, <\/span>Wis<\/span> 20, Cha 20<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +25, Climb +28, Concentration +28, Diplomacy +25, Disguise +25, Gather Information +25, Intimidate +25, Jump +28, Knowledge (arcana) +26, Listen +25, Move Silently +22, Search +26, Spellcraft +26, Spot +25<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Cleave, Improved Initiative, Multiattack, Power Attack, Weapon Focus (bastard sword)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or troupe (1-2 pit fiends, 2-5 hamatulas, and 6-10 osyluths)
    Challenge Rating:<\/b> 20<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> By character class<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    The great pit fiend Zimmimar leads 6 companies of osyluths in the service of Mammon. He serves as \u0093protector\u0094 of Mammon\u0092s palace on Minauros, and is thus almost always found there, or in the company of Mammon himself. Zimmimar does not like nor trust Bael or Focalor, though he keeps his suspicions to himself.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Zimmimar appears as a normal pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Great Zimmimar attacks with his +3 vorpal bastard sword <\/i>and his spell-like abilities.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities: <\/b>At will\u0097animate dead, blasphemy, charm person, comprehend languages, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, unhallow, <\/i>and wall of fire<\/i>; 1\/week\u0097wish<\/i>; 1\/day\u0097meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fear Aura (Su):<\/b> As a free action, Zimmimar can create an aura of fear in a 20-foot radius. It is otherwise identical with fear<\/i> cast by a 20th-level sorcerer (save DC 25). If the save is successful, that creature cannot be affected again by Zimmimar\u0092s fear aura for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Poison (Ex):<\/b> Bite, Fortitude save (DC 28); initial damage 1d6 temporary Constitution, secondary damage death.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Disease (Su):<\/b> Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 28) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). See Disease, page 74 in the DMG<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Grab (Ex):<\/b> To use this ability, Zimmimar must hit a Medium-size or smaller opponent with its tail slap attack. If he gets a hold, he can constrict. Zimmimar has a grapple bonus of +32.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Constrict (Ex):<\/b> Zimmimar deals 2d4+12 points of damage with a successful grapple check against Medium-size or smaller creatures.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Summon Devils (Sp):<\/span><\/b> Three times per day Zimmimar can automatically summon three lemures, osyluths, or barbazu, two erinyes, hamatulas, or cornugons, or one pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Regeneration (Ex):<\/b> Zimmimar takes normal damage from holy and blessed weapons of at least +4 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy (Su):<\/span><\/b> Zimmimar can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    Zimmimar was first mentioned in Dragon<\/i> #75 (Ed Greenwood and Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any land and underground"},{"name":"Devil (Princess of Hell- Baalphegor)","type":"Outsider","ch":24,"challenge_rating":" 24 \u00a0","id":5416,"reference":"Usergen","full_text":"

    BAALPHEGOR<\/span><\/h4> <\/td> <\/tr>

    Medium-Size Outsider (Evil, Lawful)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>25d8+100 (212 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed: <\/span><\/b>50 ft, fly 80 ft (good)<\/span><\/p> <\/td> <\/tr>

    AC: <\/span><\/b>35 (+1 Dex, +24 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> +3 longsword +33\/+28\/+23\/+18\/+13 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>+3 longsword 1d8+8<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>spell-like abilities, fear, summon devils<\/span><\/p> <\/td> <\/tr>

    Special Qualities: <\/span><\/b>Damage reduction 30\/+3, SR 31, regeneration 5, devil qualities, see in darkness, telepathy.<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +18, Ref +15, Will +21<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 21, Dex 13, Con 18, Int 24, <\/span>Wis<\/span> 24, Cha 28<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Bluff +34, Concentration +29, Diplomacy +34, Disguise +34, Hide +26, Jump +30, Knowledge (arcana) +32, Knowledge (the planes) +32, Listen +36, Move Silently +26, Search +32, Spellcraft +32, Spot +36<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Blind-Fight, Combat Casting, Cleave, Maximize Spell, Power Attack<\/span><\/p> <\/td> <\/tr>

    Climate\/Terrain: <\/span><\/b>Any land and underground<\/span><\/p> <\/td> <\/tr>

    Organization: <\/span><\/b>Solitary or troupe (Baalphegor plus 1-2 gelugons)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>24<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment: <\/span><\/b>Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement: <\/span><\/b>\u0097<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    As consort to Mephistopheles, Baalphegor is highly regarded and respected among the other devils. Even Asmodeus himself respects her (to the point of allowing Mephistopheles to continue in his machinations). Though she has her own desires and goals, she keeps these hidden from all, including Mephistopheles and Asmodeus.<\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Baalphegor is a very beautiful cinnamon-brown skinned devil standing about 6 feet tall. Her eyes are the color of rubies and her small, leathery wings are black in color. She has no horns, but sports a small, slim forked tail. By folding her wings against her back and hiding her tail, she can pass for an exquisitely beautiful human.<\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    Combat<\/h1> <\/td> <\/tr>

    Baalphegor prefers to parlay with opponents rather than fight. She does not back down from a challenge and if pressed she uses her spell-like abilities and fear<\/i> against her foes. If combat goes against her, she summons devils to cover her escape and teleports away.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Spell-Like Abilities<\/span><\/b>: <\/span>At will\u0097animate dead, blasphemy, charm person, comprehend languages, desecrate, detect good, detect magic, dispel magic, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisible, suggestion, teleport without error <\/i>(self plus 50 pounds of objects only), unholy aura, <\/i>and unhallow<\/i>; 1\/day\u0097chain lightning, finger of death, heal <\/i>(self only), <\/i>and symbol<\/i> (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Fear (Su):<\/span><\/b> By pointing at a target, 30 feet, Will save (DC 31) negates, as fear<\/i> cast by a 20th-level sorcerer. If the save is successful that creature cannot be affected again by Baalphegor\u0092s fear for one day.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Summon Devils (Sp):<\/span><\/b> Twice per day Baalphegor can automatically summon three lemures, osyluths, or barbazu, or two erinyes, gelugons, or cornugons, or one pit fiend.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Regeneration (Ex):<\/span><\/b> Baalphegor takes normal damage from holy and blessed weapons of at least +3 enchantment.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Devil Qualities (Ex):<\/span><\/b> Immune to fire and poison; cold and acid resistance 20.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 See in Darkness (Su):<\/span><\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness <\/i>spells.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0 Telepathy (Su):<\/span><\/b> Baalphegor can communicate telepathically with any creature within 100 feet that has a language.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/p> <\/td> <\/tr>

    Baalphegor first appeared in Dragon #76 (Ed Greenwood, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Outsider","alignment":"Any","environment":"Any"},{"name":"Devil Dog","type":"Magical Beast","ch":3,"challenge_rating":" 03 \u00a0","id":5417,"reference":"Usergen","full_text":"

    DEVIL DOG<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Magical Beast (Cold)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 6d10+12 (45 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 50 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+2 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +8 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite1d6+3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Frightful presence, throat-rip<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Scent, cold subtype, darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +7, Ref +7, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 15, Dex 15, Con 15, Int 6, Wis 12, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +5*, Listen +9, Move Silently +8, Spot +9, Wilderness Lore +2*<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any cold land<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary, pair, or pack (7-16)
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 7-9 HD (Medium-size); 10-18 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Stark-white predators that inhabit the cold regions of the world, devil dogs roam in packs in an endless search for food. They will always attack humanoid parties, being sly enough to use their protective coloration to the best advantage.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A devil dog resembles a white-furred wolf with icy blue eyes. They typically grow to be 5 feet long and stand 3 feet tall at the shoulder.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    Devil dogs hunt in packs. A pack usually circles an opponent, each wolf attacking in turn to exhaust it.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Frightful Presence (Ex):<\/b> Activated when the devil dog bays, it forces creatures within 30 feet with fewer Hit Dice than the devil dog to make a Will save (DC 13) or become frightened<\/i> for 3d6 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Throat-Rip (Ex):<\/b> A devil dog always takes the opportunity to deliver a coup de grace on a helpless opponent\u0097one who is bound, held, sleeping, paralyzed, or unconscious. As a full-round action, the devil dog delivers an automatic critical hit. If the defender survives the damage, he must still make a Fortitude save (DC 10 + damage dealt) or die. If the coup de grace kills the defender, the devil dog has ripped the opponent\u0092s throat open. A character killed in this fashion can still be returned to life with a resurrection<\/i> spell, but not with raise dead<\/i>.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cold Subtype:<\/b> Cold immunity; double damage from fire except on a successful save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills:<\/b> Devil dogs receive a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. *Their natural coloration grants devil dogs a +7 racial bonus to Hide checks in areas of snow and ice. A devil dog has a +4 racial bonus to Wilderness Lore checks when tracking by scent.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Devil Dog first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Any cold land"},{"name":"Devil Spider","type":"Magical Beast","ch":7,"challenge_rating":" 07 \u00a0","id":5418,"reference":"Usergen","full_text":"

    Devil Spider <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d10+39\u00a0(110 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 50 ft (10 squares), climb 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+21<\/td> <\/tr>
    Attack: <\/strong>Claw +16 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +16 melee (1d8+4) and bite +11 melee (2d6+2)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Web<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft, low-light vision, spell resistance 13, tremorsense 60 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +11, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 16, Con 17, Int 10, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Climb +12, Hide +13*, Listen +11, Move Silently +13*, Spot +15<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Bull Rush, Improved Initiative, Power Attack, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm hills, forests, mountains, and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful evil<\/td> <\/tr>
    Advancement: <\/strong>14-26 HD (Large); 27-39 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The creature resembles a monstrous spider, of fiery red coloration with shadowy bands of black on its eight legs. Its head looks more like that of a twisted goblin than an arachnid, with two horns jutting from above its eyes and another pair forming a beard beneath its chin. A pair of smaller, pincer-like arms protrudes from the sides of its head.<\/i>\r

    The so-called devil spider gets its name from its devilishly evil attempts to capture prey and treasure, as well as its appearance. A devil spider makes it lair in a chasm or large pit, or in an open area near a well-traveled path or under a bridge. A devil spider prefers to spin a sheet web in an open area, which it waits by all day if it needs to.\r

    A typical devil spider's body is 10 feet long and 5 feet high. It weighs about 900 pounds.\r

    COMBAT<\/b>\r
    A devil spider will lurk nearby one of its webs, waiting for a potential meal to arrive. It may attack from ground level, or descend from above, suspended by a single strand of webbing. If a victim gets within 5 feet of a web, the devil spider automatically attacks, trying to surprise the victim.\r

    A devil spider is somewhat predictable, in that its favorite tactic is to bull rush foes into its web whenever such a target is available. A devil spider is reasonably intelligent, however, and will act based on circumstances rather than instinct. When it has trapped a victim in its web, the devil spider will try to kill or weaken the target so it cannot escape, ignoring attacks from others unless it is down to less than half its full normal hit points. When its first victim is killed or escapes, the devil spider will try to push another one into the web. The devil spider will bull rush smaller or weaker-looking opponents first, or whatever target is nearest to the web.\r

    Web (Ex)<\/b>: Devil spiders often wait in their webs, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A devil spider can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the devil spider. An entangled creature can escape with a successful DC 19 Escape Artist check or burst it with a DC 25 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +6 racial bonus.\r

    Devil spiders often create sheets of sticky webbing up to 100 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. In addition, a devil spider's webs are so transparent that they have total concealment against any creature more than 5 feet away. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 15 hit points and sheet webs have damage reduction 5\/---.\r

    A devil spider's webs have immunity to fire, and vulnerability to cold.\r

    A devil spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.\r

    Tremorsense (Ex)<\/b>: A devil spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.\r

    Skills<\/b>: Devil spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A devil spider can always choose to take 10 on Climb checks, even if rushed or threatened. *Devil spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #55 (\"Dragon's Bestiary,\" November 1981, Erol Otus).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Usually lawful evil","environment":"Warm hills, forests, mountains, and underground"},{"name":"Devil Wyrm","type":"Magical Beast","ch":5,"challenge_rating":" 5 \u00a0","id":5419,"reference":"Usergen","full_text":"

    Devil Wyrm <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d10+21\u00a0(59 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +8 natural), touch 9, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+17<\/td> <\/tr>
    Attack: <\/strong>Bite +13 melee (2d6+6)<\/td> <\/tr>
    Full Attack: <\/strong>2 bites +13 melee (2d6+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spit paralyzing acid<\/td> <\/tr>
    Special Qualities: <\/strong>Blind, scent, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 10, Con 17, Int 1, Wis 11, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide +2, Listen +4<\/td> <\/tr>
    Feats: <\/strong>Power Attack, Reckless Offense, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Underground<\/td> <\/tr>
    Organization: <\/strong>Solitary, or squirm (2-16)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-12 HD (Large); 13-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A pink, fat wormlike creature, a foot-and-a-half in diameter, erupts from a hole in the wall. A serrated maw caps each end of its body, while thick chitin covers the segments between.<\/i>\r

    Devil wyrms are predatory, subterranean annelids with a taste for humanoid flesh. Whether their origin was actually influenced by denizens of the Nine Hells, as some sages speculate, has never been proven. The creatures demonstrate a diabolical cruelty that would seem to lend credence to such thoughts.\r

    A devil wyrm lairs in a hole in a wall or floor that they dig out with their teeth and corrosive saliva. This dark den contains uneaten remains of the wyrm's prey, which often includes treasure.\r

    A typical devil wyrm is 20 feet long, 1-1\/2 feet in diameter, and weighs 1000 pounds.\r

    COMBAT<\/b>\r
    Devil wyrms like in wait in their lairs, until prey is detected from scent or tremorsense. The creatures then strike swiftly from ambush, biting with their serrated maws. Devil wyrms spit a caustic, paralytic fluid at heavily-armored opponents, or those out of reach of their mouths.\r

    Blind (Ex):<\/b> Devil wyrms are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.\r

    Spit Paralyzing Acid (Ex):<\/b> 30-ft. ranged touch (+7 attack modifier, no range increments), damage 3d6 acid plus 2d6 rounds of paralysis (Fortitude DC 16 negates the paralysis). Once a devil wyrm spits acid it must wait 1d4 rounds before it can spit again. The save DC is Constitution-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #46<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Underground"},{"name":"Devil, Asperim","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":5420,"reference":"Usergen","full_text":"

    Devil, Asperim <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Outsider \t\t\t(Evil, Extraplanar, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+30\u00a0(75 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+10\/+10<\/td> <\/tr>
    Attack: <\/strong>Claw +11 melee (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +11 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Forget, fumble, spell-like abilities, summon imps<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 5\/good and silver, darkvision 60 ft., fast healing 3, immunity to poison, resistance to fire 10, spell resistance 19<\/td> <\/tr>
    Saves: <\/strong>Fort +10, Ref +8, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 13, Con 16, Int 16, Wis 15, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Balance +3, Bluff +18, Concentration +16, Diplomacy +1, Disguise +18 (+20 acting), Forgery +16, Intimidate +7, Jump -4, Knowledge (the planes) +16, Listen +15, Perform (comedy) +18, Sense Motive +15, Sleight of Hand +16, Spot +15, Survival +2 (+4 on other planes), Tumble +14<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (forget), Empower Spell-Like Ability (mirror image), Improved Initiative, Quicken Spell-Like Ability (ventriloquism)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Nine Hells of Baator<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This squat, green creature looks something like a cross between a dwarf and a giant frog. It has long, pointed ears.<\/i>\r

    Asperim are greater relatives of imps. Asperim personality can best be described as \"exasperating\", and they delight in annoying, frustrating, and mentally torturing other creatures. Asperim have a particularly bizarre sense of humor, delighting in crude practical jokes and malicious pranks. Among devilkind, they are among the least intentially harmful, as most physical harm they cause is collateral damage from their pranks.\r

    Parleying with asperim is a frustrating endeavor. If asked for directions, asperim will always suggest the worst possible path. They never give the same answer twice in a row to the same question. \r

    Asperim are so annoying that other devils avoid them, even others of their own kind. As a result, asperim have been forced to locate on the outermost circles of hell. Only lesser imps can tolerate their behavior for extended periods of time. Asperim relish any opportunity to travel to the Material Plane, for mortals have a lower threshold of tolerance for their behavior and are generally easier to deceive. \r

    Asperim are rumored to have risen from the condemned souls of practical jokers. \r

    In its natural form, an asperim stands 3-1\/2 feet tall and weighs about 50 pounds.\r

    Asperim speak Infernal, Celestial, and Draconic.\r

    COMBAT\r

    Asperim dislike physical combat, and will generally teleport away if their pranks are unsuccessful. If unable to escape, they will try to summon imps to aid them, then quickly utilize an empowered mirror image<\/i> and other defensive spell-like abilities, followed by reverse gravity<\/i> and their other more potent abilities.\r

    An asperim's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.\r

    Alternate Form (Su):<\/b> An asperim can assume another form at will as a standard action. Each asperim can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.\r

    Fool's Gold (Sp):<\/b> Once per day, an asperim can create an illusion causing up to 4,000 copper coins or 80 pounds of brass items to appear to be gold for 24 hours. Anyone who interacts with the fool's gold items receives a DC 19 Will save to disbelieve the illusion. An Appraise check may be used to substitute for the Will save. In addition, if the fool's gold is struck with a cold iron weapon, it functions as a targeted dispel magic<\/i> (for that piece of metal only, CL 5th). This is the equivalent of a 2nd-level spell. Caster level 10th. The save DC is Charisma-based and includes a +2 racial bonus.\r

    Forget (Sp):<\/b> Three times per day, an asperim may permanently remove a specific memory from a single creature. This functions as the modify memory<\/i> spell (DC 19), but can only be used to eliminate all memory of an event the subject actually experienced. This is the equivalent of a 2nd-level spell. Caster level 10th. The save DC is Charisma-based. \r

    Fumble (Sp):<\/b> Once per day, an asperim can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 10 rounds. Creatures in the area must make a DC 19 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 19 Will save or be affected for the spell's entire duration (10 rounds); success means the creature is slowed (as the spell) for 8 rounds. This is a mind-affecting, enchantment effect, and is the equivalent of a 4th-level spell. Caster level 10th. The save DC is Charisma-based. \r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097detect good, detect magic, dispel magic, erase, explosive runes, ghost sound<\/i> (DC 15), invisibility<\/i> (self only), magic aura, mirror image, shocking grasp, slow<\/i> (DC 18), stinking cloud<\/i> (DC 18), ventriloquism<\/i> (DC 16); 3\/day\u00c2\u0097confusion<\/i> (DC 19), empowered mirror image<\/i>, quickened ventriloquism<\/i> (DC 16), transmute rock to mud<\/i>; 1\/day\u00c2\u0097baleful polymorph<\/i> (DC 20), feeblemind<\/i> (DC 20), irresistible dance, reverse gravity, suggestion<\/i> (DC 18). Caster level 10th. The save DCs are Charisma-based.\r

    Summon Imps (Sp):<\/b> Once per day an asperim can attempt to summon 1d3 imps with a 70% chance of success. This ability is the equivalent of a 4th-level spell.\r

    Skills:<\/b> Asperim have a -8 racial penalty on Diplomacy checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #42<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"Nine Hells of Baator"},{"name":"Devil, Cursed Crimson Crawler (Shambari)","type":"Outsider","ch":7,"challenge_rating":" 7 \u00a0","id":5421,"reference":"Usergen","full_text":"

    Devil, Cursed Crimson Crawler (Shambari) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Baatezu, Evil, Extraplanar, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+56\u00a0(87 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (\u00c2\u00961 size, +3 Dex, +7 natural), touch 12, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+26<\/td> <\/tr>
    Attack: <\/strong>Claw +13 melee (1d6+7) or rock +9 ranged (1d10+7)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +13 melee (1d6+7) and tail slap +11 melee (1d12+10) or rock +9\/+4 ranged (1d10+7)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Death throes, great wrestler, improved grab, rock throwing, summon baatezu, tail sweep<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/good, darkvision 60 ft., deceive item, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 19, telepathy 100 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +8, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 17, Con 26, Int 8, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +10, Listen +11, Knowledge (the planes) +9, Knowledge (religion) +9, Search +9, Spot +11, Survival +1 (+3 following tracks, +3 on other planes), Use Magic Device +13<\/td> <\/tr>
    Feats: <\/strong>Iron Will (B), Multiattack, Quick Draw, Skill Focus (Use Magic Device)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Nine Hells of Baator<\/td> <\/tr>
    Organization: <\/strong>Solitary or gang (4-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>Standard coins, standard goods, double items<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The top half of this creature resembles a muscular, red-skinned humanoid with a pair of short, coal black horns jutting from its brow. Its arms end in similar black nails. The lower half of its body is that of a red-scaled serpent. Its eyes burn with fiendish malevolence.<\/i>\r

    Cursed crimson crawlers are the descendants of the devil Shambar. Before the Fall, Shambar was the swiftest runner in the heavens. When he was cast out for joining the rebellion, Shambar's lower body was transformed into that of a serpent. His loss of legs infuriated him, and his hatred for all things that walk, fly, or swim has been passed on to his offspring.\r

    A cursed crimson crawler is 9 feet long and 8 feet tall and weighs about 2,000 pounds.\r

    Cursed crimson crawlers speak Infernal, Celestial, and Draconic.\r

    COMBAT\r

    Cursed crimson crawlers throw heavy rocks at their opponents before closing to melee. These bone-breaking grapplers seek to grab and crush adversaries with their incredible strength while thrashing at others with their spiked tail knobs.\r

    A cursed crimson crawler\u00c2\u0092s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.\r

    Death Throes (Ex):<\/b> When killed, a cursed crimson crawler\u00c2\u0092s tail knob explodes, releasing waves of pent up bitterness and anger in a 30-foot radius. All creatures within the area must succeed on a DC 21 Will save or turn on each other rather than attack their foes for 1d6+1 rounds. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature\u00c2\u0092s behavior every round at the beginning of its turn.) Affected creatures attack with all methods at their disposal, employing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious. A creature that does not attack its nearest neighbor is free to act normally for that round. A calm emotions, remove curse<\/i>, or break enchantment<\/i> spell ends this ability immediately. This is a mind-affecting, compulsion effect. The save DC is Constitution-based.\r

    Deceive Item (Ex):<\/b> A cursed crimson crawler has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a cursed crimson crawler can take 10 even if distracted or threatened.\r

    Great Wrestler (Ex):<\/b> Cursed crimson crawlers are expert grapplers, gaining a +8 racial bonus on grapple checks (already figured into the statistics block). \r

    Improved Grab (Ex):<\/b> To use this ability, a cursed crimson crawler must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.\r

    Rock Throwing (Ex):<\/b> Cursed crimson crawlers are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A cursed crimson crawler can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a cursed crimson crawler\u00c2\u0092s thrown rocks.\r

    See in Darkness (Su):<\/b> All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness<\/i> spell.\r

    Summon Baatezu (Sp):<\/b> Once per day a cursed crimson crawler can attempt to summon 1 crimson crawler or 2d4 lemures with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.\r

    Tail Sweep (Ex):<\/b> A cursed crimson crawler can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the devil's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the cursed crimson crawler. A tail sweep automatically deals tail slap damage and affected creatures must make DC 20 Reflex saves to or be knocked prone. The save DC is Strength-based. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1978 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #14<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":"Nine Hells of Baator"},{"name":"Devil, Duke, Amduscias","type":"Outsider","ch":21,"challenge_rating":" 21 \u00a0","id":5422,"reference":"Usergen","full_text":"

    Devil, Duke, Amduscias <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Baatezu, Evil, Extraplanar, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 26d8+208\u00a0(325 hp)<\/td> <\/tr>
    Initiative: <\/strong> +7<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 41 (-1 size, +3 Dex, +22 natural, +7 insight), touch 19, flat-footed 38<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+26\/+40<\/td> <\/tr>
    Attack: <\/strong>Slam +35 melee (1d6+10); +2 wounding dagger<\/i> +33 melee (1d4+12\/19-20 plus wounding); or gore +35 melee (1d8+10 plus bleeding wounds plus 1 vile); or bite +35 melee (1d8+10\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +35 melee (1d6+10) and bite +37 melee (1d8+5\/19-20); or +2 wounding dagger<\/i> +33 melee (1d4+12\/19-20 plus wounding) and +2 unholy short sword<\/i> +28 melee (1d6+7\/19-20 plus 2d6 vs. good foes) and bite +31 melee (1d8+5\/19-20); or gore +35 melee (1d8+10 plus bleeding wounds plus 1 vile) and 2 hooves +33 melee (1d6+5); or bite +35 melee (1d8+10\/19-20) and 2 claws +33 melee (1d6+5) and tail +33 melee (1d8+5 plus constrict)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Bleeding wounds, constrict 1d8+15, fear, improved grab, rake, spell-like abilities, summon baatezu\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 20\/good and silver, darkvision 60 ft, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 34, telepathy 100 ft, tongues, unnatural aura<\/td> <\/tr>
    Saves: <\/strong>Fort +24, Ref +19, Will +23 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 17, Con 26, Int 24, Wis 25, Cha 37 <\/td> <\/tr>
    Skills: <\/strong>Appraise +17, Bluff +42, Concentration +18, Diplomacy +50, Disguise +42 (+44 acting), Escape Artist +8, Gather Information +33, Hide +13, Intimidate +44, Jump +25, Knowledge (arcana) +36, Knowledge (history) +27, Knowledge (nobility and royalty) +31, Knowledge (religion) +36, Knowledge (the planes) +36, Listen +20, Move Silently +13, Perform (acting) +42, Search +17, Sense Motive +38, Spellcraft +19, Spot +20, Survival +7 (+9 other planes, +9 following tracks), Use Rope +3 (+5 bindings)<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Dark Speech, Improved Critical (bite), Improved Initiative, Multiattack, Negotiator, Quicken Spell-Like Ability (fire shield<\/i>), Two-Weapon Fighting, Vile Natural Attack (gore)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>The Nine Hells of Baator<\/td> <\/tr>
    Organization: <\/strong>Solitary (plus 1d6 abishai of assorted colors)<\/td> <\/tr>
    Challenge Rating: <\/strong>21<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Lawful evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This otherwise handsome, dark-robed humanoid figure has the head of a fearsome bird of prey where a human head should be. His beak is long and curved somewhat, like that of a hummingbird\u00c2\u0092s, and his sickly green eyes stare out with confidence and malice. He deftly wields a weapon in each hand.<\/i>\r

    Amduscias is a duke in the service of Tiamat, and leads 29 companies of abishai. He is famous for his long memory, and almost as well known for his cunning strategies. He has also earned the moniker \u00c2\u0093Reconciliator of Foes,\u00c2\u0094 by being a skillful actor and negotiator. Tiamat often employs him to mediate disputes between devils and dragons. \r

    Amduscias usually appears as a 9-foot tall hawk-headed man wearing dark red or black robes, and never wears armor. He can also change into two distinct forms. He can resemble a dirty-yellow unicorn with eyes of flame, and a purple horn that causes terrible bleeding. He can bolt from a standing start, and some say that whenever horses spook or gallop uncontrollably, Amduscias has affected them. He also likes to take the form of a dire wolf with a prehensile tail like that of a serpent.\r

    Amduscias speaks Celestial, Common, Draconic, and Infernal.\r

    COMBAT\r

    Amduscias prefers to fight in his wolf form. He can use all of his attacks on as many targets as he wishes. One favorite tactic is to constrict a foe with his tail and immerse the victim in water to drown, batter the victim against a rock, or use whatever advantage he can gain with the tail. In human form, he dual-wields two small weapons of his choice (such as daggers or darts), and likes to point at a victim to affect with his fear ability. One of his favored weapons is a wounding dagger<\/i> that resembles the horn from his unicorn form.\r

    An opponent can attack Amduscias\u00c2\u0092s tail with a sunder attempt as if it were a weapon. Amduscias\u00c2\u0092s tail has 15 hit points. If Amduscias is currently grappling a target with the tail, he usually uses another limb to make his attack of opportunity against the opponent making the sunder attempt. Severing Amduscias\u00c2\u0092s tail deals 7 points of damage to Amduscias.\r

    Amduscias's natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.\r

    Alternate Form (Su):<\/b> Amduscias can shift between his humanoid, unicorn, and wolf forms as a standard action. In humanoid form, he cannot use his bleeding wounds, constrict, improved grab, or rake abilities, but he can use his slams and bite attack and can use weapons. \r

    In unicorn form, he cannot use his constrict, improved grab, or rake abilities or make slam, bite, or weapon attacks, but he can use his horn and hoof attacks, his speed is 60 feet (12 squares), and he can use his bolt ability.\r

    In wolf form he cannot use his bleeding wounds ability, make slam attacks or use weapons, but he can use his constrict, improved grab, and rake abilities, his speed is 50 feet (10 squares), and he gains low-light vision, scent, and a +4 racial bonus on Survival checks when tracking by scent. \r

    Amduscias remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, nor does Amduscias revert to any particular form when killed. A true seeing<\/i> spell reveals all forms simultaneously.\r

    Bleeding Wounds (Ex):<\/b> A wound from Amduscias's gore attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple gore wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure<\/i> spell or other healing spell (heal, mass heal<\/i>, and so on).\r

    Bolt (Ex):<\/b> When in his unicorn form, Amduscias can run as a move action, rather than a full-round action.\r

    Constrict (Ex):<\/b> Amduscias deals 1d8+15 points of damage with a successful grapple check.\r

    Fear (Su):<\/b> As a swift action, Amduscias can frighten a creature within 30 feet. The affected creature must succeed on a DC 36 Will save or be frightened for 2d6 rounds. The save DC is Charisma-based.\r

    Improved Grab (Ex):<\/b> To use this ability, Amduscias must hit with his tail attack. He can then attempt to start a grapple as a free action without provoking attacks of opportunity. If he wins the grapple check, he establishes a hold and can constrict.\r

    Rake (Ex):<\/b> Wolf form only; attack bonus +33 melee, damage 1d6+5.\r

    Regeneration (Ex):<\/b> Good weapons, and spells and effects with the good descriptor, deal normal damage to Amduscias. If Amduscias loses a limb or body part, the lost portion regrows in 1d6 minutes. Amduscias can reaattach the severed member instantly by holding it to the stump.\r

    See in Darkness (Su):<\/b> All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness<\/i> spell.\r

    Spell-Like Abilities:<\/b> At will - charm monster<\/i> (DC 27), discern lies, dispel magic, faerie fire, fire shield<\/i> (either version), greater teleport, locate object, produce flame, pyrotechnics, read magic, see invisibility, suggestion<\/i> (DC 26), telekinesis<\/i> (DC 28); 3\/day - quickened fire shield<\/i> (either version); 1\/day - dominate monster<\/i> (DC 32), symbol of stunning<\/i> (DC 30). Caster level 20th. The save DCs are Charisma-based.\r

    Summon Baatezu (Sp):<\/b> Twice per day, Amduscias can summon 4d6 abishai (of any color) or 2d6 erinyes automatically, or one aspect of Tiamat (see Dragon Magic page 110) with a 70% chance of success. This ability is the equivalent of an 8th-level spell (CL 20th).\r

    Tongues (Su):<\/b> Amduscias can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 14th). This ability is always active.\r

    Unnatural Aura (Su):<\/b> Animals, whether wild or domesticated, can sense the unnatural presence of Amduscias at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #75<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Lawful evil","environment":"The Nine Hells of Baator"},{"name":"Devil, Duke, Malphas","type":"Outsider","ch":21,"challenge_rating":" 21 \u00a0","id":5423,"reference":"Usergen","full_text":"

    Devil, Duke, Malphas <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Baatezu, Evil, Extraplanar, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 25d8+175\u00a0(287 hp)<\/td> <\/tr>
    Initiative: <\/strong> +10<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 42 (+10 Dex, +11 natural, +7 insight, +4 deflection), touch 31, flat-footed 32<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+25\/+34<\/td> <\/tr>
    Attack: <\/strong>+2 cold iron keen unholy heavy pick<\/i> +36 melee (1d6+11\/19-20\/x4)<\/td> <\/tr>
    Full Attack: <\/strong>+2 cold iron keen unholy heavy pick<\/i> +36\/+31\/+26\/+21 melee (1d6+11\/19-20\/x4); or 2 claws +34 melee (1d6+9) and bite +29 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Fear touch, flaming weapons, spell-like abilities, summon baatezu, summon ravens<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 20\/good and silver, darkvision 60 ft, immunity to fire and poison, infernal fortress, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 34, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +25, Ref +28, Will +25 <\/td> <\/tr>
    Abilities: <\/strong>Str 28, Dex 31, Con 24, Int 24, Wis 24, Cha 35 <\/td> <\/tr>
    Skills: <\/strong>Appraise +27, Balance +12, Bluff +40, Concentration +23, Diplomacy +48, Disguise +40 (+44 acting), Escape Artist +22, Gather Information +40, Hide +26, Intimidate +44, Jump +11, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +35, Move Silently +26, Search +23, Sense Motive +35, Spellcraft +29, Spot +35, Survival +7 (+9 other planes, +9 tracking), Tumble +30, Use Rope +10 (+12 bindings)<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (fear touch), Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Improved Feint, Mobility, Power Attack, Spring Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>The Nine Hells of Baator<\/td> <\/tr>
    Organization: <\/strong>Solitary or troupe (Malphas and 1\u00c2\u00966 abishai of various colors)<\/td> <\/tr>
    Challenge Rating: <\/strong>21<\/td> <\/tr>
    Treasure: <\/strong>Double standard, plus gemrobes of the Dark Duke<\/i> and +2 cold iron keen unholy heavy pick<\/i><\/td> <\/tr>
    Alignment: <\/strong>Lawful evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This dark-complexioned man is dressed all in black velvet, studded with large gems. His deep voice commands authority, and something sinister lurks behind his sly grin.<\/i>\r

    Malphas is a duke in the service of Tiamat, and leads 40 companies of abishai. With his fellow duke Amduscias and the pit fiend Goap, he also serves as a go-between to the lord of Avernus, Bel. Malphas is particularly adept at deception, especially when using his detect thoughts and tongues spell-like abilities.\r

    The three devils are often found patrolling Avernus and enforcing Tiamat\u00c2\u0092s will. They have no permanent encampments of fortresses (although Malphas as the ability to create a temporary fortress), but maintain a commonly-held system of guarded \u00c2\u0093safe\u00c2\u0094 caves for their forces to rest and gather. These three devils are also tasked with the responsibility of keeping the outcast dukes, or \u00c2\u0093rabble of devilkin\u00c2\u0094 in line.\r

    Malphas usually appears as a 7-foot tall humanoid, but can also assume the form of a great, crow-like black bird.\r

    Malphas speaks Celestial, Common, Draconic, and Infernal.\r

    COMBAT\r

    Malphas usually fights in human form, preferring to wield various weapons and use his spell-like abilities. He does not wear armor, being more concerned with his well-dressed appearance.\r

    Malphas's natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.\r

    Alternate Form (Su):<\/b> Malphas can shift between his humanoid and bird forms as a standard action. In bird form, he gains a fly speed of 80 feet per round (average) and can make claw and bite attacks, but cannot wield weapons. \r

    Malphas remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, nor does Malphas revert to any particular form when killed. A true seeing<\/i> spell reveals both forms simultaneously.\r

    Fear Touch (Su):<\/b> On a successful touch attack, a creature must succeed on a DC 36 Will save or be affected as if by a fear<\/i> spell (caster level 20). The save DC is Charisma-based.\r

    Flaming Weapons (Su):<\/b> As a swift action, Malphas can cause a weapon he touches to become sheathed in fire; this fire does not harm the wielder. The effect remains for 10 rounds. The weapon deals an extra 3d6 points of fire damage on a successful hit. The weapon also explodes with flame upon striking a successful critical hit, dealing an extra 6d6 points of fire damage instead of the normal fire damage. If the weapon\u00c2\u0092s critical multiplier is x3, add an extra 9d6 points of fire damage instead, and if the multiplier is x4, add an extra 12d6 points of fire damage instead. Bows, crossbows, and slings with this effect bestow the fire energy upon their ammunition.\r

    Infernal Fortress (Su):<\/b> Malphas can cause a hellish tower of Baatorian green steel to come into being as a standard action. This tower is 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens for anyone.\r

    The walls of the infernal fortress have 100 hit points and hardness 12.\r

    The fortress springs up in just 1 round, with the door facing Malphas. People and creatures nearby (except Malphas) must be careful not to be caught by the fortress\u00c2\u0092s sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 34 half). The save DC is Charisma-based.\r

    The infernal fortress lasts for 1 hour, or until Malphas dismisses the fortress as a standard action. Any beings inside the fortress when it disappears are expelled harmlessly.\r

    Regeneration (Ex):<\/b> Good weapons, and spells and effects with the good descriptor, deal normal damage to Malphas. If Malphas loses a limb or body part, the lost portion regrows in 1d6 minutes. Malphas can reaattach the severed member instantly by holding it to the stump.\r

    See in Darkness (Su):<\/b> All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness<\/i> spell.\r

    Spell-Like Abilities:<\/b> At will - bestow curse<\/i> (DC 26), charm monster<\/i> (DC 26), detect thoughts<\/i> (DC 24), dispel magic, flame arrow, greater teleport, locate creature, produce flame, pyrotechnics, read magic, remove curse, see invisibility, suggestion<\/i> (DC 25), tongues<\/i>; 1\/day \u00c2\u0096 dominate person<\/i> (DC 27), moment of prescience, symbol of pain<\/i> (DC 27), unholy aura<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    Summon Baatezu (Sp):<\/b> Twice per day, Malphas can summon 3d6 abishai (of any color) or 2d4 malebranche automatically. This ability is the equivalent of a 9th-level spell (CL 20th).\r

    Summon Ravens (Sp):<\/b> Twice per day, Malphas can summon 1d6 fiendish giant ravens (use stats for fiendish giant eagles) or 2d6 fiendish raven swarms (use stats for fiendish bat swarms) automatically. This ability is the equivalent of a 5th-level spell. (CL 20th).\r

    Gemrobes of the Dark Duke:<\/i><\/b> Malphas\u00c2\u0092s black velvet robes are studded with 333 gems of considerable value. The robe grants a +4 resistance bonus to saving throws and a +4 deflection bonus to AC.\r

    Malphas can also activate any gem on his robe as a standard action by touching it. The robe can be used in this way up to 9 times per day to activate any of the 333 gems. Each gem has a separate, individual function which should be determined by the DM. \r

    Many of the gems can be used to cast a spell much like a reusable scroll, at caster level 20. Some of the gems function like ioun stones, for 9 rounds. Some function similarly to a metamagic rod for 9 rounds, enhancing any spell-like ability Malphas uses rather than spells. The gems can have any of a variety of different effects, such as granting incorporeality, allowing Malphas to make sneak attacks, providing bonuses on skill checks, or anything the DM can imagine.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #75<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Lawful evil","environment":"The Nine Hells of Baator"},{"name":"Devil, Duke, Nergal","type":"Outsider","ch":22,"challenge_rating":" 22 \u00a0","id":5424,"reference":"Usergen","full_text":"

    Devil, Duke, Nergal <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Outsider \t\t\t(Baatezu, Evil, Extraplanar, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 28d8+252\u00a0(378 hp)<\/td> <\/tr>
    Initiative: <\/strong> +10<\/td> <\/tr>
    Speed:<\/strong> 50 ft (10 squares), fly 30 ft. (average)<\/td> <\/tr>
    Armor Class: <\/strong> 44 (-1 size, +6 Dex, +22 natural, +7 insight), touch 22, flat-footed 38<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+28\/+46<\/td> <\/tr>
    Attack: <\/strong>Bite +41 melee (2d6+14\/19-20 plus 1 vile and disease) <\/td> <\/tr>
    Full Attack: <\/strong>Bite +41 melee (2d6+14\/19-20 plus 1 vile and disease) and 2 claws +36 melee (1d8+7 plus cowering touch)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Acid sheath, cowering touch, disease, poison, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 20\/good and silver, darkvision 60 ft, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 35, telepathy 100 ft., tongues<\/td> <\/tr>
    Saves: <\/strong>Fort +25, Ref +22, Will +23 <\/td> <\/tr>
    Abilities: <\/strong>Str 38, Dex 22, Con 29, Int 24, Wis 24, Cha 30 <\/td> <\/tr>
    Skills: <\/strong>Appraise +28, Balance +10, Bluff +41, Concentration +30, Diplomacy +53, Disguise +41 (+45 acting), Gather Information +30, Intimidate +45, Jump +49, Knowledge (arcana) +27, Knowledge (history) +38, Knowledge (nobility and royalty) +38, Knowledge (religion) +27, Knowledge (the planes) +38, Listen +27, Search +20, Sense Motive +38, Spot +27, Survival +7 (+9 following tracks, +11 on other planes), Tumble +41<\/td> <\/tr>
    Feats: <\/strong>Combat Reflexes, Dark Speech, Dire Charge, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Quicken Spell-Like Ability (pyrotechnics<\/i>), Vile Natural Attack (bite), Violate Spell-Like Ability (delayed blast fireball<\/i>) \r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>The Nine Hells of Baator<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>Double standard, plus darkskull<\/i> and ring of freedom of movement<\/i><\/td> <\/tr>
    Alignment: <\/strong>Lawful evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This vile entity resembles a nine-foot-long winged toad with the head of a lion. Its warty skin is mottled pinkish-grey, continuously oozing a clear, colorless ichor.<\/i>\r

    The most powerful of the \"rabble of devilkin\", Nergal is sometimes known as \"The Bringer of Pestilence and Fever\". He currently resides upon Avernus, where he was banished by the archdevils, endlessly plotting and gathering resources to gain entry into the upper circle of Hell's hierarchy.\r

    Nergal has no permanent lair, but keeps concealed caches of wealth and magic items scattered about Avernus. He uses this treasure to bargain with others, and the magic items are often used to increase his already potent powers. \r

    Nergal often masquerades as a human horribly misfigured by diabolic magic, appealing to the mercy of planar travelers in order to gain their trust. He then leads them into a trap, stealing anything of value and tormenting them for information he may later use to his gain.\r

    Nergal is 9 feet tall and weighs 800 pounds.\r

    Nergal speaks Celestial, Common, Draconic, and Infernal.\r

    COMBAT\r

    Nergal is warlike, quick to attack those who defy him or bully injured or weaker creatures.\r

    Nergal's natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.\r

    Acid Sheath (Su):<\/b> Nergal's skin is covered with sores which continually ooze a clear, colorless ichor. This forms a fluid sheath of acid that does not harm Nergal. Any creature striking Nergal deals normal damage, but at the same time the attacker takes 30 points of acid damage. Reach weapons, such as longspears, do not endanger their users in this way. The acid sheath does not protect Nergal against other attack forms, such as fire. If Nergal is grappling, other creatures in the grapple take acid damage once per round at the beginning of their turn. Additionally, any spell Nergal casts with the acid descriptor deals an extra 1 point of damage per die.\r

    Cowering Touch (Su):<\/b> If Nergal hits with a claw attack, the victim must succeed on a DC 34 Will saving throw or cower for 1d4 rounds. The save DC is Charisma-based.\r

    Disease (Ex):<\/b> Devil chills\u00c2\u0097bite, Fortitude DC 33, incubation period 1d4 days, damage 1d4 Strength. The victim must make three successful Fortitude saving throws in a row to recover from devil chills. The save DC is Constitution-based.\r

    Poison (Ex):<\/b> Creatures hitting Nergal with natural weapons or unarmed attacks are subject to his poison. Contact, Fortitude DC 33, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.\r

    Regeneration (Ex):<\/b> Good weapons, and spells and effects with the good descriptor, deal normal damage to Nergal. If Nergal loses a limb or body part, the lost portion regrows in 1d6 minutes. Nergal can reaattach the severed member instantly by holding it to the stump.\r

    See in Darkness (Su):<\/b> All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness<\/i> spell.\r

    Spell-Like Abilities:<\/b> Always active\u00c2\u0097true seeing<\/i>; at will\u00c2\u0097baleful polymorph<\/i> (DC 25), continual flame, darkness, delayed blast fireball<\/i> (DC 27), detect magic, greater dispel magic, greater teleport, hellfire storm**, produce flame, pyrotechnics<\/i> (DC 22), read magic, regenerate, scrying<\/i> (DC 24), shapechange, silence<\/i> (DC 22); 3\/day\u00c2\u0097destruction<\/i> (DC 27), mindrape<\/i> (DC 29)*, quickened pyrotechnics<\/i> (DC 22), violated delayed blast fireball<\/i> (DC 27); 1\/day\u00c2\u0097contingency, dimensional anchor<\/i>. Caster level 25th. The save DCs are Charisma-based.\r

    *This spell appears in Book of Vile Darkness<\/i>.\r
    **This spell appears in Fiendish Codex II<\/i>.\r

    Tongues (Su):<\/b> Nergal can speak with any creature that has a language, as though using a tongues<\/i> spell (caster level 14th). This ability is always active.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #75<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Lawful evil","environment":"The Nine Hells of Baator"},{"name":"Devil, Mezzikim","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":5425,"reference":"Usergen","full_text":"

    Devil, Mezzikim <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Baatezu, Evil, Extraplanar, Incorporeal, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 60 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+3 Dex, +5 deflection), touch 18, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/\u00c2\u0097<\/td> <\/tr>
    Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Full Attack: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Possession, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., incorporeal traits, see in darkness, spell resistance 12, telepathy 100 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str \u00c2\u0097, Dex 17, Con 16, Int 10, Wis 15, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Bluff +14, Concentration +12, Diplomacy +7, Disguise +14 (+16 acting), Intimidate +16, Knowledge (the planes) +9, Listen +11, Spot +11, Survival +2 (+4 on other planes), Tumble +12<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (possession), Dodge, Mobility<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Nine Hells of Baator<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A sudden chill followed by a sense of foreboding sends a chill down your spine, as if an evil presence were nearby.<\/i>\r

    Mezzikim are the tortured souls of devils in Hell, sent to the Material Plane to cause pain and suffering among mortals. They come from the ranks of any lesser baatezu, most commonly abishai, barbazu, and hamatula.\r

    Mezzikim generally arise from offenses against one of the Lords of the Nine or other baatezu nobles. Their physical bodies are restrained within magical circles and then tortured for six hundred sixty-six nights. When the ritual is complete, the souls of the devils are only too ready to flee the scarred and burned husks of their bodies. The magic of the ritual propels them to the Material Plane, where they remain as insubstantial spirits until their sentence is complete.\r

    A mezzikim is in constant spiritual agony, which only abates when it causes suffering among mortals. Thus, a mezzikim is highly motivated to possess mortals and wreak havoc among them.\r

    A mezzikim is 5 to 8 feet tall and weightless. Creatures able to view their true forms (such as with a true seeing<\/i> effect) see a bestial-looking devil with scales, claws and wings. \r

    Mezzikim speak Infernal, Celestial, and Draconic, and may communicate telepathically.\r

    COMBAT\r

    Mezzikim generally act alone, unless ordered otherwise by devils or their agents on the Material Plane. Mezzikim choose their victims quickly and randomly, their only interest the lessening of the pain of their souls. A mezzikim attempts to possess a host as soon as possible, fleeing the host if reduced to less than half its hit points.\r

    Despite being baatezu, mezzikim do not possess the usual immunities and resistances common to their kind, since their bodies are left behind in the Nine Hells.\r

    A mezzikim's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.\r

    Natural Invisibility (Su):<\/b> This ability is constant, allowing a mezzikim to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge<\/i> spell.\r

    Possession (Su):<\/b> Once per round, a mezzikim can merge its body with a creature on the Material Plane. This ability is similar to a magic jar<\/i> spell (caster level 10th or the mezzikim's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the mezzikim must move into the target\u00c2\u0092s space; moving into the target\u00c2\u0092s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 20 Will save. A creature that successfully saves is immune to that same mezzikim's possession for 24 hours, and the mezzikim cannot enter the target\u00c2\u0092s space. If the save fails, the mezzikim vanishes into the target\u00c2\u0092s body. The save DC is Charisma-based.\r

    A creature possessed by a mezzikim gains the mezzikim-ridden creature template. The mezzikin can be forced to leave its host with a banishment, break enchantment, dismissal, dispel evil, dispel law<\/i>, or remove curse<\/i> spell. A mezzikim that loses more than half its total hit points will often flee the host body.\r

    See in Darkness (Su):<\/b> All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness<\/i> spell.\r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097ghost sound<\/i> (DC 15), prestidigitation, pyrotechnics<\/i> (DC 17), ventriloquism<\/i> (DC 16). Caster level 6th. The save DC is Charisma-based.\r

    Mezzikim-Ridden Template<\/b>\r
    A creature possessed by a mezzikim acquires the mezzikim-ridden template. The creature's appearance becomes scaly and deformed by the possessing spirit.\r

    \"Mezzikim-ridden\" is an acquired template that can be added to any animal, giant, humanoid, monstrous humanoid, or vermin (referred to hereafter as the base creature) that is the same size or smaller than the possessing mezzikim.\r

    Both the mezzikim's and the base creature's statistics and special abilities are modified as noted here.\r

    Size and Type:<\/b> The creature\u00c2\u0092s type changes to outsider (Baatezu, Evil, Lawful). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.\r

    Hit Dice:<\/b> A mezzikim-ridden maintains separate hit point totals for each of its two parts.\r

    Initiative:<\/b> Same as base creature.\r

    Speed:<\/b> Same as base creature.\r

    Armor Class:<\/b> The base creature gains a natural armor bonus equal to the mezzikim's deflection bonus. If the base creature's natural armor bonus is higher, use that value.\r

    Attacks:<\/b> Same as base creature, modified by new ability modifiers.\r

    Damage:<\/b> Same as base creature.\r

    Special Attacks:<\/b> The mezzikim gains control over all special attacks that the base creature possesses, including spells and spell-like abilities, as well as retaining its own special attacks. In addition, the mezzikim-ridden creature gains the following special attacks. \r

    Spell-Like Abilities:<\/i> At will\u00c2\u0097levitate<\/i>; 3\/day\u00c2\u0097contagion<\/i>. Caster level equals mezzikim's Hit Dice. The save DC is Charisma-based.\r

    Spit Needles (Ex):<\/i> Once every 2d4 rounds, a mezzikim-ridden creature can spit a volley of volley of poisonous needles as a standard action at a single creature. This attack has a range of 10 feet with no range increment. The needles deal 1d8 points of piercing damage plus 1d6 points of acid damage.\r

    Special Qualities:<\/b> Both the mezzikim and the base creature retain any special qualities they had previously.\r

    Senses (Ex):<\/i> The mezzikim sees and hears everything that the base creature is able to.\r

    Shared Damage (Ex):<\/i> An attack on a mezzikim-ridden deals half its damage to the mezzikim and half to the possessed creature.\r

    Saves:<\/b> A mezzikim-ridden uses the mezzikim's base Fortitude, Reflex, and Will saves.\r

    Abilities:<\/b> A mezzikim-ridden uses the Strength, Dexterity, and Constitution scores of the base creature and the Intelligence, Wisdom, and Charisma scores of the mezzikim. A mezzikim-ridden gains an additional +4 Strength.\r

    Skills:<\/b> A mezzikim-ridden uses either the base creature's or the mezzikim's ranks in a given skill, whichever is higher.\r

    Feats:<\/b> A mezzikim-ridden uses both the base creature's and the mezzikim's feats.\r

    Environment:<\/b> Same as mezzikim.\r
    Organization:<\/b> Solitary.\r
    Challenge Rating:<\/b> Same as base creature +1.\r
    Treasure:<\/b> Standard.\r
    Alignment:<\/b> Same as mezzikim.\r
    Advancement:<\/b> Same as base creature.\r
    Level Adjustment:<\/b> -.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Guide to Hell<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":" Same as mezzikim.\r","environment":" Same as mezzikim.\r"},{"name":"Devil: Selm (Prince of the Possessors)","type":"Outsider","ch":25,"challenge_rating":" 25 \u00a0","id":5426,"reference":"Usergen","full_text":"

    Devil: Selm (Prince of the Possessors) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Evil, Lawful)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 22d8+132\u00a0(308 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8 (+4 Dex, +4 Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 60 ft<\/td> <\/tr>
    AC:<\/strong> 43 (-1 size, +4 Dex, +30 natural)<\/td> <\/tr>
    Attacks:<\/strong>Large +3 lawful thundering heavy mace +35\/+30\/+25\/+20 melee; or 2 slams +31 melee<\/td> <\/tr>
    Damage: <\/strong>Large +3 lawful thundering heavy mace 1d10+18; or slam 2d4+10<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft (10 ft with mace)<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities, enthrall, petrifying gaze, summon devils, bony spikes (1d6+10)<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 40\/+4, SR 35, regeneration 10, devil qualities, see in darkness, telepathy<\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +17, Will +19 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 18, Con 22, Int 24, Wis 22, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Bluff +29, Climb +32, Concentration +28, Intimidate +30, Jump +34, Knowledge (arcane) +31, Knowledge (the planes) +29, Listen +30, Scry +31, Search +31, Sense Motive +30, Spellcraft +29, Spot +30, Wilderness Lore +32<\/td> <\/tr>
    Feats: <\/strong>Cleave, Great Cleave, Improved Critical (mace), Improved Initiative, Power Attack, Weapon Focus (heavy mace)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or troupe (Selm plus 1 pit fiend and 2-4 kuei or pisachas)<\/td> <\/tr>
    Challenge Rating: <\/strong>25<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Millennia ago when Baalzebul ruled Hell, Selm was appointed to his current position. When Lucifer overthrew the Prince of Lies, Selm retained his current position and showed great loyalty to Hell\u00c2\u0092s new Overlord. Subsequently when Asmodeus came to power (by ousting Lucifier) Selm once again retained his position.

    Selm is the sole leader of the Council of Asuras, a great council composed of the six Lords of the Possessors (Thyle, Cykes, Tyd, Nausyyd, Dyclex, and Hyrkovan). During the various changes in the Administration of Hell, the Council began to ally themselves with each other. This unusual cohesiveness among the members of the Council made Selm apprehensive and unsure of his control over them. He began to tread carefully when he communicated with any of the Asuras. This caution on Selm\u00c2\u0092s part was quickly observed, and capitalized upon, by the council members. They took power from Selm, albeit in an inconspicuous manner (for they did not wish to alert Asmodeus to their plottings), by quietly impressing him \u00c2\u0091with their united strength.

    In effect, the Council of Asuras frightened Selm into reducing his post (unofficially, of course) to a merely nominal one. The Council then took complete control over all actions of the possessors; however, Selm was still the only one who could receive orders from Asmodeus. The Council of Asuras was bound to obey the orders of Asmodeus, and, since they received their orders through Selm only, they could not refuse his commands.

    What ultimately resulted, remains until this day: Selm, the Prince of the Possessors, fears the united power of the Council of Asuras, but Selm also delivers the commands of Asmodeus, he whom the Council must ultimately obey. This has promoted a potentially explosive situation, and those on both sides of the struggle are constantly on their guard.
    Selm appears as a 7-foot tall handsome creature with reddish-black skin and deep blue eyes. His body is covered in scintillating colors that seem to move at his whim. Large bony spikes protrude from his arms and back (though he can fold these down against his flesh and usually does so). Selm\u00c2\u0092s powerful legs end in suction cup-like feet.

    Combat<\/b>
    Spell-Like Abilities:<\/b> At will-animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, see invisibility, suggestion, teleport without error<\/i> (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of ice<\/i>; 1\/day\u00c2\u0097meteor swarm<\/i> (any) and symbol<\/i> (any). These abilities are as the spells cast by a 25th-level sorcerer (save DC 15 + spell level).

    Enthrall (Su):<\/b> Selm can cause the colors on his body to shift and move so that any living creature within 30 feet that gazes upon it to succeed at a Will save (DC 26) or be affected as by hypnotism cast by a 25th-level sorcerer. If the creature makes a successful save, it cannot be affected by Selm\u00c2\u0092s enthrall attack for one day.

    Petrifying Gaze (Su):<\/b> 100 feet, Fort save (DC 27) or turn to stone permanently.

    Summon Devils (Sp):<\/b> Twice per day, Selm can automatically summon four osyluths, or two lemures or barbazu, one cornugon or pit fiend, or 2d4 kuei or pisachas.

    Bony Spikes (Ex):<\/b> Selm\u00c2\u0092s arms and torso are covered in large bony spikes. He uses these as protection rather than a form of attack. Any creature that successfully grapples him is automatically hit by 1d4 spikes and takes 1d6+10 points of damage per spike per round the grapple is maintained.

    Regeneration (Ex):<\/b> Selm takes normal damage from holy and blessed weapons of at least +4 enchantment.

    Devil Qualities (Ex):<\/b> Immune to fire and poison; cold and acid resistance 20; darkvision with a range of 60 feet.

    See in Darkness (Su):<\/b> Can see perfectly in darkness of any kind, even that created by deeper darkness spells.

    Telepathy (Su):<\/b> Selm can communicate telepathically with any creature within 100 feet that has a language.

    Lawful Thundering Mace:<\/b> Selm\u00c2\u0092s Large +3 heavy mace is imbued with the lawful and thundering special abilities.

    It deals +2d6 points of damage to chaotic-aligned creatures and one negative level to any creature of chaotic alignment that attempts to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.
    This weapon creates a cacophonous roar like thunder upon striking with a successful critical hit. The sonic energy does not harm the wielder of the weapon. It deals +1d8 points of bonus sonic damage on a successful critical hit. Subjects dealt a critical hit must make a Fortitude save (DC 14) or be deafened permanently.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1980 Wizards of the Coast, Inc.
    Originally found in Selm first appeared in Dragon #42 (Oct 1980, Ashleigh Parker).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always lawful evil","environment":">Any land and underground"},{"name":"Dhour","type":"Ooze","ch":6,"challenge_rating":" 06 \u00a0","id":5427,"reference":"Usergen","full_text":"

    Dhour <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Ooze \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+42\u00a0(73 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+5 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+13<\/td> <\/tr>
    Attack: <\/strong>Slam +8 melee (3d4+6)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +8 melee (3d4+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Drown, psionics<\/td> <\/tr>
    Special Qualities: <\/strong>Alien mind, blindsight 60 ft, damage reduction 10\/piercing, immunity to bludgeoning damage, ooze traits, planar dependent, planar tracking, plane shift, split, telepathy 100 ft<\/td> <\/tr>
    Saves: <\/strong>Fort +8, Ref +2, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 10, Con 22, Int 14, Wis 13, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Gather Information +8, Knowledge (the planes) +10, Listen +5, Search +10, Spot +5, Survival +14 (+16 following tracks, +16 other planes)<\/td> <\/tr>
    Feats: <\/strong>Iron Will, Skill Focus (Survival), Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Astral Plane or Ethereal Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or circle (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This pile of ambulatory protoplasm is about as tall as a human. This amoeba-like creature is translucent, and inside can be seen a three-lobed organ that looks like a brain, as well as other strange organs and bizarre pulses of shifting light.<\/i>\r

    The dhours are voracious hunters of the Astral and Ethereal planes, bound there by the structures of their bodies. These dimensional hunters can only leave these planes by following where other creatures have gone. A dhour will constantly search for recently used conduits or color pools, seeking out whatever made this disturbance to capture and devour it. A dhour often waits and lurks near permanent portals to other planes, taking note of travelers who might make a good meal. A dhour will pursue prey it has marked until it succeeds, even if it takes weeks, months, or years.\r

    Dhours are solitary and hunt alone, each one respecting the other's psychic marks. Dhours only gather in groups rarely on the Astral Plane. The dhours form a circle, drifting aimlessly through the plane, ignoring everything else, and communicate telepathically with each other. The circle will ignore anything but a direct attack. Still, approaching a circle of dhours is extremely dangerous because if they notice any creatures spying on them they are likely to mark the intruders and seek them out later. After such a gathering, the dhours involved split in two, reproducing by amoebalike division. The only time a dhour is likely to converse with anyone else is while it is traveling to or from a circle meeting. \r

    If a dhour flattens itself out to a minimum thickness of one foot, it takes the form of a 10-foot wide circle. Its most common form is a single cone-shaped heap about 6 feet tall. A dhour's average length is about 8 feet, and a dhour weighs about 7,000 pounds.\r

    A dhour cannot speak, but it can respond to telepathy if it wishes to.\r

    COMBAT<\/b>\r
    A dhour will try to engage its prey while still on the Astral or Ethereal Plane, but if it cannot catch the prey there it has no problem with following it wherever it goes. Once a victim is marked, a dhour will harass it over and over again until it dies or devours its mark.\r

    A dhour prefers to avoid mental combat unless this is necessary to reach its chosen victim. It will use its telepathic abilities to locate its prey, and then set an ambush for the victim, gaining surprise by hiding. \r

    Drown (Ex)<\/b>: The first victim hit by a dhour's pseudopods must make an opposed grapple check with the dhour. If the dhour wins the check, it draws the victim into its fluid body. The victim takes 2d6+6 points points of acid damage per round, and is also at risk of drowning (see Water Dangers in the Dungeon Master's Guide for the risks and effects of drowning). Because a dhour is composed of protoplasm, spells such as water breathing<\/i> offer no help in surviving the effect of drowning in their fluids.\r

    A trapped victim can attack the dhour or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. If other characters use slashing or piercing weapons to attack a dhour while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the dhour.\r

    While holding a victim, a dhour continues to attack with its pseudopod, dealing slam damage to other characters. A dhour cannot move while holding a victim.\r

    Psionics (Sp)<\/b>: At will - daze monster<\/i> (DC 14), detect thoughts<\/i> (DC 14); 3\/day - confusion<\/i> (DC 14), gaseous form<\/i>, invisibility<\/i>, major image<\/i> (DC 15), teleport<\/i> (DC 17); 1\/day - dimensional anchor<\/i>, finger of death<\/i> (DC 19), mind blank<\/i> (self only). Effective caster level 7th. The save DCs are Charisma-based.\r

    Psychic Mark (Su)<\/b>: A dhour can target, or mark, an individual creature to better hunt that enemy. To do so, the dhour must focus on a foe that is present and visible for 10 minutes. Any interruption ruins the attempt and forces the dhour to start the process again. Once this study is complete, that target is psionically marked.\r

    The psychic mark can be detected with any ability that detects psionics, and can be removed with any effect that negates psionics (such as dispel psionics<\/i>). However, a successful caster level check equal to the dhour's Hit Dice is necessary for the effect to succeed. A break enchantment<\/i> spell removes the mark and does not require a caster level check.\r

    A dhour adds its Hit Dice as an insight bonus on all Gather Information, Listen, Search, Spot, and Survival checks made to determine the whereabouts of a psionically marked creature.\r

    A dhour will not approach or attack a creature that has been marked by another dhour, unless the original dhour who marked the prey is dead.\r

    Alien Mind (Ex)<\/b>: Any attempt to establish a telepathic link to a dhour's mind (via detect thoughts<\/i>, a psionic ability, dominate monster<\/i>, and so on) automatically fails, unless the dhour chooses to respond. Even then, the dhour chooses what information is sent.\r

    Planar Dependent (Ex)<\/b>: A dhour is intrinsically bound to the Astral and Ethereal planes. A dhour that travels to a plane other than the Astral or Ethereal plane takes 1 point of Charisma damage every hour, until it returns to the Astral or Ethereal Plane. \r

    Planar Tracking (Su)<\/b>: A dhour can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25) and the Ethereal Plane (base DC 20). A dhour can use this ability to track quarry that uses a teleportation spell to travel, by entering the Astral Plane at the departure point, following the trail of the teleportation through the Astral Plane, and returning to the plane of departure at its quarry's destination.\r

    While on the Astral or Ethereal Plane, a dhour can also recreate any effect that allowed its quarry to travel from the Astral or Ethereal Plane to another plane and arrive at its quarry's exact destination.\r

    Plane Shift (Sp)<\/i><\/b>: A dhour can travel from the Astral Plane to any plane that borders the Astral Plane and back again. A dhour can likewise travel to the Ethereal Plane and back again. This ability is similar to a plane shift<\/i> spell (caster level 9th), except that the dhour can transport itself only and it chooses its destination with pinpoint accuracy.\r

    Split (Ex)<\/b>: As a full-round action, a dhour can split into two identical dhours, each with half of the original's Hit Dice and current hit points (round down). A dhour with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. A new dhour gains 1 HD per month, until it reaches maturity (7 HD).\r


    PSIONIC DHOUR<\/b>\r
    If you use the Expanded Psionics Handbook in your game, alter the dhour as follows:\r
    Large Ooze (Extraplanar, Psionic)\r
    Special Attacks<\/b>: Drown, psi-like abilities.\r

    Substitute the following psi-like abilities for the psionic spell-like abilities given for the dhour:\r
    Psi-Like Abilities<\/b>: At will - astral traveler<\/i> (DC 13), aversion<\/i> (DC 14), chameleon<\/i>, ego whip<\/i> (DC 14), read thoughts<\/i> (DC 14); 3\/day - ectoplasmic form<\/i>, false sensory input<\/i> (DC 15), id insinuation<\/i> (DC 14), mind thrust<\/i> (DC 13), psionic teleport<\/i> (DC 17), thieving mindlink<\/i> (DC 16); 1\/day - personal psionic mind blank<\/i>, psionic dimensional anchor<\/i>, psychic crush<\/i> (DC 17), teleport trigger<\/i>. Manifester level 7th. The save DCs are Charisma-based.\r

    Psychic Mark<\/b>: The mark can be removed by psychic chirurgery<\/i>.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Ooze","alignment":"Usually neutral evil","environment":"Astral Plane or Ethereal Plane"},{"name":"Dhrakoth the Corrupter","type":"Undead","ch":23,"challenge_rating":" 23 \u00a0","id":5428,"reference":"Usergen","full_text":"

    Dhrakoth the Corrupter <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Undead \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 35d12+90\u00a0(307)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares), fly 200 ft. (clumsy)<\/td> <\/tr>
    Armor Class: <\/strong> 38 (\u00c2\u00968 size, +0 Dex, +36 natural), touch 2, flat-footed 38<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+17\/+48<\/td> <\/tr>
    Attack: <\/strong>Bite +24 melee (4d8+15)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +24 melee (4d8+15) and 2 claws +22 melee (4d6+7) and 2 wings +22 melee (2d8+7) and tail slap +22 melee (4d6+22)<\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/20 ft. (30 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Breath weapon, command undead, crush 4d8+22, feed, frightful presence, spell-like abilities, tail sweep 2d8+22<\/td> <\/tr>
    Special Qualities: <\/strong>Blindsense 60 ft., damage reduction 20\/good and magic, immunity to cold, electricity, and polymorph, keen senses, spell resistance 35, turn immunity, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +13, Will +26 <\/td> <\/tr>
    Abilities: <\/strong>Str 41, Dex 10, Con -, Int 24, Wis 25, Cha 28 <\/td> <\/tr>
    Skills: <\/strong>Bluff +47, Diplomacy +13, Hide +22, Intimidate +49, Knowledge (religion) +45, Knowledge (the planes) +45, Listen +45, Move Silently +38, Search +45, Sense Motive +45, Spot +45, Survival +7 (+10 on other planes), Use Magic Device +47<\/td> <\/tr>
    Feats: <\/strong>Epic Toughness (x3), Flyby Attack, Hover, Improved Initiative, Lightning Reflexes, Multiattack, Snatch, Undead Mastery (epic), Wingover<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Negative Energy Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>23<\/td> <\/tr>
    Treasure: <\/strong>Triple standard<\/td> <\/tr>
    Alignment: <\/strong>Always neutral evil<\/td> <\/tr>
    Advancement: <\/strong>35+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The dragon's head looks decidedly like a skull thanks to its deep-socketed empty eye sockets that pulse with sickening green light and wide, flat nasal opening. It has forward-curving horns and a spinal crest that peaks just behind the head and tapers off about three quarters of the way down the neck. Its scales are mostly dull ebony and dark gray, and it possesses scarred, oozing, membranous wings.<\/i>\r

    Cold, manipulative, and utterly evil, Dhrakoth represents the pinnacle of undeath.\r

    Dhrakoth makes its home in ancient underground tombs, slowly exerting its evil influence over the rotting corpses buried within. In fact, Dhrakoth can animate dead as often as it wishes, limiting the size of its undead army to the availability of corpses.\r

    Born in the heart of the Negative Energy Plane, Dhrakoth's essence was fused with a corporeal dragon through Tiamat's dark magic. The foul creature once served Tiamat unswervingly. As Dhrakoth's power grew, however, it began to seduce several of Tiamat's key generals. The small but powerful cadre seceded from Tiamat's court and began a centuries-long campaign to annihilate every living thing in the multiverse.\r

    As an undead creature, Dhrakoth does not require physical sustenance. Rather, the beast feeds on the life energy of its victims.\r

    Dhrakoth is 100 feet long and weighs over 200 tons.\r

    Dhrakoth speaks Draconic and Infernal.\r

    Combat\r

    Dhrakoth eschews personal combat, preferring to command its legions of undead followers against any threat. If forced to melee, it uses its breath weapons before clawing and biting its way to victory.\r

    Dhrakoth's natural weapons are treated as evil-aligned magic weapons for the purpose of overcoming damage reduction.\r

    Blindsense (Ex):<\/b> Dhrakoth can pinpoint creatures within a distance of 60 feet. Opponents Dhrakoth can't actually see still have total concealment against it.\r

    Breath Weapon (Su):<\/b> Dhrakoth has two types of breath weapon, a cone of pure decay or a line of negative energy with an energy drain effect.\r

    Dhrakoth's first breath weapon, a blast of pure decay, painfully corrupts any living tissue, dealing 10d8 points of damage and 1d4 points of permanent Charisma drain as skin, hair, and other matter decay beneath the blast. A successful Reflex save (DC 36) halves the damage and Charisma drain.\r

    Dhrakoth's other breath weapon is a line of negative energy with an energy drain effect. Creatures within the area gain 8 negative levels. A successful Reflex save (DC 36) reduces the number of negative levels by half (round down). The DC is 36 for the Fortitude save to remove a negative level. The save DC is Charisma-based.\r

    Once Dhrakoth breathes, it must wait 1d4 rounds before using its breath weapon again.\r

    Command Undead (Su):<\/b> Dhrakoth can command undead as an 35th-level evil cleric. Dhrakoth may attempt to command undead 12 times per day. Because Dhrakoth has 5 or more ranks in Knowledge (religion), it gets a +2 bonus on command checks.\r

    Crush (Ex):<\/b> When flying or jumping, Dhrakoth can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under it's body. Each creature in the affected area must succeed at a Reflex save (DC 27) or be pinned, automatically taking 4d8+22 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if Dhrakoth chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.\r

    Feed (Su):<\/b> When Dhrakoth slays an opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim\u00c2\u0092s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle<\/i>, or true resurrection<\/i> spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.\r

    Frightful Presence (Ex):<\/b> Whenever Dhrakoth attacks, charges, or flies overhead, each creature in a 360-foot radius that has fewer HD than it does must make a DC 36 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). A creature that succeeds on its Will save remains immune to that Dhrakoth's frightful presence for 24 hours. The save DC is Charisma-based.\r

    Keen Senses (Ex):<\/b> Dhrakoth sees four times as well as a human in shadowy illumination and twice as well in normal light.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097animate dead<\/i>. Caster level 20th. The save DCs are Charisma-based.\r

    Turn Immunity (Ex):<\/b> Dhrakoth cannot be affected by a turn, rebuke, command, or bolster attempt.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1999 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #260, \"Spawn of Tiamat, Children of Bahamut\", Keith Francis Strohm<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Negative Energy Plane"},{"name":"Diakk, Carcene","type":"Outsider","ch":6,"challenge_rating":" 06 \u00a0","id":5429,"reference":"Usergen","full_text":"

    Diakk, Carcene <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+40\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 Dex, +8 natural), touch 9, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+11<\/td> <\/tr>
    Attack: <\/strong>Claw +12 melee (2d4+3)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +12 melee (2d4+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Dance of weakening, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Spell resistance 17<\/td> <\/tr>
    Saves: <\/strong>Fort +13, Ref +5, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 9, Con 20, Int 10, Wis 14, Cha 16 <\/td> <\/tr>
    Skills: <\/strong>Balance +7, Bluff +9, Climb +3, Concentration +12, Diplomacy +5, Disguise +3 (+5 in character), Hide +7, Intimidate +5, Jump +16, Listen +9, Move Silently +6, Perform (dance) +14, Search +7, Spot +9, Survival +2 (+4 following tracks), Tumble +12<\/td> <\/tr>
    Feats: <\/strong>Great Fortitude, Power Attack, Weapon Focus (claws)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Gray Waste of Hades<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (2-16 varath and 2-12 carcene)<\/td> <\/tr>
    Challenge Rating: <\/strong>06<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Medium); 17-24 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature looks somewhat like an oversized pelican. Its face is vaguely humanoid with a short bill in the front. Instead of wings, it has a set of thin, clawed arms. Its feathers are short and of a ghastly color, and its legs, bills, and claws are a deeper, yet also hideous color.<\/i>\r

    The diakka are the most common inhabitants of the Glooms of Hades. The other residents of the Gray Waste despise these large, flightless avian creatures. These predators are more organized than most creatures found on their home plane, and cannot tolerate erratic behavior.\r

    The diakka come in two types, the tall varath and the broad carcene. The two types comprise a single race, and any diakk flock is likely to contain a mixture of both in roughly equal numbers. Carcene, being both more powerful and more intelligent, are likely to lead any given flock, even though varath may be more numerous. Varath are known for their loon-like cries, while carcene make gobbling croaks and claws, and both of these creatures can be heard throughout the Gray Waste. Both types usually have feathers of sickening hues such as pea green with rusty red-orange, dirty yellow, or a mixture of purple, orange and pink. Their featherless parts are most commonly black, dark brown, maroon, or deep green.\r

    Diakka in a flock are neutral towards each other, not really caring for each other\u00c2\u0092s welfare, but avoid fighting each other. Flocks likewise avoid each other, for fear of attack. Diakka do not cooperate with most other creatures, although a night hag will sometimes take a single diakk as a guard or servant.\r

    A carcene diakk is 5 feet tall and weighs 300 pounds.\r

    A diakk speaks Abyssal and Infernal.\r

    COMBAT<\/b>\r
    Diakka are sneaky, devious, and cowardly in combat. They size up prey before battle, and only attack those who appear to be weaker than they. Diakka will use their ghost sound power to deceive opponents into thinking there are more of them whenever possible. The largest of the diakka will use their jump power to bound in and out of melee. When there are four or more diakka present, they will make use of their dance of weakness to subdue prey and make it easier to finish their victims off and feast upon them. Diakka are cowardly and fear death, and powerful opponents may appease them with the right sort of compensation.\r

    Dance of Weakening (Su)<\/b>: To use this ability, a group of at least four diakka must dance in a circle, making a hypnotic rhythm out of their screeching and croaking calls. At the end of 4 rounds of dancing, any creatures inside the circle of diakka are affected as if by a ray of enfeeblement<\/i> (Caster level 10, save DC 17) for 10 rounds. Each diakk involved in the dance can attempt a Perform check to increase the save DC; every diakk that rolls a 20 or higher in Perform adds a +1 to the save DC. Spell resistance does not work against this power. Stunning, paralyzing, or slaying one of the diakka stops the dance. The save DC is Charisma-based (uses highest DC available).\r

    Spell-Like Abilities<\/b>: 2\/day \u00c2\u0096 jump<\/i>; 1\/day \u00c2\u0096 ghost sound<\/i> (DC 13), ray of exhaustion<\/i> (DC 16). Caster level 8th. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in first edition Monster Manual II (1983, Gary Gygax) and Planes of Conflict (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral evil","environment":"Gray Waste of Hades"},{"name":"Diakk, Varath","type":"Outsider","ch":5,"challenge_rating":" 05 \u00a0","id":5430,"reference":"Usergen","full_text":"

    Diakk, Varath <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+18\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (+3 Dex, +7 natural), touch 13, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+7<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d12+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d12+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Dance of weakening, spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Spell resistance 17<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +8, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 17, Con 16, Int 6, Wis 10, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Balance +5, Bluff +5, Climb +4, Concentration +9, Hide +5, Intimidate +5, Jump +14, Listen +4, Move Silently +5, Perform (dance) +11, Search +2, Spot +4, Tumble +12<\/td> <\/tr>
    Feats: <\/strong>Dodge, Mobility, Spring Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Gray Waste of Hades<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (2-16 varath and 2-12 carcene)<\/td> <\/tr>
    Challenge Rating: <\/strong>05<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Medium); 13-18 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>+3<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature is tall and looks somewhat like a stork. Its face is vaguely humanoid with a long bill in the front. Instead of wings, it has a set of thin, clawed arms. Its feathers are short and of a ghastly color, and its legs, bills, and claws are a deeper, yet also hideous color.<\/i>\r

    The diakka are the most common inhabitants of the Glooms of Hades. The other residents of the Gray Waste despise these large, flightless avian creatures. These predators are more organized than most creatures found on their home plane, and cannot tolerate erratic behavior.\r

    The diakka come in two types, the tall varath and the broad carcene. The two types comprise a single race, and any diakk flock is likely to contain a mixture of both in roughly equal numbers. Carcene, being both more powerful and more intelligent, are likely to lead any given flock, even though varath may be more numerous. Varath are known for their loon-like cries, while carcene make gobbling croaks and claws, and both of these creatures can be heard throughout the Gray Waste. Both types usually have feathers of sickening hues such as pea green with rusty red-orange, dirty yellow, or a mixture of purple, orange and pink. Their featherless parts are most commonly black, dark brown, maroon, or deep green.\r

    Diakka in a flock are neutral towards each other, not really caring for each other\u00c2\u0092s welfare, but avoid fighting each other. Flocks likewise avoid each other, for fear of attack. Diakka do not cooperate with most other creatures, although a night hag will sometimes take a single diakk as a guard or servant.\r

    A varath diakk is 8 feet tall and weighs 300 pounds.\r

    A diakk speaks Abyssal and Infernal.\r

    COMBAT<\/b>\r
    Diakka are sneaky, devious, and cowardly in combat. They size up prey before battle, and only attack those who appear to be weaker than they. Diakka will use their ghost sound power to deceive opponents into thinking there are more of them whenever possible. The largest of the diakka will use their jump power to bound in and out of melee. When there are four or more diakka present, they will make use of their dance of weakness to subdue prey and make it easier to finish their victims off and feast upon them. Diakka are cowardly and fear death, and powerful opponents may appease them with the right sort of compensation.\r

    Dance of Weakening (Su)<\/b>: To use this ability, a group of at least four diakka must dance in a circle, making a hypnotic rhythm out of their screeching and croaking calls. At the end of 4 rounds of dancing, any creatures inside the circle of diakka are affected as if by a ray of enfeeblement<\/i> (Caster level 10, save DC 15) for 10 rounds. Each diakk involved in the dance can attempt a Perform check to increase the save DC; every diakk that rolls a 20 or higher in Perform adds a +1 to the save DC. Spell resistance does not work against this power. Stunning, paralyzing, or slaying one of the diakka stops the dance. The save DC is Charisma-based (uses highest DC available).\r

    Spell-Like Abilities<\/b>: 2\/day \u00c2\u0096 jump<\/i>; 1\/day \u00c2\u0096 ghost sound<\/i> (DC 12), ray of exhaustion<\/i> (DC 15). Caster level 6th. The save DCs are Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual II (1983, Gary Gygax) and Planes of Conflict (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral evil","environment":"Gray Waste of Hades"},{"name":"Dicynodont, Dicynodon","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5431,"reference":"Usergen","full_text":"

    Dicynodont, Dicynodon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d4+6\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+1 size, +2 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 10, Con 15, Int 2, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +5, Listen +5, Spot +5<\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (5-40)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-4 HD (Small); 5-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This dog-sized creature resembles a fat lizard with a short tail and a turtle's head. Two fangs are situated directly behind its hooked beak.<\/i>\r

    Dicynodon is a dicynodont, an herbivorous therapsid (\u00c2\u0093mammal-like reptile\u00c2\u0094). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. Dicynodon is a common, widespread representative of the dicynodont lineage. Unlike some of its smaller cousins (such as the robertia), the dicynodon is relatively unspecialized, which accounts for its wide range.\r

    Dicynodons average about 4 feet in length and weigh around 60 pounds.\r

    COMBAT\r

    Dicynodons flee if threatened, but will bite as a last resort. \r

    Note:<\/i> Originally appeared as \"dicynodont\" in Dragon Magazine #112.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate or warm land"},{"name":"Dicynodont, Diictodon","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5432,"reference":"Usergen","full_text":"

    Dicynodont, Diictodon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 15 ft. (3 squares), burrow 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+2 size, +1 Dex), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-11<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d3-3)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d3-3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Arid adaptation, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 12, Con 13, Int 2, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Listen +5, Spot +5, Survival +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Tiny), 3 HD (Small)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This little creature looks a bit like a gopher with a parrot's head, though its legs are splayed out like a reptile's. A pair of small fangs is situated directly behind its beak.<\/i>\r

    Diictodon is a dicynodont, an herbivorous therapsid (\u00c2\u0093mammal-like reptile\u00c2\u0094). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. The diictodon is one of the most abundant of all dicynodonts.\r

    Diictodons are burrowing animals, similar to modern gophers. A mated pair of diictodons shares one burrow. Diictodons commonly make burrows near seasonal floodplains, where food is more abundant than out in the open desert. During cooler parts of the day, diictodons emerge from their burrows to forage. Diictodons survive drought conditions by digging up and eating plant roots and tubers, these often being enough to sustain a pair until the next rainy season.\r

    Male diictodons have larger tusks than females - the most ancient known example of sexual dimorphism.\r

    A diictodon is a foot and a half long and weighs about four pounds. \r

    A diictodon familiar grants its master a +3 bonus on Survival checks. \r

    COMBAT\r

    A diictodon encountered on the surface will scurry as fast as it can back to its burrow if it is spooked, giving an alarm call to warn its mate or any other diictodons in the area. If cornered, a diictodon will bite. \r

    Arid Adaptation (Ex):<\/b> A diictodon does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 90 degrees and 140 degrees. In conditions of extreme heat (above 140 degrees) it must make Fortitude saves like any other creature, but gains a +4 racial bonus on this save. In addition, a diictodon needs to drink only half as much water as similarly-sized creatures.\r

    Skills:<\/b> A diictodon has a +8 racial bonus on Survival checks.\r

    Notes:<\/i> Originally appeared as \"dicynodont\" in Dragon Magazine #112.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate or warm deserts"},{"name":"Dicynodont, Lystrosaurus","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5433,"reference":"Usergen","full_text":"

    Dicynodont, Lystrosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+4 natural), touch 10, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+5<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 10, Con 17, Int 2, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +6, Spot +6, Survival +3\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-8 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a melding of pig and lizard, with a thick, barrel-like body and splayed legs. Its forelimbs look particularly strong. Its head is large but short, with high-set eyes and a hooked beak with two fangs situated directly behind it.<\/i>\r

    Lystrosaurus is a dicynodont, an herbivorous therapsid (\u00c2\u0093mammal-like reptile\u00c2\u0094). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. Lystrosaurus is a common, widespread representative of the dicynodont lineage.\r

    Lystrosaurus is one of the few dicynodonts with near-worldwide distribution. They sleep in simple burrows during the day. Around sundown, lystrosauruses emerge from their burrows, congregating in large groups to protect their young from predators. At dawn, the herds disperse and individuals return to their burrows. When food becomes scarce, lystrosauruses dig for roots and ground water using their powerful forelimbs.\r

    Lystrosaurus is heavy for its size, being about 3 feet long and weighing around 200 pounds.\r

    COMBAT\r

    Adult lystrosauruses have few natural predators due to their size (they are large for dicynodonts), though Small predators such as the cynognathus may take young lystrosauruses. Adults ignore Small or smaller creatures unless attacked by one, retaliating by biting. If a lone lystrosaurus is threatened by a Medium or larger creature, however, it will flee back to its burrow, but will bite as a last resort. \r

    Notes:<\/i> Originally appeared as \"dicynodont\" in Dragon Magazine #112.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate or warm land"},{"name":"Dicynodont, Placerias","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5434,"reference":"Usergen","full_text":"

    Dicynodont, Placerias <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+45\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +6 natural), touch 9, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+17<\/td> <\/tr>
    Attack: <\/strong>Gore +12 melee (1d8+10)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Gore +12 melee (1d8+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Deadly charge, trample 2d6+10\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 10, Con 21, Int 2, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +7, Survival +5<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Improved Bull Rush, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains (rivers)<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-14 HD (Large); 15-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Displaying both reptilian and mammalian traits, this ox-sized beast is built like a barrel. Its stout limbs stick out from its body at a slight angle. It has a large, sloping head with a turtle-like beak. Two large, forward-curving tusks sprout from behind its beak.<\/i>\r

    Placerias is a dicynodont, an herbivorous therapsid (\u00c2\u0093mammal-like reptile\u00c2\u0094). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. Placerias is one of the largest dicynodonts, comparable in size to a cow.\r

    Placerias is similar to a hippopotamus in its habits. During the wet season, groups of placerias spend most of their time wallowing in water, protecting themselves both from the sun and from large land predators like the postosuchus. During the dry season, placerias use their tusks to dig up roots for sustenance. Placerias also use these forward-curving tusks for defense and display.\r

    An adult placerias is about 11 feet long and weighs anywhere from one to two tons.\r

    COMBAT\r

    Perhaps due to their size, placerias are particularly ornery for dicynodonts. They charge at any perceived threat, using their tusks to gore opponents. \r

    Deadly Charge (Ex):<\/b> When a placerias charges, its gore attack does 2d8+14 points of damage.\r

    Trample (Ex):<\/b> Reflex half DC 21. The save DC is Strength-based.\r

    Skills:<\/b> A placerias has a +8 racial bonus on Swim checks made to perform some special action or avoid a hazard. A placerias can always take 10 on Swim checks, even if distracted or endangered. It can use the run action while swimming, provided that it moves in a straight line.\r

    Note:<\/i> Originally appeared as \"dicynodont\" in Dragon Magazine #112.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm plains (rivers)"},{"name":"Dicynodont, Robertia","type":"Animal","ch":18,"challenge_rating":" 1\/8 \u00a0","id":5435,"reference":"Usergen","full_text":"

    Dicynodont, Robertia <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Diminutive\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2d8+1\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 10 ft. (2 squares), burrow 10 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+4 size, +1 Dex), touch 15, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-16<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d2-4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d2-4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>1 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +3, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 3, Dex 12, Con 13, Int 2, Wis 12, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Hide +13, Listen +5, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate or warm deserts<\/td> <\/tr>
    Organization: <\/strong>Solitary, burrow (5-20) or colony (50-100)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/8<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>1 HD (Tiny)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This little creature resembles a cross between a lizard and a naked mole rat, with a parrot-like hooked beak and two fangs in its upper jaw.<\/i>\r

    Robertia is a dicynodont, an herbivorous therapsid (\u00c2\u0093mammal-like reptile\u00c2\u0094). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. Robertia is the smallest dicynodont, close in size to a ground squirrel.\r

    Robertia are social animals, living in large communal burrows. Only one female, the queen, is capable of producing offspring; all other females (as well as most of the males) are sterile. Robertia spend most of the day underground to avoid the hot desert sun, but during the cooler parts of the day, multiple individuals leave the burrow to gather food, which they bring back to the burrow to share with other members of the colony. This lifestyle allows the colony to maximize its foraging success. \r

    Robertia is a minuscule creature; the average individual is 8 inches long and weighs no more than a few ounces.\r

    A robertia familiar grants its master a +3 bonus on Sense Motive checks. \r

    COMBAT\r

    A robertia encountered on the surface flees down the nearest hole if spooked, giving an alarm call to warn other colony members. If cornered, a robertia will bite.\r

    Note:<\/i> Originally appeared as \"dicynodont\" in Dragon Magazine #112.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #112<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate or warm deserts"},{"name":"Diger","type":"Ooze","ch":2,"challenge_rating":" 02 \u00a0","id":5436,"reference":"Usergen","full_text":"

    DIGER<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Ooze<\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/b> 2d10+19 (30 hp)<\/p> <\/td> <\/tr>

    Initiative: <\/b>\u00963 (Dex)<\/p> <\/td> <\/tr>

    Speed:<\/b> 5 ft, fly 30 ft (poor), swim 40 ft<\/p> <\/td> <\/tr>

    AC:<\/b> 11 (\u00961 size, \u00963 Dex, +5 natural)<\/p> <\/td> <\/tr>

    Attacks:<\/b> Touch +6 melee<\/p> <\/td> <\/tr>

    Damage:<\/b> Touch 0 and paralysis<\/p> <\/td> <\/tr>

    Face\/Reach:<\/b> 15 ft by 15 ft\/5 ft<\/p> <\/td> <\/tr>

    Special Attacks:<\/b> Paralysis<\/p> <\/td> <\/tr>

    Special Qualities:<\/b> Limited flight, ooze<\/p> <\/td> <\/tr>

    Saves:<\/b> Fort +2, Ref \u00962, Will \u00965<\/p> <\/td> <\/tr>

    Abilities:<\/b> Str 21, Dex 4, Con 15, Int \u0096, Wis 1, Cha 1<\/p> <\/div> <\/td> <\/tr>

    Climate\/Terrain:<\/b> Any underground<\/p> <\/td> <\/tr>

    Organization:<\/b> Solitary
    Challenge Rating:<\/b> 2<\/p> <\/td> <\/tr>

    Treasure:<\/b> None<\/p> <\/td> <\/tr>

    Alignment:<\/b> Always neutral<\/p> <\/td> <\/tr>

    Advancement:<\/b> 3\u00966 HD (Large)<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    This unique creature can only be found in remote abandoned ruins where it seeks stone areas in order to disguise itself as a marble pool. It is capable of flying short distances by expanding its rubbery body with natural helium. It expels the helium in short puffs from one of four openings on its body. These openings aid the diger in movement. When swimming, the diger simply expels the helium as with flying, but glides farther and faster. Digers have a single faceted eye that resembles a gemstone or jewel.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Its favorite mode of travel is to enter a large river or stream, glide out to a strong current, and float along the surface.\u00a0 When moving in this fashion, the diger need not rest except to sleep.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Combat<\/span><\/h2> <\/td> <\/tr>

    The diger has no method of attack except to paralyze whatever may happen to come in contact with the paralyzing liquid it secretes as part of its camouflage.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Paralysis (Ex):<\/b> Any creature touched by a diger must make a Fortitude save (DC 13) or be paralyzed for 1d6 rounds.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 A creature slain by the diger will be dissolved (including all items worn) and digested in 8 hours.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Limited Flight (Ex):<\/b> The diger is able to fly for a number of rounds equal to 1 plus one-half its Constitution score before it must land and rest. It must rest a number of rounds equal three times the number of rounds it flew.<\/p> <\/td> <\/tr>

    \u00a0\u00a0 Ooze:<\/b> Immune to all mind\u0096influencing spells and effects.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Diger first appeared in module B3 (Jean Wells, 1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Ooze","alignment":" Always neutral","environment":" Any underground"},{"name":"Dimensional Warper","type":"Aberration","ch":5,"challenge_rating":" 5 \u00a0","id":5437,"reference":"Usergen","full_text":"

    Dimensional Warper <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Aberration \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+24\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+4 Dex, +5 natural), touch 14, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+7<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (1d3+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (1d3+1) and tail-whip +8 melee (1d6) \r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Change size, spell-like abilities\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., plane shift, polyglot, superior blink<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +6, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 19, Con 16, Int 20, Wis 19, Cha 20 <\/td> <\/tr>
    Skills: <\/strong>Balance +6, Gather Information +16, Jump +3, Knowledge (any two) +16, Listen +15, Search +16, Spot +15, Survival +4 (+6 following tracks), Tumble +15\r
    <\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Multiattack, Weapon Finesse\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Concordant Domain of the Outlands or Ethereal Plane<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-10 HD or by character class (see text)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature's body is serpentine, standing on a pair of long, thin legs. Its arms are also long and thin, ending in hooked claws. A winglike membrane stretches between its arms and legs. Its bald, earless head sports a pair of large, round eyes with catlike pupils. A long, lizardlike tail whips and thrashes behind it. Its hide is thick and leathery.<\/i>\r

    Dimensional warpers are mysterious planar travelers that quest for knowledge. When encountered on the Material Plane, dimensional warpers can usually be found observing the local inhabitants, rarely interacting with them directly.\r

    The true home of the dimensional warpers is unknown, but they can be found on both the Concordant Domain of the Outlands and the Ethereal Plane equally, and possess the innate ability to travel between both planes.\r

    Dimensional warpers base their society upon the pursuit of knowledge. All adults are considered scholars, and the oldest and most learned of their kind earn the title of \"master\". This title brings the warper great honor and respect from the other members of the dimensional warper society. A master is identified by the ring of symbols tattooed around its head and down its back.\r

    Dimensional warpers generally feed on the meat of creatures of animal intelligence. They would rather observe more intelligent creatures than feed upon them.\r

    A dimensional warper is 6 feet tall with a 5-foot wingspan. These membranous \"wings\" do not actually grant flight. It weighs 150 pounds. The natural lifespan of a dimensional warper is unknown.\r

    Dimensional warpers speak nearly all languages due to their polyglot ability.\r

    COMBAT\r

    A dimensional warper's prime objective is to expand its knowledge. It generally shuns combat, unless it feels it has learned all it can from its observations. At this point, it attacks to further its knowlege, seeking to learn all it can about the fighting skills of its opponents. A dimensional warper rarely kills its opponents, for then it can learn nothing else about them (except perhaps about their deaths...)\r

    When in battle, a dimensional warper strikes with its claws and whiplike tail. It utilizes its spell-like abilities to alter its size and to affect the temporal abilities of itself and its opponents. It uses dimension door for both tactical advantage and to aid in an escape, if necessary.\r

    Change Size (Sp):<\/b> Three times per day, a dimensional warper can magically alter its size. This works just like an enlarge person<\/i> or reduce person<\/i> spell (the warper chooses when using the ability), except that the ability can work on the warper. This is the equivalent of a 2nd-level spell.\r

    Keen Claws (Sp):<\/b> At will, a dimensional warper can magically sharpen its natural weaponry. This fuctions exactly as keen edge<\/i>, but applies only to the warper's natural attacks. \r

    Plane Shift (Sp):<\/b> Three times per day, a dimensional warper can enter the Concordant Domain of the Outlands or the Ethereal Plane. It is otherwise similar to the spell of the same name (caster level 13th).\r

    Polyglot (Ex):<\/b> A dimensional warper speaks all languages except for secret languages, such as Druidic. \r

    Spell-Like Abilities:<\/b> 3\/day\u00c2\u0097dimension door, haste, slow<\/i> (DC 18). Caster level equals Hit Dice. The save DCs are Charisma-based.\r

    Superior Blink (Sp):<\/b> This functions like blink<\/i> (caster level equals Hit Dice), except that the dimensional warper has control over the timing of its \"blinking\" back and forth between the Ethereal Plane and the Material Plane. It can also ready an action to blink away from any physical or magical attack, with the attack missing automatically unless it also affects ethereal targets (as a force effect does). While blinking, the dimensional warper has no chance of interfering with its own attacks or spell-like abilities. When moving through solid objects, it does not risk materializing inside one unless it actually ends its movement there, in which case it materializes and is shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner. This is the equivalent of a 5th-level spell.\r

    Advanced Dimensional Warpers<\/b>\r
    Dimensional warpers advance by Hit Dice until they reach 10 HD. At this point, they are known as \"masters\", and gain the following additional abilities.\r

  • Enter the Material Plane with their plane shift<\/i> ability\r
    <\/li>
  • Spell-Like Abilities: 1\/week\u00c2\u0097time stop<\/i>. Caster level equals Hit Dice. The save DCs are Charisma-based.\r
    <\/li><\/list>
    Masters no longer advance by Hit Dice, but instead by character class. Wizard is their favored class.<\/td> <\/tr>
  • \u00a0<\/td> <\/tr>
    1991 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Aberration","alignment":"Always neutral","environment":"Concordant Domain of the Outlands or Ethereal Plane"},{"name":"Dingonek","type":"Magical Beast","ch":6,"challenge_rating":" 6 \u00a0","id":5438,"reference":"Usergen","full_text":"

    Dingonek <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Magical Beast \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d10+40\u00a0(84 hp)<\/td> <\/tr>
    Initiative: <\/strong> +5<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), swim 30 ft., burrow 15 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+8\/+19<\/td> <\/tr>
    Attack: <\/strong>Bite +14 melee (2d8+7) or tail slap +14 melee (2d8+10)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +14 melee (2d8+7) and 2 claws +12 melee (2d6+3) and tail slap +12 melee (2d8+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Head butt, pounce, powerful charge, tail sweep<\/td> <\/tr>
    Special Qualities: <\/strong>Darkvision 60 ft., low-light vision, tremorsense 60 ft.\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +7, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 13, Con 20, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +6, Swim +15<\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Multiattack, Power Attack <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains and forests (rivers)<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Large); 17-32 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Larger and nearly as bulky as a hippo, this unusal creature bears the traits of many animals. Its head combines the features of a lioness and otter, but with long saberlike fangs. Its body is covered in the thick scales of an armadillo dotted with leopard-like spots. Its tail is long and thick, while its legs end in reptilian claws.<\/i>\r

    Dingoneks are among the most feared creatures in warm areas near water. More than a match for crocodiles and hippopatami, and with a temper to match the latter, these carnivores are fearless and fast. In fact, some local humanoids have coined the phrase \"brave as a dingonek\" to indicate stupidly fearless and aggressive behavior.\r

    A dingonek is 15 feet long and weighs 4 to 5 tons. \r

    COMBAT\r

    Dingoneks prefer to charge prey, using its bulk as a massive ram. It is a swift burrower, know to dig a shallow hole to prepare an ambush or to burst into campsites or villages. Dingoneks are also strong swimmers, making escape difficult and direrting their attention the best tactic for survival.\r

    Head Butt (Ex):<\/b> When a dingonek charges, it may make a head butt attack at its full attack bonus which deals 2d10+7 points of bludgeoning damage. The victim must also succeed on a DC 21 Fortitude save or be stunned for 1d2 rounds. The save DC is Strength-based.\r

    Pounce (Ex):<\/b> If a dingonek charges a foe, it can make a full attack, including a head butt attack.\r

    Powerful Charge (Ex):<\/b> When a dingonek charges, its claw attacks deal 4d6+6 points of damage.\r

    Tail Sweep (Ex):<\/b> A dingonek can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 20 feet extending from an intersection on the edge of the dingonek's space in any direction. Medium or smaller creatures within the swept area take automatic tail slap damage (DC 21 Reflex half). The save DC is Strength-based.\r

    Skills:<\/b> A dingonek 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #122<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Magical Beast","alignment":"Always neutral","environment":"Warm plains and forests (rivers)"},{"name":"Dinosaur, Anatotitan (Trachodon)","type":"Animal","ch":7,"challenge_rating":" 07 \u00a0","id":5439,"reference":"Usergen","full_text":"

    Dinosaur, Anatotitan (Trachodon) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+90\u00a0(144 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-2 size, -1 Dex, +8 natural), touch 7, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+25<\/td> <\/tr>
    Attack: <\/strong>Tail slam +15 melee (1d6+12)<\/td> <\/tr>
    Full Attack: <\/strong>Tail slam +15 melee (1d6+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Trample 2d10+12<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 9, Con 24, Int 1, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +8, Swim +13<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Run, Toughness (x2)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and cold plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or herd (6-36)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13-24 HD (Huge), 25-36 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive creature has a leathery hide, long slender limbs and a wide beak somewhat like that of a duck.<\/i>\r

    Anatotitans are huge herbivorous ornithischians that are generally harmless unless provoked.\r

    The average anatotitan is 30 to 40 feet long and can weigh up to 3-4 tons. Despite its bulk, it is shy and not aggressive. Anatotitans, like other hadrosaurs, rear their young and have large herds consisting of one or more families. They are quite resistant to cold temperatures, despite their reptilian appearance.\r

    This dinosaur is also known as Anatosaurus, and by the archaic name of Trachodon.\r

    COMBAT<\/b>\r
    Anatotitans avoid combat whenever possible, preferring to flee from confrontation. If their young are threatened, however, they fight with their powerful tails. An anatotitan will only make a trample attack as part of an escape attempt, or if pursuers are too vigilant.\r

    Trample (Ex)<\/b>: An anatotitan can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 24 half) or take 2d10+12 damage. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995). It also appeared in the original D&D mod<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and cold plains"},{"name":"Dinosaur, Anchisaurus","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5440,"reference":"Usergen","full_text":"

    Dinosaur, Anchisaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), climb 20 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (+2 Dex, +1 natural), touch 12, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+1<\/td> <\/tr>
    Attack: <\/strong>Slam +1 melee (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +1 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 14, Con 12, Int 2, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Climb +11, Listen +5, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or herd (3-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This dinosaur is just over seven feet long, with a long, slender neck and tail. As you watch, it lifts its front legs, standing on its hind legs to reach some leaves high in the nearby tree. Its forearms grasp a branch, as if they had humanlike hands.<\/i>\r

    This prosauropod spends most of its time as a quadruped, but is capable of spending periods of time in a bipedal position in order to reach high leaves. Although generally herbivorous, with blunt teeth better suited for vegetation, anchisauruses have been known to eat meat.\r

    An anchisaurus is just over 7 feet long and weighs around 60 pounds.\r

    COMBAT\r

    An anchisaurus only bites in retaliation, preferring to climb a nearby tree to escape predators.\r

    Skills:<\/b> An anchisaurus has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any land"},{"name":"Dinosaur, Apatosaurus (Brontosaurus)","type":"Animal","ch":12,"challenge_rating":" 12 \u00a0","id":5441,"reference":"Usergen","full_text":"

    Dinosaur, Apatosaurus (Brontosaurus) <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 26d8+214\u00a0(331 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 20 ft (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-4 size, +9 natural), touch 6, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+19\/+43<\/td> <\/tr>
    Attack: <\/strong>Tail slam +27 melee (3d6+18 plus thunderous snap) or stamp 5d8+18<\/td> <\/tr>
    Full Attack: <\/strong>Tail slam +27 melee (3d6+18 plus thunderous snap) or stamp 5d8+18<\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft\/15 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Thunderous snap, trample 4d8+18<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +25, Ref +15, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 34, Dex 11, Con 27, Int 1, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +15, Spot +22<\/td> <\/tr>
    Feats: <\/strong>Alertness, Awesome Blow, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests, plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>27-52 HD (Gargantuan); 53-78 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive quadruped has a very long neck and tail, a small horse-like head, a wrinkled, elephantine hide and a small row of colorful spines lining its back, like those of an iguana. <\/i>\r

    The apatosaurs are the most common species of sauropod, the unbelievably large long-necked plant-eating dinosaurs.\r

    Although they vary in size, most apatosaurs are between 70 and 80 feet in length and weigh from 30-40 tons. They are usually solitary, unlike their relatives Diplodocus and Seismosaurus. They feed on low-lying foliage with their long necks, and can rear up on their longer hind legs and tail to reach the tops of trees.\r

    Another name for apatosaurus, old but still in common use is Brontosaurus; this name means \u00c2\u0093thunder lizard\u00c2\u0094 and refers to the sound the beast makes as it walks.\r

    COMBAT<\/b>\r
    Apatosaurs are so large that they have few natural enemies, besides allosaurs and megalosaurs hunting in packs. If directly threatened, they lash out with their powerful tails, but are capable of merely walking over most opponents.\r

    Thunderous Snap (Ex)<\/b>: Although an apatosaurus is ponderous, its whip-like tail can move faster than sound. Any creature struck by an apatosaurus\u00c2\u0092 tail slam must make a Fortitude save (DC 28) or be stunned for 1d4 rounds and deafened for 1d4 minutes. On a successful save, the creature is merely deafened for 1d4 minutes. The save DC is Constitution based.\r

    Trample (Ex)<\/b>: An apatosaurus can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled must make a Reflex save (DC 32 half) or take 4d8+18 damage. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995). It also appeared in the original D&D mod<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests, plains and hills"},{"name":"Dinosaur, Brachiosaurus","type":"Animal","ch":12,"challenge_rating":" 12 \u00a0","id":5442,"reference":"Usergen","full_text":"

    Dinosaur, Brachiosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 28d8+282\u00a0(408 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-8 size, -2 Dex, +15 natural), touch 0, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+21\/+52<\/td> <\/tr>
    Attack: <\/strong>Stamp +28 melee (5d8+15\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 stamps +28 melee (5d8+15\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>50 ft.\/40 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trample 10d8+22<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 6\/- (from Damage Reduction feats), low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +27, Ref +14, Will +13 <\/td> <\/tr>
    Abilities: <\/strong>Str 40, Dex 7, Con 29, Int 1, Wis 14, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Listen +15, Spot +27\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Damage Reduction (x2), Diehard, Endurance, Epic Toughness, Great Fortitude, Improved Critical (stamp), Iron Will, Skill Focus (Spot)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm and temperate forests and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or pod (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>29-56 HD (Colossal); 57-84 HD (Colossal+)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This incredibly tall quadruped has a huge, almost erect neck, a short tail, a very broad chest, thin legs and a short head with a flat snout and a high crest.<\/i>\r

    Although the seismosaurus might be longer and heavier, the brachiosaurus is the tallest of all the dinosaurs. The largest specimens (such as the sauroposeidon) reach Colossal+ size.\r

    Brachiosaurs are almost 90 feet long and nearly 50 feet tall. They are slow and clumsy by even the standards of the sauropods, but their long legs and neck allow it to reach the tallest branches. They are herd organisms, and because of their size have no natural enemies.\r

    COMBAT\r

    A brachiosaurus is most likely to use its front claws for uprooting trees, but when attacked by something large enough to concern it (usually a rival brachiosaur), it can use them to deadly effect. Against most dangers, it simply walks over them.\r

    The stamps of a brachiosaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.\r

    Trample (Ex):<\/b> A brachiosaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 39 half) or take 10d8+22 damage. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm and temperate forests and hills"},{"name":"Dinosaur, Camarasaurus","type":"Animal","ch":9,"challenge_rating":" 9 \u00a0","id":5443,"reference":"Usergen","full_text":"

    Dinosaur, Camarasaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d8+129\u00a0(210 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 10 (-8 size, -1 Dex, +9 natural), touch 1, flat-footed 10<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+39<\/td> <\/tr>
    Attack: <\/strong>Stamp +15 melee (4d6+10)<\/td> <\/tr>
    Full Attack: <\/strong>2 stamps +15 melee (4d6+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>40 ft.\/30 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trample 6d6+15<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +20, Ref +10, Will +10 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 9, Con 24, Int 1, Wis 14, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +14, Spot +15\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Diehard, Endurance, Great Fortitude, Iron Will, Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests, hills and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or pod (6-36)<\/td> <\/tr>
    Challenge Rating: <\/strong>9<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>19-54 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive quadruped has a short box-like head atop a long neck, a stout but powerful tail and an elephantine hide.<\/i>\r

    The camarasaurs are one of the smaller and weaker types of sauropod.\r

    Camarasaurs, while large (around 60 feet long and 20 tons), are dwarfed by most other sauropods, and they are small enough to be targeted by allosaur packs and other carnivorous dinosaurs. As such, they live and travel in large herds for protection. Their nearly horizontal backs and short necks allow them to browse short trees and saplings.\r

    COMBAT\r

    When attacked, camarasaurs are capable of using their powerful tails in defense, but are just as likely to run away.\r

    The stamps of a camarasaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.\r

    Trample (Ex):<\/b> A camarasaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 29 half) or take 6d6+15 damage. The save DC is Strength based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests, hills and plains"},{"name":"Dinosaur, Camptosaurus","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5444,"reference":"Usergen","full_text":"

    Dinosaur, Camptosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 3d8+9\u00a0(22 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+2\/+9<\/td> <\/tr>
    Attack: <\/strong>Tail slap +0 melee* (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>Tail slap +0 melee* (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Stampede<\/td> <\/tr>
    Special Qualities: <\/strong>Keen scent, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +0 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 15, Con 17, Int 1, Wis 9, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Jump +11, Listen +4, Spot +4\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm and temperate forests and hills<\/td> <\/tr>
    Organization: <\/strong>Pair or herd (6-36)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>4-9 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This thin bipedal creature has a long tail, and S-shaped neck attached to a long head with a parrot-like beak.<\/i>\r

    Camptosaurs are particularly stupid and skittish herbivorous dinosaurs.\r

    A camptosaurus is usually around 20 feet long, with about a third of that being tail. They are brightly colored, with stripes and wattles being used by the males to attract mates. This, combined with their dull minds, might have led them to extinction if not for two things-they are quite fast, and their sense of smell is incredibly acute. They have been known to live in herds amongst brachiosaurs or camarasaurs: the sauropod\u00c2\u0092s long necks and keen eyes and the camptosaur\u00c2\u0092s sensitive noses compliment one another and keep the herds aware of most dangers.\r

    COMBAT\r

    Camptosaurs always flee from combat, but they will lash out with their tails if cornered or knocked down.\r

    *A camptosaurus's tail slap is treated as a secondary attack and adds only half the camptosaurus's Strength bonus to the damage roll.\r

    Keen Scent (Ex):<\/b> A camptosaurus can detect creature through scent up to 60 feet away.\r

    Stampede (Ex):<\/b> A frightened herd of camptosaurs flees as a group from a perceived danger, literally running over creatures in their path. Large or smaller creatures caught in a camptosaur stampede take 1d12 points of damage for every five camptosaurs in the herd (Reflex DC 14 halves). The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm and temperate forests and hills"},{"name":"Dinosaur, Cetiosaurus","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5445,"reference":"Usergen","full_text":"

    Dinosaur, Cetiosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d8+78\u00a0(145 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-4 size, +10 natural), touch 6, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+30<\/td> <\/tr>
    Attack: <\/strong>Tail slam +14 melee (2d8+10)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Tail slam +14 melee (2d8+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trample<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +11, Will +9 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 11, Con 20, Int 1, Wis 15, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +10, Spot +10, Swim +21<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Toughness<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains and forest (islands)<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>16-30 HD (Gargantuan), 31-45 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive quadruped has a powerful tail, a long neck, and a sloping back.<\/i>\r

    Cetiosaurs are a species of primitive sauropods that live on beaches and islands.\r

    A cetiosaurus is about 50 feet long and 55,000 pounds, small for a sauropod. They are beachcombers, and their small size might be indicative of a less nourishing diet or reduced risk of predation. They live solitary lives, and most only see other cetiosaurs to mate. \r

    COMBAT\r

    Cetiosaurs use their tails if threatened like their larger kin, and like them can merely crush smaller creatures in their path.\r

    Trample (Ex):<\/b> A cetiosaurus can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled must make a Reflex save (DC 24 half) or take 4d8+10 damage. The save DC is Strength-based.\r

    Skills:<\/b> Cetiosaurs have a +8 racial bonus on Swim checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm plains and forest (islands)"},{"name":"Dinosaur, Coelophysis","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5446,"reference":"Usergen","full_text":"

    Dinosaur, Coelophysis <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+4 Dex, +3 natural), touch 14, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +5 melee (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +5 melee (1d6+1) and 2 claws +0 melee (1d3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trip<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent, uncanny dodge<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +7, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Jump +13, Listen +6, Move Silently +9, Spot +6, Survival +6<\/td> <\/tr>
    Feats: <\/strong>Track (B), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, pack (4-7) or horde (10-100)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This slender biped has a long snout with jagged teeth, small clawed arms, a long tail and a small crest of feathers on the back of its head.<\/i>\r

    Coelophysis, also known as pokedesaurus, is a smaller carnivorous dinosaur, roughly equivalent to a reptilian wolf.\r

    These creatures are usually 10 feet long, with almost half of that length being tail. They usually live in small packs, with solitary individuals usually being outcasts or young males seeking a mate. Sometimes, though, many packs will merge into an unstoppable horde of creatures, which eat anything in their path, including each other. After a few months of ravaging the wilderness, the horde disperses, sometimes because of some calamity killing all of its members, but sometimes with no loss of life to any of the coelophysises. Sages are still unsure of why this happens, as there is no obvious environmental trigger.\r

    COMBAT\r

    Coelophysises attack prey from ambush, knocking it down and nipping at its prone form. They shy away from any prey larger than themselves, and will not attack humans unless starved (or in a horde).\r

    Trip (Ex):<\/b> A coelophysis that hits with a bite attack may immediately make a trip attempt (+1 check modifier) as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the coelophysis.\r

    Skills:<\/b> A coelophysis has a +4 racial bonus on Hide, Listen, Move Silently, Spot and Survival checks. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm deserts and plains"},{"name":"Dinosaur, Dacentrurus","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5447,"reference":"Usergen","full_text":"

    Dinosaur, Dacentrurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+54\u00a0(94 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-2 size, -1 Dex, +10 natural),, touch 7, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+24<\/td> <\/tr>
    Attack: <\/strong>Tail spike +17 melee (3d6+15\/19-20\/x4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Tail spike +17 melee (3d6+15\/19-20\/x4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical<\/td> <\/tr>
    Special Qualities: <\/strong>Fortification, low-light vision, scent, spiny defense<\/td> <\/tr>
    Saves: <\/strong>Fort +14, Ref +5, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 9, Con 23, Int 1, Wis 13, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +9, Spot +9\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Great Fortitude, Iron Will, Weapon Focus (tail spike) <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or herd (4-7)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Huge), 19-27 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This strange quadruped has a horizontal body with small bony plates on its back up to its hind legs. From this point leading down to the tail, it has long, sharp spikes. Its head is small and horse-like, and its pebbly skin is marked with stripes.<\/i>\r

    Dacentrurusis one of the more primitive stegosaurs, whose descendants include stegosaurus and kentrosaurus.\r

    A dacentrurus is about 15 feet long and weighs up to three tons. They are docile herbivores, browsing through jungles and scrub forests in small herds. If provoked, however, they are deadly, lashing out with their spiked tails.\r

    COMBAT\r

    If threatened, a dacentrurus will assume a defensive position, always keeping its tail facing its enemies. If badly outnumbered or surrounded, it flees, as it is both weaker and faster than its larger kin.\r

    Augmented Critical (Ex):<\/b> The spikes on the tail of a dacentrurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and deal x4 damage on a successful critical hit.\r

    Fortification (Ex):<\/b> The bony plates on the neck and shoulders of a dacentrurus help to protect its spine from injury. Any critical hit or sneak attack made against the dacentrurus has a 10% chance of failing, dealing only normal damage.\r

    Spiny Defense (Ex):<\/b> Any creature that hits a dacentrurus in melee using a handheld or natural weapon (but not a reach weapon) must succeed on a DC 13 Reflex save or take 1d6+6 points of damage from the creature\u00c2\u0092s broad spines. The save DC is Dexterity-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Dinosaur, Dilophosaurus","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5448,"reference":"Usergen","full_text":"

    Dinosaur, Dilophosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+14\u00a0(45 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+14<\/td> <\/tr>
    Attack: <\/strong>Talons +10 melee (2d6+5)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Talons +10 melee (2d6+5) and bite +8 melee (1d4+2 plus poison) \r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Poison, pounce<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +7, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 20, Dex 15, Con 14, Int 2, Wis 15, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +11, Spot +11, Survival +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Ability Focus (poison), Multiattack (B), Run, Track <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forest, plains and desert<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large), 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This slender biped has a long neck, powerful rear legs and a long darting tail. Its most noticeable feature are its two bony frills running the length of its skull.<\/i>\r

    Dilophosaurus are large carnivorous dinosaurs that have evolved several unusual hunting strategies.\r

    A dilophosaurus stands about 5 feet high at the shoulder, and is nearly 20 feet long, although much of this is tail. It weighs about 1,000 pounds. Its head is its most unusual feature; the lower jaw is unusually thin and weak for a creature of its size, and the upper jaw has a distinctive kink near the tip of the snout, where the creature\u00c2\u0092s venom glands are located. Two bone plates run along the length of the head. Dilophosaurs are an intermediate species between ceratosaurs and coelophysises.\r

    COMBAT\r

    Dilophosaurus are not particularly stealthy hunters, but they do not need to be. They rely on their speed to chase down potential prey, and rake at it with their strong hind legs. On particularly large and strong prey, they deliver a venomous bite and retreat, waiting for the poison to take its effect before finishing off the wounded animal. \r

    Poison (Ex):<\/b> Bite, Fortitude DC 17, initial damage 1d6 Str plus permanent blindness, secondary damage 1d6 Str. The save DC is Constitution-based.\r

    Pounce (Ex):<\/b> If a dilophosaurus charges a foe, it can make a full attack.\r

    Spitting Dilophosaurus<\/b>\r

    A variant dilophosaurus has a retractable neck frill and is capable of spitting its venom once every 3 rounds as a ranged touch attack with a maximum range of 10 feet.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forest, plains and desert"},{"name":"Dinosaur, Dimetrodon","type":"Animal","ch":3,"challenge_rating":" 03 \u00a0","id":5449,"reference":"Usergen","full_text":"

    Dinosaur, Dimetrodon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+12\u00a0(30 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft (6 squares), swim 20 ft<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +7 melee (1d8+6)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +7 melee (1d8+6)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Hide +2*, Move Silently +5*, Spot +3, Swim +12<\/td> <\/tr>
    Feats: <\/strong>Stealthy, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>03<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Large), 9-12 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bulky reptile has a short jaw packed with conical teeth and a long colorful spiny sail runs down the length of its back. <\/i>\r

    The dimetrodon is a primitive carnivorous reptile with slightly mammalian features. Though not actually a dinosaur, it is commonly associated with the same era from which such beasts came.\r

    Dimetrodons average 10 feet in length and about 1 ton in weight. They live in marshes, where they hunt large amphibians and other reptiles. They are competent swimmers, but are slow in the water and swim only to move from one patch of dry land to another.\r

    COMBAT<\/b>\r
    Dimetrodons attack from ambush, grabbing hold of their prey and shaking it until it dies. It avoids groups of creatures, preferring to attack ones that are separated from their allies.\r

    Improved Grab (Ex)<\/b>: To use this ability, a dimetrodon must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals automatic bite damage each round.\r

    Skills<\/b>: *A dimetrodon gains a +4 racial bonus on all Hide and Move Silently checks made in marshes.\r

    A dimetrodon has a +8 racial bonus on any Swim check to perform a 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual II (1983, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995). It also appeared in the original D&D<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm marsh"},{"name":"Dinosaur, Dinicthys","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5450,"reference":"Usergen","full_text":"

    Dinosaur, Dinicthys <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 40 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+23<\/td> <\/tr>
    Attack: <\/strong>Bite +13 melee (3d6+12)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +13 melee (3d6+12)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, improved grab, swallow whole, vortex maw<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 8, Con 21, Int 1, Wis 14, Cha 2 <\/td> <\/tr>
    Skills: <\/strong>Move Silently +9, Spot +8, Swim +16\r
    <\/td> <\/tr>
    Feats: <\/strong>Endurance, Improved Initiative, Power Attack, Skill Focus (Move Silently)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Huge), 21-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive fish is entirely covered with huge bony plates, which extend over its jaws to form a horny beak.<\/i>\r

    The dinicthys is a fish out of history, one whose species is only slightly younger than the evolution of jaws.\r

    A dinicthys is around 30 feet long, but they grow throughout their lives, resulting in some frightfully huge specimens. Although driven into extinction in most areas by the faster and keener-sensed sharks, dinicthys thrive in warm costal waters. They are capable of living in much shallower water than sharks even of smaller sizes, and feed on fish and animals venturing into their territories- including humanoids.\r

    COMBAT\r

    In combat, a dinicthys grabs an unsuspecting prey item and either swallows it or rips it into bloody chunks. Its bite is as powerful as that of a tyrannosaurus, and can shear through steel.\r

    Augmented Critical (Ex):<\/b> A dinicthys's bite threatens a critical hit on a natural attack roll of 18\u00c2\u009620, dealing triple damage on a successful critical hit.\r

    Improved Grab (Ex):<\/b> In order to use this ability, a dinicthys must hit with a bite attack. If it hits, it can make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it deals automatic bite damage each round and can swallow its opponent whole.\r

    Swallow Whole (Ex):<\/b> By making a successful grapple check, a dinicthys may swallow a held foe at least one size smaller than itself whole. Once swallowed, a victim takes 2d8+8 points of bludgeoning damage plus 8 acid damage every round until it escapes or dies. A successful grapple check allows the creature to climb out of the stomach and into the dinicthys\u00c2\u0092s mouth, where another grapple check is required to get free. Alternatively, the swallowed creature can escape by cutting its way out with either claws or a light slashing or piecing weapon. Dealing at least 30 points of damage (AC 13) in this fashion allows the creature to escape. Once a single swallowed creature exits, muscular action closes the whole; another swallowed creature must cut its way out as well. A dinicthys\u00c2\u0092s stomach can hold 2 Medium-sized, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures. \r

    Vortex Maw (Ex):<\/b> A dinicthys can open its mouth so quickly that it creates a powerful suction. All creatures within a 30-foot cone must make Strength checks opposed by the dinicthys's Strength check (+16 for a standard dinicthys), with the same modifiers as a bull rush. If the dinicthys beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the dinicthys pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved. \r

    Skills:<\/b> A dinicthys has a +8 racial bonus on any Swim check to perform a 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Dinosaur, Euparkeria","type":"Animal","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5451,"reference":"Usergen","full_text":"

    Dinosaur, Euparkeria <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+1\u00a0(5 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-4<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +3, Ref +4, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 14, Con 13, Int 1, Wis 13, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Hide +9, Listen +2, Move Silently +5, Spot +2\r
    <\/td> <\/tr>
    Feats: <\/strong>Run (B), Stealthy, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm desert and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or flock (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>2 HD (Small), 3 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This reptile is about the size of a small dog. It is lizard-like in shape, but it carries its legs underneath it like a crocodile and has a crocodile-like head.<\/i>\r

    A euparkeria is a primitive thecodont--a group of reptiles including dinosaurs, crocodiles and birds.\r

    Euparkerias are about 3 feet long, stand about 1 foot off the ground, and weigh around 20 pounds. They eat meat, scavenging when they can and feeding on fish, amphibians and other smaller reptiles. When food is scarce, they join into flocks to hunt larger prey- a pack of six or eight can and will attack man-sized opponents, especially solitary ones.\r

    COMBAT\r

    Euparkerias prefer to attack from ambush and in numbers. They flee if their prey offers a stiff resistance, however, or if one or more of their number is slain.\r

    Sprint (Ex):<\/b> Once per hour, a euparkeria can move 6 times its normal speed (180 feet) when it makes a charge.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1982 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #66<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm desert and plains"},{"name":"Dinosaur, Gorgosaurus","type":"Animal","ch":7,"challenge_rating":" 07 \u00a0","id":5452,"reference":"Usergen","full_text":"

    Dinosaur, Gorgosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 13d8+52\u00a0(110 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+24<\/td> <\/tr>
    Attack: <\/strong>Bite +14 melee (2d6+10\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +14 melee (2d6+10\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft\/10 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +10, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 14, Con 19, Int 2, Wis 15, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide -5, Jump +11, Listen +14, Spot +14<\/td> <\/tr>
    Feats: <\/strong>Alertness, Improved Critical (bite), Run, Toughness, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>14-26 HD (Huge), 27-39 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>---<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive, stocky biped has a huge head with sharp-toothed jaws, powerful legs and almost comically small arms.<\/i>\r

    A gorgosaurus is a smaller, leaner relative of the famous tyrannosaurus, also known as the albertosaurus.\r

    Gorgosaurs are about 30 feet in length and weigh 2-3 tons. Unlike the tyrannosaurus, which occasionally hunts in pairs, the gorgosaurus is usually a solitary beast. They are unusually specialized, as most of their nourishment comes from stealing the kills of other animals, such as dinonychus packs or even human hunters. They are still capable of hunting, however, and usually target young and infirm lambeosaurs and anatotitans when they do.\r

    COMBAT<\/b>\r
    Gorgosaurs are reckless combatants, grabbing and swallowing smaller creatures until all are dead or the rest flee. Against equal sized creatures, they attempt to drag them to the ground and consume them alive.\r

    Improved Grab (Ex)<\/b>: To use this ability, a gorgosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.\r

    Swallow Whole (Ex)<\/b>: A gorgosaurus can try to swallow a grabbed opponent of up to two size categories smaller by making a successful grapple check. \r

    The swallowed creature takes 2d8+8 points of crushing damage plus 8 points of acid damage per round from the gorgosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gorgosaurus's gut (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r

    A Huge gorgosaurus's gizzard can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures. \r

    Skills<\/b>: A gorgosaurus receives a +2 racial bonus on all Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any land"},{"name":"Dinosaur, Iguanodon","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5453,"reference":"Usergen","full_text":"

    Dinosaur, Iguanodon <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+24\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+19<\/td> <\/tr>
    Attack: <\/strong>Thumb-spike +9 melee (2d6+7)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 thumb-spikes +9 melee (2d6+7)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trample 2d8+10\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +5, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 10, Con 19, Int 1, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will, Run\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests and plains<\/td> <\/tr>
    Organization: <\/strong>Herd (3-18)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Huge), 13-18 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large creature is a quadruped, but looks capable of walking on its hind legs. Its head is large, broad and beaked, and its tail is tall and straight. Most noticeable are its hands, with their prehensile fifth finger, mitten like middle fingers and a thumb with a massive spike on the nail.<\/i>\r

    The iguanodon is an adaptable and common herbivorous dinosaur.\r

    Most iguanodons are around 30 feet in length and weigh 7,000 pounds, although they do get bigger. They live in herds and are extraordinarily fecund for a creature of its size- one female can have as many as 10 young in one brood, and the young are sexually mature by age 3. This is fortunate for the species, as many predators attack them.\r

    COMBAT\r

    Iguanodons are not aggressive, but are more than capable of using their thumb-spikes to defend themselves. If badly injured, they flee, often over their opponent.\r

    Trample (Ex):<\/b> An iguanodon can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 20 half) or take 2d8+10 damage. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests and plains"},{"name":"Dinosaur, Kentrosaurus","type":"Animal","ch":6,"challenge_rating":" 6 \u00a0","id":5454,"reference":"Usergen","full_text":"

    Dinosaur, Kentrosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+39\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> -1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+17<\/td> <\/tr>
    Attack: <\/strong>Tail spike +12 melee (2d6+10\/19-20\/x4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Tail spike +12 melee (2d6+10\/19-20\/x4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, reflexive attack <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent, spiny defense<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +5, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 9, Con 19, Int 1, Wis 13, Cha 4 <\/td> <\/tr>
    Skills: <\/strong>Listen +10, Spot +11<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (spiny defense), Alertness, Great Fortitude, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or herd (4-7)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large), 13-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This strange quadruped has a horizontal body with long sharp spikes running along its back. A large spike just from each of its shoulders and four tip its tail. Its head is small and horse-like, and its pebbly skin is marked with stripes.<\/i>\r

    The kentrosaurus is a stegosaur, one of a family of unusual herbivores with powerful and sharp defenses\r

    A kentrosaurus is about 15 feet long and weighs up to three tons, the same size as its relative dacentrus. They are docile herbivores, browsing through jungles and scrub forests in small herds. If provoked, however, they are deadly, lashing out with their spiked tails and shoulder spines.\r

    COMBAT\r

    If threatened, a kentrosaurus will assume a defensive position, always keeping its tail facing its enemies. If their offspring are threatened, the adults of a herd will form a protective circle around their young, tails out. \r

    Augmented Critical (Ex):<\/b> The spikes on the tail of a kentrosaurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and deal x4damage on a successful critical hit.\r

    Reflexive Attack (Ex):<\/b> Once per round, a kentrosaurus may make an immediate melee attack with its shoulder spine against any creature that damages it in melee. Attack bonus +7, damage 1d8+3. \r

    Spiny Defense (Ex):<\/b> Any creature that hits a kentrosaurus in melee using a handheld or natural weapon (but not a reach weapon) must succeed on a DC 15 Reflex save or take 1d6+7 points of damage from the creature\u00c2\u0092s broad spines. The save DC is Dexterity-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Dinosaur, Kronosaurus","type":"Animal","ch":10,"challenge_rating":" 10 \u00a0","id":5455,"reference":"Usergen","full_text":"

    Dinosaur, Kronosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Gargantuan\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 17d8+170\u00a0(246 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square), swim 90 ft. (18 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 21 (-4 size, +15 natural), touch 6, flat-footed 21<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+12\/+38<\/td> <\/tr>
    Attack: <\/strong>Bite +22 melee (3d8+21\/19-20)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +22 melee (3d8+21\/19-20)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>20 ft.\/15 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Frenzy, improved grab, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Hold breath, keen scent, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +20, Ref +10, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 38, Dex 10, Con 30, Int 2, Wis 16, Cha 13 <\/td> <\/tr>
    Skills: <\/strong>Spot +23, Swim +22<\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>18-34 HD (Gargantuan); 35-51 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive creature resembles a plesiosaur, but its body is bulkier and more streamlined, and its massive jaws hold rows of sharp teeth. It swims along with four long, wide flippers while steering with its short, tapered tail.<\/i>\r

    A kronosaurus is one of the largest pliosaurs, but smaller than the massive liopleurodon. These carnivorous marine reptiles are known to hunt plesiosaurs among other prey, and as a result their name derives from the Greek titan Kronos, who ate his own children.\r

    A kronosaurus is 30 to 40 feet long.\r

    COMBAT\r

    A kronosaurus prowls along shorelines, waiting for creatures to come to close. It then swiftly breaks the surface and attacks with its deadly bite.\r

    Frenzy (Ex):<\/b> If a kronosaurus is reduced to less than half its normal maximum hit points, it flies into a terrible rage of frenzied activity. During a frenzy, a kronosaurus gains a +4 bonus to its Armor Class and attack rolls. Its swim speed gains a +30 foot bonus, and if it makes a full attack action it gains an additional bite attack. The frenzy persists for 1 minute, after which the kronosaurus cannot enter a frenzy while it is fatigued.\r

    Hold Breath (Ex):<\/b> A kronosaurus can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.\r

    Improved Grab (Ex):<\/b> To use this ability, a kronosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.\r

    Keen Scent (Ex):<\/b> A kronosaurus can notice creatures by scent in a 180-foot radius, and it can sense blood in the water at ranges of up to a mile.\r

    Swallow Whole (Ex):<\/b> A kronosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.\r

    The swallowed creature takes 2d8+14 points of bludgeoning damage and 8 points of acid damage per round from the liopleurodon's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.\r

    A Gargantuan kronosaurus's gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.\r

    Skills:<\/b> A kronosaurus has a +8 racial bonus on any Swim check to perform a 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.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #187<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any aquatic"},{"name":"Dinosaur, Lambeosaurus","type":"Animal","ch":6,"challenge_rating":" 6 \u00a0","id":5456,"reference":"Usergen","full_text":"

    Dinosaur, Lambeosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+50\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-2 size, +6 natural), touch 8, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+21<\/td> <\/tr>
    Attack: <\/strong>Tail slam +11 melee (1d8+9)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Tail slam +11 melee (1d8+9)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trample 2d10+9<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +17, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 23, Dex 11, Con 20, Int 1, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +12, Spot +12, Swim +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Great Fortitude, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or herd (8-40)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Huge), 21-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large reptilian quadruped has a stiff tail, a duck-like beak and a plow- shaped crest on the top of its head.<\/i>\r

    Lambeosaurs are a species of hardrosaur that lives in large herds.\r

    A lambeosaur is a very large animal, smaller than its relative the anatotitan, but still averaging over 30 feet long. It still is a common prey item for many carnivorous dinosaurs, but lambeosaurs live in large herds to protect themselves from danger. Each herd has a distant relationship with other nearby herds, and their crests act as powerful amplifiers for their hooting cries. The distress calls of a lambeosaur can be heard from almost a mile away, and if a distress call is given, other herds in earshot flee as rapidly as possible.\r

    COMBAT\r

    Lambeosaurs shy away from combat unless they or their offspring are threatened. If so, they fight using their powerful tails. \r

    Trample (Ex):<\/b> A lambeosaurus can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 21 half) or take 2d10+9 damage. The save DC is Strength-based.\r

    Skills:<\/b> Lambeosaurs have a +4 racial bonus on Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm plains and hills"},{"name":"Dinosaur, Mamenchisaurus","type":"Animal","ch":10,"challenge_rating":" 10 \u00a0","id":5457,"reference":"Usergen","full_text":"

    Dinosaur, Mamenchisaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 22d8+181\u00a0(277 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (-8 size, +1 Dex, +9 natural), touch 3, flat-footed 11<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+16\/+42<\/td> <\/tr>
    Attack: <\/strong>Tail slam +18 melee (4d6+15 plus thunderous snap)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Tail slam +18 melee (4d6+15 plus thunderous snap)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>50 ft.\/40 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Thunderous snap, trample 8d8+15<\/td> <\/tr>
    Special Qualities: <\/strong> Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +22, Ref +16, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 30, Dex 12, Con 25, Int 1, Wis 14, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Listen +12, Spot +21<\/td> <\/tr>
    Feats: <\/strong>Alertness, Diehard, Endurance, Epic Toughness, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests, plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or herd (10-24) <\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>23-66 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive quadruped has a long tail, a box-like head attached to a disproportionately long neck, and a wrinkled, elephantine hide.<\/i>\r

    Although mamenchisaurs are not the longest, heaviest or otherwise record-setting dimensionally of the massive sauropods, they do have the longest necks of their family.\r

    The neck of a mamenchisaurus takes up almost 40 feet of its 70 foot length and is held at a slightly erect angle. Due to the massive pressures needed to pump blood up to its head, multiple heart-like structures are positioned along its neck. Mamenchisaurs are at a significant advantage when it comes to a wide field of vision and a selection of food from the tallest of trees, but their lives are among the shortest of the sauropods (only seventy-five years at a maximum, barring a violent end) due to their fragile hearts.\r

    COMBAT\r

    Although they are more closely related to camarasaurs and brachiosaurs than diplodocids, they bear the latter\u00c2\u0092s whip-like tail, complete with its sonic consequences. More often then not, however, they merely trod on any threat to their safety.\r

    Thunderous Snap (Ex):<\/b> Although they are ponderous, a mamenchisaurus\u00c2\u0092 whip-like tail can move faster than sound. Any creature struck by a mamenchisaurus\u00c2\u0092 tail slam must make a DC 28 Fortitude save or be stunned for 1d4 rounds and deafened for 1d4 minutes. On a successful save, the creature is merely deafened for 1d4 minutes. The save DC is Constitution-based.\r

    Trample (Ex):<\/b> A mamenchisaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 31 half) or take 8d8+15 damage. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests, plains and hills"},{"name":"Dinosaur, Massospondylus","type":"Animal","ch":3,"challenge_rating":" 3 \u00a0","id":5458,"reference":"Usergen","full_text":"

    Dinosaur, Massospondylus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
    Attack: <\/strong>Claw +7 melee (1d8+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +7 melee (1d8+4) and bite +5 melee (1d4+2)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft. (10 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Arid adaptation, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 12, Con 16, Int 1, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +7<\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>6-10 HD (Large), 11-15 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This sauropod is about the size of a horse, but with a long tail and neck. Its head is broad with peg-like teeth, and its forelimbs are tipped with large claws.<\/i>\r

    Massospondyluses are a type of prosauropod, a primitive relative of such mighty animals as the brachiosaurus and seismosaurus. Unlike most sauropods, they move about bipedally. \r

    Massospondylus hatchlings lack teeth and move about quadrupedally, leaving them relatively helpless. As a result, the mother often cares for the young for a year or more, another unusual trait for a sauropod.\r

    The massospondylus ranges in length from 10 to 15 feet long. They live in dry areas and eat predominately plants, but are omnivorous and not adverse to occasionally catching and killing their food. They are territorial, and rarely see each other unless to mate or fight.\r

    COMBAT\r

    When threatened or hungry, a massospondylus rears onto its back legs and fights with its teeth and claws. They rarely attack anything of human size, however, unless starved or in defense.\r

    Arid Adaptation (Ex):<\/b> A massospondylus does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 90 degrees and 110 degrees. In conditions of severe heat (above 110 degrees) it must make Fortitude saves like any other creature, but gains a +4 racial bonus on this save. (see Heat Dangers in the DMG).\r

    Additionally, a massospondylus needs to drink only one-quarter the normal amount of water per day require for a creature of its size.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm deserts and plains"},{"name":"Dinosaur, Megalosaurus","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5459,"reference":"Usergen","full_text":"

    Dinosaur, Megalosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+40\u00a0(85 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-2 size, +7 natural), touch 8, flat-footed 15<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+23<\/td> <\/tr>
    Attack: <\/strong>Claw +13 melee (2d6+8)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +13 melee (2d6+8) and bite +11 melee (1d8+4 plus lacerate)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, lacerate<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +7, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 10, Con 19, Int 2, Wis 15, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Listen +13, Spot +12\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Multiattack, Run, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm and temperate forests and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Huge), 21-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>11-20 HD (Huge), 21-30 HD (Gargantuan)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large bipedal reptile is obviously a predator, as indicated by its long jaws and knife-like teeth. Its arms are powerfully muscled and bear three claws. Small studs of bone run in lines on either side of its back.<\/i>\r

    Megalosaurs are savage predators that specialize in hunting sauropods and other massive dinosaurs.\r

    A megalosaurus usually grows to 30 feet in length, and many weigh over two tons. They are usually pack hunters, specializing in sauropods, especially old, young, infirm or wounded ones. Lone megalosaurs are not unknown, however, but they feed mainly on iguanodons and similar species. \r

    COMBAT\r

    Megalosaurs hunt not by speed or stealth but by sheer persistence. A pack will overwhelm a potential target, biting it multiple times with one or two grabbing hold to slow they prey down. After a few successful attacks, the pack retreats, waiting for their victim to bleed to death before moving in to feast.\r

    Improved Grab (Ex):<\/b> In order to use this ability, a megalosaurus must hit with a claw attack. If it hits, it can make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it deals automatic bite damage each round.\r

    Lacerate (Ex):<\/b> The bites of a megalosaurus leave deep, bleeding wounds. Any creature injured by a megalosaurus\u00c2\u0092 bite attack takes an additional 1 point of damage each round from the bleeding until the wound is bound (Heal check DC 15) or the target dies. This damage stacks from multiple attacks; for example, a creature bitten three times by a megalosaurus bleeds for 3 points of damage each round.\r

    Skills:<\/b> A megalosaurus receives a +2 racial bonus on all Listen and Spot checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm and temperate forests and plains"},{"name":"Dinosaur, Monoclonius","type":"Animal","ch":6,"challenge_rating":" 6 \u00a0","id":5460,"reference":"Usergen","full_text":"

    Dinosaur, Monoclonius <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+40\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-1 size, +7 natural), touch 9, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
    Attack: <\/strong>Gore +13 melee (2d6+10)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Gore +13 melee (2d6+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Powerful charge, trample 2d6+10 <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +6, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 24, Dex 10, Con 21, Int 1, Wis 15, Cha 5 <\/td> <\/tr>
    Skills: <\/strong>Listen +10, Spot +9<\/td> <\/tr>
    Feats: <\/strong>Alertness, Iron Will, Weapon Focus (gore)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate and warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or herd (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Large), 17-24 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles nothing so much as a reptilian rhinoceros, although no rhinoceros had a massive bony frill on the back of its head or a horn quite so long or sharp.<\/i>\r

    The monoclonius is a species of ceratopsian, the most famous of which is the triceratops.\r

    Most monoclonius are around 15 feet long and very strong, but the species are inoffensive and herbivorous. Most monoclonius live in family units with an alpha male and multiple females, as well as the alpha\u00c2\u0092s various offspring. Unlike triceratops, they are not particularly territorial or aggressive.\r

    COMBAT\r

    If they or their offspring are threatened, a herd of monoclonius will charge the offending predator, impaling it on their powerful horns. They usually retreat if a fight goes badly, but a mother monoclonius will defend her child to the death.\r

    Powerful Charge (Ex):<\/b> When a monoclonius charges, its gore attack deals 4d6+14 points of damage.\r

    Trample (Ex):<\/b> A monoclonius can literally run over any creatures in its way that are of Medium or smaller size. Creatures trampled must make a Reflex save (DC 21 half) or take 2d6+10 damage. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate and warm plains"},{"name":"Dinosaur, Nothosaurus","type":"Animal","ch":2,"challenge_rating":" 2 \u00a0","id":5461,"reference":"Usergen","full_text":"

    Dinosaur, Nothosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 4d8+8\u00a0(26 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+3\/+11<\/td> <\/tr>
    Attack: <\/strong>Bite +6 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +6 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Dart, hold breath, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +6, Ref +5, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 13, Con 15, Int 2, Wis 13, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Hide -1, Listen +6, Move Silently +11, Spot +6, Swim +13<\/td> <\/tr>
    Feats: <\/strong>Alertness, Stealthy<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or shoal (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>5-8 HD (Large) 9-12 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This horse-sized reptile has smooth skin, long jaws with needle-like teeth, webbed paws and a short fin running along its back and tail.<\/i>\r

    A nothosaurus is a primitive semi-aquatic reptile related to plesiosaurs.\r

    Nothosaurs live on beaches in tropical and semi-tropical climates, and behave much like seals- spending most of their time sleeping on the shore and going into the water to feed. Despite their bulk (10 feet long and about 500 pounds), they are very graceful in the water, where they hunt small fishes and squid.\r

    COMBAT\r

    Nothosaurs are usually not aggressive to anything larger than a fish, but during mating season the bulls do get territorial and lash out against anything in their way. If provoked, a nothosaurus attacks with its bite and its two front claws.\r

    Dart (Ex):<\/b> Once per hour, a nothosaurus can swim five times its normal speed (200 feet) when it makes a charge.\r

    Hold Breath (Ex):<\/b> A nothosaurus can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.\r

    Improved Grab (Ex):<\/b> To use this ability, a nothosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. \r

    Skills:<\/b> A nothosaurus has a +8 racial bonus on Move Silently checks. A nothosaurus has a +8 racial bonus on any Swim check to perform a 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Dinosaur, Ornitholestes","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5462,"reference":"Usergen","full_text":"

    Dinosaur, Ornitholestes <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+2\u00a0(11 hp)<\/td> <\/tr>
    Initiative: <\/strong> +4<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+4 Dex, +2 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (2d4+1)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (2d4+1)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent, sprint, uncanny dodge<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 19, Con 12, Int 2, Wis 14, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Balance +8, Hide +9, Jump +13<\/td> <\/tr>
    Feats: <\/strong>Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (3\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3-6 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bipedal dinosaur has a small head with a crested nose. It tucks its forearms close to its body and runs swiftly after a low-flying bird, its long tail trailing behind it. As it draws close to its prey, it opens a mouth filled with sharp, conical teeth.<\/i>\r

    The ornitholestes, or \"bird robber\", is a swift, bipedal theropod. Its name derives from its ability to snatch birds out of the air. In addition to birds, ornitholestes feed on eggs, lizards, small mammals, and even carrion.\r

    Its forearms end in strong hands with two long clawed fingers and one short one. Although it doesn't attack with these claws, it can use them to grasp prey as it feeds.\r

    An ornitholestes is about 7 feet long and weighs about 25 pounds.\r

    COMBAT\r

    An ornitholestes chases down small, low-flying birds and snatches them out of the air with its jaws.\r

    Improved Grab (Ex):<\/b> To use this ability, an ornitholestes must hit a Medium or smaller with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.\r

    Sprint (Ex):<\/b> Once per hour, an ornitholestes can move ten times its normal speed (600 feet) when it makes a charge.\r

    Skills:<\/b> An ornitholestes has a +4 racial bonus on Balance checks.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any plains"},{"name":"Dinosaur, Paleoscincus","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5463,"reference":"Usergen","full_text":"

    Dinosaur, Paleoscincus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 9d8+78\u00a0(112 hp)<\/td> <\/tr>
    Initiative: <\/strong> -2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-2 size, -2 Dex, +16 natural), touch 6, flat-footed 22<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+21<\/td> <\/tr>
    Attack: <\/strong>Tail slam +12 melee (2d6+10)<\/td> <\/tr>
    Full Attack: <\/strong>Tail slam +12 melee (2d6+10)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/-, low-light vision, scent, spiny defense<\/td> <\/tr>
    Saves: <\/strong>Fort +16, Ref +4, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 7, Con 26, Int 1, Wis 10, Cha 8 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Alertness, Great Fortitude, Iron Will, Weapon Focus (tail slam)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains and hills<\/td> <\/tr>
    Organization: <\/strong>Solitary or battalion (2-4)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>10-18 HD (Huge), 19-27 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This wide creature is covered with a variety of bony plates, scutes, nodes and spikes. Its narrow, beaked head is likewise protected, and its side is studded with wide spines running the length of its body and down to its tail.<\/i>\r

    Paleoscincus is a type of ankylosaur- a family of ornithischians marked by heavy body armor.\r

    A paleoscincus is about 20 feet long and nearly 6 feet wide, and has a formidable line of defense in the form of spines, plates and other bony protrusions. This is fortunate, as they are also slow and stupid. They are inoffensive creatures unless provoked, in which case they become very dangerous.\r

    COMBAT\r

    If attacked, paleoscincuses turn their bodies so to keep a wall of spines and armored nodes between their attacker and their soft flesh, while making sweeping attacks with their spine-lined tails. Most predators give up after a few passes of failed attacks and bloody wounds to the mouth.\r

    Spiny Defense (Ex):<\/b> Any creature that hits a paleoscincus in melee with a natural or handheld weapon (but not a reach weapon) takes 3d4+7 points of damage from its many spines.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm plains and hills"},{"name":"Dinosaur, Pentaceratops","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5464,"reference":"Usergen","full_text":"

    Dinosaur, Pentaceratops <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d8+60\u00a0(114 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00962 size, +10 natural), touch 8, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+9\/+25<\/td> <\/tr>
    Attack: <\/strong>Gore +15 melee (2d8+12)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Gore +15 melee (2d8+12)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Frightful presence, trample 2d12+12<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +8, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 11, Con 21, Int 1, Wis 12, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Intimidate +6, Listen +9, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Great Fortitude, Iron Will, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or herd (5\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>13\u00c2\u009632 HD (Huge); 33\u00c2\u009636 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Five horns protrude from the massive bony crest on this large dinosaur. Two great horns protrude from its forehead, a smaller from its nose, and the remaining pair from its cheeks.<\/i>\r

    A relative of the triceratops, the pentaceratops has two additional \"horns\", which are actually just its cheekbones. Its name means \"five-horned face\". Although it is herbivorous, the pentaceratops becomes aggressive when threatened.\r

    A pentaceratops has a body about 27 feet long and weighs about 13,000 pounds.\r

    COMBAT\r

    A pentaceratops attempts to frighten away would-be predators with its mere presence and the eyelike patterns that form on its frills. If still harassed, it simply tramples smaller creatures and lashes out with its larger horns against bigger threats.\r

    Frightful Presence (Ex):<\/b> A pentaceratops can inspire terror by charging or attacking. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the pentaceratops. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that pentaceratops's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Pentaceratops ignore the frightful presence of other pentaceratops. Frightful presence is a mind-affecting fear effect. The save DC is Charisma-based.\r

    Trample (Ex):<\/b> Reflex half DC 24. The save DC is Strength-based.\r

    Skills:<\/b> A pentaceratops has a +8 racial bonus on Intimidate checks due to the eyelike patterns on its frill.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate plains"},{"name":"Dinosaur, Plateosaurus","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5465,"reference":"Usergen","full_text":"

    Dinosaur, Plateosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+40\u00a0(76 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-2 size, +6 natural), touch 8, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+20<\/td> <\/tr>
    Attack: <\/strong>Claw +10 melee (2d6+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>2 claws +10 melee (2d6+6) and tail slam +8 melee (2d8+3)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trample 2d12+9\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +6, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 11, Con 18, Int 1, Wis 13, Cha 7 <\/td> <\/tr>
    Skills: <\/strong>Listen +8, Spot +9\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Great Fortitude, Multiattack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm deserts and forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or herd (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>9-16 HD (Huge), 17-24 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature is about the size of an elephant, with a powerful tail, a long neck, and broad claws on its front legs.<\/i>\r

    Plateosaurs are one of the largest and most advanced forms of prosauropods, the primitive cousins of such giants as the seismosaurus.\r

    A plateosaurus is about 30 feet long, although specimens as long as 40 feet have been reported. They live in large herds, browsing on low-lying vegetation. They can and do rear up on their hind legs in order to reach tall branches, and in order to defend themselves.\r

    COMBAT\r

    A plateosaurus will usually try to trample its opponent before staying to fight, but if cornered or surrounded rears up on its hind legs and fights with its claws and powerful tail.\r

    Trample (Ex):<\/b> A plateosaurus can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 20 half) or take 2d12+9 damage. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm deserts and forests"},{"name":"Dinosaur, Shonisaurus","type":"Animal","ch":12,"challenge_rating":" 12 \u00a0","id":5466,"reference":"Usergen","full_text":"

    Dinosaur, Shonisaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d8+144\u00a0(225 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 13 (-8 size, +2 Dex, +9 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+13\/+44<\/td> <\/tr>
    Attack: <\/strong>Bite +21 melee (5d8+22)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +21 melee (5d8+22)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>30 ft.\/20 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Vortex maw\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Hold breath, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +21, Ref +13, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 40, Dex 15, Con 26, Int 2, Wis 14, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +14, Spot +15, Swim +23<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge, Great Fortitude, Mobility, Power Attack, Spring Attack, Weapon Focus (bite)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or school (3-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>12<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>19-36 HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive creature vaguely resembles a cross between a fish and a dolphin. It has long, paddle-like flippers extending from a whale-like body. Its jaws are long and pointed, with large teeth only near the front.<\/i>\r

    A shonisaurus is the largest of the icthyosaurs, fast marine predators fully adapted to life in the water.\r

    A shonisaurus is 50 feet long.\r

    COMBAT\r

    A shonisaurus attacks large prey with hit-and-run tactics. Against smaller prey, it simply uses its vortex maw to draw its victims to its massive maw.\r

    Hold Breath (Ex):<\/b> A shonisaurus can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning. For a typical shonisaurus, this is 120 rounds, or 12 minutes.\r

    Vortex Maw (Ex):<\/b> A shonisaurus can open its mouth so quickly that it creates a powerful suction. All creatures within a 40-foot cone must make Strength checks opposed by the shonisaurus's Strength check (+31 for a standard shonisaurus), with the same modifiers as a bull rush. If the shonisaurus beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the shonisaurus pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved. \r

    Skills:<\/b> A shonisaurus 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #187<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Dinosaur, Struthiomimus","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":5467,"reference":"Usergen","full_text":"

    Dinosaur, Struthiomimus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+12<\/td> <\/tr>
    Attack: <\/strong>Kick +7 melee (1d8+4)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Kick +7 melee (1d8+4) and bite +2 melee (1d6+2) and 2 claws +2 melee (1d3+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent, sprint, uncanny dodge<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +8, Will +3 <\/td> <\/tr>
    Abilities: <\/strong>Str 18, Dex 16, Con 15, Int 2, Wis 13, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +2*, Jump +16, Listen +6, Spot +6<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Run<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or flock (4-7)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Large), 13-18 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This reptilian biped resembles an ostrich with arms and a long tail. A layer of down coats the creature and its legs are muscular and long.<\/i>\r

    The struthiomimus is a fast omnivorous dinosaur.\r

    A struthiomimus is about 4 feet tall at the shoulder and about 10 feet long, and weighs around 330 pounds. They live in small flocks of one or more families and eat just about anything. Their diets include, but are not limited to, berries, nuts, tubers, lizards, eggs and small mammals. It has been reported that they will attack and consume halflings, but this is probably just a rumor. They are hunted themselves by tyrannosaurs and dinonychuses, and so their speed is an asset in escaping being eaten as much as it is in catching prey.\r

    COMBAT\r

    A struthiomimus attacks with its powerful hind legs, its bite and its small claws, but is more likely to simply flee a confrontation using its great speed.\r

    Sprint (Ex):<\/b> Once per day, a struthiomimus can move at 10 times its normal speed (600 ft.). It generally uses this ability either on a charge or to flee.\r

    Skills:<\/b> A struthiomimus receives a +8 racial bonus on all Hide checks made in a plains environment. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm plains"},{"name":"Dinosaur, Styracosaurus","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5468,"reference":"Usergen","full_text":"

    Dinosaur, Styracosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+63\u00a0(108 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, +8 natural), touch 8, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+23<\/td> <\/tr>
    Attack: <\/strong>Gore +14 melee (2d6+12)<\/td> <\/tr>
    Full Attack: <\/strong>Gore +14 melee (2d6+12)<\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Powerful charge, reflexive attack, trample 2d8+12<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +15, Ref +7, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 11, Con 23, Int 1, Wis 14, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +11, Spot +10 \r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Great Fortitude, Iron Will, Weapon Focus (gore)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm hills and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or herd (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Huge), 21-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive creature has a bony frill with long spikes growing from it, and a long horn growing from its beaked snout.<\/i>\r

    The styracosaurus is a ceratopsian whose decorative frill has become a defensive weapon.\r

    A styracosaurus is about 20 feet long and weighs around 3 tons. Like most ceratopsians, it is very aggressive. They will charge at any unfamiliar creature in their territory and are relentless in their assaults. They live in small herds and feed on bushes and tubers. \r

    COMBAT\r

    A styracosaurus initiates combat by charging its opponent, and uses its spiked frill to deter opponents from fighting back. \r

    Powerful Charge (Ex):<\/b> On a charge attack, a styracosaur\u00c2\u0092s gore attack deals 4d6+16 points of damage. \r

    Reflexive Attack (Ex):<\/b> Once per round, a styracosaurus may make an immediate melee attack with its frill against any creature that strikes it in melee. Attack bonus +8, 1d8+8 damage.\r

    Trample (Ex):<\/b> A styracosaurus can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 23 half) or take 2d8+12 damage. The save DC is Strength-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm hills and plains"},{"name":"Dinosaur, Tanystropheus","type":"Animal","ch":4,"challenge_rating":" 4 \u00a0","id":5469,"reference":"Usergen","full_text":"

    Dinosaur, Tanystropheus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+24\u00a0(51 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), swim 40 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+4\/+16<\/td> <\/tr>
    Attack: <\/strong>Bite +8 melee (1d8+6)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +8 melee (1d8+6)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft. (15 ft. with bite)<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent, stability<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref +7, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 19, Dex 14, Con 18, Int 1, Wis 11, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Listen +5, Spot +5\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Skill Focus (Hide), Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic and marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>7-12 HD (Huge), 13-18 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This bizarre creature looks like a snake with webbed feet on stubby legs. Its neck is almost half of its body length.<\/i>\r

    The tanystropheus is a strange semi-aquatic reptilian predator from the age of the dinosaurs.\r

    A tanystropheus is about thirty feet long, and much of this is neck. Its hindquarters have extra mass to help balance the oversized neck. They are ambush predators, waiting in caves and underwater to grab passing prey. They feed mostly on fish, but they do grab larger prey, such as humanoids, on occasion.\r

    COMBAT\r

    A tanystropheus usually attacks from hiding, striking with its needle-sharp teeth and grabbing hold of its prey. It will then retreat, dragging its prey with it.\r

    Extended Reach (Ex):<\/b> The extremely long neck of a tanystropheus allows it to attack opponents up to 15 feet away. However, the small number of vertebrae make it less flexible, preventing it from attacking opponents within 5 feet.\r

    Improved Grab (Ex):<\/b> In order to use this ability, a tanystropheus must hit an opponent with a bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it deals bite damage each round it maintains the grapple.\r

    Stability (Ex):<\/b> Due to the added weight in its hindquarters to balance its long neck, a tanystropheus gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. \r

    Skills:<\/b> A tanystropheus has a +8 racial bonus on Hide checks.\r

    A tanystropheus has a +8 racial bonus on any Swim check to perform a 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1983 Wizards of the Coast, Inc.
    Originally found in Monster Manual II<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic and marsh"},{"name":"Dinosaur, Temnodontosaurus","type":"Animal","ch":6,"challenge_rating":" 6 \u00a0","id":5470,"reference":"Usergen","full_text":"

    Dinosaur, Temnodontosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+40\u00a0(90 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> Swim 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+21<\/td> <\/tr>
    Attack: <\/strong>Bite +11 melee (4d4+9)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +11 melee (4d4+9)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>-<\/td> <\/tr>
    Special Qualities: <\/strong>Qualities: Hold breath, low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +10, Will +6 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 17, Con 18, Int 2, Wis 16, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Listen +9, Spot +21, Swim +15<\/td> <\/tr>
    Feats: <\/strong>Alertness, Dodge, Mobility, Spring Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm aquatic<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or pod (5-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>6<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Huge), 21-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This massive beast resembles a reptilian porpoise, only on a grander scale. Its long beak is lined with sharp conical teeth, and its four fins are well-muscled .Most notable are its eyes, which are the size of dinner plates.<\/i>\r

    Temnodontosaurus is among the largest of the icthyosaurs, a family of fish-like reptiles.\r

    The average temnodontosaurus is 30 feet long. They are fast and intelligent creatures, with a well-developed social system. They have remarkably keen eyesight due to the size of the eye- proportionately, the largest in the animal kingdom. Temnodontosaurs, like all icthyosaurs, never leave the water; unlike other aquatic reptiles, icthyosaurs give birth to their offspring alive. Temnodontosaurs feed on fish, squid and ammonites, and are harmless to humanoids, despite their size and strength, unless they are attacked first.\r

    COMBAT\r

    Temnodontosaurs are mobile opponents, darting in and out of their foes reach in order to deliver sharp, powerful bites.\r

    Hold Breath (Ex):<\/b> A temnodontosaurus can hold its breath for a number of rounds equal to 6x its Constitution score.\r

    Skills:<\/b> A temnodontosaurus receives a +8 racial bonus to all Spot checks. A temnodontosaurus has a +8 racial bonus on any Swim check to perform a 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.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Monstrous Compendium Volume Three: Forgotten Realms Appendix<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm aquatic"},{"name":"Dinosaur, Teratosaurus","type":"Animal","ch":7,"challenge_rating":" 7 \u00a0","id":5471,"reference":"Usergen","full_text":"

    Dinosaur, Teratosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 10d8+40\u00a0(95 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+7\/+26<\/td> <\/tr>
    Attack: <\/strong>Bite +13 melee (2d8+10)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>Bite +13 melee (2d8+10)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, worry<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +11, Ref +8, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 13, Con 19, Int 2, Wis 13, Cha 9 <\/td> <\/tr>
    Skills: <\/strong>Hide +1, Listen +9, Jump +17, Move Silently +7, Spot +9, Survival +7<\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance, Improved Grapple (B), Track, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm desert and plains<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>7<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>11-20 HD (Huge), 21-30 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This creature resembles a massive crocodile, but it carries its legs directly beneath it and its head is shorter and taller- almost like the head of a dinosaur.<\/i>\r

    A teratosaurus is a large and carnivorous variety of rausuchian--crocodilians with erect legs like a dinosaur. \r

    The average teratosaurus is 20 to 30 feet long, and they are the top predators in whatever territory they frequent. They are solitary and territorial; the only other teratosaur a teratosaur will tolerate is either a mate or dead. They are consummate trackers, and will pursue wounded prey for days until it expires from its wounds.\r

    COMBAT\r

    Teratosaurs have one attack strategy, but they utilize it well- wait until prey approaches, leap out and grab it, shake until dead. They have no concept of retreat and will fight until dead if faced with a strong opposition.\r

    Improved Grab (Ex):<\/b> In order to use this ability, a teratosaurus must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it uses its worry attack.\r

    Worry (Ex):<\/b> Each round a teratosaurus maintains a grapple, it shakes its prey violently, dealing to it 4d8+14 points of damage.\r

    Skills:<\/b> A teratosaurus has a +4 racial bonus on Hide, Listen, Jump, Move Silently, Spot, and Survival checks.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm desert and plains"},{"name":"Dinosaur, Therizinosaurus","type":"Animal","ch":10,"challenge_rating":" 10 \u00a0","id":5472,"reference":"Usergen","full_text":"

    Dinosaur, Therizinosaurus <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Huge\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 15d8+120\u00a0(187 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (\u00c2\u00962 size, +1 Dex, +9 natural), touch 9, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+11\/+25<\/td> <\/tr>
    Attack: <\/strong>Claw +17 melee (2d8+8\/19-20\/x4)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +17 melee (2d8+8\/19-20\/x4) and bite +12 melee (1d4+4)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>15 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Augmented critical, rend 4d8+12\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +19, Ref +10, Will +8 <\/td> <\/tr>
    Abilities: <\/strong>Str 26, Dex 12, Con 26, Int 2, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Jump +12, Listen +10, Spot +10\r
    <\/td> <\/tr>
    Feats: <\/strong>Awesome Blow, Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forest, hills, plains or marsh<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or flock (3-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>10<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>17-32 HD (Huge), 33-48 HD (Gargantuan)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This dinosaur vaguely resembles a tyrannosaur. However, its arms are long and apelike, ending in three razor-sharp claws. It has a long neck and a disproportionately small head, with both teeth and a beak. A downy coat covers its entire body.<\/i>\r

    The therizinosaurus is a bizarre omnivorous dinosaur that, while relatively docile, is dangerous when provoked.\r

    Therizinosaurus eats mostly fruit, leaves and insects (tearing open termite mounds with its massive claws), but is not averse to scavenging. It will also eat the meat of anything it slays in defense. \r

    Therizinosaurus is 33 to 40 feet long and weighs 3 to 6 tons. Unlike most dinosaurs, it has a semi-erect posture instead of holding itself parallel to the ground. \r

    COMBAT\r

    Therizinosaurus, when riled, attacks with its massive claws, tearing at its opponents flesh until it dies. The kills of a therizinosaurus tend to be messy, a fact which makes them avoided by all intelligent inhabitants of their territory.\r

    Augmented Critical (Ex):<\/b> The claws of a therizinosaurus are very thin and razor sharp. It threatens a critical hit with its claws on a natural attack roll of 19-20. On a successful critical hit, the claw attacks deal quadruple damage. \r

    Rend (Ex):<\/b> If a therizinosaurus hits with both claw attacks, it latches on and tears its opponent\u00c2\u0092s flesh. This attack automatically deals an additional 4d8+12 points of damage.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1981 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #55<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forest, hills, plains or marsh"},{"name":"Dinosaur, Utahraptor","type":"Animal","ch":5,"challenge_rating":" 5 \u00a0","id":5473,"reference":"Usergen","full_text":"

    Dinosaur, Utahraptor <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 7d8+42\u00a0(73 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 60 ft. (12 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+17<\/td> <\/tr>
    Attack: <\/strong>Talons +7 melee (2d6+8) <\/td> <\/tr>
    Full Attack: <\/strong>Talons +7 melee (2d6+8) and 2 foreclaws +5 melee (1d4+4) and bite +5 melee (2d6+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Pounce<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +12, Ref +6, Will +5 <\/td> <\/tr>
    Abilities: <\/strong>Str 27, Dex 13, Con 23, Int 2, Wis 12, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +6, Jump +30, Listen +10, Spot +10, Survival +10<\/td> <\/tr>
    Feats: <\/strong>Iron Will [B], Multiattack, Run, Track<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (3\u00c2\u00966)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>8-14 HD (Large); 15-21 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This large dinosaur is birdlike in appearance. Its wicked talons sport a huge curved claw on the second toe of each foot.<\/i>\r

    Utahraptors are the largest known dromaeosaurs, the group of dinosaurs commonly known as raptors. It is a larger relative of deinonychus, and is unrelated to the megaraptor, which is no longer considered a dromaeosaur.\r

    Utahraptors are up to 21 feet long and can weigh 1,500 pounds.\r

    COMBAT\r

    Like its smaller relative the deinonychus, a utahraptor hunts by running down prey, then pouncing and ripping with its rear talons as it claws and bites. The talons count as one attack.\r

    Pounce (Ex):<\/b> If a utahraptor charges, it can make a full attack.\r

    Skills:<\/b> A utahraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1995 Wizards of the Coast, Inc.
    Originally found in Dungeon Magazine #54<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Dire Ape (Enhanced)","type":"Beast","ch":15,"challenge_rating":" 15 \u00a0","id":5474,"reference":"Usergen","full_text":"

    DIRE APE, Enhanced<\/span><\/b><\/p> <\/div><\/td> <\/tr>

    Huge Beast<\/span><\/b><\/p><\/td> <\/tr>

    Hit Dice:<\/span><\/b> 18d10+90 (189 hp)<\/span><\/p><\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p><\/td> <\/tr>

    Speed:<\/span><\/b> 40 ft, climb 20 ft<\/span><\/p><\/td> <\/tr>

    AC:<\/span><\/b> 17 (-2 size, +1 Dex, +8 natural)<\/span><\/p><\/td> <\/tr>

    Attacks:<\/span><\/b> 2 slams +21 melee, bite +16 melee<\/span><\/p><\/td> <\/tr>

    Damage:<\/span><\/b> Slam 1d8+10, bite 2d6+5<\/span><\/p><\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 10 ft by 10 ft\/15 ft<\/span><\/p><\/td> <\/tr>

    Special Attacks: <\/span><\/b>Rend 2d8+15, trample <\/span><\/p><\/td> <\/tr>

    Special Qualities:<\/span><\/b> Fast healing 1, resistances, immunities<\/span><\/p><\/td> <\/tr>

    Saves:<\/span><\/b> Fort +16, Ref +12, Will +7<\/span><\/p><\/td> <\/tr>

    Abilities:<\/span><\/b> Str 30, Dex 13, Con 20, Int 4, <\/span>Wis<\/span> 12, Cha 8<\/span><\/p><\/td> <\/tr>

    Skills: <\/span><\/b>Climb +25, Spot +16<\/span><\/p> <\/div><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Warm forest<\/span><\/p><\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or band (2-5)
    Challenge Rating:<\/b> 15<\/span><\/p><\/td> <\/tr>

    Treasure:<\/span><\/b> None<\/span><\/p><\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p><\/td> <\/tr>

    Advancement:<\/span><\/b> 19-36 HD (Huge)<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    Enhanced dire apes are dire apes that have been magically altered through experiments. They are found on the Isle of the Ape in the service of Oonga, their leader.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>

    COMBAT<\/strong><\/span><\/h2><\/td> <\/tr>

    Enhanced dire apes begin combat by charging and attempting to overrun their foes. In melee, they attack with fists and bite. <\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Rend (Ex):<\/b> If an enhanced dire ape hits an opponent with both slam attacks, it latches onto its body and tears the flesh. This attack automatically deals an additional 2d8+15 points of damage.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Trample (Ex): <\/b>Enhanced dire apes can trample Medium-size or smaller creatures for 2d6+15 points of damage. Opponents that do not make attacks of opportunity against an enhanced dire ape can attempt a Reflex save (DC 29) to halve the damage.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Resistances (Ex):<\/b> <\/span>Enhanced dire apes have a fire, electricity, and cold resistance 5.<\/span><\/p><\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex):<\/b> Enhanced dire apes are immune to all mind-influencing effects.<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>
    \u00a0 <\/td> <\/tr>

    Enhanced Dire Apes first appeared in module WG6 (Gary Gygax, 1985). They were listed in the entry with Oonga as \u0093Others.\u0094<\/span><\/p><\/td> <\/tr>

    \u00a0 <\/td> <\/tr>
    \u00a0 <\/td> <\/tr>

    Oonga first appeared in module WG6 (Gary Gygax, 1985).<\/span><\/p><\/td> <\/tr><\/table><\/div>","family":"Beast","alignment":"Any","environment":"Warm forest"},{"name":"Dire Corby","type":"Monstrous Humanoid","ch":1,"challenge_rating":" 01 \u00a0","id":5475,"reference":"Usergen","full_text":"

    DIRE CORBY<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Medium-Size Monstrous Humanoid<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice: <\/span><\/b>2d8+2 (11 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed: <\/span><\/b>30 ft<\/span><\/p> <\/td> <\/tr>

    AC: <\/span><\/b>14 (+1 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks: <\/span><\/b>2 claws +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage: <\/span><\/b>Claw 1d6+4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach: <\/span><\/b>5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Darkvision 60 ft<\/span><\/p> <\/td> <\/tr>

    Saves: <\/span><\/b>Fort +1, Ref +4, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities: <\/span><\/b>Str 16, Dex 12, Con 13, Int 6, Wis 10, Cha 8<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Climb +6, Hide +4, Listen +4, Spot +4<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain: <\/span><\/b>Any underground<\/span><\/p> <\/td> <\/tr>

    Organization: <\/span><\/b>Solitary, gang (2-5), or flock (6-11)<\/span><\/p> <\/td> <\/tr>

    Challenge Rating: <\/span><\/b>1<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>Standard<\/span><\/p> <\/td> <\/tr>

    Alignment: <\/span><\/b>Usually neutral evil<\/span><\/p> <\/td> <\/tr>

    Advancement: <\/span><\/b>3-4 HD (Medium-size); 5-6 HD (Large)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Dire corbies make their home deep beneath the surface world in the caverns of the Underdark. They are a race of bipedal birdmen, though over the generations they have lost the power of flight. Their wings have long since developed into two powerful arms that end in rock-hard talons. Their bodies are covered in black feathers and their beak is gold.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Dire corbies hunt in packs, running down their prey, shrieking loudly as they do so. They speak broken Common.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/b><\/p> <\/td> <\/tr>

    Dire corbies always fight to the death, attacking with their claws in combat.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Dire Corby first appeared in the 1E FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Monstrous Humanoid","alignment":"evil","environment":"Any"},{"name":"Dirtwraith","type":"Plant","ch":1,"challenge_rating":" 1 \u00a0","id":5476,"reference":"Usergen","full_text":"

    Dirtwraith <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Plant \t\t\t(Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 5 ft. (1 square)<\/td> <\/tr>
    Armor Class: <\/strong> 12 (+2 size), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/+3<\/td> <\/tr>
    Attack: <\/strong>—<\/td> <\/tr>
    Full Attack: <\/strong>—<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Animate plant, poison, spores<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 10\/slashing or piercing, immunity to fire and mind-affecting spells and abilities, low-light vision, plant traits, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 6, Dex 12, Con 14, Int 3, Wis 13, Cha 11 <\/td> <\/tr>
    Skills: <\/strong>Tumble +5<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (spores)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Inifinite Layers of the Abyss (Vesve Forest)<\/td> <\/tr>
    Organization: <\/strong>Solitary<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>1\/10th coins; 50% goods; 50% items<\/td> <\/tr>
    Alignment: <\/strong>Alwas chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>Small (2-3 HD), Medium (4-7 HD), Large (8-12 HD)<\/td> <\/tr>
    Level Adjustment: <\/strong>—<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This fungoid entity appears as a mass of pale yellow spheroids connected by a matrix of thick, fibrous strands.<\/i>\r

    Dirtwraiths, or \"Sargusian fungus\", as they are known by the inhabitants of their home plane, are semi-intelligent fungi that dwell in the root systems of larger plants. Dirtwraiths get their name from the large number of skeletons usually littered around their host plant.\r

    Dirtwraiths take control of larger plants, hiding among the root system while their animated hosts afford them a great degree of protection.\r

    A dirtwraith's fibrous tendrils affords it a clumsy form of undulating locomotion when not moving with their host plant.\r

    A dirtwraith reproduces by releasing spores on dead victims of their animated plants. Demons consider dirtwraith pods a delicacy, and their innate immunity to poison makes consumption a nonhazardous endeavor.\r

    A newborn dirtwraith is a puffball-like pod about a foot across, weighing about 5 pounds. The largest dirtwraiths can weigh as much as 500 pounds and have up to a dozen pods about 2 feet in diameter.\r

    COMBAT<\/b>\r
    Dirtwraiths usually attack the unwary with their animated plants, then infect any creatures they kill with their spores. If its host plant is destroyed, a dirtwraith waits to avoid any disturbances before extracting itself and searching for a new host. Outside a plant host, dirtwraiths can only defend themselves with their spores and by slowly crawling away.\r

    Animate Plant (Su):<\/b> A dirtwraith can animate a plant one size larger than itself. The dirtwraith melds into the ground at the base of the plant and intertwines itself inside the plant's roots, a process which takes 1 minute, after which the plant gains the statistics of an Animated Object of the appropriate size, with hardness 5 and a speed of 10 ft. Any damage always affects the animated plant first, which must be destroyed before any harm can be done to the dirtwraith within it. A dirtwraith can only animate ordinary living plants, it can not animate dead plants or monsters with the Plant type. Once the animated plant is destroyed, the dirtwraith may be exhumed from the plants roots; if left undisturbed, it will emerge from the ground 2d6 minutes later to seek a new plant host.\r

    Poison (Ex):<\/b> A dirtwraith's flesh is a deadly poison. Any creature that hits a dirtwraith with a bite attack is affected.\r

    Dirtwraith flesh<\/i> – Ingested; Fort DC 13; primary damage unconsciousness for 2d6 days; secondary damage 2d6 Con. If a living creature dies from the effects of dirtwraith poison, one or more 1 HD dirtwraiths will sprout from the corpse 2d6 days later.\r

    Spores (Ex):<\/b> Once per day, a dirtwraith can release a 30-foot radius cloud of poisonous spores centered on itself as a standard action. If the dirtwraith is currently animating a plant, this process requires a full minute during which the animated plant can take no other actions; the cloud is centered on the plant. As a result, dirtwraiths do not use their spore attack while animating a plant unless all their opponents are dead.\r

    Dirtwraith spores<\/i> – Inhalation, Fortitude DC 14, initial damage 1d2 Con and is sickened for 2d4 rounds, secondary damage 1d2 Con. The save DC is Constitution-based. If a corpse is exposed to dirtwraith spores, one or more 1 HD dirtwraiths will sprout from the corpse 2d6 days later.\r

    Advanced Dirtwraiths<\/b>\r
    A dirtwraith gains one additional spore pod for each Hit Dice gained. It may thus use its spores attack a number of times per day equal to its Hit Dice.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    2000 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #270<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Plant","alignment":"Alwas chaotic evil","environment":"Inifinite Layers of the Abyss (Vesve Forest)"},{"name":"Diurge","type":"Outsider","ch":7,"challenge_rating":" 07 \u00a0","id":5477,"reference":"Usergen","full_text":"

    Diurge <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Outsider \t\t\t(Evil, Negative Energy)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6 (Dex, Improved Initiative)<\/td> <\/tr>
    Speed:<\/strong> 40 ft<\/td> <\/tr>
    AC:<\/strong> 18 (+2 Dex, +6 natural)<\/td> <\/tr>
    Attacks:<\/strong>Touch +9 melee; or bastard sword +10 melee<\/td> <\/tr>
    Damage: <\/strong>Touch 1d4 and energy drain; or bastard sword 1d10+5<\/td> <\/tr>
    Face\/Reach: <\/strong>5 ft by 5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, psionics<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 15\/+1, fast healing 2, immunities, vulnerable to turning, vulnerable to positive energy, darkvision, low-light vision<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +9, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 14, Con 15, Int 15, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +10, Hide +11, Intimidate +10, Knowledge (the planes) +7, Listen +10, Move Silently +9, Search +9, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword), Weapon Focus (bastard sword)<\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any land and underground<\/td> <\/tr>
    Organization: <\/strong>Troop (4-40 plus 1 commander per 10 common diurges)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Diurges are terrible humanoid creatures from a nightmare realm in the Negative Energy plane. Diurges live to serve the evil lords of a pocket dimension called Darkrealm, but they are occasionally ordered to travel to the Material Plane to spread chaos. These beings are extremely sadistic, hating everything that lives, and willing to manipulate anyone in the process of achieving their goals. They are horrible conquerors, subjugating other life forms ruthlessly, and causing pain wherever they go. Their lack of individual greed enables them to better work together towards this common goal.

    Diurges are similar to humans in appearance, but have dark gray skin, and either white or metallic-red hair. Their eyes have no irises, but glow a solid red, and are able to see in most spectrums of light.

    COMBAT<\/b>
    Diurges often carry weapons, but prefer to attack living creatures with their energy draining touch. Common diurges have all the same abilities of a 6th-level fighter, while commander diurges have all the abilities of a 6th-level fighter as well as a 9th-level wizard.

    Energy Drain (Su)<\/b>: Living creatures hit by a diurge's touch attack suffer one negative level. [Every life level drained by a diurge restores 10 psionic points to its total.]

    Psionics (Sp)<\/b>: Common diurges will have one or two of the following abilities, as the powers manifested by a 6th level psion. At will - body equilibrium, detect thoughts, , domination, levitate<\/detection><\/i>, and matter agitation<\/i>. Commander diurges will have two to four psionic abilities, as the powers manifested by a 9th-level psion, chosen from those listed above as well as from the following abilities. At will - aura alteration, matter manipulation, probability travel<\/i>, and telekinesis<\/i>.
    Attack\/Defense Modes (Sp)<\/i>: At will - All\/All<\/i>.

    Spells<\/b>: Commander diurges cast arcane spells as 9th-level wizards.

    Immunities (Ex)<\/b>: Diurges are immune to mind-influencing effects, poison, sleep, paralysis, energy drain, polymorphing, or hold<\/i> spells and effects.

    Vulnerable to Turning (Ex)<\/b>: Although not undead beings, diurges can still be turned by good clerics (but not destroyed) as if they were undead of 4 Hit Dice higher than they are.

    Vulnerable to Positive Energy (Ex)<\/b>: Diurges are particularly vulnerable to spells and abilities that use positive energy, and take triple damage from all such effects.


    DIURGE COMMANDERS
    Hit Dice<\/b>: 9d8+27 (67 hp)
    Initiative<\/b>: +6 (Dex, Improved Initiative)
    AC<\/b>: 18 (+2 Dex, +6 natural)
    Attacks<\/b>: Touch +12 melee; or bastard sword +13 melee
    Damage<\/b>: Touch 1d4 and energy drain; or bastard sword 1d10+5
    Special Attacks<\/b>: Energy drain, psionics, spells
    Special Qualities<\/b>: Damage reduction 20\/+1, fast healing 2, immunities, SR 20, vulnerable to turning, vulnerable to positive energy, darkvision, low-light vision
    Saves<\/b>: Fort +9, Ref +10, Will +10
    Abilities<\/b>: Str 17, Dex 15, Con 17, Int 16, Wis 15, Cha 16
    Skills<\/b>: Bluff +10, Concentration +14, Hide +11, Intimidate +11, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen +15, Move Silently +10, Search +11, Spellcraft +12, Spot +15
    Feats<\/b>: Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword), Weapon Focus (bastard sword)

    Challenge Rating<\/b>: 11
    Alignment<\/b>: Always lawful evil
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #141 (1989, \"The Dragon's Bestiary\", Scott Bennie and Steve Sloane).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral evil","environment":">Any land and underground"},{"name":"Diurge","type":"Outsider","ch":7,"challenge_rating":" 07 \u00a0","id":5478,"reference":"Usergen","full_text":"

    Diurge <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Evil, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 6d8+12\u00a0(39 hp)<\/td> <\/tr>
    Initiative: <\/strong> +6<\/td> <\/tr>
    Speed:<\/strong> 40 ft (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 18 (+2 Dex, +6 natural), touch 12, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+9<\/td> <\/tr>
    Attack: <\/strong>Touch +9 melee (negative energy touch and energy drain) or bastard sword +10 melee (1d10+5\/19-20)<\/td> <\/tr>
    Full Attack: <\/strong>Touch +9 melee (negative energy touch and energy drain) or bastard sword +10\/+5 melee (1d10+5\/19-20)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft\/5 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Energy drain, negative energy touch, psionics<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/magic, darkvision 60 ft, fast healing 2, immunities, low-light vision, negative energy affinity, spell resistance 11, vulnerability to turning<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +9, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 14, Con 15, Int 15, Wis 14, Cha 14 <\/td> <\/tr>
    Skills: <\/strong>Bluff +11, Concentration +11, Diplomacy +4, Disguise +2 (+4 acting), Hide +11, Intimidate +13, Jump +7, Knowledge (arcana) +11, Knowledge (the planes) +11, Listen +11, Move Silently +11, Search +11, Spot +11, Survival +2 (+4 planes, +4 following tracks)<\/td> <\/tr>
    Feats: <\/strong>Cleave b<\/sup>, Combat Expertise b<\/sup>, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword) b<\/sup>, Weapon Focus (bastard sword) b<\/sup><\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Negative Energy Plane<\/td> <\/tr>
    Organization: <\/strong>Troop (4-40 common diurges, plus 1 commander per 10 common diurges)<\/td> <\/tr>
    Challenge Rating: <\/strong>07<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+9<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid has dark gray skin, and its hair has a metallic sheen. Its eyes are solid red orbs. It carries a fine complement of weapons and appears to be prepared for combat.<\/i>\r

    Diurges are terrible denizens of a nightmare realm in the Negative Energy plane known as Darkrealm, a nightmarishly twisted version of a Material Plane world. Diurges live to serve the evil lords of Darkrealm, but are occasionally ordered to travel to the Material Plane to spread chaos. These beings are extremely sadistic, hating everything that lives, and willing to manipulate anyone in the process of achieving their goals. They are horrible conquerors, subjugating other life forms ruthlessly, and causing pain wherever they go. Their lack of individual greed enables them to better work together towards this common goal.\r

    Diurges are similar to humans in appearance expect for their skin color, and usually have either white or metallic-red hair. Their eyes are able to see in most spectrums of light.\r

    A diurge speaks Common and Undercommon.\r

    COMBAT<\/b>\r
    Diurges almost always carry weapons, but a diurge often elects to attack living creatures with its touch attack.\r

    Energy Drain (Su)<\/b>: Living creatures hit by a diurge's touch attack gain one negative level. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the diurge gains 5 temporary hit points.\r

    Negative Energy Touch (Su)<\/b>: A diurge can make a hit with a touch attack to infuse a target with negative energy. Living creatures take 1d4 points of damage. The diurge can choose to channel this negative energy into undead creatures as well, healing up to 1d4 points of damage.\r

    Psionics (Sp)<\/b>: 3\/day - charm monster<\/i> (DC 16), detect magic<\/i>, detect thoughts<\/i> (DC 14), levitate<\/i>, spider climb<\/i>. Effective caster level equals 1\/2 diurge's Hit Dice. The save DCs are Charisma-based.\r

    Additionally, a diurge gains additional powers as it gains levels\/Hit Dice:\r

    3rd: 1\/day - dominate monster<\/i>\r
    4th: 3\/day - touch of idiocy<\/i>\r
    5th: 3\/day - confusion<\/i>\r
    6th: 3\/day - telekinesis<\/i>\r
    7th: 1\/day - Bigby's grasping hand<\/i>\r
    8th: 1\/day - slay living<\/i>\r
    9th: 1\/day - nondetection<\/i>\r

    Immunities (Ex)<\/b>: A diurge is immune to ability damage, energy drain, mind-affecting effects, poison, sleep<\/i> effects, paralysis, polymorph, and death effects.\r

    Negative Energy Affinity (Ex)<\/b>: A diurge is affected by cure<\/i> spells and inflict<\/i> spells as if it were an undead creature. A diurge can take an attack action to damage itself with its touch attack, healing 1d4 points of damage per attack. Conversely, a diurge takes half again as much (+50%) damage as normal from a positive energy effect.\r

    Vulnerability to Turning (Ex)<\/b>: Any turning attempt targeting a diurge that would turn or rebuke an undead of the diurge's HD affects the diurge as if it were an undead of 4 Hit Dice higher than it is. A turning attempt that would destroy or command an undead of equivalent Hit Dice instead only turns or rebukes the diurge.\r

    Feats<\/b>: A diurge has four bonus combat-oriented feats, which must be drawn from the feats noted as fighter bonus feats. If a diurge takes levels as a fighter, it does not gain bonus feats from that class until reaching 8th level.\r


    DIURGE COMMANDER\r
    Diurge Commander, 9th-Level Sorcerer\r
    Medium Outsider (Evil, Extraplanar)\r
    Hit Dice<\/b>: 6d8+18 plus 9d4+27 (94 hp)\r
    Initiative<\/b>: +6\r
    Speed<\/b>: 40 ft (8 squares)\r
    Armor Class<\/b>: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16\r
    Base Attack\/Grapple<\/b>: +10\/+13\r
    Attack<\/b>: Touch +13 melee (negative energy touch and energy drain) or bastard sword +14 melee (1d10+5\/19-20)\r
    Full Attack<\/b>: Touch +13 melee (negative energy touch and energy drain) or bastard sword +14\/+9 melee (1d10+5\/19-20)\r
    Space\/Reach<\/b>: 5 ft\/5 ft\r
    Special Attacks<\/b>: Energy drain, negative energy touch, psionics, spells\r
    Special Qualities<\/b>: Damage reduction 5\/magic, darkvision 60 ft, fast healing 2, immunities, low-light vision, negative energy affinity, spell resistance 20, vulnerability to turning\r
    Saves<\/b>: Fort +11 Ref +13 Will +13\r
    Abilities<\/b>: Str 17, Dex 15, Con 17, Int 16, Wis 15, Cha 16\r
    Skills<\/b>: Bluff +15, Concentration +15, Diplomacy +17, Disguise +3 (+5 acting), Hide +14, Intimidate +17, Jump +7, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +14, Move Silently +14, Search +15, Spellcraft +17 (+19 scrolls), Spot +14, Survival +2 (+4 planes, +4 following tracks), Use Magic Device +15 (+17 scrolls)\r
    Feats<\/b>: Cleave (b), Combat Expertise (b), Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword) (b), Weapon Focus (bastard sword) (b)\r

    Environment<\/b>: Negative Energy Plane\r
    Organization<\/b>: Troop (4-40 common diurges, plus 1 commander per 10 common diurges)\r
    Challenge Rating<\/b>: 11\r
    Treasure<\/b>: Standard\r
    Alignment<\/b>: Usually lawful evil\r
    Advancement<\/b>: By character class\r
    Level Adjustment<\/b>: +9\r

    The commanders of the diurge legions are members of a superior caste in diurge society. They train to increase their might in magic, while retaining their ability to fight as warriors.\r

    Combat<\/b>\r
    The save DCs for the diurge commander's psionics (charm monster<\/i> DC 17, detect thoughts<\/i> DC 15) are adjusted for its higher Charisma score.\r
    Typical Sorcerer Spells Known: (6\/7\/7\/7\/5\/3; save DC 13 + spell level): 0 - daze<\/i>, detect magic<\/i>, ghost sound<\/i>, mage hand<\/i>, message<\/i>, ray of frost<\/i>, read magic<\/i>, touch of fatigue<\/i>; 1st - expeditious retreat<\/i>, mage armor<\/i>, ray of enfeeblement<\/i>, shield<\/i>, true strike<\/i>; 2nd - bear's endurance<\/i>, darkness<\/i>, ghoul touch<\/i>, spectral hand<\/i>; 3rd - dispel magic<\/i>, displacement<\/i>, vampiric touch<\/i>; 4th - bestow curse<\/i>, dimension door<\/i>.\r


    DIURGES AS CHARACTERS<\/b>\r
    Most diurges with class levels are fighters. Those that become commanders are usually sorcerers or fighter\/sorcerers.\r

    Diurge characters possess the following racial traits.\r

    +6 Strength, +4 Dexterity, +4 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma. \r
    A diurge's base land speed is 40 feet. \r
    Darkvision out to 60 feet and low-light vision. \r
    Racial Hit Dice: A diurge begins with six levels of outsider, which provides 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5. \r
    Racial Skills: A diurge's outsider levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Listen, Move Silently, Search and Spot. \r
    Racial Feats: A diurge's outsider levels give it three feats. \r
    +6 natural armor bonus. \r
    Special Attacks (see above): Energy drain, negative energy touch, psionics. \r
    Special Qualities (see above): Damage reduction 5\/magic, fast healing 2, immunities, negative energy affinity, spell resistance 5 + Hit Dice and class levels, vulnerability to turning. \r
    Automatic Languages: Abyssal, Common. Bonus Languages: Infernal, Undercommon. \r
    Favored Class: Fighter. \r
    Level Adjustment +9.\r


    PSIONIC DIURGE<\/b>\r
    If you use the Expanded Psionics Handbook in your game, adjust the diurge as follows:\r

    Medium Outsider (Evil, Extraplanar, Psionic)\r
    Special Attacks<\/b>: Energy drain, negative energy touch, psi-like abilities\r
    Special Qualities<\/b>: Damage reduction 5\/magic, darkvision 60 ft, fast healing 2, immunities, low-light vision, naturally psionic, negative energy affinity, power resistance 11, vulnerability to turning\r
    Skills<\/b>: Bluff +15, Concentration +15, Diplomacy +17, Disguise +3 (+5 acting), Hide +14, Intimidate +17, Jump +7, Knowledge (psionics) +15, Knowledge (the planes) +15, Listen +14, Move Silently +14, Psicraft +17 (+19 power stones), Search +15, Spot +14, Survival +2 (+4 planes, +4 following tracks), Use Psionic Device +15 (+17 power stones)\r

    Naturally Psionic (Ex)<\/b>: A diurge gains 3 bonus power points at 1st level. This benefit does not grant a diurge the ability to manifest powers unless it gains that ability through another source, such as levels in a psionic class.\r

    A psionic diurge does not possess the spell-like abilities of the standard diurge. Instead, it has psi-like abilities.\r

    Psi-Like Abilities<\/b>: 3\/day - body equilibrium<\/i>, detect psionics<\/i>, matter agitation<\/i>, psionic charm<\/i>, psionic levitate<\/i>, read thoughts<\/i>. Manifester level equals 1\/2 diurge's Hit Dice. The save DCs are Charisma-based.\r

    Additionally, a diurge gains additional powers as it gains levels\/Hit Dice:\r

    3rd: 1\/day - psionic dominate<\/i>\r
    4th: 3\/day - empty mind<\/i>, mind thrust<\/i>\r
    5th: 3\/day - ego whip<\/i>, id insinuation<\/i>\r
    6th: 3\/day - telekinetic thrust<\/i>, telekinetic force<\/i>\r
    7th: 1\/day - telekinetic maneuver<\/i>\r
    8th: 1\/day - psychic crush<\/i>\r
    9th: 1\/day - aura alteration<\/i>, matter manipulation<\/i>\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1989 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #141 (\"The Dragon's Bestiary,\" January 1989, Scott Bennie and Steve Sloane).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Usually neutral evil","environment":"Negative Energy Plane"},{"name":"Dobie","type":"Fey","ch":12,"challenge_rating":" 1\/2 \u00a0","id":5479,"reference":"Usergen","full_text":"

    Dobie <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +0 (Dex)<\/td> <\/tr>
    Speed:<\/strong> 20 ft<\/td> <\/tr>
    AC:<\/strong> 13 (+2 size, +1 natural)<\/td> <\/tr>
    Attacks:<\/strong>Dagger +2 melee<\/td> <\/tr>
    Damage: <\/strong>Dagger 1d4<\/td> <\/tr>
    Face\/Reach: <\/strong>2 1\/2 ft by 2 1\/2 ft\/0 ft<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Gullible (vulnerability)<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +2, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 8, Dex 11, Con 10, Int 8, Wis 8, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Hide +8, Listen +4, Move Silently +6, Search +5<\/td> <\/tr>
    Feats: <\/strong><\/td> <\/tr>

    <\/td> <\/tr>
    Climate: <\/strong>Any temperate land<\/td> <\/tr>
    Organization: <\/strong>Solitary or tribe (2-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/2<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral good<\/td> <\/tr>
    Advancement: <\/strong>2-3 HD (Tiny)<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Dobies are tiny rural fey, related to brownies. They live peaceful, reclusive lives, trying their best to help out larger humanoids. They live in crude cottages at the edges of a farmer's fields, where they glean food from the harvest. As a payment for this food, the good fey help out the farmer by performing chores - whether the farmers want them to or not. Dobies are amazingly clumsy and absent-minded, and their \"help\" almost winds up being more of a curse than a blessing.

    Dobies look like miniature elves, with brown eyes and hair, only slightly pointed ears, and plain features. With their working clothes on, they resemble farmers more than anything else. They have a way about them, seeming as gullible as they look, that makes look more like country bumpkins than typical fey. Dobies speak Common and Sylvan.

    COMBAT<\/b>
    Dobies are inoffensive and will walk or sneak away from a fight. They are very protective of their larger neighbors, and will fight to defend them and their property. They prefer to use their spell-like abilities to confound and confuse opponents. They can also use tools, such as hammers or rakes, but are somtimes lucky enough to have a dagger or even a short sword.

    Spell-Like Abilities<\/b>: 1\/day - confuse languages (the reverse of comprehend languages) (forget, fumble), grease,<\/i> and ray of enfeeblement<\/i>.

    Gullible (Ex)<\/b>: Dobies are particularly gullible, and suffer a -3 penalty to all Will saves against illusion and enchantment spells.

    Skills<\/b>: Dobies have a +4 to Hide checks outdoors or in a building furnished from natural materials, due to the drab colors of their tough clothing.
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1994 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #206 (1994), Monstrous Compendium Annual Two (1995).<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Always neutral good","environment":">Any temperate land"},{"name":"Dog, Bushdog","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5480,"reference":"Usergen","full_text":"

    Dog, Bushdog <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1\/2d8+2\u00a0(4 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
    Attack: <\/strong>Bite +3 melee (1d4-1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +3 melee (1d4-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 15, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +5, Spot +5, Survival +1*, Swim +6\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Track (B), Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm forests<\/td> <\/tr>
    Organization: <\/strong>Solitary or pack (2-12)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This short dog has stubby legs and a bushy tail. Its fur has a brownish-tan coloration, with a lighter reddish tinge on the head, neck and back. Its underside is darker, with a lighter patch on the throat.<\/i>\r

    A bushdog is a small canine that frequents wet savannahs and tropical forests. It feeds mostly on large rodents, hunting them by day and then lairing in a hollow log or cavity. Bushdogs typically live in packs that keep in constant communication with whining calls. The dense vegetation of their native habitat means they often can't see one another.\r

    Bushdogs are strong swimmers, with skin growing between their toes that gives them partially webbed feet.\r

    A typical bushdog is a few inches over 2 feet long (not including 4-6 inches of tail) and weighs 10 to 15 pounds.\r

    COMBAT\r

    A bushdog fights with its teeth. They would rather run away from humanoids, but may attack in self defense. A pack of bushdogs will fight together to protect each other or tackle prey.\r

    Skills:<\/b> Bushdogs have a +4 racial bonus on Swim checks. Bushdogs use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher. *Bushogs have a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #102<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm forests"},{"name":"Dog, Coyote","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5481,"reference":"Usergen","full_text":"

    Dog, Coyote <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-5<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d4-1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4-1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 9, Dex 17, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +13, Listen +5, Spot +5, Survival +3*<\/td> <\/tr>
    Feats: <\/strong>Endurance (B), Track (B), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair or family (2\u00c2\u00968)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This wild canine resembles a long-legged wolf, but smaller.<\/i>\r

    Coyotes are a small species of wild dog. They are highly adaptable, and can live in almost any sort of terrain, even scavenging for food in areas settled by humanoids. These predators occasionally kill small herd animals such as goats, but mostly eat rodents, birds, other small animals, and berries.\r

    A typical coyote is 2\u00c2\u00bd feet long (not including tail), stands 2 feet high at the shoulder, and weighs about 30 pounds.\r

    COMBAT\r

    Coyotes normally flee from threats. They bite if forced to fight.\r

    Skills:<\/b> A coyote has a +4 racial bonus to Jump, Listen, and Spot checks. *Coyotes have a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #102<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any land"},{"name":"Dog, Dhole","type":"Animal","ch":13,"challenge_rating":" 1\/3 \u00a0","id":5482,"reference":"Usergen","full_text":"

    Dog, Dhole <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-3<\/td> <\/tr>
    Attack: <\/strong>Bite +2 melee (1d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +2 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +9, Listen +5, Spot +5, Swim +5, Survival +1*\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness, Endurance (B), Track (B)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, pack (3-6) or clan (5\u00c2\u009650)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/3<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This small dog has reddish fur with a white underside. It is long-limbed for its size.<\/i>\r

    Dholes are highly social canids that live in large clans, which may include many dozen animals. The clan may hunt together, or split into several \"hunting packs\", depending on the circumstances. Dholes will hunt a wide range of animals, but specialize in big herbivores such as wild boar, antelope, or buffalo.\r

    Dholes dig dens to raise their young in, typically in a dry riverbed or under an area of scrub. A dhole den can range from a simple hole or a re-purposed porcupine lair, to an elaborate network of interconnecting tunnels and chambers, with many entrances. The larger dens often accommodates multiple dhole mothers and their pups. A clan of dholes may use an ancestral den site which has been slowly expanded over many generations.\r

    Dhole packs maintain frequent communication when hunting or travelling. They use whistling \"coo-coo\" sounds to guide each other through difficult terrain. When attacking prey, their screams sound like \"KaKaKaKaa\".\r

    A typical dhole is 3 feet long (not including tail) and stands 18 to 22 inches tall at the shoulder. It weighs 30 to 40 pounds.\r

    COMBAT\r

    Dholes are afraid of humanoids and avoid them whenever possible. They show little fear of other animals, and use pack tactics to hunt animals far stronger than an individual dhole. In exceptional cases, a clan of dholes will unite to kill creatures as powerful as bears, leopards, elephants or tigers, even though a bear or tiger can kill a dozen dholes before being slain.\r

    Dholes usually chase their prey to exhaustion and then attack from all sides simultaneously, making much use of flanking attacks and Aid Another actions. Dholes are good swimmers, and often chase prey into water to limit their victim's movement.\r

    Dholes are ferocious and tenacious fighters, and a pack or clan may endure many casualties before deciding to retreat. \r

    Skills:<\/b> A dhole has a +4 racial bonus to Jump and Swim checks. *Dholes have a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #102<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any land"},{"name":"Dog, Dingo","type":"Animal","ch":14,"challenge_rating":" 1\/4 \u00a0","id":5483,"reference":"Usergen","full_text":"

    Dog, Dingo <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Small\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>
    Initiative: <\/strong> +3<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-4<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 10, Dex 16, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +8, Listen +4, Spot +4, Survival +3*<\/td> <\/tr>
    Feats: <\/strong>Endurance (B), Track (B), Weapon Finesse<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or family (3-8)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/4<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This wild canine has a broad head, pointed muzzle, and a bushy tail.<\/i>\r

    Dingoes are free-roaming apex predators. They are notorious for their harassment of livestock, and rumoured to occasionally steal humanoid babies.\r

    A typical dingo is 2\u00c2\u00bd feet long (not including tail), stands 2 feet high at the shoulder, and weighs 25 to 45 pounds. Fur coloration is usually sandy to reddish brown, but can include tan patterns and be occasionally black, light brown, or white.\r

    COMBAT\r

    Like most wild canids, dingoes hunt prey by scent and bring it down with a powerful bite. They use pack tactics against larger opponents.\r

    Skills:<\/b> A dingo has a +2 racial bonus on Listen and Spot checks, and a +4 racial bonus on Jump checks. *Dingoes have a +4 racial bonus on Survival checks when tracking by scent.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #102<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Any land"},{"name":"Dog, Hunting","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5484,"reference":"Usergen","full_text":"

    Dog, Hunting <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 Dex, +2 natural), touch 12, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+2<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d6+1)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d6+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Trip<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +5, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Listen +3, Spot +4, Survival +1*<\/td> <\/tr>
    Feats: <\/strong>Run (B), Track (B), Weapon Finesse\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Warm plains<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or pack (4-24)<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>3 HD (Medium)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This lean, powerful dog has a patchwork coat of black, white and tan fur. Its tail has a white tip and tan base, separated by a black band. The head has large, erect ears and a powerful muzzle.<\/i>\r

    Hunting dogs are a species of wild dog found on tropical plains. They are sometimes called \"painted dogs\", because the fur of each individual has a varicolored pattern as unique as a fingerprint.\r

    A hunting dog is about 3 feet long and weighs from 40 to 75 pounds.\r

    COMBAT\r

    Hunting dogs usually avoid humanoids, but can be as deadly as wolves if pressed or desperate. They usually fight in well-coordinated packs. \r

    Trip (Ex):<\/b> A hunting dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1985 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #102<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm plains"},{"name":"Dog, War","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":5485,"reference":"Usergen","full_text":"

    Dog, War <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Animal \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 2d8+4\u00a0(13 hp)<\/td> <\/tr>
    Initiative: <\/strong> +1<\/td> <\/tr>
    Speed:<\/strong> 40 ft. (8 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 17 (+1 Dex, +4 natural, +2 leather armor), touch 11, flat-footed 16<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+1\/+4<\/td> <\/tr>
    Attack: <\/strong>Bite +4 melee (1d8+4)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +4 melee (1d8+4)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab<\/td> <\/tr>
    Special Qualities: <\/strong>Low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +5, Ref +4, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 17, Dex 13, Con 15, Int 2, Wis 12, Cha 6 <\/td> <\/tr>
    Skills: <\/strong>Jump +11, Listen +5, Spot +5, Swim +4, Survival +1<\/td> <\/tr>
    Feats: <\/strong>Alertness, Track (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Temperate plains<\/td> <\/tr>
    Organization: <\/strong>Domesticated<\/td> <\/tr>
    Challenge Rating: <\/strong>1<\/td> <\/tr>
    Treasure: <\/strong>None<\/td> <\/tr>
    Alignment: <\/strong>Always neutral<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This powerfully-built dog has a massive head and heavy jaws. It is dressed in armor of cured leather.<\/i>\r

    A war dog is a canine specially bred for strength and aggression, then trained for warfare or guard duty.\r

    War dogs are proficient in light armor and are normally dressed in leather barding by their owners. A few war dogs wear spiked armor, although they are not proficient in weapons and thus have a -4 penalty to attack with armor spikes.\r

    A typical war dog is 2\u00c2\u00bd to 3 feet tall at the shoulder and weighs from 150 to 180 pounds.\r

    COMBAT\r

    A war dog will attack on command or when threatened by a stranger. Normally, the dog grabs its opponent and tears into them with its jaws. War dogs with special training (see Training a War Dog, below) can be taught to pin or disarm an opponent on command, instead of fighting to kill or injure. A few war dogs can make trip attacks just as wolves do (see the wolf entry).\r

    Improved Grab (Ex):<\/b> To use this ability, a war dog must hit an opponent up to 1 size category larger than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. \r

    Skills:<\/b> War dogs have a +4 racial bonus on Jump checks.\r

    Training A War Dog<\/b>\r
    War dogs can be trained for a general purpose and taught tricks following the rules for the Handle Animal skill. A trained war dog gains the attack trick as a bonus trick, in addition to the maximum of 6 tricks it can learn with its Intelligence of 2. Some war dogs are taught tricks that are not in the standard selection described in the Handle Animal skill. Most such tricks teach the dog to use a particular special attack against an opponent on command. Examples of these \"combat tricks\" (and their associated Handle Animal DCs) include Disarm (DC 25), Pin (DC 20) or Trip (DC 25).\r

    War dog pups are worth 50 gp apiece on the open market, while trained war dogs are worth 250Y gp each. Professional trainers charge 100 gp to rear or train a war dog.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1977 Wizards of the Coast, Inc.
    Originally found in Monster Manual<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Temperate plains"},{"name":"Dogai","type":"Outsider","ch":4,"challenge_rating":" 4 \u00a0","id":5486,"reference":"Usergen","full_text":"

    Dogai <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Outsider \t\t\t(Native)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+15\u00a0(37 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 19 (+2 Dex, +7 natural), touch 12, flat-footed 17<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+6<\/td> <\/tr>
    Attack: <\/strong>Claw +6 melee (1d4+1)<\/td> <\/tr>
    Full Attack: <\/strong>2 claws +6 melee (1d4+1)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Spell-like abilities<\/td> <\/tr>
    Special Qualities: <\/strong>Change shape, damage reduction 5\/good or piercing, darkvision 60 ft., spell resistance 12<\/td> <\/tr>
    Saves: <\/strong>Fort +7, Ref +6, Will +4 <\/td> <\/tr>
    Abilities: <\/strong>Str 12, Dex 14, Con 16, Int 9, Wis 11, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Bluff +6, Concentration +11, Disguise +6, Hide +10, Intimidate +10, Listen +10, Move Silently +10, Spot +10<\/td> <\/tr>
    Feats: <\/strong>Alertness, False Pretenses<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any warm land and underground<\/td> <\/tr>
    Organization: <\/strong>Solitary or pair<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic, usually evil<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+5<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This humanoid woman has hideous features, long, skinny legs, and huge ears. Its head swivel, swivels unnaturally, and its limbs bend backwards.<\/i>\r

    Dogai are evil shapeshifters distantly related to rakshasa. They generally assume the appearance of beautiful young women to deceive humanoids, often impersonating a man\u00c2\u0092s wife to seduce him.\r

    Although deceptive and mischievous, dogai are not terribly bright, and are easily outwitted. This leads dogai to often prey on children. They also frustrate humanoids by making crops fail, scaring fish away from nets, and other indirect tactics. \r

    A closer look at a dogai reveals that the palms of its hands are where the backs of the hands would be on a human. While this doesn't detract from the creature's manual dexterity, it makes a dogai look very disturbing to those unfamiliar with the creature. The dogai's comically oversized ears are so large that rumors suggest the creatures use one as a bed, and the other as a blanket. \r

    A dogai is about the same height and weight as a human.\r

    Dogai speak Abyssal, Common, and Undercommon.\r

    COMBAT\r

    Dogai do not enjoy combat, preferring to cause mischief in other ways. If forced into battle, it lashes out with its claws until it can escape.\r

    Change Shape (Su):<\/b> A dogai can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a dogai loses its claw attacks (although it often equips itself with weapons and armor instead). A dogai remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the dogai reverts to its natural form when killed. A true seeing<\/i> spell reveals its natural form.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097minor image<\/i> (DC 14), prestidigitation<\/i>; 3\/day\u00c2\u0097charm person<\/i> (DC 13), scare<\/i> (DC 14); 1\/day\u00c2\u0097diminish plants<\/i>. Caster level 5th. The save DC is Charisma-based.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1979 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #29<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic, usually evil","environment":"Any warm land and underground"},{"name":"Doppelganger, Uran","type":"Monstrous Humanoid","ch":4,"challenge_rating":" 4 \u00a0","id":5487,"reference":"Usergen","full_text":"

    Doppelganger, Uran <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium-size\u00a0Monstrous Humanoid \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 5d8+5\u00a0(27 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+5\/+7<\/td> <\/tr>
    Attack: <\/strong>Slam +7 melee (1d6+3)<\/td> <\/tr>
    Full Attack: <\/strong>Slam +7 melee (1d6+3)<\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Detect thoughts, mimic equipment<\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, change shape, darkvision 60 ft., immunity to sleep and charm effects<\/td> <\/tr>
    Saves: <\/strong>Fort +2, Ref +6, Will +7 <\/td> <\/tr>
    Abilities: <\/strong>Str 14, Dex 15, Con 12, Int 15, Wis 16, Cha 15 <\/td> <\/tr>
    Skills: <\/strong>Bluff +12*, Diplomacy +8, Disguise +12* (+14 acting), Intimidate +6, Listen +8, Sense Motive +8, Sleight of Hand +5, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Combat Expertise, Improved Feint<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or gang (3\u00c2\u009612)<\/td> <\/tr>
    Challenge Rating: <\/strong>4<\/td> <\/tr>
    Treasure: <\/strong>Double standard<\/td> <\/tr>
    Alignment: <\/strong>Usually lawful neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+6<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This gaunt, gangly humanoid has a featureless face, grey skin, and bulbous eyes.<\/i>\r

    Uran doppelganger are a stronger and more cunning variety of doppelganger. Their powers of mimicry are superior to a normal doppelgangers, allowing them to mimic the physical abilities and mundane equipment of another creature, not just its appearance. Once an uran mimics a creature's form it can assume that form whenever it desires.\r

    An uran doppelganger's habits are no different from other doppelgangers. They prefer the comfortable existence of urban life, where they can steal victims' identities with less chance of discovery. Common doppelgangers hold urans in great esteem, considering them closer to the revered form of the ultimate shapechanger.\r

    In its natural form an uran doppelganger is identical to a common doppelganger. It stands about 5\u00c2\u00bd feet tall and weighs about 150 pounds.\r

    Uran doppelgangers speak Common. Most speak several humanoid languages as bonus languages (see Urans as Characters, below).\r

    COMBAT<\/b>\r
    An uran doppelganger usually fights like whatever creature it is currently mimicking. In its natural form, it strikes with its powerful fists. A hard-pressed uran doppelganger will assume whatever form in its repertoire is most suitable for fight or flight, usually either a heavily armed and armored humanoid warrior or a fleet-footed youth. If the uran has survived an encounter with a powerful monster (such as an ogre, annis hag or gargoyle), it is likely to have learned that monster's form to use in combat.\r

    Alternate Form (Su):<\/b> An uran doppelganger can assume the form of any Small, Medium or Large giant, humanoid or monstrous humanoid it touches. Uran doppelgangers using Alternate Form can also mimic any equipment their target is carrying (see Mimic Equipment, below). If used in combat, this special ability requires a successful touch attack which does not provoke an attack of opportunity. An uran doppelganger can remember the form of anyone it has previously duplicated, and recall that alternate form at will. \r

    Change Shape (Su):<\/b> An uran doppelganger can assume the shape of any Small, Medium or Large giant, humanoid or monstrous humanoid.\r

    Detect Thoughts (Su):<\/b> An uran doppelganger can continuously use detect thoughts<\/i> as the spell (caster level 18th; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.\r

    Mimic Equipment (Su):<\/b> An uran doppelganger can mimic organic materials and ordinary stone and metals, but not alchemical compounds or rare metals such as adamantine or mithral. Metal or stone \"imitations\" last 20 minutes after separation from the doppelganger before disintegrating into powder, while organic objects last 3 hours. An uran doppelganger can only mimic ordinary workmanship, not masterwork or magical items. It can only mimic equipment totaling 20% of its body weight at a given time.\r

    Skills:<\/b> An uran doppelganger has a +4 racial bonus on Bluff and Disguise checks.\r

    *When using its alternate form ability, an uran doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent\u00c2\u0092s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.\r

    Uran Doppelgangers As Characters<\/b>\r
    Uran doppelganger characters possess the following racial traits.\r
    • +4 Strength, +4 , Dexterity, +2 Constitution, +4 Intelligence, +6 Wisdom, +4 Charisma.\r
      <\/li>
    • Medium size.\r
      <\/li>
    • An uran doppelganger\u00c2\u0092s base land speed is 30 feet.\r
      <\/li>
    • Darkvision: Uran doppelgangers can see in the dark up to 60 feet.\r
      <\/li>
    • Racial Hit Dice: An uran doppelganger begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.\r
      <\/li>
    • Racial Skills: An uran doppelganger\u00c2\u0092s monstrous humanoid levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, Sleight of Hand, and Spot.\r
      <\/li>
    • Racial Feats: An uran doppelganger\u00c2\u0092s monstrous humanoid levels give it two feats.\r
      <\/li>
    • +4 natural armor bonus.\r
      <\/li>
    • +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent\u00c2\u0092s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.\r
      <\/li>
    • Special Attacks (see above): Detect thoughts, mimic equipment.\r
      <\/li>
    • Special Qualities (see above): Alternate form, change shape, immunity to sleep and charm effects.\r
      <\/li>
    • Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.\r
      <\/li>
    • Favored Class: Rogue.\r
      <\/li>
    • Level adjustment +6. <\/li><\/ul><\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron #72<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Monstrous Humanoid","alignment":"Usually lawful neutral","environment":"Any"},{"name":"Dowagu","type":"Undead","ch":11,"challenge_rating":" 11 \u00a0","id":5488,"reference":"Usergen","full_text":"

    Dowagu <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 12d12\u00a0(78 hp)<\/td> <\/tr>
    Initiative: <\/strong> +8<\/td> <\/tr>
    Speed:<\/strong> 50 ft. (10 squares), fly 90 ft. (good)<\/td> <\/tr>
    Armor Class: <\/strong> 22 (-1 size, +4 Dex, +9 natural), touch 13, flat-footed 18<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+17<\/td> <\/tr>
    Attack: <\/strong>Scimitar +12 melee (1d8+7\/18-20)<\/td> <\/tr>
    Full Attack: <\/strong>Scimitar +12\/+7 melee (1d8+7\/18-20) and flail +12 melee (2d6+3) and battleaxe +12 melee (2d6+3\/x3) and shortspear +12 melee (1d8+3) and tail +11 melee (1d10+3 plus chilling touch)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Chilling touch, constrict 1d10+3, frightful presence, improved grab, spell-like abilities, stamp of Tan Chin<\/td> <\/tr>
    Special Qualities: <\/strong>Aura of silence, darkvision 60 ft., invisible in darkness, invulnerable in darkness, undead traits<\/td> <\/tr>
    Saves: <\/strong>Fort +4, Ref +8, Will +11 <\/td> <\/tr>
    Abilities: <\/strong>Str 25, Dex 19, Con -, Int 16, Wis 16, Cha 21 <\/td> <\/tr>
    Skills: <\/strong>Concentration +15, Hide +15, Knowledge (religion) +18, Listen +18, Search +18, Spot +18, Survival +18 (+20 following tracks)\r
    <\/td> <\/tr>
    Feats: <\/strong>Improved Initiative, Multiattack, Multiweapon Fighting, Track, Weapon Focus (tail)\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any<\/td> <\/tr>
    Organization: <\/strong>Solitary or group (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>11<\/td> <\/tr>
    Treasure: <\/strong>None (except weapons)<\/td> <\/tr>
    Alignment: <\/strong>Always lawful evil<\/td> <\/tr>
    Advancement: <\/strong>12-36 HD (Large)<\/td> <\/tr>
    Level Adjustment: <\/strong>-<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    Barely visibile in the shadows, the creature resembles a 12-foot-long serpent topped with a four-armed humanoid torso and huge, batlike wings. Its face is horrific, with two long, upward curving horns jutting from its forehead and a pair of wicked tusks of the same length protruding from its upper jaw. It is utterly black, except for its beady-blue eyes. Each of its four arms wields a different type of weapon.<\/i>\r

    Created by a unique undead known as the Raja Ambuchar Devayam, the dowagu usually travel alone carrying out the Raja's orders. Only six dowagu exist at any given time, and should one be destroyed, the Raja replaces it as soon as possible. Their main duty is to wander the world and mark favorable targets with a dark tattoo know as the Stamp of Tan Chin. Marked victims become undead upon their death and march to join the Raja's army.\r

    Dowagu prefer dark, desolate, arid environments, but can exist nearly anywhere. They avoid sunlight for it robs them of their greatest advantages.\r

    A dowagu is 12 feet long and weighs about 2,400 pounds. \r

    A dowagu speaks Common, Infernal, and Undercommon.\r

    COMBAT\r

    Dowagu are frightful adversaries, wielding four weapons simultaneously with great skill. They are capable of draining the strength from foes with their chililng tails, leaving only lifeless husks behind.\r

    Aura of Silence (Su):<\/b> A dowagu is continuously surrounded by a silence effect to a 5-foot-radius. This functions as the silence<\/i> spell, but cannot be dispelled. \r

    Chilling Touch (Su):<\/b> A touch from a dowagu disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful DC 21 Fortitude saving throw. A creature reduced to Strength 0 by a dowagu dies. This is a negative energy effect. The save DC is Charisma-based.\r

    Creatures hitting a dowagu with natural weapons or unarmed attacks are affected by chilling touch as though hit by the dowagu's attack.\r

    Constrict (Ex):<\/b> A dowagu deals 1d10+3 points of damage with a successful grapple check against a creature one or more size categories smaller than itself. Creatures constricted by a dowagu are also exposed to its chilling touch.\r

    Frightful Presence (Su):<\/b> A dowagu can unsettle foes with its mere presence. The ability takes effect automatically whenever the dowagu attacks, charges, or flies overhead. Creatures within a radius of 60 feet are subject to the effect if they have fewer HD than the dowagu. A potentially affected creature that succeeds on a DC 21 Will save remains immune to that dowagu's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds. Dowagu ignore the frightful presence of other dowagu.\r

    Improved Grab (Ex):<\/b> To use this ability, a dowagu must hit an opponent smaller than itself with a tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. \r

    Invisible in Darkness (Ex):<\/b> In areas of shadowy illumination, a dowagu receives double the normal benefits of concealment (40% miss chance). In areas of darkness, a dowagu is treated as if it were invisible.\r

    Invulnerable in Darkness (Su):<\/b> In areas of darkness or shadowy illumination, a dowagu is treated as incorporeal for purposes of attacks and effects that target it. Spells and effects with the light descriptor, as well as weapons that generate light or with the brililant energy<\/i> property, affect the dowagu normally. \r

    Spell-Like Abilities:<\/b> At will--deeper darkness<\/i>. A dowagu may also use color spray, disguise self, silent image<\/i>, and ventriloquism<\/i> in any combination up to four times per day. For example, a dowagu could use each ability once per day, use color spray<\/i> 2\/day and silent image<\/i> 2\/day, or use ventriloquism<\/i> 4\/day. Caster level 10th.\r

    Stamp of Tan Chin (Su):<\/b> As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange<\/i> or alter self<\/i>, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders. \r

    Feats:<\/b> In combination with its natural abilities, a dowagu's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.\r
    <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1990 Wizards of the Coast, Inc.
    Originally found in FRA3: Blood Charge<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always lawful evil","environment":"Any"},{"name":"Dracolisk","type":"Magical Beast","ch":6,"challenge_rating":" 06 \u00a0","id":5489,"reference":"Usergen","full_text":"

    DRACOLISK<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Large Magical Beast<\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 7d10+21 (52 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+2 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 30 ft, fly 60 ft (poor)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 17 (-1 size, +2 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +10 melee, 2 claws +5 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 2d6+4, claw 2d4+2<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Breath weapon, petrifying gaze<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +8, Ref +7, Will +3<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 18, Dex 14, Con 17, Int 6, Wis 13, Cha 12<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +11, Spot +12<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Blind-Fight<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Any marsh or underground<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or pair
    Challenge Rating:<\/b> 6<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 8-9 HD (Large); 10-21 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The dracolisk is believed to be the offspring of a black dragon and basilisk. The dracolisk is a very territorial creature, attacking all who come within its domain<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The dracolisk has deep-brown scales, six legs, and resembles a black dragon in all respects.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h3> <\/td> <\/tr>

    The dracolisk attacks first with its breath weapon and gaze attack. After this, it attacks with its bite and clawed forelegs.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su): <\/b>Line of acid 5 feet wide, 5 feet high, and 30 feet long, once every 1d6 rounds; damage 4d4, Reflex half DC 16<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Petrifying Gaze (Su): <\/b>Turn to stone permanently, 30 feet, Fortitude save (DC 14).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Skills: <\/b>Dracolisks receive a +2 racial bonus to Listen and Spot checks.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Dracolisk first appeared in module S4 (Gary Gygax, 1982).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"Any marsh or underground"},{"name":"Dracosphinx","type":"Magical Beast","ch":12,"challenge_rating":" 12 \u00a0","id":5490,"reference":"Usergen","full_text":"

    SPHINX, DRACO-

    <\/p><\/span><\/b><\/p> <\/td> <\/tr>

    Large Magical Beast<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 11d10+44 (105 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex<\/span>)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft, fly 60 ft (poor)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 21 (-1 size, +1 Dex<\/span>, +11 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> 2 claws +17 melee, bite +12 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Claw 3d4+7, bite 5d4+3<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 10 ft\/ 5ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Breath weapon, spells<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +11, Ref +8, Will +9<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str<\/span> 24, Dex<\/span> 12, Con 18, Int<\/span> 18, <\/span>Wis<\/span><\/span><\/place><\/state> 19, Cha 20<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Bluff +13, Concentration +12, Intimidate +13, Knowledge (any one) +12, Listen +13, Spot +13<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Alertness, Cleave, Combat Casting, Great Cleave, Iron Will, Flyby Attack, Power Attack<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Warm desert, plains, and mountains<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary
    Activity Cycle:<\/b> Day
    Challenge Rating:<\/b> 12<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always lawful evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 12-22 HD (Large); 23-33 HD (Huge)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/span><\/b><\/p> <\/td> <\/tr>

    The dracosphinx<\/span> is a desert-dwelling creature, related to red dragons. This sphinx is a sly predator, roaming the desert highlands in search of all sorts of prey. They prefer to lair in bleak cliff sides, where they have an excellent vantage point of their hunting territory. Their main enemy is the stupid and more numerous hieracopshinx<\/span>, but dragons, humans, and sometimes wyverns are also a territorial problem.<\/span><\/p> <\/td> <\/tr>

    The dracosphinx<\/span> has the same sort of lion body type as other sphinxes, but is also quite different from them. The head, front paws, wings, and upper body are red and scaly like those of a red dragon, while colorful feathers surround the head. These sphinxes are actually egg-laying mammals, who<\/span> mate once in a lifetime.<\/span><\/p> <\/td> <\/tr>

    When not hunting, the dracosphinx<\/span> can be found sunning itself in the hot desert sun, or in search of obscure information. They are also philosophers, though their ideals tend to favor stronger creatures over weaker ones. They seem to enjoy nothing more than engaging intelligent beings in riddle contests and sly conversation, setting their opponent up for sudden, cunning attack. Above all, dracosphinxes<\/span> possess the same greed for monetary treasure as dragons, and will do anything to possess it.<\/span><\/p> <\/td> <\/tr>

    The dracosphinx<\/span> speaks Common and the same dialect of Draconic as the red dragon.<\/span><\/p> <\/td> <\/tr>

    COMBAT<\/span>

    <\/p><\/h2> <\/td> <\/tr>

    In combat, a dracosphinx<\/span> attacks with its large dragon claws and bite. They use their powerful breath weapon to dispose of foes, after using their illusions to give prey a false sense of security.<\/span><\/p> <\/td> <\/tr>

    Breath Weapon (Su):<\/b> A dracosphinx<\/span> has a breath weapon, a 100 ft long, 20<\/span> ft wide cone of flaming gas. This gas deals 8d10 points of fire damage, though a successful Reflex save (DC 19) only causes half damage.<\/p> <\/td> <\/tr>

    Spells:<\/span><\/b> A dracosphinx<\/span> casts arcane spells as a 12th-level wizard, specializing in illusion spells.<\/span><\/p> <\/td> <\/tr>

    The dracosphinx<\/span> first appeared in FR10 Old Empires (1990, Scott Bennie), and later appeared in the Monstrous Compendium Annual Two (1995).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/p><\/div>","family":"Magical Beast","alignment":"Any","environment":"ns, and mountains"},{"name":"Dracula","type":"Undead","ch":22,"challenge_rating":" 22 \u00a0","id":5491,"reference":"Usergen","full_text":"

    Dracula <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Medium\u00a0Undead \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 18d12+126\u00a0(243 hp)<\/td> <\/tr>
    Initiative: <\/strong> +11<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares), fly 50 ft. (perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 34 (+7 Dex, +12 natural, +5 deflection*), touch 22, flat-footed 27<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+18\/+32<\/td> <\/tr>
    Attack: <\/strong>+2 keen wounding silver speed longsword<\/i> +32 melee (1d8+16\/17-20 plus 1 Con) or slam +30* melee (1d6+7*)\r
    <\/td> <\/tr>
    Full Attack: <\/strong>+2 keen wounding silver speed longsword<\/i> +32\/+32\/+27\/+22\/+17 melee (1d8+16\/17-20 plus 1 Con) and slam +25* melee (1d6+7*)\r
    <\/td> <\/tr>
    Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Blood drain, children of the night, control weather, create spawn, dominate, energy drain, rebuke undead (+7, 2d6+25, 18th)\r
    <\/td> <\/tr>
    Special Qualities: <\/strong>Alternate form, damage reduction 10\/silver and magic, darkvision 60 ft., fast healing 8, gaseous form, improved turn resistance, resistance to cold 10 and electricity 10, spider climb, telepathy, +10 turn resistance*, undead traits, unholy toughness, vampire weaknesses\r
    <\/td> <\/tr>
    Saves: <\/strong>Fort +11*, Ref +20*, Will +23* <\/td> <\/tr>
    Abilities: <\/strong>Str 31, Dex 25, Con \u00c2\u0097, Int 21, Wis 21, Cha 25 <\/td> <\/tr>
    Skills: <\/strong>Bluff +36, Diplomacy +34, Disguise +7 (+9 acting), Hide +15, Intimidate +30, Knowledge (history) +20, Knowledge (nobility and royalty) +14, Knowledge (the planes) +11, Listen +36, Move Silently +15, Ride +19, Search +13, Sense Motive +34, Spot +36, Survival +7 (+9 on other planes), Use Magic Device +28\r
    <\/td> <\/tr>
    Feats: <\/strong>Alertness (B), Combat Expertise, Combat Reflexes (B), Deflect Arrows, Dodge (B), Eyes in the Back of Your Head, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Feint, Improved Grapple, Improved Initiative (B), Improved Trip, Improved Unarmed Strike, Iron Will (B), Knock Down, Lightning Reflexes (B), Mobility, Spring Attack, Stunning Fist, Superior Expertise, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack \r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, troupe (Dracula plus 3-6 enslaved vampires), or retinue (Dracula plus 3-6 enslaved vampires and 5-30 dominated humanoids)<\/td> <\/tr>
    Challenge Rating: <\/strong>22<\/td> <\/tr>
    Treasure: <\/strong>Quadruple standard (includes +5 cloak of resistance, +5 ring of protection, ring of evasion, +2 amulet of mighty fists, boots of teleportation, glove of storing, darkskull, dust of dryness<\/i> (x5)<\/td> <\/tr>
    Alignment: <\/strong>Chaotic evil<\/td> <\/tr>
    Advancement: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    *Adjusted by magic items.\r

    This tall, muscular man has pale white skin, hypnotically haunting red eyes, and bestial fangs and claws. He wears a high-collard cloak, dark boots, and wields a wickedly-sharp silver longsword.<\/i>\r

    Dracula was once a powerful, evil fighter from a Material Plane world. Upon his death, he arose as a vampire, growing more powerful over time into a lord of undeath. Now he wanders the planes, furthering world-spanning evil agendas and associating with powerful spellcasters and fiends. He has known to be in contact with Orcus, the Prince of Undeath, but to what ends is yet to be determined.\r

    Dracula is among the most powerful and long-lived of vampires. He generally surrounds himself with a retinue of enslaved vampires and dominated humanoids. His knowledge of planar politics and local nobility is impressive, and his ability to immediately infiltrate the rulership of kingdoms is well-known.\r

    Dracula carries a wide variety of magic items, including a portable hole<\/i> in which he stores his coffin. He always carries several does of dust of dryness<\/i> to eliminate the threat of running water that is detrimental to vampires.\r

    Dracula is 6 feet tall and weighs 200 pounds.\r

    Dracula speaks Abyssal, Common, and Draconic.\r

    COMBAT\r

    Dracula was already an accomplished fighter before rising as a vampire. He combines his martial prowess with his enhanced vampire abilities to great effect, often tripping or knocking foes prone before grappling and the inevitable blood-draining bite. He employs a wicked longsword in battle, one magically-enhanced to draw maximum blood from those he strikes. Dracula is rarely encountered alone, using enslaved vampires and dominated humanoids as obstacles and sacrificial lambs.\r

    Alternate Form (Su):<\/b> Dracula can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in his alternate form, Dracula loses his natural slam attack and dominate ability, but he gains the natural weapons and extraordinary special attacks of its new form. Dracula can remain in that form until he assumes another or until the next sunrise. \r

    Blood Drain (Ex):<\/b> Dracula can suck blood from a living victim with his fangs by making a successful grapple check. If Dracula pins the foe, he drains blood, dealing 1d4+2 points of Constitution drain each round the pin is maintained. On each such successful attack, Dracula gains 5 temporary hit points.\r

    Children of the Night (Su):<\/b> Dracula commands the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve Dracula until released. Further, the Dracula can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles.\r

    Control Weather (Sp):<\/b> Dracula can cast either control weather<\/i> or fog cloud<\/i> as a 12th-level sorcerer at will.\r

    Create Spawn (Su):<\/b> A humanoid or monstrous humanoid slain by Dracula\\'s energy drain or reduced to Constitution to 0 or lower through blood drain rises as a vampire 1d4 days after burial. The new vampire is under the command of Dracula and remains enslaved until its master\u00c2\u0092s destruction. At any given time Dracula may have enslaved spawn totaling no more than twice his own Hit Dice (36); any spawn Dracula creates that would exceed this limit are created as free-willed vampires. A vampire that is enslaved may create and enslave spawn of its own, so Dracula can control a number of lesser vampires in this fashion. Dracula may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.\r

    Dominate (Su):<\/b> Dracula can crush an opponent\u00c2\u0092s will just by looking onto his or her eyes or simply by speaking. The former is similar to a gaze attack, except that Dracula must use a standard action, and those merely looking at him are not affected. The latter does not require line of sight to the target, but the target must be able to hear Dracula\\'s voice when he speaks at a normal volume level. Anyone Dracula targets must succeed on a DC 26 Will save or fall instantly under the Dracula\\'s influence as though by a dominate person<\/i> spell (caster level 12th). The ability has a range of 30 feet. The save DC is Charisma-based.\r

    Energy Drain (Su):<\/b> Living creatures hit by Dracula slam attack gain three negative levels. For each negative level bestowed, Dracula gains 5 temporary hit points. Dracula can use his energy drain ability once per round.\r

    Fast Healing (Ex):<\/b> Dracula heals 8 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points in combat, Dracula automatically assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Dracula can travel up to nine miles in 2 hours.) Any additional damage dealt to Dracula while forced into gaseous form has no effect. Once at rest in his coffin, Dracula is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.\r

    Gaseous Form (Su):<\/b> As a standard action, Dracula can assume gaseous form<\/i> at will as the spell (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.\r

    Improved Turn Resistance (Ex):<\/b> Dracula cannot be commanded or rebuked (but can still be turned).\r

    Master Fighter:<\/b> Dracula possesses all of the abilities of a 18th-level fighter, including a +18 base attack bonus, 10 fighter bonus feats. Dracula is treated as a 18th-level fighter for meeting prerequisites for feats and any other purposes.\r

    Rebuke Undead (Su):<\/b> Dracula can rebuke and command undead as a 18th-level cleric. Dracula can make up to ten rebuke attempts per day.\r

    Spider Climb (Ex):<\/b> Dracula can climb sheer surfaces as though with a spider climb<\/i> spell.\r

    Telepathy (Su):<\/b> Dracula can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under his direct control to a range of 1 mile.\r

    Unholy Toughness (Ex):<\/b> Dracula gains a bonus to his hit points equal to his Charisma modifier x his Hit Dice.\r

    Skills:<\/b> Dracula has a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.\r

    Dracula\\'s Weaknesses<\/b>\r
    Like most vampires, Dracula has a number of weaknesses.\r

    Repelling Dracula:<\/i> Dracula cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, he recoils from a mirror or a strongly presented holy symbol. These things don\u00c2\u0092t harm Dracula\u00c2\u0097they merely keep him at bay. While recoiling, Dracula must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for 2 rounds. Holding Dracula at bay takes a standard action.\r

    Dracula is also unable to cross running water, although he can be carried over it while resting in his coffin or aboard a ship.\r

    Dracula is utterly unable to enter a home or other building unless invited in by someone with the authority to do so. He may freely enter public places, since these are by definition open to all.\r

    Slaying Dracula:<\/i> Reducing Dracula\\'s hit points to 0 or lower incapacitates him but doesn\u00c2\u0092t always destroy him (see the note on fast healing). However, certain attacks can slay him.\r

    Exposing Dracula to direct sunlight disorients him: He can take only a single move action or attack action and is destroyed utterly in the tenth round if he cannot escape. Similarly, immersing Dracula in running water robs him of one-tenth of his hit points each round until he is destroyed at the end of the tenth round of immersion.\r

    Driving a wooden stake through Dracula\\'s heart instantly slays the monster. However, he returns to life if the stake is removed, unless his body is destroyed. <\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1987 Wizards of the Coast, Inc.
    Originally found in Dragon Magazine #126<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Chaotic evil","environment":"Any land"},{"name":"Draeden","type":"Outsider","ch":110,"challenge_rating":" 110 \u00a0","id":5492,"reference":"Usergen","full_text":"

    Draeden <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Colossal\u00a0Outsider \t\t\t(Chaotic, Extraplanar, Psionic)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 101d8+4,545\u00a0(4,999 hp)<\/td> <\/tr>
    Initiative: <\/strong> +15<\/td> <\/tr>
    Speed:<\/strong> Fly 1,800 ft. (360 squares)(perfect)<\/td> <\/tr>
    Armor Class: <\/strong> 119 (-8 size, +7 Dex, +60 natural, +20 insight, +30 divine), touch 59, flat-footed 112<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+101\/+162<\/td> <\/tr>
    Attack: <\/strong>Bite +104 melee (10d10+67\/19-20 plus 1d6 and DC 105 Fort save or die)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +104 melee (10d10+67\/19-20 plus 1d6 and DC 105 Fort save or die)<\/td> <\/tr>
    Space\/Reach: <\/strong>1,000 ft.\/300 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Engulfing maw, forbidding appearance, master of magic, master of psionics, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 25\/epic, darkvision 20 miles, fast healing 200, immunities, rebound attack, spell resistance 130, telepathy 20 miles<\/td> <\/tr>
    Saves: <\/strong>Fort +101, Ref +63, Will +101 <\/td> <\/tr>
    Abilities: <\/strong>Str 100, Dex 25, Con 100, Int 50, Wis 50, Cha 50 <\/td> <\/tr>
    Skills: <\/strong>Appraise +124, Autohypnosis +134, Balance +17, Bluff +124, Climb +149, Concentration +149, Decipher Script +124, Diplomacy +144, Disguise +20 (+30 acting), Hide +95, Intimidate +134, Jump +857, Knowledge (arcana) +124, Knowledge (history) +124, Knowledge (nature) +134, Knowledge (psionics) +134, Knowledge (religion) +124, Knowledge (the planes) +124, Listen +124, Move Silently +111, Psicraft +134 (+144 power stones), Search +124, Sense Motive +124, Spellcraft +134 (+144 scrolls), Spot +124, Survival +124 (+134 following tracks, +134 in aboveground natural environments, +134 on other planes), Swim +149, Tumble +121, Use Magic Device +124 (+144 scrolls), Use Psionic Device +124 (+134 power stones)<\/td> <\/tr>
    Feats: <\/strong>Automatic Quicken Spell (\u00c3\u00973), Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Devastating Critical (bite), Enlarge Spell, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Spellcasting, Epic Sunder, Epic Will, Exceptional Deflection, Great Cleave, Heighten Spell, Hold the Line, Improved Combat Reflexes, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Trip, Improved Unarmed Strike, Knock-Down, Overwhelming Critical (bite), Power Attack, Power Critical, Quicken Spell, Spellcasting Harrier, Superior Expertise, Superior Initiative, Weapon Focus (bite)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Unknown outer plane<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-20)<\/td> <\/tr>
    Challenge Rating: <\/strong>110<\/td> <\/tr>
    Treasure: <\/strong>Decatuple Standard (gems)<\/td> <\/tr>
    Alignment: <\/strong>Always chaotic<\/td> <\/tr>
    Advancement: <\/strong>102+ HD (Colossal)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    A massive tube drops down from the sky, ending in a titanic circular maw. The other end is far beyond sight, stretching above the clouds.<\/i>\r

    Draeden are among the most ancient and enigmatic of all entities. These massive beings appear to predate many of the outer planes, and are rumored to be descended from beings that existed long before all the deities currently venerated around the multiverse.\r

    Draedens dislike all matter, whether elemental, astral, or ethereal in origin. They devour anything smaller than a planet they encounter. They prefer to wander the depths of perfect vacuum.\r

    Draedens are solitary creatures, and only around 1,000 are believed to still exist.\r

    An entire draeden is too vast for even epic-level characters to have meaningful encounters with, but they can interact with some of its feeding tube appendages.\r

    The statistics given above represent the mouth-end of a single feeding tube. A draeden has a central body at least 2 miles in diameter and its 50 feeding tubes are 10 miles long or more. A draeden's weight is immeasurable.\r

    Draedens communicate telepathically with any creature within 20 miles.\r

    COMBAT<\/b>\r

    A draeden's forbidding appearance is so terrifying that most creatures do not dare to attack it. They attempt to bite any opponents foolish enough to get close enough, attacking others with devastating magic and psionics. The draeden will not swallow an opponent that appears powerful enough to cause it internal injury, but will attack such foes repeatedly until they are destroyed. Its three Automatic Quicken Spell feats allow the draeden to cast a quickened spell every round, with a spell level up to 9th. It chooses whichever spell its phenomenal intelligence judges is the most appropriate to the circumstances.\r

    If somehow seriously threatened, a draeden uses magic to escape to a distant plane. \r

    Engulfing Maw (Ex):<\/b> As part of an attack or full attack action, a draeden can stretch its vast maw to cover an area 150 feet in diameter anywhere within its Reach. All creatures within the affected area must make a DC 67 Reflex save to avoid being scooped into the creature's expanded, open mouth and swallowed. See Swallow Whole, below, for the consequences of being swallowed by a draeden. The save DC is Dexterity-based.\r

    Forbidding Appearance (Su):<\/b> A draeden projects a horrifying image into the minds of all those who look on it; anyone looking at a draeden perceives instead an invincible foe brought forward from their deepest nightmares. The victim must make a DC 80 Will save or flee in panic for 1d4+1 rounds. Even if they save, the creature must succeed on a DC 80 Will save in order to make an attack or cast a spell at the draeden. Those that successfully interact with the draeden gain a DC 80 Will save to pierce the illusion, allowing them to act normally. This is a phantasm and fear effect. The save DC is Charisma-based.\r

    Immunities:<\/b> A draeden is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the draeden might have work normally on itself. It is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They cannot be affected by effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking. \r

    A draeden is not subject to energy drain, ability drain, or ability damage, disease and poison, stunning, sleep, paralysis, and death effects. A draeden is also immune to damage from electricity, cold, acid, and disintegration.\r

    Master of Magic (Sp):<\/b> At will, a draeden may use any arcane or divine spell from any spell list as a spell-like ability. The saving throw DC for such abilities is 30 + spell level (10 + spell level + Charisma bonus). Caster level equals draeden's Hit Dice. A draeden may apply any metamagic feat it possesses to these spell-like abilities as if they were spells. As a result of its Automatic Quicken Spell feats, a draeden may use any spell up to 9th level as a free action. A draeden knows all Epic Spells with a Spellcraft DC up to 135.\r

    Master of Psionics (Ps):<\/b> At will, a draeden may manifest any psionic power from any power list as a psi-like ability. The saving throw DC for such abilities is 30 + power level (10 + power level + Charisma bonus). Manifester level equals draeden's Hit Dice. A draeden may apply any metapsionic feat it possesses to these psi-like abilities as if they were psionic powers.\r

    Rebound Attack (Su):<\/b> Whenever a draeden is affected by a weapon, spell, psionic power, or special attack, it can take an immediate action to reproduce that effect against its attacker. The attacker takes the same damage or effect that the draeden takes. If the power or attack allows a save, the attacker may attempt the save at the same DC allowed to the draeden.\r

    Swallow Whole (Ex):<\/b> By making a successful grapple check, a draeden can try to swallow an opponent it has grappled. Victims of the draeden's Engulfing Maw are automatically swallowed. Once inside, the opponent takes 10d10+45 points of crushing damage plus 8d12 points of acid damage per round and is drawn down the draeden's throat towards a gizzard in its central body. No creature with speed less than 80 ft. can climb out of the draeden's maw by making an opposed grapple check; however, a successful grapple check prevents the victim from progressing farther toward the central gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 60 points of damage to the interior of the draeden (AC 90); if the damage is not done in a single round, the victim must maintain position by winning opposed grapple checks. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A victim will reach the central gizzard if it fails 10 opposed grapple checks in the throat. A victim that reaches the central gizzard takes 50d10+45 bludgeoning and 40d12 acid damage per round. A draeden's interior can hold an effectively limitless number of creatures up to Colossal size.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1986 Wizards of the Coast, Inc.
    Originally found in D&D Immortals Set<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Outsider","alignment":"Always chaotic","environment":"Unknown outer plane"},{"name":"Dragger","type":"Elemental","ch":5,"challenge_rating":" 5 \u00a0","id":5493,"reference":"Usergen","full_text":"

    Dragger <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Large\u00a0Elemental \t\t\t(Earth, Extraplanar)\t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 8d8+24\u00a0(60 hp)<\/td> <\/tr>
    Initiative: <\/strong> -3<\/td> <\/tr>
    Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>
    Armor Class: <\/strong> 20 (\u00c2\u00961 size, -3 Dex, +14 natural), touch 6, flat-footed 20<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+6\/+16<\/td> <\/tr>
    Attack: <\/strong>Bite +11 melee (2d8+9)<\/td> <\/tr>
    Full Attack: <\/strong>Bite +11 melee (2d8+9)<\/td> <\/tr>
    Space\/Reach: <\/strong>10 ft.\/10 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>Improved grab, spell-like abilities, swallow whole<\/td> <\/tr>
    Special Qualities: <\/strong>Damage reduction 5\/bludgeoning, darkvision 60 ft., earth glide, elemental traits, immunity to magic, split, tremorsense 60 ft.<\/td> <\/tr>
    Saves: <\/strong>Fort +9, Ref -1, Will +1 <\/td> <\/tr>
    Abilities: <\/strong>Str 22, Dex 5, Con 17, Int 5, Wis 8, Cha 12 <\/td> <\/tr>
    Skills: <\/strong>Listen +7, Spot +8<\/td> <\/tr>
    Feats: <\/strong>Ability Focus (hallucinatory terrain<\/i>), Alertness, Stand Still\r
    <\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Elemental Plane of Earth<\/td> <\/tr>
    Organization: <\/strong>Solitary or cluster (2-6)<\/td> <\/tr>
    Challenge Rating: <\/strong>5<\/td> <\/tr>
    Treasure: <\/strong>No coins, standard goods (gems only), no items<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>9\u00c2\u009615 HD (Large), 16\u00c2\u009624 HD (Huge)<\/td> <\/tr>
    Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    The fissure in the nearby rock snaps open, revealing a huge maw filled with rock-like teeth. A single pair of extremities float through the rock, dragging forth a boulder-shaped creature.<\/i>\r

    Draggers are carnivorous earth elementals named for their preferred hunting method of dragging victims below the ground within their maws.\r

    Draggers reproduce asexually, splitting into a number of smaller specimens. During this process, any gems within the creature are expelled onto the cavern floor and left behind. The newly born draggers may stay together for awhile before seeking their own hunting grounds, although they have no social interaction beyond feeding side by side. Draggers never fight others of their kind, and instinctively move far enough from one another to provide adequate food for all. \r

    Draggers have been known to go dormant for long periods of time, hiding inside solid rock and ignoring food nearby; no good reasons for this behavior has yet been offered.\r

    Draggers are strict carnivores, eating any meat they can find. They have little interest in plants, other than fungi, which the avidly devour. A dragger will attempt to devour prey only once every three hours, and regardless of success, it ignores other potential prey until its next feeding interval. Draggers can go long periods of time between meals, even up to a year or more. Their digestive juices can digest virtually anything except gems.\r

    A dragger is 8 to 12 feet in diameter and weighs 9,000 to 25,000 pounds.\r

    Draggers speak Terran, but rarely choose to do so.\r

    COMBAT\r

    Draggers prefer to use their earth glide to sit right beneath the surface of a cavern floor, using hallucinatory terrain to hide its exposed mouth and sensory organs. When prey approaches, it attempts to bite and swallow a single victim, then descend deeper into the earth while it digests its meal.\r

    Earth Glide (Ex):<\/b> A dragger can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth<\/i> spell cast on an area containing a burrowing dragger flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.\r

    Immunity to Magic (Ex):<\/b> A dragger 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.\r

    A dragger is affected normally by force effects, such as a magic missile<\/i> spell.\r

    A move earth<\/i> spell forces the dragger to drop any grappled or swallowed prey, then drives the dragger back 120 feet and deals 3d12 points of damage to it.\r

    A stone shape<\/i> spell either forces the dragger to drop any grappled or swallowed prey, or seals its maw shut (preventing use of its bite attack) for 1d4 rounds.\r

    A stone to flesh<\/i> spell does not actually change the dragger's structure but negates its damage reduction and natural armor for 1 full round, while immobilizing the creature.\r

    A transmute rock to mud<\/i> spell slows a dragger (as the slow<\/i> spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.\r

    Improved Grab (Ex):<\/b> To use this ability, a dragger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.\r

    Spell-Like Abilities:<\/b> At will\u00c2\u0097hallucinatory terrain<\/i> (DC 17). Caster level 8th. The save DCs are Charisma-based.\r

    Split (Ex):<\/b> A fully healed dragger of 16 or more HD can split into multiple draggers. The new draggers may have any combination of HD that totals to the HD of the original dragger, but each must have at least 8 HD. Each new dragger has average hit points for its Hit Dice. This process takes 1 minute, during which the dragger may take no other actions.\r

    Swallow Whole (Su):<\/b> A dragger can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 3d4 points of acid damage per round from the dragger's gullet. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large dragger\u00c2\u0092s gullet can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.\r

    In The Realms<\/b>\r
    A large number of draggers inhabit the underways of Ravens Bluff, where they have been the doom of more than a few smugglers.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1988 Wizards of the Coast, Inc.
    Originally found in Polyhedron Magazine #44<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Elemental","alignment":"Usually neutral","environment":"Elemental Plane of Earth"},{"name":"Dragite","type":"Fey","ch":16,"challenge_rating":" 1\/6 \u00a0","id":5494,"reference":"Usergen","full_text":"

    Dragite <\/h1><\/td> <\/tr>


    <\/td> <\/tr>

    Tiny\u00a0Fey \t<\/h3><\/td> <\/tr>

    Hit Dice: <\/strong> 1d6\u00a0(3 hp)<\/td> <\/tr>
    Initiative: <\/strong> +2<\/td> <\/tr>
    Speed:<\/strong> 20 ft. (4 squares), burrow 5 ft.<\/td> <\/tr>
    Armor Class: <\/strong> 14 (+2 size, +2 Dex), touch 14, flat-footed 12<\/td> <\/tr>
    Base Attack\/Grapple: <\/strong>+0\/-11<\/td> <\/tr>
    Attack: <\/strong>Slam +2 melee (1d2-3)<\/td> <\/tr>
    Full Attack: <\/strong>2 slams +2 melee (1d2-3)<\/td> <\/tr>
    Space\/Reach: <\/strong>2-1\/2 ft.\/0 ft.<\/td> <\/tr>
    Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>
    Special Qualities: <\/strong>Care for dragon, darkvision 60 ft., low-light vision, scent<\/td> <\/tr>
    Saves: <\/strong>Fort +0, Ref +4, Will +2 <\/td> <\/tr>
    Abilities: <\/strong>Str 5, Dex 14, Con 10, Int 7, Wis 11, Cha 10 <\/td> <\/tr>
    Skills: <\/strong>Craft (trapmaking) +1, Escape Artist +6, Hide +16*, Jump -9, Listen +1, Move Silently +8, Profession (miner) +3, Survival +1<\/td> <\/tr>
    Feats: <\/strong>Dodge (B), Stealthy, Weapon Finesse (B)<\/td> <\/tr>

    <\/td> <\/tr>
    Environment: <\/strong>Any land<\/td> <\/tr>
    Organization: <\/strong>Solitary, pair, or tribe (40-160)<\/td> <\/tr>
    Challenge Rating: <\/strong>1\/6<\/td> <\/tr>
    Treasure: <\/strong>Standard<\/td> <\/tr>
    Alignment: <\/strong>Usually neutral<\/td> <\/tr>
    Advancement: <\/strong>By character class<\/td> <\/tr>
    Level Adjustment: <\/strong>+1<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    This tiny humanoid is vaguely mole-like, with large, protruding ears and a long snout. Its torso is covered with coarse brown fur, while the rest of its body is hairless. Its light gray skin is rough and scaly.<\/i>\r

    Dragites, or \"dragon mites\" as they are sometimes called, are tiny fey that make their homes in the lairs of any dragons who will tolerate them. Dragites are fair miners, and live in small tunnels dug in the walls and floor of a dragon's lair. These timid scavengers are easy prey for other creatures, and without their dragon protectors, dragites soon would be extinct. \r

    Dragites dedicate their lives to their dragon host. They feed upon the scavenged leftovers of the dragon's meals (keeping the dragon's lair clean in the process), and supplement their diet with whatever food they can gather on their own. The dragites keep their host dragon clean and tend its wounds. A dragon who allows dragites into its lair is generally healthier than one that does not. Dragites serve as scouts and spies for their host dragon, and sometimes as sentries, waking their sleeping host when hostile creatures approach. A host dragon might even use dragites as a form of currency, trading a few of its dragites to another of its kind for a bit of treasure.\r

    Dragites have one major flaw that prevents them from being welcomed in all dragons' lairs: they covet shiny objects, particularly brightly colored gems and jewelry. As a result, they frequently filch these items from the dragon's hoard, along with the occasional gold or platinum coin or small magic item. If gone unchecked, a tribe of dragites can steal up to one-tenth of a dragon's hoard and hide it out of the dragon's reach in their tiny tunnels. Very patient and kind dragons can, occasionally, persuade their dragites to return an important item -- particularly if they have access to charm magics. \r

    A typical dragite is 1 foot tall and weighs 2 pounds. Dragites reproduce once every three years, and have a lifespan of around 40 years.\r

    All dragites speak Sylvan, and those with a high enough intelligence to gain additional languages always learn Draconic as their first bonus language.\r

    COMBAT\r

    Dragites are shy, peaceful, and usually inoffensive, bearing no malice toward any other creatures. If faced with danger, they attempt to flee into their small tunnels or any other cramped space. A dragite will fight only to defend its mate or offspring.\r

    Care For Dragon (Ex):<\/b> A colony of dragites can tend a sickly or injured dragon. While being cared for by dragites, a dragon's natural healing recovers hit points and ability damage at three times the normal rate, and it gains a +3 bonus to its saving throws against poison and disease. The increased natural healing does not stack with the long-term care provided by the Heal skill. It takes at least one dragite per racial hit dice of the dragon to provide this care.\r

    Myopic (Ex):<\/b> Dragites are nearsighted, resulting in a -8 racial penalty on Spot checks made beyond 30 feet. \r

    Skills:<\/b> Dragites have a +2 racial bonus on Craft (trapmaking) and Profession (miner) checks and a +4 racial bonus on Escape Artist, Hide, and Move Silently checks. *Dragites dye their fur to match their dragon's coloration, granting them a +5 circumstance bonus on Hide checks made within a the lair of a dragon with similarly-colored scales.\r

    SOCIETY\r

    Dragite tribes consist of equal numbers of male and female adults, plus 20% noncombatant young of both sexes. Wyrm or great wyrm host dragons often have dragite tribes two or three times normal size. Most tribes also will have a dozen or so leaders of average intelligence, capable of speaking Draconic. These leaders are the only dragites allowed to communicate directly with the dragon. The tribe's only lord is the host dragon, so all leaders are of equal rank beneath it. \r

    Each dragite reveres the dragon and will do almost anything the dragon commands, short of charging directly into combat. The will, however, set traps for, steal from, or harry invaders. A tribe of dragites leaves a dragon's lair only when driven out.<\/td> <\/tr>
    \u00a0<\/td> <\/tr>
    1992 Wizards of the Coast, Inc.
    Originally found in Polyhedron #67<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Fey","alignment":"Usually neutral","environment":"Any land"},{"name":"Dragon (Adamantite)","type":"Outsider","ch":"10","challenge_rating":" varies \u00a0","id":5495,"reference":"Usergen","full_text":"

    ADAMANTITE DRAGON<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Dragon (Good, Fire)<\/span><\/b><\/p> <\/td> <\/tr>

    Climate\/Terrain: <\/span><\/b>Any land<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary<\/span><\/p> <\/td> <\/tr>

    Challenge Ratings: <\/span><\/b>Wyrmling 6; very young 9; young 12; juvenile 14; young adult 17; adult 19; mature adult 20; old 22; very old 23; ancient 26; wyrm 29; great wyrm 31<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>Quadruple standard<\/span><\/p> <\/td> <\/tr>

    Alignment: <\/span><\/b>Always neutral good<\/span><\/p> <\/td> <\/tr>

    Advancement: <\/span><\/b>Wyrmling 13-14 HD (Large); very young 16-17 HD (Huge); young 19-20 HD (Gargantuan); juvenile 22-23 HD (Gargantuan); young adult 25-26 HD (Gargantuan); adult 28-29 HD (Colossal); mature adult 31-32 HD (Colossal); old 34-35 HD (Colossal); very old 37-38 HD (Colossal); ancient 40-41 HD (Colossal); wyrm 43-44 HD (Colossal); great wyrm 46+ HD (Colossal)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The mighty adamantite dragons are said to be the most powerful of all dragonkind.\u00a0 They dwell on the Twin Paradises of Bytopia, where they are the self-appointed guardians of the entire plane.\u00a0 They are the epitome of goodness, and are willing to sacrifice anything and everything for the common good of all sentient creatures in the multiverse.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 These dragons are enormous when compared to other dragons, and unbelievably powerful.\u00a0 They are born with fully developed coats of adamantite, which shines with a brilliance that is awesome to behold, but painful to those with evil in their hearts.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 There is a rumor that only one adamantite dragon exists, and given the fact that no one has ever seen more than one at a time, this is hard to disprove.\u00a0 No one who has survived an encounter with one of these beasts has ever reported facing anything more powerful than a mature adult dragon, so it is quite possible that there are no more powerful specimens.\u00a0 They gods themselves may tremble if a great wyrm does exist somewhere!<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Adamantite dragons speak Common, Dragon, and Celestial, and can learn an untold number of other languages.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h2> <\/td> <\/tr>

    Adamantite dragons have a strong love for physical combat, and may enter battle with little or no provocation against evil beings.\u00a0 They use the full variety of physical attack forms that their size allows them, making as many attacks as possible in any given round.\u00a0 They are tireless in their defense of good creatures, and punishment of evil ones.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon: <\/b>Adamantite dragons have two breath weapons. The first one is more commonly used, and is a cone of magical flame. The second breath weapon is a most unusual effect, and can only be used on Bytopia, when the dragon is defending the plane, and only once per day. This breath weapon is a cone that creates an area of temporal stasis<\/i>. Anyone caught in this area must make a Will save (DC as spell cast by a 20th-level sorcerer) or be affected as by the spell of the same name, but with a duration of 1d4+1 rounds.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/span><\/b> 3\/day \u0096 polymorph self<\/i> (permanent, but may revert to dragon form at will); at will - magic missile<\/i> (5 missiles per round, usable by Adult and older), blink<\/i> (Mature adult and older).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p>

    \u00a0<\/span><\/p>

    Adamantite Dragons by Age:<\/span><\/b><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Attack\u00a0\u00a0\u00a0 FortRef\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Will\u00a0\u00a0\u00a0\u00a0 Breath\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Fear<\/h1> <\/td> <\/tr>

    Age\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Size\u00a0\u00a0\u00a0 Hit Dice (hp)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 AC\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Bonus\u00a0\u00a0\u00a0 Save\u00a0\u00a0 Save\u00a0\u00a0 Save\u00a0\u00a0 Weapon (DC)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 DC\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 SR<\/h1> <\/td> <\/tr>

    Wyrmling\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 L\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 12d12+60 (138)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 (-1 size, +11 natural)\u00a0\u00a0\u00a0\u00a0 +19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +13\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +8\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +11\u00a0\u00a0\u00a0\u00a0 2d12 (21)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/span><\/p> <\/td> <\/tr>

    Very young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 H\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15d12+90 (187)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22 (-2 size, +14 natural)\u00a0\u00a0\u00a0\u00a0 +23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +15\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +9\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +13\u00a0\u00a0\u00a0\u00a0 4d12 (23)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/span><\/p> <\/td> <\/tr>

    Young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18d12+108 (225)\u00a0\u00a0\u00a0 23 (-4 size, +17 natural)\u00a0\u00a0\u00a0\u00a0 +28\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +11\u00a0\u00a0\u00a0\u00a0 +15\u00a0\u00a0\u00a0\u00a0 6d12 (25)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/span><\/p> <\/td> <\/tr>

    Juvenile \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21d12+147 (283)\u00a0\u00a0\u00a0 26 (-4 size, +20 natural)\u00a0\u00a0\u00a0\u00a0 +33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +13\u00a0\u00a0\u00a0\u00a0 +17\u00a0\u00a0\u00a0\u00a0 8d12 (27)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 \u0097<\/span><\/p> <\/td> <\/tr>

    Young adult\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24d12+192 (348)\u00a0\u00a0\u00a0 29 (-4 size, +23 natural)\u00a0\u00a0\u00a0\u00a0 +37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +22\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +14\u00a0\u00a0\u00a0\u00a0 +19\u00a0\u00a0\u00a0\u00a0 10d12 (30)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23<\/span><\/p> <\/td> <\/tr>

    Adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27d12+216 (391)\u00a0\u00a0\u00a0 28 (-8 size, +26 natural)\u00a0\u00a0\u00a0\u00a0 +41\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +15\u00a0\u00a0\u00a0\u00a0 +21\u00a0\u00a0\u00a0\u00a0 12d12 (31)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24<\/span><\/p> <\/td> <\/tr>

    Mature adult\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30d12+270 (465)\u00a0\u00a0\u00a0 31 (-8 size, +29 natural)\u00a0\u00a0\u00a0\u00a0 +45\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +26\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +17\u00a0\u00a0\u00a0\u00a0 +25\u00a0\u00a0\u00a0\u00a0 14d12 (34)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 26<\/span><\/p> <\/td> <\/tr>

    Old\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33d12+330 (544)\u00a0\u00a0\u00a0 34 (-8 size, +32 natural)\u00a0\u00a0\u00a0\u00a0 +49\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +28\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +18\u00a0\u00a0\u00a0\u00a0 +27\u00a0\u00a0\u00a0\u00a0 16d12 (36)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28<\/span><\/p> <\/td> <\/tr>

    Very old\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 36d12+396 (630)\u00a0\u00a0\u00a0 37 (-8 size, +35 natural)\u00a0\u00a0\u00a0\u00a0 +53\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +20\u00a0\u00a0\u00a0\u00a0 +30\u00a0\u00a0\u00a0\u00a0 18d12 (39)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 36\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30<\/span><\/p> <\/td> <\/tr>

    Ancient\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 39d12+468 (721)\u00a0\u00a0\u00a0 40 (-8 size, +38 natural)\u00a0\u00a0\u00a0\u00a0 +57\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +21\u00a0\u00a0\u00a0\u00a0 +31\u00a0\u00a0\u00a0\u00a0 20d12 (41)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 38\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 32<\/span><\/p> <\/td> <\/tr>

    Wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 42d12+546 (819)\u00a0\u00a0\u00a0 43 (-8 size, +41 natural)\u00a0\u00a0\u00a0\u00a0 +61\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +23\u00a0\u00a0\u00a0\u00a0 +36\u00a0\u00a0\u00a0\u00a0 22d12 (44)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 41\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 34<\/span><\/p> <\/td> <\/tr>

    Great wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 45d12+630 (922)\u00a0\u00a0\u00a0 46 (-8 size, +44 natural)\u00a0\u00a0\u00a0\u00a0 +65\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +39\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +24\u00a0\u00a0\u00a0\u00a0 +38\u00a0\u00a0\u00a0\u00a0 24d12 (46)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 43\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 36<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Adamantite Dragon Abilities by Age:<\/span><\/b><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Age\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Speed\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Str\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Dex\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Con\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Int\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Wis\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Cha\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Special Abilities\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Caster Level*<\/h1> <\/td> <\/tr>

    Wyrmling\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 100 ft (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Damage reduction 5\/+1\u00a0\u00a0\u00a0\u00a0 ---<\/span><\/p> <\/td> <\/tr>

    Very young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 100 ft (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/span><\/p> <\/td> <\/tr>

    Young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 100 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1st<\/span><\/p> <\/td> <\/tr>

    Juvenile \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 100 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 35\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 4th<\/span><\/p> <\/td> <\/tr>

    Young adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 100 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Damage reduction 10\/+1\u00a0\u00a0 7th<\/span><\/p> <\/td> <\/tr>

    Adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 150 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 39\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Magic Missile<\/i>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10th<\/span><\/p> <\/td> <\/tr>

    Mature adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 150 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 41\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 29\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 26\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Blink<\/i>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 13th<\/span><\/p> <\/td> <\/tr>

    Old\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 150 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 43\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Damage reduction 15\/+2\u00a0\u00a0 16th<\/span><\/p> <\/td> <\/tr>

    Very old\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 150 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 45\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19th<\/span><\/p> <\/td> <\/tr>

    Ancient\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 200 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 47\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 35\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 32\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22nd<\/span><\/p> <\/td> <\/tr>

    Wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 200 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 49\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 35\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 36\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 35\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Damage reduction 20\/+3\u00a0\u00a0 25th<\/span><\/p> <\/td> <\/tr>

    Great wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 40 ft, fly 200 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 51\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 39\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 38\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28th<\/span><\/p> <\/td> <\/tr><\/table>

    *Can also cast clericspells and those from the Good, Protection, Strength, and War domains as arcanespells.<\/span><\/p>

    \u00a0<\/span><\/p>

    \u00a0<\/span><\/p>

    TheAdamantite Dragon first appeared in MC8.<\/span><\/p><\/div>","family":"Outsider","alignment":"ood","environment":"Any"},{"name":"Dragon (Cloud)","type":"Dragon","ch":"10","challenge_rating":" varies \u00a0","id":5496,"reference":"Usergen","full_text":"

    CLOUD DRAGON (Draco Cumulus Welkin)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Dragon (Air)<\/span><\/b><\/p> <\/td> <\/tr>

    Climate\/Terrain: <\/span><\/b>Temperate and warm mountains<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or clan (2-5)<\/span><\/p> <\/td> <\/tr>

    Challenge Ratings: <\/span><\/b>Wyrmling 3; very young 4; young 6; juvenile 9; young adult 12; adult 14; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25<\/span><\/p> <\/td> <\/tr>

    Treasure: <\/span><\/b>Double Standard<\/span><\/p> <\/td> <\/tr>

    Alignment: <\/span><\/b>Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement: <\/span><\/b>Wyrmling 6-7 HD (Large): very young 9-10 HD (Large); young 12-13 HD (Large); juvenile 15-16 HD (Huge); young adult 18-19 HD (Huge); adult 21-22 HD (Huge); mature adult 24-25 HD (Gargantuan); old 27-28 HD (Gargantuan); very old 30-31 HD (Gargantuan); ancient 33-34 HD (Colossal); wyrm 36-37 HD (Colossal); great wyrm 39+ HD (Colossal)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Cloud dragons are among the most reclusive of dragons, dwelling in the skies above the world. They dislike intruders, and only rarely converse with other beings, tending to be taciturn and aloof when they do so. They have nothing but disdain for creatures that cannot fly under their own power. Cloud dragons make their lairs on magical cloud islands where they lay eggs and store treasure on the solid floor of the cloud. Cloud dragons also very rarely live on the cloudy peaks of mountains. They subsist on rainwater, hailstones, and small amounts of silver.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 As hatchlings, a cloud dragon's scales are silvery-white tinged by red at the edges. As the dragon grows, the red spreads and lightens to sunset orange. As a mature adult, the red-orange color deepens to a reddish-gold and almost completely subsumes the silver. It is said that the cloud dragons' color also changes with their moods. Cloud dragons have a similar appearance to gold dragons, but with large hinged plates on their head and back. Cloud dragons speak Draconic and Common.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h1> <\/td> <\/tr>

    Cloud dragons dislike intruders, and are about as likely to attack as they are to assume cloud form and hide. When they attack, they scatter their foes with their breath weapon, and then use their spell-like abilities to disorient their opponents.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su): <\/b>A cloud dragon has one type of breath weapon, a cone of icy cold air. Creatures caught in this blast can make a suffer damage from both cold and flying ice. Any creatures three size classes or smaller than the dragon are knocked down by the winds and blown 2d12 feet away, plus 3 feet per age category of the dragon.\u00a0 Characters can grab solid objects and hold on with a successful Strength check (DC 22)<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cloud Form (Su): <\/span><\/b>Cloud dragons can assume, or leave, a cohesive cloud form at will, once per round as a standard action.\u00a0 The dragon can remain cloudy indefinitely and has a fly speed of 30 feet with perfect maneuverability. The dragon appears only as normal cloud except on a successful Spot check (DC 20). The dragon's natural armor class and spell resistance improve by +3. The dragon can use spells in this form, but not physical attacks or breath weapon.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Create Water<\/i> (Sp): The dragon can use this 2\/day, to affect a maximum of 81 cubic feet.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Other Spell-Like Abilities:<\/b> 3\/day - obscuring mist<\/i>; 2\/day - solid fog, stinking cloud, call lightning, control weather, control winds<\/i>.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex): <\/span><\/b>Cloud dragons are immune to lightning.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p>

    Cloud Dragons by Age<\/span><\/b><\/p> <\/td> <\/tr>

    \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Attack\u00a0\u00a0\u00a0 FortRef\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Will\u00a0\u00a0\u00a0\u00a0 Breath\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Fear<\/span><\/h1> <\/td> <\/tr>

    Age\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Size\u00a0\u00a0\u00a0 Hit Dice (hp)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 AC\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Bonus\u00a0\u00a0\u00a0 Save\u00a0\u00a0 Save\u00a0\u00a0 Save\u00a0\u00a0 Weapon (DC)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 DC\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 SR<\/span><\/h1> <\/td> <\/tr>

    Wyrmling\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 L\u00a0\u00a0\u00a0\u00a0\u00a0 5d12+5 (37)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 13 (-1 size, +4 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +6\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +5\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +4\u00a0\u00a0\u00a0\u00a0\u00a0 +6\u00a0\u00a0\u00a0\u00a0\u00a0 2d6 (13) \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/p> <\/td> <\/tr>

    Very young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 L\u00a0\u00a0\u00a0\u00a0\u00a0 8d12+16 (68)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16 (-1 size, +7 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +11\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +7\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +5\u00a0\u00a0\u00a0\u00a0\u00a0 +9\u00a0\u00a0\u00a0\u00a0\u00a0 4d6 (16) \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/p> <\/td> <\/tr>

    Young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 L\u00a0\u00a0\u00a0\u00a0\u00a0 11d12+22 (93)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19 (-1 size, +10 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +9\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +7\u00a0\u00a0\u00a0\u00a0\u00a0 +10\u00a0\u00a0\u00a0 6d6 (17) \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/p> <\/td> <\/tr>

    Juvenile\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 H\u00a0\u00a0\u00a0\u00a0 14d12+42 (133)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21 (-2 size, +13 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +12\u00a0\u00a0\u00a0\u00a0\u00a0 +9\u00a0\u00a0\u00a0\u00a0\u00a0 +13\u00a0\u00a0\u00a0 8d6 (20) \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/p> <\/td> <\/tr>

    Young adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 H\u00a0\u00a0\u00a0\u00a0 17d12+68 (178)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24 (-2 size, +16 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +26\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +14\u00a0\u00a0\u00a0\u00a0\u00a0 +10\u00a0\u00a0\u00a0 +14\u00a0\u00a0\u00a0 10d6 (23)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19<\/p> <\/td> <\/tr>

    Adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 H\u00a0\u00a0\u00a0\u00a0 20d12+80 (210)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27 (-2 size, +19 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +28\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +16\u00a0\u00a0\u00a0\u00a0\u00a0 +12\u00a0\u00a0\u00a0 +17\u00a0\u00a0\u00a0 12d6 (24)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20<\/p> <\/td> <\/tr>

    Mature adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0 23d12+115 (264)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28 (-4 size, +22 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +29\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +18\u00a0\u00a0\u00a0\u00a0\u00a0 +13\u00a0\u00a0\u00a0 +18\u00a0\u00a0\u00a0 14d6 (27)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 26\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 22<\/p> <\/td> <\/tr>

    Old\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0 26d12+156 (325)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30 (-4 size, +24 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +21\u00a0\u00a0\u00a0\u00a0\u00a0 +15\u00a0\u00a0\u00a0 +20\u00a0\u00a0\u00a0 16d6 (30)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 29\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24<\/p> <\/td> <\/tr>

    Very old\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 G\u00a0\u00a0\u00a0\u00a0 29d12+203 (391)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 34 (-4 size, +28 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +23\u00a0\u00a0\u00a0\u00a0\u00a0 +16\u00a0\u00a0\u00a0 +22\u00a0\u00a0\u00a0 18d6 (32)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 26<\/p> <\/td> <\/tr>

    Ancient\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0 32d12+256 (464)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33 (-8 size, +31 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +26\u00a0\u00a0\u00a0\u00a0\u00a0 +18\u00a0\u00a0\u00a0 +25\u00a0\u00a0\u00a0 20d6 (34)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 34\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28<\/p> <\/td> <\/tr>

    Wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0 35d12+315 (542)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 36 (-8 size, +34 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +41\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +28\u00a0\u00a0\u00a0\u00a0\u00a0 +19\u00a0\u00a0\u00a0 +27\u00a0\u00a0\u00a0 22d6 (37)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 36\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30<\/p> <\/td> <\/tr>

    Great wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 C\u00a0\u00a0\u00a0\u00a0 38d12+380 (627)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 39 (-8 size, +37 natural)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +45\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 +31\u00a0\u00a0\u00a0\u00a0\u00a0 +21\u00a0\u00a0\u00a0 +32\u00a0\u00a0\u00a0 24d6 (39)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 39\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 32<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Cloud Dragon Abilities by Age<\/span><\/b><\/p> <\/td> <\/tr>

    Age\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Speed\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Str\u00a0\u00a0\u00a0\u00a0\u00a0 Dex\u00a0\u00a0\u00a0\u00a0 Con\u00a0\u00a0\u00a0\u00a0 Int\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Wis\u00a0\u00a0\u00a0\u00a0 Cha\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Special Abilities\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Caster Level<\/span><\/h1> <\/td> <\/tr>

    Wyrmling\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 150 ft (average)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 13\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 14\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 14\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/p> <\/td> <\/tr>

    Very young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 200 ft (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Solid fog\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/p> <\/td> <\/tr>

    Young\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 200 ft (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 16\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Stinking cloud\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 ---<\/p> <\/td> <\/tr>

    Juvenile\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 200 ft (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Create water\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 1st<\/p> <\/td> <\/tr>

    Young adult\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 200 ft (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 29\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 18\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 3rd<\/p> <\/td> <\/tr>

    Adult\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 200 ft (poor)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 19\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Obscuring mist\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 5th<\/p> <\/td> <\/tr>

    Mature adult\u00a0\u00a0\u00a0\u00a0 20 ft, fly 250 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Call lightning\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 7th<\/p> <\/td> <\/tr>

    Old\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 250 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 21\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 24\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 9th<\/p> <\/td> <\/tr>

    Very old\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 250 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 35\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 26\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 23\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 26\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Control weather\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 11th<\/p> <\/td> <\/tr>

    Ancient\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 250 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 37\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 25\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 28\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 Control winds\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 13th<\/p> <\/td> <\/tr>

    Wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 250 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 39\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 29\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 27\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 30\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 15th<\/p> <\/td> <\/tr>

    Great wyrm\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 20 ft, fly 250 ft (clumsy)\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 41\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 10\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 31\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 32\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 33\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 32\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 17th<\/p> <\/td> <\/tr>

    *Can also cast cleric spells and those from the Air, Protection, and Water domains as arcane spells.<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p>

    TheCloud Dragon first appeared in MM II, 1983.<\/span><\/p><\/div>","family":"Dragon","alignment":"span>","environment":"Any"},{"name":"Dragon (Faerie)","type":"Dragon","ch":2,"challenge_rating":" 02 \u00a0","id":5497,"reference":"Usergen","full_text":"

    DRAGON, Faerie<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Tiny Dragon<\/h2> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 2d12+2 (15 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+0<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 15 ft, 60 ft (good)<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+2 size, +3 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +4 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 2 1\/2 ft by 2 1\/2 ft\/0 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Spells, breath weapon<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Improved invisibility, immunities, SR 21, darkvision 60 ft, low-light vision, telepathy<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +4, Ref +3, Will +7<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 11, Dex 11, Con 13, Int 18, Wis 18, Cha 16<\/span><\/p> <\/td> <\/tr>

    Skills:<\/span><\/b> Hide +5, Listen +9, Search +9, Spot +9<\/span><\/p> <\/td> <\/tr>

    Feats:<\/span><\/b> Hover<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate and warm forest<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Solitary or clan (3-6)
    Challenge Rating:<\/b> 2<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Double standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic good<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 3-5 HD (Tiny); 6 HD (Small)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    A chaotic offshoot of the pseudodragon, the faerie dragon makes its home amidst the tangled forests of the world.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Faerie dragons are about one foot long and resemble miniature dragons with thin bodies, long, prehensile tails, gossamer butterfly wings, and huge smiles. Their colors range through the spectrum, changing as they age, from the red of a hatchling to the black of a great wyrm. The hides of females have a golden tinge that sparkles in the sunlight; males have a silver tinge. A faerie dragon can grow to three feet long.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 They speak Draconic, Common, Sylvan, and Elven, <\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h3> <\/td> <\/tr>

    Faerie dragons shun combat, but if pressed, they will turn invisible and attack with their spells and breath weapon.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Improved Invisibility (Su):<\/b> A faerie dragon can turn invisible and attack as if using the spell improved invisibility<\/i>. The effect can be dispelled, but the faerie dragon can create it again as a free action on its next turn.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/b> Cone, 5 feet, once every 1d4 rounds; Reflex save (DC 12) or wander aimlessly in a state of euphoric bliss for 2d6 rounds. Creatures so affected cannot act, and lose their Dexterity bonus to AC.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The victim can keep his mind on the situation if he succeeds at a Will save (DC 12) each round; if he fails, he completely loses interest in the matters at hand for the duration of the breath weapon's effect.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spells:<\/b> Faerie dragons can replicate arcane spells (65% chance) as 6th-level sorcerers (save DC 13 + spell level) or divine spells (35% chance) as 8th-level druids (save DC 14 + spell level).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities (Ex.):<\/b> Faerie dragons are immune to sleep and paralysis effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Telepathy:<\/b> Faerie dragons can communicate telepathically with one another with a range of 2 miles.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Faerie Dragon first appeared in 1e MM II (Gary Gygax, 1983).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Dragon","alignment":"Any","environment":"Temperate and warm forest"},{"name":"Dragon (Firedrake)","type":"Dragon","ch":4,"challenge_rating":" 04 \u00a0","id":5498,"reference":"Usergen","full_text":"

    FIREDRAKE<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Dragon (Fire)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 4d12+4 (30 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft, fly 60 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 15 (+1 size, +1 Dex, +3 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +7 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+1<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Breath weapon, pyrophoric blood<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> Fire subtype, immunities, darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +5, Ref +5, Will +4<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 13, Dex 13, Con 13, Int 4, Wis 11, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Hide +7, Listen +3, Search +1, Spot +3<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Flyby Attack, Weapon Focus (bite)<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Temperate hills and mountains<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Pair, clutch (2-5), or family (6-8)
    Challenge Rating:<\/b> 4<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always neutral<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 5-9 HD (Small); 10-12 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Although frequently mistaken on first sighting for a young red dragon, the firedrake is neither as intelligent nor as powerful as its dragon cousin.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 It appears as a small dragon about four feet long, and just over 2 feet tall. Its hide is translucent red and mottled with mauve and burgundy. A light shimmer of heat rises from its body.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/span><\/h2> <\/td> <\/tr>

    The firedrake\u0092s primary attack is with its breath weapon, though it is not hesitant to use its bite.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/b> Cone of fire, 40 feet long, once per 1d4 rounds but not more than five times per day, 2d8 points of damage, Reflex save half (DC 13).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Pyrophoric Blood (Ex):<\/b> A firedrake\u0092s blood is highly flammable and will ignite in a burst of flame upon contact with the air.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 A successful hit with a slashing or piercing weapon draws blood and causes it to ignite dealing 1d3 points of damage to the attacker (Reflex save at DC 13 to avoid).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Fire Subtype (Ex):<\/span><\/b> Fire immunity; double damage from cold except on a successful save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities:<\/span><\/b> Firedrakes are immune to sleep and paralysis effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    FIREDRAKE BLOOD<\/h3> <\/td> <\/tr>

    Firedrake blood can be kept, in its liquid state, in a sealed, airtight container, or underwater or some other inert liquid. It can then be used as a firebomb, equivalent to a torched flask of oil, or used to create flaming weapons. The blood will burn for 1d6 rounds before the fire extinguishes. A weapon coated with the flaming blood deals 1d3 points of fire damage in addition to normal weapon damage.<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Firedrake first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Dragon","alignment":"Any","environment":" Temperate hills and mountains"},{"name":"Dragon (Ice Lizard)","type":"Dragon","ch":3,"challenge_rating":" 03 \u00a0","id":5499,"reference":"Usergen","full_text":"

    ICE LIZARD (Ice Drake)<\/span><\/b><\/p> <\/div> <\/td> <\/tr>

    Small Dragon (Cold)<\/span><\/b><\/p> <\/td> <\/tr>

    Hit Dice:<\/span><\/b> 3d12+3 (22 hp)<\/span><\/p> <\/td> <\/tr>

    Initiative: <\/span><\/b>+1 (Dex)<\/span><\/p> <\/td> <\/tr>

    Speed:<\/span><\/b> 20 ft, fly 50 ft<\/span><\/p> <\/td> <\/tr>

    AC:<\/span><\/b> 18 (+1 size, +1 Dex, +6 natural)<\/span><\/p> <\/td> <\/tr>

    Attacks:<\/span><\/b> Bite +5 melee, 2 claws +0 melee<\/span><\/p> <\/td> <\/tr>

    Damage:<\/span><\/b> Bite 1d6+1, claw 1d4<\/span><\/p> <\/td> <\/tr>

    Face\/Reach:<\/span><\/b> 5 ft by 5 ft\/5 ft<\/span><\/p> <\/td> <\/tr>

    Special Attacks: <\/span><\/b>Breath weapon, spell-like abilities<\/span><\/p> <\/td> <\/tr>

    Special Qualities:<\/span><\/b> SR 24, polymorph self, cold subtype, immunities, darkvision 60 ft, low-light vision<\/span><\/p> <\/td> <\/tr>

    Saves:<\/span><\/b> Fort +4, Ref +4, Will +1<\/span><\/p> <\/td> <\/tr>

    Abilities:<\/span><\/b> Str 13, Dex 13, Con 13, Int 7, Wis 8, Cha 10<\/span><\/p> <\/td> <\/tr>

    Skills: <\/span><\/b>Listen +4, Spot +4<\/span><\/p> <\/td> <\/tr>

    Feats: <\/span><\/b>Flyby Attack<\/span><\/p> <\/div> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Climate\/Terrain:<\/span><\/b> Cold hills and mountains<\/span><\/p> <\/td> <\/tr>

    Organization:<\/span><\/b> Pair, clutch (2-5), or family (6-8)
    Challenge Rating:<\/b> 3<\/span><\/p> <\/td> <\/tr>

    Treasure:<\/span><\/b> Standard<\/span><\/p> <\/td> <\/tr>

    Alignment:<\/span><\/b> Always chaotic evil<\/span><\/p> <\/td> <\/tr>

    Advancement:<\/span><\/b> 4-6 HD (Small); 7-9 HD (Medium-size)<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    Although frequently mistaken on first sighting for a young white dragon, the ice lizard is neither as intelligent nor as powerful as its dragon cousin.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 The ice lizard is about 3 feet long, and almost 2 feet tall. It has the features and proportions of a miniature white dragon, but its scaly hide is thinner and more translucent than that of even the youngest of true dragons. The hide of the ice lizard is snow white in color.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    COMBAT<\/h2> <\/td> <\/tr>

    The ice lizard\u0092s primary attack is with its breath weapon, though it is not hesitant to use its bite or claws.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Breath Weapon (Su):<\/b> Cone of cold, 40 feet long, once per 1d4 rounds but not more than five times per day, 2d8 points of damage, Reflex save half (DC 13).<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Spell-Like Abilities:<\/b> 2\/day\u0097fear<\/i> and sleep<\/i>. These abilities are as the spells cast by a 7th-level sorcerer (save DC 10 + spell level) and cannot be used if the ice lizard assumes its white dragon form.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Polymorph Self (Su):<\/b> Twice per day, an ice lizard can assume the form of a young white dragon. It does not gain the white dragon\u0092s spell-like abilities, spells, or breath weapons. The ice lizard can retain its dragon form for up to two hours each time it is used.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Cold Subtype (Ex):<\/span><\/b> Cold immunity; double damage from fire except on a successful save.<\/span><\/p> <\/td> <\/tr>

    \u00a0\u00a0 Immunities:<\/span><\/b> Ice lizards are immune to sleep and paralysis effects.<\/span><\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    \u00a0<\/p> <\/td> <\/tr>

    The Ice Lizard first appeared in the 1e FF (1981).<\/span><\/p> <\/td> <\/tr><\/table>

    \u00a0<\/span><\/p><\/div>","family":"Dragon","alignment":"Any","environment":"Cold hills and mountains"}]]